Just sayin'.
It's the alignment of "whatever I want to do," and I suppose it works to a certain extent. But it's one of those alignments that everyone really likes for some reason, and I really think that reason is that it's all about random amorality.
Neutral is a similar boat, but that's somewhat more manageable given that it's all about balance. If you consistently play a neutral character too far to the left or right, then you're not really playing a true neutral character.
The odd thing is, I don't have much to complain about in the games I'm running (well, I suppose I do, but I won't get into it). But going over first level characters, I'm always wary when I see "CN" scribbled in for alignment. Most of the time, Chaotic Neutral is played like Chaotic Evil Lite.
Anyway. I think it's more challenging for players (including myself) to take some kind of moral stand. Even if it's "Evil," it's still something. And while Evil PCs tend to lead to lots of inter-party strife, they can also add an element of fun insofar as character interaction is concerned. They don't need to be mindless killers.
Anyway. I'm done. Oh, and Happy New Year.
Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts
09 March 2012
17 April 2011
Transparency
I'm not talking about wet t-shirts or those fancy sheets of plastic you show off on an old-fashioned overhead projector. No, I'm talking about the transparency demonstrated by a GM to his players.
I got to thinking about this last night as we were playing the last Warhammer Fantasy game I'll be able to run until we're safely nestled in our new house in Rhode Island. I've taken to making my to-hit and damage rolls in full view of the players. I'm fairly brazen about it, and I hadn't given any thought to how it might make them feel.
Let me preface this by saying: The chances of hitting, for anyone playing a first-career character in WFRP, are highly dependent on how crappy your Weapon Skill attribute is. Generally, it's pretty crappy, so unless players make liberal use of specific combat actions (which are relatively simple to incorporate), they're not going to be hitting very often. In fact, it often feels like you're rolling to miss, with the happy chance of a hit being a reason for celebration.
(Let me say that I really enjoy WFRP. Yes, starting characters are oftentimes inept to the point of comedy, but they *do* improve in the long run, and I think that's something that any player with a long-lived WFRP character can be proud of... especially when you consider the inherent lethality of the combat system.)
Keeping this in mind, I tend to make my NPC's to-hit rolls for all to see. Last night's posse of stinking, maggot-riddled zombies probably hit the players a grand total of four times throughout the entire combat. The players did manage to re-deadify the zombies in the long run, but they had to work at it... and there was much rejoicing.
On reflection, I started to wonder: Do my players actually want me to be this transparent? By making my rolls in the open, I have no recourse for fudging said die rolls. If I hit a player in his head and then roll a decapitation crit on him, there's no way for me to take it back. The player can, of course, spend a Fate point to avoid his messy and untimely demise, so there is a safety net of sorts worked into the process.
When I first started GMing games, back in... erm... well, in antiquity, I was quite attached to the GM screens I used. I hid my dice rolls, for the most part, because I knew that I'd annihilate my players if I didn't. I could fudge rolls as I saw fit, scaling back damage on lethal blows to make the fights that much more suspenseful. "Oh, wow, dude... he hit you for ten points of damage. You've got one hit point left? Sucks to be you!" And all that when my actual damage roll was closer to twenty than it was to ten.
(Another note, this one to the players I've played with in the past: Yes, I fudged dice rolls on occasion. I didn't do it all the time, only when it seemed appropriate to do so. Hopefully this doesn't ruin the enjoyment of the games we used to play (assuming you enjoyed them in the first place).)
As time's gone by, I've become less concerned with the GM screen as a method of secretly hiding my rolls. In retrospect, I think I liked using screens to hide my game notes from prying player eyes more than to hide dice rolls. Given that I tend to run my games from a laptop these days, which only I can read with any degree of clarity, the only real reason to use a GM screen is to reference the information they contain. Since I don't like rolling my dice on my laptop's keyboard, I make my rolls on the table.
But how do players feel about this sort of thing? Is it refreshing that a GM can be so open with the rolls he makes? Does it make the game more suspenseful knowing that my next roll might result in your character tripping on his own intestines? Does it aggravate you because you'd rather not know what I rolled? Or do you not care one way or the other?
Call me curious, but tell me what you think. That's what the comments are for on this here blog.
Oh, and I will get back to my dissertations on the games I want to play. As it is, I'm not really in the mood to write reams of nonsensical gaming jibber jabber after a long day at work followed by an hour's commute home. Once I'm settled in my new place, I'll definitely pick up the slack. I promise.
I got to thinking about this last night as we were playing the last Warhammer Fantasy game I'll be able to run until we're safely nestled in our new house in Rhode Island. I've taken to making my to-hit and damage rolls in full view of the players. I'm fairly brazen about it, and I hadn't given any thought to how it might make them feel.
Let me preface this by saying: The chances of hitting, for anyone playing a first-career character in WFRP, are highly dependent on how crappy your Weapon Skill attribute is. Generally, it's pretty crappy, so unless players make liberal use of specific combat actions (which are relatively simple to incorporate), they're not going to be hitting very often. In fact, it often feels like you're rolling to miss, with the happy chance of a hit being a reason for celebration.
(Let me say that I really enjoy WFRP. Yes, starting characters are oftentimes inept to the point of comedy, but they *do* improve in the long run, and I think that's something that any player with a long-lived WFRP character can be proud of... especially when you consider the inherent lethality of the combat system.)
Keeping this in mind, I tend to make my NPC's to-hit rolls for all to see. Last night's posse of stinking, maggot-riddled zombies probably hit the players a grand total of four times throughout the entire combat. The players did manage to re-deadify the zombies in the long run, but they had to work at it... and there was much rejoicing.
On reflection, I started to wonder: Do my players actually want me to be this transparent? By making my rolls in the open, I have no recourse for fudging said die rolls. If I hit a player in his head and then roll a decapitation crit on him, there's no way for me to take it back. The player can, of course, spend a Fate point to avoid his messy and untimely demise, so there is a safety net of sorts worked into the process.
When I first started GMing games, back in... erm... well, in antiquity, I was quite attached to the GM screens I used. I hid my dice rolls, for the most part, because I knew that I'd annihilate my players if I didn't. I could fudge rolls as I saw fit, scaling back damage on lethal blows to make the fights that much more suspenseful. "Oh, wow, dude... he hit you for ten points of damage. You've got one hit point left? Sucks to be you!" And all that when my actual damage roll was closer to twenty than it was to ten.
(Another note, this one to the players I've played with in the past: Yes, I fudged dice rolls on occasion. I didn't do it all the time, only when it seemed appropriate to do so. Hopefully this doesn't ruin the enjoyment of the games we used to play (assuming you enjoyed them in the first place).)
As time's gone by, I've become less concerned with the GM screen as a method of secretly hiding my rolls. In retrospect, I think I liked using screens to hide my game notes from prying player eyes more than to hide dice rolls. Given that I tend to run my games from a laptop these days, which only I can read with any degree of clarity, the only real reason to use a GM screen is to reference the information they contain. Since I don't like rolling my dice on my laptop's keyboard, I make my rolls on the table.
But how do players feel about this sort of thing? Is it refreshing that a GM can be so open with the rolls he makes? Does it make the game more suspenseful knowing that my next roll might result in your character tripping on his own intestines? Does it aggravate you because you'd rather not know what I rolled? Or do you not care one way or the other?
Call me curious, but tell me what you think. That's what the comments are for on this here blog.
Oh, and I will get back to my dissertations on the games I want to play. As it is, I'm not really in the mood to write reams of nonsensical gaming jibber jabber after a long day at work followed by an hour's commute home. Once I'm settled in my new place, I'll definitely pick up the slack. I promise.
Labels:
gaming
09 April 2011
How Many Books are Too Many?
I used to be proud of my gaming library. I had a lot of interesting books, some of them unusual, uncommon, or even rare. I still do, in fact. I find it difficult to liquidate my collection, even those games I don't play or rarely look at. I can find something cool, interesting, or amusing in every single one of them, from the art in SLA Industries to the fact that the author of Road Rebels uses the word "riffles" to describe longarms throughout the entire text of his game.
It really only hits me when I have to move. The family and I are relocating to Rhode Island at the end of the month, and this involves taking all of our stuff with us. In speaking with my moving company rep, she mentioned, "Last time, you had 110 book boxes. Do you think you'll need the same amount this time?"
"We haven't gotten that many more books," I answered. "I expect it'll be about the same amount, maybe a couple more."
As I answered her question, I felt a brief pang of guilt. A group of movers will be here in the next couple of weeks to pack, carry, and load my family's extensive library. Books are not lightweight. Yet, being as I'm closer to 40 years old than 30, I don't regret not having to move the boxes myself. I think I'll survive, just as I did when we moved from CA to VA, and from VA to MA.
Really, my primary hobby has been gaming since I was 13 years old (give or take). I bought (or conned my mom into buying me) a copy of the original Monster Manual when I was in 5th or 6th game. Little did I know at the time that I'd eventually have 4 or 5 bookshelves worth of splatbooks, core books, and hardcovers. Not to mention numerous boxed sets from the golden era of tabletop, various board games, card games, Dungeon tiles, miniatures, and a seemingly endless series of three ring binders containing game notes, characters, maps, etc.
But when does my pride in my collection give way to embarrassment at how large it's become?
People collect all sorts of things: music, movies, computer games, stamps, coins, bottles, sports memorabilia, figurines, paintings, sculptures, teddy bears, etc. Heck, I've got a coin collection (which I'm in the process of organizing) that I inherited from my grandfather, most of which consists of foreign coins that he picked up when he was in the Navy during and after World War II. But it's relatively lightweight as compared to my RPG collection.
I suppose my RPG collection would be all the larger if it weren't for my kids. When you're single, or even newlywed, and you have fewer expenses, it seems like a trivial thing to keep up with a number of game lines. As it is, I've really only kept up with D&D 3.5 and Star Wars (in its various editions) since my kids came along. Even now, both those lines are extinct, so there's not much to keep up with. I'm interested in keeping up with Dark Heresy, maybe even Rogue Trader and Deathwatch, when I've got money to spare. Which isn't often.
I guess I'm not terribly embarrassed by my book collection... but I am self-conscious about it. The size won't be growing significantly any time soon, though I suppose I'll continue to add to it when I can.
As a side note, it wasn't solely my books that filled 110 book boxes the last time we moved. My wife owns a substantial library of her own, mostly paperbacks and research books (science, history, sociology, you name it and she probably has a book on it). Who can blame us for being a literate family... besides the movers, that is?
It really only hits me when I have to move. The family and I are relocating to Rhode Island at the end of the month, and this involves taking all of our stuff with us. In speaking with my moving company rep, she mentioned, "Last time, you had 110 book boxes. Do you think you'll need the same amount this time?"
"We haven't gotten that many more books," I answered. "I expect it'll be about the same amount, maybe a couple more."
As I answered her question, I felt a brief pang of guilt. A group of movers will be here in the next couple of weeks to pack, carry, and load my family's extensive library. Books are not lightweight. Yet, being as I'm closer to 40 years old than 30, I don't regret not having to move the boxes myself. I think I'll survive, just as I did when we moved from CA to VA, and from VA to MA.
Really, my primary hobby has been gaming since I was 13 years old (give or take). I bought (or conned my mom into buying me) a copy of the original Monster Manual when I was in 5th or 6th game. Little did I know at the time that I'd eventually have 4 or 5 bookshelves worth of splatbooks, core books, and hardcovers. Not to mention numerous boxed sets from the golden era of tabletop, various board games, card games, Dungeon tiles, miniatures, and a seemingly endless series of three ring binders containing game notes, characters, maps, etc.
But when does my pride in my collection give way to embarrassment at how large it's become?
People collect all sorts of things: music, movies, computer games, stamps, coins, bottles, sports memorabilia, figurines, paintings, sculptures, teddy bears, etc. Heck, I've got a coin collection (which I'm in the process of organizing) that I inherited from my grandfather, most of which consists of foreign coins that he picked up when he was in the Navy during and after World War II. But it's relatively lightweight as compared to my RPG collection.
I suppose my RPG collection would be all the larger if it weren't for my kids. When you're single, or even newlywed, and you have fewer expenses, it seems like a trivial thing to keep up with a number of game lines. As it is, I've really only kept up with D&D 3.5 and Star Wars (in its various editions) since my kids came along. Even now, both those lines are extinct, so there's not much to keep up with. I'm interested in keeping up with Dark Heresy, maybe even Rogue Trader and Deathwatch, when I've got money to spare. Which isn't often.
I guess I'm not terribly embarrassed by my book collection... but I am self-conscious about it. The size won't be growing significantly any time soon, though I suppose I'll continue to add to it when I can.
As a side note, it wasn't solely my books that filled 110 book boxes the last time we moved. My wife owns a substantial library of her own, mostly paperbacks and research books (science, history, sociology, you name it and she probably has a book on it). Who can blame us for being a literate family... besides the movers, that is?
26 March 2011
Games I Wanna Play, Part 3a: Horror
So I covered the World of Darkness in my last post, but I haven't really touched on the horror genre of gaming yet. That's where this post comes in. Now, for one reason or another, my horror library is fairly limited. I'm not sure if it's because I've never really explored it, or if it's because there's not much in the way of horror games out there (outside of the obvious titles). But even with my limited access to different horror-themed games, I tend to have a pretty extensive library of pertinent supplements and sourcebooks.
The first horror game I ever ran was Mayfair's Chill, and the only reason I bought it was because I thought the cover and graphic design were cool. Even though the system was somewhat... unique, I still loved that game (and I still do!). I had a tradition where I'd call together my gaming friends and run a Chill game on Halloween night (though it was typically the weekend before Halloween, and given the seasonal time change, we usually got an extra hour of gaming in). We'd run from just after dark until the game ended or the sun came up.
I certainly don't have the stamina for that kind of endeavor these days. I'm too old and I value my sleep too much. But damn, those were good times. But more about the specifics of those games when I cover Chill in full, below.
I was introduced to the horror genre of tabletop by a friend of mine who liked Call of Cthulhu. I wasn't all that literate in those days, and I'd never read HP Lovecraft or his contemporaries. Blasphemy, I know, but I was all of 14 or 15. I was more interested in the less cerebral aspects of gaming. You know: blowing stuff up, shooting bad guys, and looting their rapidly-cooling cadavers.
Those initial sessions (which were most often done on local bulletin board systems... that was what we had before Al Gore invented the interwebs, don't you know) piqued my curiosity, but I didn't really get a true taste of Mythos horror until well after I'd met my wife-to-be. In fact, my current CoC gaming library is comprised, in large part, of books that she brought into our marriage.
My wife ran a number of awesome CoC games in those days. I still recall with fondness the exploits (or, rather, the depredations) of Sheridan MacDonagh and his brother, Grady, as they blazed a trail of violent crime across the American Midwest; or Caleb Tucker, my intrepid G-Man, who had to "do the hopscotch" in the course of his investigations of an odd little girl that had disappeared some twenty years before. Amy doesn't run games anymore. She's far too shy to sit behind the GM screen. Maybe she'll get over her self-consciousness someday, and I'll be lucky enough to play in her games again. We'll just have to wait and see.
But enough of that. Let's talk about the games and why I'd love to run and/or play them again.
Chill
As far as horror games go, Mayfair's edition of Chill was my first true love. At the time, it was a game none of my friends had ever heard of. This meant that all the juicy bits of fluff and story belonged to me and me alone. There was no expectation from the players as to how the setting operated. For example, players with any experience with the WoD will have certain expectations about the world when playing in a Vampire game. I didn't have that baggage with Chill.
I never used the stock player organization, known as "SAVE," in my games... at least not as a player resource. When SAVE appeared at all, it was as an NPC organization, and they weren't always acting in the best interests of the player characters (more on that later). When I ran it, Chill was less about the players fighting evil than it was about the players (as everyday folks) being exposed to the Unknown.
The game was really creepy, especially given the fact that I tended to run it after dark, by candlelight, with soundtracks to scary movies playing softly in the background. The soundtracks to the Hellraiser movies were particularly effective. Plus, I seemed to have a knack for describing just enough to make the players worry, but not so much that they'd know what exactly I had in mind. Of course, I could be ascribing powers to myself that I never had, but at the time it seemed to work fine.
So every fall, I start to get that itch to drag out ye olde Chill books and run a Halloween game. I've been stymied in recent years by lack of time, lack of energy, lack of players, and (this last Halloween) by pestilence. So I'll get there someday, I just don't know when. I hope it's before I'm in the rest home, because I'd hate for my geriatric players to suffer from cardiac arrest if I still have a knack for creeping people out.
Those original Halloween games were pretty fun. Generally speaking, they involved a group of pre-gen PCs. One of the most memorable scenarios involved a group of college-age kids in Colorado, driving up to a mountain cabin for a good bit of Spring Break fun. They get up there, start to get settled in, when some scared stranger, bleeding, knocks on the door and forces his way in. He's got a gun, so they humor him. He's yelling, "Lock the doors! Board the windows! They're coming!!"
"Who's coming?" they ask.
Just then, the zombies attack. They break down the door, bust in the windows, and swarm in. The guy opens up with his pistol, but it doesn't do much good. Before long, the entire group has been wiped out.
They wake up the next day, bruised and battered and not feeling particularly well. The guy is gone, as are the zombies. It takes the next hour or two of game time before they realize that they, too, are dead. The humorous thing was, one of the kids had sustained a broken neck during the zombie attack, but he just assumed that he'd been mildly injured. So they went to an urgent care center for x-rays, which is when the doctor reveals that, wow, he ain't got no vital signs.
From there things got progressively weirder. One of the kids, who's taking psychology and parapsychology courses at their college, goes to his professor for help. The professor calls his contacts at SAVE and schedules a meeting. Little do the kids know that SAVE has already written them off, and sends a kill team in to put them out of their misery... with a LAW rocket. End of game.
But it was a fun ride, anyway.
There were other games, too. Like the one based on the novel The Night Boat by Robert R. McCammon. It's about a U-Boat that is buried by an aquatic avalanche caused by depth-charges in WWII. Just as the sub is going down, a voodoo priest curses it, and turns the German crew into zombies. Flash forward to the modern day, and the sub gets freed by an old underwater mine, floats to the surface, and the Nazi zombies come out to play. I realize it's all very silly when you think about it, but it was a good game anyway.
So... yeah. Someday, I'll break out those Chill books again and do another proper Halloween game, from dusk 'til dawn. Candlelight, creepy music, the whole shebang.
(To be continued...)
The first horror game I ever ran was Mayfair's Chill, and the only reason I bought it was because I thought the cover and graphic design were cool. Even though the system was somewhat... unique, I still loved that game (and I still do!). I had a tradition where I'd call together my gaming friends and run a Chill game on Halloween night (though it was typically the weekend before Halloween, and given the seasonal time change, we usually got an extra hour of gaming in). We'd run from just after dark until the game ended or the sun came up.
I certainly don't have the stamina for that kind of endeavor these days. I'm too old and I value my sleep too much. But damn, those were good times. But more about the specifics of those games when I cover Chill in full, below.
I was introduced to the horror genre of tabletop by a friend of mine who liked Call of Cthulhu. I wasn't all that literate in those days, and I'd never read HP Lovecraft or his contemporaries. Blasphemy, I know, but I was all of 14 or 15. I was more interested in the less cerebral aspects of gaming. You know: blowing stuff up, shooting bad guys, and looting their rapidly-cooling cadavers.
Those initial sessions (which were most often done on local bulletin board systems... that was what we had before Al Gore invented the interwebs, don't you know) piqued my curiosity, but I didn't really get a true taste of Mythos horror until well after I'd met my wife-to-be. In fact, my current CoC gaming library is comprised, in large part, of books that she brought into our marriage.
My wife ran a number of awesome CoC games in those days. I still recall with fondness the exploits (or, rather, the depredations) of Sheridan MacDonagh and his brother, Grady, as they blazed a trail of violent crime across the American Midwest; or Caleb Tucker, my intrepid G-Man, who had to "do the hopscotch" in the course of his investigations of an odd little girl that had disappeared some twenty years before. Amy doesn't run games anymore. She's far too shy to sit behind the GM screen. Maybe she'll get over her self-consciousness someday, and I'll be lucky enough to play in her games again. We'll just have to wait and see.
But enough of that. Let's talk about the games and why I'd love to run and/or play them again.
Chill
As far as horror games go, Mayfair's edition of Chill was my first true love. At the time, it was a game none of my friends had ever heard of. This meant that all the juicy bits of fluff and story belonged to me and me alone. There was no expectation from the players as to how the setting operated. For example, players with any experience with the WoD will have certain expectations about the world when playing in a Vampire game. I didn't have that baggage with Chill.
I never used the stock player organization, known as "SAVE," in my games... at least not as a player resource. When SAVE appeared at all, it was as an NPC organization, and they weren't always acting in the best interests of the player characters (more on that later). When I ran it, Chill was less about the players fighting evil than it was about the players (as everyday folks) being exposed to the Unknown.
The game was really creepy, especially given the fact that I tended to run it after dark, by candlelight, with soundtracks to scary movies playing softly in the background. The soundtracks to the Hellraiser movies were particularly effective. Plus, I seemed to have a knack for describing just enough to make the players worry, but not so much that they'd know what exactly I had in mind. Of course, I could be ascribing powers to myself that I never had, but at the time it seemed to work fine.
So every fall, I start to get that itch to drag out ye olde Chill books and run a Halloween game. I've been stymied in recent years by lack of time, lack of energy, lack of players, and (this last Halloween) by pestilence. So I'll get there someday, I just don't know when. I hope it's before I'm in the rest home, because I'd hate for my geriatric players to suffer from cardiac arrest if I still have a knack for creeping people out.
Those original Halloween games were pretty fun. Generally speaking, they involved a group of pre-gen PCs. One of the most memorable scenarios involved a group of college-age kids in Colorado, driving up to a mountain cabin for a good bit of Spring Break fun. They get up there, start to get settled in, when some scared stranger, bleeding, knocks on the door and forces his way in. He's got a gun, so they humor him. He's yelling, "Lock the doors! Board the windows! They're coming!!"
"Who's coming?" they ask.
Just then, the zombies attack. They break down the door, bust in the windows, and swarm in. The guy opens up with his pistol, but it doesn't do much good. Before long, the entire group has been wiped out.
They wake up the next day, bruised and battered and not feeling particularly well. The guy is gone, as are the zombies. It takes the next hour or two of game time before they realize that they, too, are dead. The humorous thing was, one of the kids had sustained a broken neck during the zombie attack, but he just assumed that he'd been mildly injured. So they went to an urgent care center for x-rays, which is when the doctor reveals that, wow, he ain't got no vital signs.
From there things got progressively weirder. One of the kids, who's taking psychology and parapsychology courses at their college, goes to his professor for help. The professor calls his contacts at SAVE and schedules a meeting. Little do the kids know that SAVE has already written them off, and sends a kill team in to put them out of their misery... with a LAW rocket. End of game.
But it was a fun ride, anyway.
There were other games, too. Like the one based on the novel The Night Boat by Robert R. McCammon. It's about a U-Boat that is buried by an aquatic avalanche caused by depth-charges in WWII. Just as the sub is going down, a voodoo priest curses it, and turns the German crew into zombies. Flash forward to the modern day, and the sub gets freed by an old underwater mine, floats to the surface, and the Nazi zombies come out to play. I realize it's all very silly when you think about it, but it was a good game anyway.
So... yeah. Someday, I'll break out those Chill books again and do another proper Halloween game, from dusk 'til dawn. Candlelight, creepy music, the whole shebang.
(To be continued...)
22 March 2011
Games I Wanna Play, Part 2: Supernatural Games
Note: If you aren't interested in my self-absorbed opinions about the World of Darkness, you can skip to the end. Otherwise, prepare for an essay (or even rant) about Vampire the Masquerade and as many of its spin-offs as I can recall.
First off, let me clarify: I'm not talking about the Supernatural RPG by Margaret Weis Productions. To my mind, "Supernatural" is a genre of gaming akin to Horror, but is instead where the players portray the monsters instead of the victims. Not that the monsters can't also be victims (in many cases, they are). More often, they're antiheroes. The games have elements of Horror, true, but the focus is usually on the loss of humanity, guilt, and/or angst derived from being a Creature of Darkness (tm).
Chief amongst such games is Vampire: The Masquerade, the original tragically hip game of Lestat-esque vampiric shenanigans. Truth be told, though, I'd explore this genre from a more traditional angle before the original V:tM was released. I was a big fan of Mayfair's edition of the Chill RPG (more on that when I talk about Horror games), and I got the idea into my head to turn my friend's character into a vampire. Without his prior knowledge, of course. It's always more fun when they're surprised, right?
Thinking back, I don't remember the specifics of the scenario, other than he lived in the middle of nowhere and a new neighbor moved in next door. It was very Jerry Dandridge/Fright Night, I'll admit, but I was younger then and not quite as aware of stereotypes. For whatever reason, Chris (my friend) ran afoul of his new neighbor, was overpowered, and then drained of every last drop of his blood.
Flash forward to Chris' character waking up in a coffin, six feet under. It'd taken some time for the whole vampire curse to take effect, and he'd been found dead, shipped home, and buried in a local cemetery. Lucky for him, the local groundskeeper heard his hammering and dug him out. Chris leaped from the coffin and made good his escape. Being hungry, he stopped by a nearby Circle K and discovered that food wasn't what he was hungry for...
We never got very far. In fact, I think we only ever played that one game, though Chris might have different recollections.
The World of Darkness
Speaking in broad strokes, the World of Darkness is the penultimate setting in this self-designated supernatural genre. I had a sort of love/hate relationship with the WoD for a while, but I've come to appreciate its finer details and do my best to ignore the more banal ones.
Vampire was really popular with a bunch of my friends, and it quickly replaced just about every game that we'd ever played. I didn't have the depth of knowledge of the setting, or of any of the fiction they were reading (Anne Rice, specifically), so it didn't have the same sort of appeal to me. I played in a few games of the original first edition, but beyond that... I was more attracted to other games and other settings.
When Werewolf: The Apocalypse (first edition) came out, my friend Chris snatched it up. It was his new pair of shoes, and he ran a few games, too. I remember them well. I remember sitting in a Burger King on San Marcos Boulevard with Chris, flipping through the book and talking over character ideas. I was his guinea pig.
Mage: The Ascension was another milestone for WW, but outside of an overarching appreciation for the content and ideas behind the game, I never really enjoyed playing it. That might be due to the games I did play, which I never found all that enthralling (and I can certainly blame the storyteller for that, I guess). As for the rules... I've always found them somewhat intimidating, given how open-ended they are. So in that regard, I'll never run Mage, but I'd certainly give playing it another shot, so long as I can find a storyteller worth his salt who's willing to run it.
I've picked up a lot of WoD books over the years, everything from Kindred of the East to Orpheus. After White Wolf canned the old World of Darkness (oWoD) and introduced the new World of Darkness (nWoD), I stopped buying their books. I didn't like what I'd seen of the new rules, and given there was no backwards (or forwards) compatibility at the time, I chose to stick with what I knew and avoided spending money I didn't have on a game line I didn't care about.
Vampire: The Masquerade
The original had some holes in the rules, but the second edition cleared most of them up, and the third edition went even further. It's funny, because it came to pass that any of White Wolf's first editions were akin to playtest copies that you had to pay for. The second editions, ultimately released in hardback, were much more polished than the firsts. I generally couldn't help myself, though... I bought the first editions. About the only first edition WW product I didn't buy was of Vampire: The Masquerade, and that was mostly because (at the time) I was sick of it.
After the release of the second edition, I came to appreciate VtM a lot more than I did initially. I also managed to pick up a slew of supplements at bargain basement prices, which helped to flesh out my collection. Working in a game store, I also had an employee discount (and it's true, more than half of my income went right back into the cash register... sad, sad days, those).
I've run a few VtM games in the past, only one of them being truly successful. The others were one-hit wonders, including a brief game set in Miami that ended just as soon as it began due to issues with players and their personal lives. It could've been good, but I have yet to revisit it. If I ever intended to run another VtM game, I'd attempt to resurrect my 1920's VtM game. Set in San Francisco during the heyday of Prohibition, it involved the forces of the Camarilla, Anarchs, and Sabbat struggling over control of 'Frisco. The players were all caitiff. Despite their clanless nature, the size of their coterie gave them a strength that no side could ignore. Plus, the '20's are a kick ass era.
I've been playing in a VtM game at work, run by my friend David. Without going into details, it's a lot of fun, and in playing I realized how much I'd missed the relatively intuitive mechanics of the Storyteller system. So the more of I've played, the more I've tossed around the idea of running my own game. I haven't gotten around to it yet, but I've been revisiting my books. As it happens, though, I haven't been looking real closely at my VtM books... instead, I've been pouring over my Vampire: The Dark Ages books.
Vampire: The Dark Ages
VtDA was the game that really gave me an appreciation for Vampire. I don't know what it was that attracted me to it. Was it the fact that it wasn't set in the modern era? That the traditional factions of Camarilla, Sabbat, and Anarch hadn't been established? Or was it the art and styling of the Dark Ages book? I think it was probably a little bit of everything, honestly.
I ended up running a long-term and, IMO, successful VtDA campaign. The first half involved a two-person play group, but it eventually grew to four players by the time the game was finished. The second half was a continuation of the first, but it involved a couple of the original players and two new ones. Both games were a lot of fun, and I'd love to run it again someday.
When Dark Ages: Vampire was released, it seemed somewhat superfluous to me. It lacked a lot of what made VtDA appealing to me. While VtDA was pretty open-ended, DA:V established a meta-plot that I didn't care for. Plus, the rules on paths and roads were revised in a manner than didn't resonate with me. I bought the core rules for DA:V, as well as the first couple of supplements, but I decided to stick with the original VtDA after that. I've become aware that there is a vocal group of folks out there who feel that DA:V is superior to VtDA, and that's fine with me. I'm happy with the vast amount of support that the first DA line had, and I'm not interested in upgrading to a new edition if I don't feel the old one is broken.
Werewolf: The Apocalypse
I've also been mulling over running a new Werewolf game eventually. While the first edition of the rules was rough, the overall tone of the game was much darker and less campy than the second. Despite this, the second edition's rules were a heck of a lot better, and it's easy enough to focus on the parts I like and ignore the ones I don't.
I've only ever attempted to run one Werewolf game. Being someone who is never quite willing to leave well enough alone, I had to run something that wasn't quite traditional. The premise was the the Apocalypse had happened, the world had "moved on" (in a vein similar to the world in King's Gunslinger books), and the players portrayed orphaned cubs who didn't even know the tribes they belonged to.
The PCs were raised by a crotchety old werewolf, and part of the fun was the self-discovery of it all. The players made the foundations of their characters, while I secretly chose their Tribes and gifts. Of course, one of the players was a Black Spiral Dancer. I don't remember if that ever came out or not, but the nightmares were definitely a clue as to his origins. The overarching story, outside of learning who and what they were, involved establishing a new cairn while standing against enemies, old and new.
The game ended prematurely, as many games do. I'm not sure why. I still have my notes, though, and it'd be fun to bring it back, even in the context of a short-term campaign. We'll have to see about that.
Back to the present. A few weeks ago, I was seriously considering putting together a Werewolf: The Wild West game. I pulled out my W:tWW books and started reading, and I remembered (with dawning disappointment) why I'd hated that product so much. It's so damn shallow! It'd be easy enough to run a wild west game using just the W:tA rules and a firm grasp of history. Nothing in the WW book was particularly necessary. The setting information concentrates quite a bit on the struggle between the Euros and the Native Americans, as well as the more stereotypical aspects of a "Cowboys and Indians"-style setting. No mention is made of the Civil War or its effects in any of the history (though it is giving a passing entry in the brief time line supplied with the game).
Some of the rules were utter crap, too. The rules on silver bullets, especially, made them much less useful, and were presented in a style that said, "We're not going to explain the physics of this, so you'll just have to trust us." Basically, if you could find someone to make you silver bullets, you'd pay out the nose for them, they'd be more difficult to hit with, and do less damage than regular bullets. In my own research of the topic, the bullets would be more difficult to make, but they might actually be a little more accurate at short range (due to the density of the material). They'd also deform less than lead bullets, which would probably make them less damaging than traditional ammo. But it was the way that the authors handled the topic which really got my dander up.
So, long story short, I decided that I'd avoid the wild west setting and look into other alternatives... and this brought me to my copy of Werewolf: The Dark Ages, a VtDA supplement that I'd had since its release, but never quite read in depth. Outside of the lack of an impending Apocalypse and a lack of a central threat to the Garou, the DA setting is much more appealing to me. At the moment, it's at the top of my "I Want To Run This" list. I don't have any story ideas (that I want to discuss right now), but I'll get around to it soon, I'm sure.
Wraith: The Oblivion
Wraith was another first edition WoD product that I bought, read, and immediately disliked. I can't remember why, but I think it had a lot to do with the mechanics. Much later, I ended up buying the second edition used for $10, and I found it possessed none of the problems I'd had with the original. By this time, the Wraith product line was being phased out, and I was woefully behind in supplements. Luckily, this time period also coincided with a bunch of local clearance sales, as well as a good run of the books and the aforementioned used book shelf. In a short time, and for much less than cover price, I had a nearly complete collection of Wraith supplements.
As much as I've wanted to run a Wraith game over the years, I've never been able to. I even worked out rules for converting mortals to wraiths (which I still have) which I intended to use to hoodwink my players into a game. They'd start as mortals, get involved in something terrible, die, and then wake up in the afterlife (headed for the serious strife). I'd still like to do this eventually, as I think it'd be an interesting way to explore Wraith. Maybe I'll have the chance to in the near future. The real question is, do I want to surprise my players with such a significant change? I mean, if you expected a game about mortals in the WoD, but ended up dead and ghostified, would you be upset?
Other oWoD Titles
I've done a little bit of talking about oWoD titles in general. I've got the majority of them on my shelves, but I'm not all that interested in exploring them with more than a peripheral interest.
I was initially excited about the prospect of Hunter: The Reckoning, but after I bought the book and read it, I lost interest. I was looking forward to a more detailed version of The Hunters Hunted, not a game about humans imbued with special powers who hunted down the supernatural.
Changeling: The Dreaming was another one I didn't buy on release, though I did eventually pick it up used. It didn't really appeal to me.
I do have a copy of the Mummy RPG, as well as the two previous WoD supplements for mummies. It might be interesting for building interesting NPCs and villains, but I don't think I'd ever run it all by itself.
Orpheus interested me, at least initially. It seemed like a reboot of Wraith, but with a finite limit to the depth of the game. I never picked up the rest of the Orpheus books. I might do that eventually to see where it went.
While I'd never dare to run Mage: The Ascension, I might consider exploring Mage: The Sorcerer's Crusade. It's the non-modern aspects of the setting, mostly. It's got a lot of neat setting material, too, and was just as good as VtDA in exploring the whys and wherefores of the Renaissance and how it applies to Awakened individuals. I mostly bought it because I felt I could leverage some of it into my Dark Ages games. That, and it was cheap.
Of course, there's Kindred of the East, which I really, really liked after I bought it and read it. It seemed to take all the interesting things about VtM, WtA, and WtO, and mashed them together into an Asian-infused supernatural game. I always felt, though, that it'd be difficult for most players to assimilate all that Eastern mysticism and mumbo jumbo. Still... it could happen. We'll have to see what I think after I review the particulars.
Last off, I only picked up Demon: The Fallen because a local game store was going out of business, and all the stock was 60% off. I got the Storyteller's kit, too, as well as the Los Angeles supplement. It might be interesting if I cared to dig into it some more, but without a Player's Guide (which goes for a lot of cash, depending on where you look) I'd be hard-pressed to seriously consider running it. Chalk it up to my feelings on the Mummy game: it'd be an interesting way to develop new and unusual NPCs and bad guys.
So, in summation (and after all that reflection and blathering), I would most like to run a Werewolf game set in the Dark Ages, or a Vampire game set in the 1920's.
Next up, I'll talk about the horror genre in general, because (dammit) I'd really like to dust of my Call of Cthulhu and Delta Green books and get down with some madness!
First off, let me clarify: I'm not talking about the Supernatural RPG by Margaret Weis Productions. To my mind, "Supernatural" is a genre of gaming akin to Horror, but is instead where the players portray the monsters instead of the victims. Not that the monsters can't also be victims (in many cases, they are). More often, they're antiheroes. The games have elements of Horror, true, but the focus is usually on the loss of humanity, guilt, and/or angst derived from being a Creature of Darkness (tm).
Chief amongst such games is Vampire: The Masquerade, the original tragically hip game of Lestat-esque vampiric shenanigans. Truth be told, though, I'd explore this genre from a more traditional angle before the original V:tM was released. I was a big fan of Mayfair's edition of the Chill RPG (more on that when I talk about Horror games), and I got the idea into my head to turn my friend's character into a vampire. Without his prior knowledge, of course. It's always more fun when they're surprised, right?
Thinking back, I don't remember the specifics of the scenario, other than he lived in the middle of nowhere and a new neighbor moved in next door. It was very Jerry Dandridge/Fright Night, I'll admit, but I was younger then and not quite as aware of stereotypes. For whatever reason, Chris (my friend) ran afoul of his new neighbor, was overpowered, and then drained of every last drop of his blood.
Flash forward to Chris' character waking up in a coffin, six feet under. It'd taken some time for the whole vampire curse to take effect, and he'd been found dead, shipped home, and buried in a local cemetery. Lucky for him, the local groundskeeper heard his hammering and dug him out. Chris leaped from the coffin and made good his escape. Being hungry, he stopped by a nearby Circle K and discovered that food wasn't what he was hungry for...
We never got very far. In fact, I think we only ever played that one game, though Chris might have different recollections.
The World of Darkness
Speaking in broad strokes, the World of Darkness is the penultimate setting in this self-designated supernatural genre. I had a sort of love/hate relationship with the WoD for a while, but I've come to appreciate its finer details and do my best to ignore the more banal ones.
Vampire was really popular with a bunch of my friends, and it quickly replaced just about every game that we'd ever played. I didn't have the depth of knowledge of the setting, or of any of the fiction they were reading (Anne Rice, specifically), so it didn't have the same sort of appeal to me. I played in a few games of the original first edition, but beyond that... I was more attracted to other games and other settings.
When Werewolf: The Apocalypse (first edition) came out, my friend Chris snatched it up. It was his new pair of shoes, and he ran a few games, too. I remember them well. I remember sitting in a Burger King on San Marcos Boulevard with Chris, flipping through the book and talking over character ideas. I was his guinea pig.
Mage: The Ascension was another milestone for WW, but outside of an overarching appreciation for the content and ideas behind the game, I never really enjoyed playing it. That might be due to the games I did play, which I never found all that enthralling (and I can certainly blame the storyteller for that, I guess). As for the rules... I've always found them somewhat intimidating, given how open-ended they are. So in that regard, I'll never run Mage, but I'd certainly give playing it another shot, so long as I can find a storyteller worth his salt who's willing to run it.
I've picked up a lot of WoD books over the years, everything from Kindred of the East to Orpheus. After White Wolf canned the old World of Darkness (oWoD) and introduced the new World of Darkness (nWoD), I stopped buying their books. I didn't like what I'd seen of the new rules, and given there was no backwards (or forwards) compatibility at the time, I chose to stick with what I knew and avoided spending money I didn't have on a game line I didn't care about.
Vampire: The Masquerade
The original had some holes in the rules, but the second edition cleared most of them up, and the third edition went even further. It's funny, because it came to pass that any of White Wolf's first editions were akin to playtest copies that you had to pay for. The second editions, ultimately released in hardback, were much more polished than the firsts. I generally couldn't help myself, though... I bought the first editions. About the only first edition WW product I didn't buy was of Vampire: The Masquerade, and that was mostly because (at the time) I was sick of it.
After the release of the second edition, I came to appreciate VtM a lot more than I did initially. I also managed to pick up a slew of supplements at bargain basement prices, which helped to flesh out my collection. Working in a game store, I also had an employee discount (and it's true, more than half of my income went right back into the cash register... sad, sad days, those).
I've run a few VtM games in the past, only one of them being truly successful. The others were one-hit wonders, including a brief game set in Miami that ended just as soon as it began due to issues with players and their personal lives. It could've been good, but I have yet to revisit it. If I ever intended to run another VtM game, I'd attempt to resurrect my 1920's VtM game. Set in San Francisco during the heyday of Prohibition, it involved the forces of the Camarilla, Anarchs, and Sabbat struggling over control of 'Frisco. The players were all caitiff. Despite their clanless nature, the size of their coterie gave them a strength that no side could ignore. Plus, the '20's are a kick ass era.
I've been playing in a VtM game at work, run by my friend David. Without going into details, it's a lot of fun, and in playing I realized how much I'd missed the relatively intuitive mechanics of the Storyteller system. So the more of I've played, the more I've tossed around the idea of running my own game. I haven't gotten around to it yet, but I've been revisiting my books. As it happens, though, I haven't been looking real closely at my VtM books... instead, I've been pouring over my Vampire: The Dark Ages books.
Vampire: The Dark Ages
VtDA was the game that really gave me an appreciation for Vampire. I don't know what it was that attracted me to it. Was it the fact that it wasn't set in the modern era? That the traditional factions of Camarilla, Sabbat, and Anarch hadn't been established? Or was it the art and styling of the Dark Ages book? I think it was probably a little bit of everything, honestly.
I ended up running a long-term and, IMO, successful VtDA campaign. The first half involved a two-person play group, but it eventually grew to four players by the time the game was finished. The second half was a continuation of the first, but it involved a couple of the original players and two new ones. Both games were a lot of fun, and I'd love to run it again someday.
When Dark Ages: Vampire was released, it seemed somewhat superfluous to me. It lacked a lot of what made VtDA appealing to me. While VtDA was pretty open-ended, DA:V established a meta-plot that I didn't care for. Plus, the rules on paths and roads were revised in a manner than didn't resonate with me. I bought the core rules for DA:V, as well as the first couple of supplements, but I decided to stick with the original VtDA after that. I've become aware that there is a vocal group of folks out there who feel that DA:V is superior to VtDA, and that's fine with me. I'm happy with the vast amount of support that the first DA line had, and I'm not interested in upgrading to a new edition if I don't feel the old one is broken.
Werewolf: The Apocalypse
I've also been mulling over running a new Werewolf game eventually. While the first edition of the rules was rough, the overall tone of the game was much darker and less campy than the second. Despite this, the second edition's rules were a heck of a lot better, and it's easy enough to focus on the parts I like and ignore the ones I don't.
I've only ever attempted to run one Werewolf game. Being someone who is never quite willing to leave well enough alone, I had to run something that wasn't quite traditional. The premise was the the Apocalypse had happened, the world had "moved on" (in a vein similar to the world in King's Gunslinger books), and the players portrayed orphaned cubs who didn't even know the tribes they belonged to.
The PCs were raised by a crotchety old werewolf, and part of the fun was the self-discovery of it all. The players made the foundations of their characters, while I secretly chose their Tribes and gifts. Of course, one of the players was a Black Spiral Dancer. I don't remember if that ever came out or not, but the nightmares were definitely a clue as to his origins. The overarching story, outside of learning who and what they were, involved establishing a new cairn while standing against enemies, old and new.
The game ended prematurely, as many games do. I'm not sure why. I still have my notes, though, and it'd be fun to bring it back, even in the context of a short-term campaign. We'll have to see about that.
Back to the present. A few weeks ago, I was seriously considering putting together a Werewolf: The Wild West game. I pulled out my W:tWW books and started reading, and I remembered (with dawning disappointment) why I'd hated that product so much. It's so damn shallow! It'd be easy enough to run a wild west game using just the W:tA rules and a firm grasp of history. Nothing in the WW book was particularly necessary. The setting information concentrates quite a bit on the struggle between the Euros and the Native Americans, as well as the more stereotypical aspects of a "Cowboys and Indians"-style setting. No mention is made of the Civil War or its effects in any of the history (though it is giving a passing entry in the brief time line supplied with the game).
Some of the rules were utter crap, too. The rules on silver bullets, especially, made them much less useful, and were presented in a style that said, "We're not going to explain the physics of this, so you'll just have to trust us." Basically, if you could find someone to make you silver bullets, you'd pay out the nose for them, they'd be more difficult to hit with, and do less damage than regular bullets. In my own research of the topic, the bullets would be more difficult to make, but they might actually be a little more accurate at short range (due to the density of the material). They'd also deform less than lead bullets, which would probably make them less damaging than traditional ammo. But it was the way that the authors handled the topic which really got my dander up.
So, long story short, I decided that I'd avoid the wild west setting and look into other alternatives... and this brought me to my copy of Werewolf: The Dark Ages, a VtDA supplement that I'd had since its release, but never quite read in depth. Outside of the lack of an impending Apocalypse and a lack of a central threat to the Garou, the DA setting is much more appealing to me. At the moment, it's at the top of my "I Want To Run This" list. I don't have any story ideas (that I want to discuss right now), but I'll get around to it soon, I'm sure.
Wraith: The Oblivion
Wraith was another first edition WoD product that I bought, read, and immediately disliked. I can't remember why, but I think it had a lot to do with the mechanics. Much later, I ended up buying the second edition used for $10, and I found it possessed none of the problems I'd had with the original. By this time, the Wraith product line was being phased out, and I was woefully behind in supplements. Luckily, this time period also coincided with a bunch of local clearance sales, as well as a good run of the books and the aforementioned used book shelf. In a short time, and for much less than cover price, I had a nearly complete collection of Wraith supplements.
As much as I've wanted to run a Wraith game over the years, I've never been able to. I even worked out rules for converting mortals to wraiths (which I still have) which I intended to use to hoodwink my players into a game. They'd start as mortals, get involved in something terrible, die, and then wake up in the afterlife (headed for the serious strife). I'd still like to do this eventually, as I think it'd be an interesting way to explore Wraith. Maybe I'll have the chance to in the near future. The real question is, do I want to surprise my players with such a significant change? I mean, if you expected a game about mortals in the WoD, but ended up dead and ghostified, would you be upset?
Other oWoD Titles
I've done a little bit of talking about oWoD titles in general. I've got the majority of them on my shelves, but I'm not all that interested in exploring them with more than a peripheral interest.
I was initially excited about the prospect of Hunter: The Reckoning, but after I bought the book and read it, I lost interest. I was looking forward to a more detailed version of The Hunters Hunted, not a game about humans imbued with special powers who hunted down the supernatural.
Changeling: The Dreaming was another one I didn't buy on release, though I did eventually pick it up used. It didn't really appeal to me.
I do have a copy of the Mummy RPG, as well as the two previous WoD supplements for mummies. It might be interesting for building interesting NPCs and villains, but I don't think I'd ever run it all by itself.
Orpheus interested me, at least initially. It seemed like a reboot of Wraith, but with a finite limit to the depth of the game. I never picked up the rest of the Orpheus books. I might do that eventually to see where it went.
While I'd never dare to run Mage: The Ascension, I might consider exploring Mage: The Sorcerer's Crusade. It's the non-modern aspects of the setting, mostly. It's got a lot of neat setting material, too, and was just as good as VtDA in exploring the whys and wherefores of the Renaissance and how it applies to Awakened individuals. I mostly bought it because I felt I could leverage some of it into my Dark Ages games. That, and it was cheap.
Of course, there's Kindred of the East, which I really, really liked after I bought it and read it. It seemed to take all the interesting things about VtM, WtA, and WtO, and mashed them together into an Asian-infused supernatural game. I always felt, though, that it'd be difficult for most players to assimilate all that Eastern mysticism and mumbo jumbo. Still... it could happen. We'll have to see what I think after I review the particulars.
Last off, I only picked up Demon: The Fallen because a local game store was going out of business, and all the stock was 60% off. I got the Storyteller's kit, too, as well as the Los Angeles supplement. It might be interesting if I cared to dig into it some more, but without a Player's Guide (which goes for a lot of cash, depending on where you look) I'd be hard-pressed to seriously consider running it. Chalk it up to my feelings on the Mummy game: it'd be an interesting way to develop new and unusual NPCs and bad guys.
So, in summation (and after all that reflection and blathering), I would most like to run a Werewolf game set in the Dark Ages, or a Vampire game set in the 1920's.
Next up, I'll talk about the horror genre in general, because (dammit) I'd really like to dust of my Call of Cthulhu and Delta Green books and get down with some madness!
21 March 2011
Games I Wanna Play, Part 1: D&D
I have a pretty big gaming library. Come to think of it, "pretty big" might be an understatement. Used to be (before I had kids and financial responsibilities) I'd buy any game that caught my fancy. If it looked even mildly interesting, I'd pick it up, read it in the bathroom, and then stick it on my bookshelf. Nowadays I'm not so free with my cash. Impulse buys are a thing of the past. My money goes towards things like rent, utilities, gasoline, and food.
So despite the fact that I've really only kept up with two or three titles since I "grew up," I still possess an embarrassing collection of RPGs, many of which I've never actually played. But this rumination isn't solely about my regrets as to these long-ignored titles, but rather to the games I'd love to run or play, whether I've done so in the past or not. Unfortunately, there are only so many hours in the day, and even if the time available to me was unlimited, I doubt I'd get a stable of players with just as much free time.
Dungeons & Dragons (3.5)
I get this hankering every so often to play or run a good, old-fashioned D&D game. I can't quite bring myself to run AD&D 2nd Edition... or any prior edition, for that matter. I've come to like the options available in 3.5 too much. It may still be class-based nonsense, but it's a lot more flexible than previous editions.
I have a stack of Dungeon Crawl Classics adventures, many of them geared for low- to mid-level characters, that I'd love to dust off for a short-term campaign or two. Sometimes the "kick in the door, kill the orcs, take their stuff" adventure is fun... and they can always lead to meatier, less formulaic adventures later on.
I've also been tempted to pull out some of the old settings I've always loved. Midnight is one of them. It's sort of like "Red Dawn," but instead of having the Russians and Cubans occupying your lands, it's Morgoth and the orcs. And they've been on your soil for a hundred years. A very grim setting, but there are a lot of really awesome options.
My all-time favorite setting for D&D is Dark Sun. Outside of Athas.org, there was never and official 3.5 update for Dark Sun. Well... I take it back. There were some Dungeon and Dragon articles back in the day, and they weren't bad (outside of their take on half-giants, IIRC). And the Athas.org stuff is usable, too. If I ever did it, I'd need to take a long look at the available source material and decided which version(s) to use.
For more traditional fantasy D&D, it'd have to be either Greyhawk or Forgotten Realms. A long while back, before I moved to VA and started working for EA, I was running the Expedition to Castle Ravenloft adventure, but I'd set it in Forgotten Realms. I've often thought about reviving that game with a new cast of characters. It could be fun.
Even though I contributed to Green Ronin's Thieves' World campaign setting, I've never run a game of TW (outside of a couple of sessions at conventions). Between the core setting book and the other supplements, it is such an awesome product line. It's really too bad it didn't sell better, but I guess TW fans who also play 3.5 are nothing if not a niche audience. If you like TW and you don't have the books, I suggest you check out Green Ronin's online store. Last I looked, the gift set was discounted quite a bit.
That about covers it for D&D. There are some other settings that would be nice to mess around with; the short-lived Dawnforge, for one. When I was just getting into the industry, I'd been contracted to write part of the Dawnforge monster supplement, prior to the product being scrapped due to poor sales of the core books. It's too bad; Dawnforge would've been an interesting product line. Who knows how it would've turned out if WotC had chosen it instead of Eberron?
There are others I could touch on: Green Ronin's Testament (Biblical!), Eternal Rome (Romans!), and Skull & Bones (Pirates!); Mongoose's version of Lone Wolf (which is a bit too rules light as written); and Nyambe (deepest darkest Africa).
So... that's about it for D&D. Next time I'm going to cover some other RPGs I'm hankering to try out, be they pulp, science fiction, horror, or even non-D&D fantasy. See you then!
So despite the fact that I've really only kept up with two or three titles since I "grew up," I still possess an embarrassing collection of RPGs, many of which I've never actually played. But this rumination isn't solely about my regrets as to these long-ignored titles, but rather to the games I'd love to run or play, whether I've done so in the past or not. Unfortunately, there are only so many hours in the day, and even if the time available to me was unlimited, I doubt I'd get a stable of players with just as much free time.
Dungeons & Dragons (3.5)
I get this hankering every so often to play or run a good, old-fashioned D&D game. I can't quite bring myself to run AD&D 2nd Edition... or any prior edition, for that matter. I've come to like the options available in 3.5 too much. It may still be class-based nonsense, but it's a lot more flexible than previous editions.
I have a stack of Dungeon Crawl Classics adventures, many of them geared for low- to mid-level characters, that I'd love to dust off for a short-term campaign or two. Sometimes the "kick in the door, kill the orcs, take their stuff" adventure is fun... and they can always lead to meatier, less formulaic adventures later on.
I've also been tempted to pull out some of the old settings I've always loved. Midnight is one of them. It's sort of like "Red Dawn," but instead of having the Russians and Cubans occupying your lands, it's Morgoth and the orcs. And they've been on your soil for a hundred years. A very grim setting, but there are a lot of really awesome options.
My all-time favorite setting for D&D is Dark Sun. Outside of Athas.org, there was never and official 3.5 update for Dark Sun. Well... I take it back. There were some Dungeon and Dragon articles back in the day, and they weren't bad (outside of their take on half-giants, IIRC). And the Athas.org stuff is usable, too. If I ever did it, I'd need to take a long look at the available source material and decided which version(s) to use.
For more traditional fantasy D&D, it'd have to be either Greyhawk or Forgotten Realms. A long while back, before I moved to VA and started working for EA, I was running the Expedition to Castle Ravenloft adventure, but I'd set it in Forgotten Realms. I've often thought about reviving that game with a new cast of characters. It could be fun.
Even though I contributed to Green Ronin's Thieves' World campaign setting, I've never run a game of TW (outside of a couple of sessions at conventions). Between the core setting book and the other supplements, it is such an awesome product line. It's really too bad it didn't sell better, but I guess TW fans who also play 3.5 are nothing if not a niche audience. If you like TW and you don't have the books, I suggest you check out Green Ronin's online store. Last I looked, the gift set was discounted quite a bit.
That about covers it for D&D. There are some other settings that would be nice to mess around with; the short-lived Dawnforge, for one. When I was just getting into the industry, I'd been contracted to write part of the Dawnforge monster supplement, prior to the product being scrapped due to poor sales of the core books. It's too bad; Dawnforge would've been an interesting product line. Who knows how it would've turned out if WotC had chosen it instead of Eberron?
There are others I could touch on: Green Ronin's Testament (Biblical!), Eternal Rome (Romans!), and Skull & Bones (Pirates!); Mongoose's version of Lone Wolf (which is a bit too rules light as written); and Nyambe (deepest darkest Africa).
So... that's about it for D&D. Next time I'm going to cover some other RPGs I'm hankering to try out, be they pulp, science fiction, horror, or even non-D&D fantasy. See you then!
20 March 2011
Games, Etc.
It's obvious that I need a better handle on the WFRP rules, but I'm getting there. I learn by doing, and I've only run the game three times so far. I have a comfortable familiarity, but when it comes to some specific questions, I find myself combing through the rules looking for an answer. I'm somewhat self-conscious about it, but I also had help from one of the players last night (thanks, Jason!).
All in all, I like the system. Amy made an observation that in combat, it's like you're whittling away at someone and then, suddenly, they die. It's pretty much the way it is, and the wound system makes it incredibly deadly. At the least, the potential for being seriously maimed is definitely there.
There's also the question of relatively low skill percentages, but this is mitigated by liberal use of difficulty modifiers, combat maneuvers, and the like. Let's just say that both the players and the NPCs missed a lot... except for Amy, who proved that her Protagonist is the meanest chick this side of the Rhine. And to think she was using her "crap dice" last night.
We finished the adventure. I admit, I sped through some of it, but I had assumed we'd be unable to meet again until after the move. After consulting the calendar, it looks like we've got one more Saturday available to us before the proverbial hammer falls.
All in all, I like the system. Amy made an observation that in combat, it's like you're whittling away at someone and then, suddenly, they die. It's pretty much the way it is, and the wound system makes it incredibly deadly. At the least, the potential for being seriously maimed is definitely there.
There's also the question of relatively low skill percentages, but this is mitigated by liberal use of difficulty modifiers, combat maneuvers, and the like. Let's just say that both the players and the NPCs missed a lot... except for Amy, who proved that her Protagonist is the meanest chick this side of the Rhine. And to think she was using her "crap dice" last night.
We finished the adventure. I admit, I sped through some of it, but I had assumed we'd be unable to meet again until after the move. After consulting the calendar, it looks like we've got one more Saturday available to us before the proverbial hammer falls.
18 March 2011
Tri-Tac Podcast Interview
As you know from my previous post, I was a guest of honor at TotalCon a few weeks back. While I was there, I sat down with Peter Blix Bryant, and he interviewed me. We talked about my experience in the games industry, what I've written, and what I'm doing these days. It was a thoroughly enjoyable experience, and Peter was a very congenial host.
So, for those of you who'd like to listen to the podcast, you can check it out by following this link. Yes, it's shameless self-promotion on my part, but so what? If only one person walks away entertained or enlightened in some way, I'd be perfectly happy.
Kingdoms of Amalur: Reckoning was recently revealed at PAX East. Lots of fanfare there. It's definitely brought additional excitement to the workplace. Feel free to do a search for more info if you're interested. Otherwise, just check out the Reckoning website (at its new address), or read the fanfare over at 38 Watch.
In other news, I'll be running my Warhammer FRP game tomorrow. It'll likely be the last session for a while, as we're all going to be moving to Rhode Island within the next month or two. I'll miss my friend Justin, who was one of my players when I was running games back at Mythic in Virginia. I don't know if he'll be willing to commute to the Providence area to play with us or not... I guess I'll need to ask.
I've been playing another game at work every couple of weeks, a Vampire: The Masquerade game run by my friend and co-worker, David. It's oWoD, which is just fine with me. I've never felt the need to "upgrade" to the new World of Darkness. The size of my library is expansive enough to keep me running Vampire (or Werewolf, or Mage, or Wraith) until the day they stick me in a rest home.
It's certainly brought back memories of the games we played when we were younger, unmarried, and childless, and I really have missed the game system more than I knew. I've been re-reading a lot of my old WoD books, and I'm slowly getting a hankering to run a game of my own. Dave is fine with me stepping up to the plate once he's put the last nail in our coffin.
That's about it for now. Thanks for checking in! I'll try to put more words down in the near future.
So, for those of you who'd like to listen to the podcast, you can check it out by following this link. Yes, it's shameless self-promotion on my part, but so what? If only one person walks away entertained or enlightened in some way, I'd be perfectly happy.
Kingdoms of Amalur: Reckoning was recently revealed at PAX East. Lots of fanfare there. It's definitely brought additional excitement to the workplace. Feel free to do a search for more info if you're interested. Otherwise, just check out the Reckoning website (at its new address), or read the fanfare over at 38 Watch.
In other news, I'll be running my Warhammer FRP game tomorrow. It'll likely be the last session for a while, as we're all going to be moving to Rhode Island within the next month or two. I'll miss my friend Justin, who was one of my players when I was running games back at Mythic in Virginia. I don't know if he'll be willing to commute to the Providence area to play with us or not... I guess I'll need to ask.
I've been playing another game at work every couple of weeks, a Vampire: The Masquerade game run by my friend and co-worker, David. It's oWoD, which is just fine with me. I've never felt the need to "upgrade" to the new World of Darkness. The size of my library is expansive enough to keep me running Vampire (or Werewolf, or Mage, or Wraith) until the day they stick me in a rest home.
It's certainly brought back memories of the games we played when we were younger, unmarried, and childless, and I really have missed the game system more than I knew. I've been re-reading a lot of my old WoD books, and I'm slowly getting a hankering to run a game of my own. Dave is fine with me stepping up to the plate once he's put the last nail in our coffin.
That's about it for now. Thanks for checking in! I'll try to put more words down in the near future.
Labels:
gaming,
Interview,
Reckoning,
TotalCon,
Tri-Tac Podcast
28 February 2011
TotalCon 2011
This past weekend, I attended Total Confusion (TotalCon) in Mansfield, Massachusetts. The convention was advertised as being the largest game convention in New England, and has been running for 25 years. That said, I knew that TotalCon wasn't going to be the size of GenCon or Origins, but that's just fine with me.In my experience, every local convention has its own charms, and I was looking forward to seeing how TotalCon compared to the smaller conventions I'd attended back in California. I have fond memories of DunDraCon in San Ramone, and OrcCon, Gamex, and Gateway in Los Angeles.
I drove to Mansfield late Friday morning. It was cold and rainy, but the drive was uneventful. The Holiday Inn parking lot was packed, but I managed to score a "rock star" parking spot mere yards from the hotel's front door. I wasn't able to check in to my hotel room right away, as it wasn't ready, but I did get to meet up with a new friend, Lorien, and grab a quick bit of lunch.
The first thing I noticed was the architecture of the hotel, which is perhaps not unique to the east coast. The hotel room balconies opened onto the interior courtyard and pool of the hotel, rather than outside. The hotel's indoor courtyard smelled of chlorine as a result, which wasn't necessarily bad... just unusual to an uninitiated guest such as myself.
After eating, Lorien and I went to registration, and I picked up my guest badge (and other goodies). I've never been a guest of honor at a convention before, so I didn't expect half the bennies that were bestowed upon me. The TotalCon staff really treated me well, and I was more than happy to be there in support of their event.
With my badge in hand, Lorien and I walked over to the room where the panels would be taking place. Frank Mentzer and Tim Kask, two industry veterans from the earliest days of TSR and D&D, were talking about our hobby's history and waxing nostalgic. We sat and listened for nearly two hours, because it really was an interesting discussion. I also decided then and there that I wanted to play in one of Frank or Tim's games before I went home the following evening.
Eventually we slipped out of the discussion, as Lorien had a long drive through inclement weather ahead of her. As for me, I needed to check in at the hotel and get my room organized. I considered a nap, but it wasn't in the cards. Instead, I had dinner at the hotel's barbeque restaurant, Pike's Peak, and then spent a lot of time reading. The food was decent, though not extraordinary... I was hoping for a more Claim Jumper sort of feel, but neither the quality nor the portions were up to the standards I desired.
My first panel of the weekend, on game design, was scheduled for eight o'clock. It lasted an hour, was hosted by Peter Blix Bryant of the Tri Tac Podcast, and included the likes of James Carpio, Ben Gerber, Jeffrey Talanian, and Jay Libby. The discussion was informative and entertaining, and I left feeling pretty good about the experience. I've been on a few panels previously, all of them at GenCon, so the size of the audience was somewhat smaller than I was used to. Being a shy guy, though, I never complain about such things.
As it turns out, five players (not including myself) showed for Tim's eight o'clock session, High in the Hellgate Mountains. The potpourri of players who attend conventions always makes such groups interesting, if not dynamic. I spent much of the initial prep time observing, but found myself piping up as time went on. As the other players would often descend into off-topic banter about things as banal as the name of the evil princess from Buck Rogers, Tim (as DM) would interrupt their "philosophical discussions" with roving groups of random monsters.
For the most part, these encounters always surprised us, regardless of who was involved in the offending conversation. It got to the point where, once we'd exhausted whatever a dungeon location had to offer us, I would immediately goad the rest of the group into moving on before they could start another inane conversation about something completely unrelated to the adventure at hand, and thereby earning another random encounter.
In the end there were no character deaths--something that surprised the shit out of me. The game lasted a little over four hours from start to finish, and according to Tim we managed to accomplish everything we'd set out to do. Maybe Tim was tired (heck, I know for a fact he was tired), or maybe we were lucky. It was a nice way to spend a few hours, especially for someone who, like me, rarely gets to play games at conventions.
It did help me to narrow down my feelings on old school RPGs, though I admit that I need a little more input before making a final determination. While there were several moments where I experienced a very strong sense of nostalgia for the old days, I really do prefer modern systems that allow for specific skills and detailed rules for various circumstances. At one point, I asked Tim if fighting with two of my daggers would have any kind of effect. He scoffed and jokingly replied, "What do you think this is? A Drizzt novel?"
And to think I work with Bob Salvatore on a regular basis... ::sigh::
After the game, I talked to Tim for a while before going on to my interview with Peter Bryant for the Tri Tac Podcast. The interview was pretty straightforward, and I have no idea when it will be available for folks to listen to. Peter estimated it could be a month or longer. I'll be sure to give a shout when it's available.
Following the interview, I limped my way over to the room where the next panel would be held. Limped, yes, for I had slipped on a sheet of ice that morning while taking my bags to my car. It wasn't the slip that hurt, so much as the impact, and I spent the rest of the day limping around like Captain Ahab. Getting old really sucks.
I propped up my injured ankle and read until people started to arrive for the panel, which was entitled "Gaming and the Media." Sharing the panel with me were Tom Vasel, Eric Summerer, and Rone Barton (at least, I think it was Rone Barton... I could be wrong). Overall, I felt like a fifth wheel. I'm not a marketing guy, and my experience with digital media--especially a lot of the newer media--is seriously lacking. The other guys, with their experience with podcasts and self-publishing/small press, were much more informed (and informative) than I was.
When it had ended, I thanked Peter, said my goodbyes to the other panelists, and went off to buy my kids some dice. I was approached by a fan of 38 Studios, a guy named Adam, who asked me how I liked working there. I told him the truth: It's the best job I've ever had. He seemed satisfied by the answer.
I'm going back to TotalCon next year, and I think I'll even run a game or two of my own. I'm not sure what I'll run yet... I've got time to think about it, after all. But despite my painful tumble in the parking lot on Saturday morning, I had a thoroughly enjoyable time. Special thanks to Angelia and the rest of the TotalCon staff for making it a memorable weekend.
28 May 2010
Moving on to June
This year is just zipping by.
Yesterday, 38 Studios and Big Huge Games celebrated their one year anniversary. BHG flew up to Maynard, and it was a day of feasting, gaming, and revelry. Remind me to never again drink beer before noon. I'm too old and fat to partake of such extravagances so early in the morning.
On the gaming front, I've been wondering if I've completely lost my GMing muscles or not. I suppose I'm a little rusty. I need to jump back on the bike and pedal a little bit harder. It's been over three years since I've run a campaign of any length or depth. Right now, I'm committed to running two of them.
The first is that Star Wars (Saga Edition) game I'm sure I've mentioned here at one time or another. I've got a lot of work to do so that next session will be a fun-filled destructo-fest for the players.
The second is my New Untouchables Cyberpunk 2020 campaign, which I'm resurrecting for a group at work. I started the game in Virginia at Mythic, but it was cut short by the loss of a number of my players. I always regretted that; it had a lot of potential, I thought. I figure this is my chance to see if I was right or not.
I've also been delving into other games, at least insofar as reconnecting with them goes. One of those is Alternity. Man, what a great system that was! I can feel the tugging of GM ADHD coming on, and I ... must ... RESIST! Though I may run a one-shot for some folks at work, anyway, for old time's sake.
I also picked up a bunch of the new Talisman 4th Edition stuff, but haven't played it yet. I wish my son could read, because we'd be playing right this second if he was literate. As it is, he's getting the idea of written language. I wish there was a reading/writing boot camp I could send him to.
I've more or less given up on freelancing again. I keep coming back to the topic, mostly because I miss it so damn much. But just because I've resigned myself to not freelancing again doesn't mean I won't if the right people ask me to (hint hint).
I think that this (long holiday) weekend is going to be a nice one if my kids can keep their internecine strife to a minimum. There's a coffee shop here in Hudson that looks promising, and I'd like to head over there with my laptop and see if I can do some mental exercises (not to mention work on my campaigns). Plus, if I do end up getting some freelance work heading my way at some point, it'll be nice to know if the place is a good place to work on stuff.
That's about all, in a nutshell. Overall, I'm very positive about the future right now (as I usually am on presentation day). I've still got a couple of things I need to get done (enroll Stephen in kindergarten, which involves him having a physical exam and probably getting some shots), as well as register my car (which has been a comedy of errors, let me tell you). June is the month to do it, since my VA registration expires in July. Joy!
All for now...
Yesterday, 38 Studios and Big Huge Games celebrated their one year anniversary. BHG flew up to Maynard, and it was a day of feasting, gaming, and revelry. Remind me to never again drink beer before noon. I'm too old and fat to partake of such extravagances so early in the morning.
On the gaming front, I've been wondering if I've completely lost my GMing muscles or not. I suppose I'm a little rusty. I need to jump back on the bike and pedal a little bit harder. It's been over three years since I've run a campaign of any length or depth. Right now, I'm committed to running two of them.
The first is that Star Wars (Saga Edition) game I'm sure I've mentioned here at one time or another. I've got a lot of work to do so that next session will be a fun-filled destructo-fest for the players.
The second is my New Untouchables Cyberpunk 2020 campaign, which I'm resurrecting for a group at work. I started the game in Virginia at Mythic, but it was cut short by the loss of a number of my players. I always regretted that; it had a lot of potential, I thought. I figure this is my chance to see if I was right or not.
I've also been delving into other games, at least insofar as reconnecting with them goes. One of those is Alternity. Man, what a great system that was! I can feel the tugging of GM ADHD coming on, and I ... must ... RESIST! Though I may run a one-shot for some folks at work, anyway, for old time's sake.
I also picked up a bunch of the new Talisman 4th Edition stuff, but haven't played it yet. I wish my son could read, because we'd be playing right this second if he was literate. As it is, he's getting the idea of written language. I wish there was a reading/writing boot camp I could send him to.
I've more or less given up on freelancing again. I keep coming back to the topic, mostly because I miss it so damn much. But just because I've resigned myself to not freelancing again doesn't mean I won't if the right people ask me to (hint hint).
I think that this (long holiday) weekend is going to be a nice one if my kids can keep their internecine strife to a minimum. There's a coffee shop here in Hudson that looks promising, and I'd like to head over there with my laptop and see if I can do some mental exercises (not to mention work on my campaigns). Plus, if I do end up getting some freelance work heading my way at some point, it'll be nice to know if the place is a good place to work on stuff.
That's about all, in a nutshell. Overall, I'm very positive about the future right now (as I usually am on presentation day). I've still got a couple of things I need to get done (enroll Stephen in kindergarten, which involves him having a physical exam and probably getting some shots), as well as register my car (which has been a comedy of errors, let me tell you). June is the month to do it, since my VA registration expires in July. Joy!
All for now...
Labels:
38 Studios,
Big Huge Games,
Cyberpunk,
gaming,
Star Wars,
writing
25 April 2010
Of Grills and Gaming
Back when we lived in California, before I took a plunge head-first into the computer gaming industry, we had a very nice grill. It was a gift I bought for myself on my very first Father's Day (in 2005), when Stephen was still only a few months old. I loved that grill. It wasn't top of the line -- I think it only cost me about $250 -- but it was a big step up from the grill we had before. More cooking space, more heat, higher quality components.
When we moved to Virginia from California, we left the grill behind. We were going to an apartment complex in Fairfax that didn't allow grills of any kind. This eventuality meant that my options for preparing food were reduced by about half; maybe more than half.
Let it be known that I'm the cook in this family. Amy can bake cookies, roll sushi, and she makes a mean pot of miso soup, but that's about it. This leaves me to figure out what goes on the family's menu most nights. I've been feeling pretty uninspired since we moved to Massachusetts. It seems like my typical menu since the last migration includes roasts (cooked in the crockpot), chicken fajitas, stir fry (pork or chicken), hamburgers (cooked on the George Foreman grill), and pasta. Honestly, it's gotten boring.
The condo we're renting in Hudson has a deck out back. It's not a sprawling, huge deck, but it's a good bit larger than any balcony or patio that we've ever had access to. Plus, just about everyone in the neighborhood has a grill, which made me a tad bit envious. I agonized over the decision to buy a new grill, trying to justify spending the money just as we're start to work the kinks out of our new budget. The thought of being able to grill burgers, hot dogs, sausages, steaks, chicken, pork chops, London broil, kebabs, carne asada, and vegetables (corn, asparagus)...
Let's just say my appetite won out over my money sense.
So, yeah. I've got this grill. Like the last one, from three years ago, it's not top of the line. It's the same brand (Char-Broil), and it runs about $200. Four burners with 48,000 BTU, 480 square inches of cooking space, and a side burner (which, I admit, I had but never used on the last one).
What's this have to do with gaming, you ask? Well, it's simple. Grilling is an easy way to prep food for guests. Even if they're bringing their own meats to the game, I certainly don't mind throwing it on the BBQ and cooking up a dish of awesome for them. We may need to start an hour early, but damn... it's going to be fun.
Today is Sunday, the last day of my weekend. Yesterday was something of a wash, given that the grill didn't arrive until well after 5pm (over an hour later than the latest delivery time I was expecting from the shipper). As a result, I wasn't able to get a propane cylinder and light it up last night. I'll need to do that today, in addition to finding a cover for the thing. The forecast predicts rain today (a 20% chance, down forty from yesterday's 60% chance), but I like those odds. Tonight we dine in Hell!
Er. Well, not exactly, but I couldn't resist the 300 reference (regardless of that movie's relative mediocrity).
I'll let you know how things turn out.
When we moved to Virginia from California, we left the grill behind. We were going to an apartment complex in Fairfax that didn't allow grills of any kind. This eventuality meant that my options for preparing food were reduced by about half; maybe more than half.
Let it be known that I'm the cook in this family. Amy can bake cookies, roll sushi, and she makes a mean pot of miso soup, but that's about it. This leaves me to figure out what goes on the family's menu most nights. I've been feeling pretty uninspired since we moved to Massachusetts. It seems like my typical menu since the last migration includes roasts (cooked in the crockpot), chicken fajitas, stir fry (pork or chicken), hamburgers (cooked on the George Foreman grill), and pasta. Honestly, it's gotten boring.
The condo we're renting in Hudson has a deck out back. It's not a sprawling, huge deck, but it's a good bit larger than any balcony or patio that we've ever had access to. Plus, just about everyone in the neighborhood has a grill, which made me a tad bit envious. I agonized over the decision to buy a new grill, trying to justify spending the money just as we're start to work the kinks out of our new budget. The thought of being able to grill burgers, hot dogs, sausages, steaks, chicken, pork chops, London broil, kebabs, carne asada, and vegetables (corn, asparagus)...
Let's just say my appetite won out over my money sense.
So, yeah. I've got this grill. Like the last one, from three years ago, it's not top of the line. It's the same brand (Char-Broil), and it runs about $200. Four burners with 48,000 BTU, 480 square inches of cooking space, and a side burner (which, I admit, I had but never used on the last one).
What's this have to do with gaming, you ask? Well, it's simple. Grilling is an easy way to prep food for guests. Even if they're bringing their own meats to the game, I certainly don't mind throwing it on the BBQ and cooking up a dish of awesome for them. We may need to start an hour early, but damn... it's going to be fun.
Today is Sunday, the last day of my weekend. Yesterday was something of a wash, given that the grill didn't arrive until well after 5pm (over an hour later than the latest delivery time I was expecting from the shipper). As a result, I wasn't able to get a propane cylinder and light it up last night. I'll need to do that today, in addition to finding a cover for the thing. The forecast predicts rain today (a 20% chance, down forty from yesterday's 60% chance), but I like those odds. Tonight we dine in Hell!
Er. Well, not exactly, but I couldn't resist the 300 reference (regardless of that movie's relative mediocrity).
I'll let you know how things turn out.
27 March 2010
Gaming in Lovecraft Country
Surprisingly enough, we're not playing Cthulhu. Well ... not yet, at any rate. That comes later when Leo breaks out the campaign she was running for us back in Fairfax all those many moons ago.
No, I'm running Star Wars (Saga Edition), and we've already gotten through two games. The first was a prelude session, where the four players (Amy, Justin, Leo, and Matt) came to grips with their individual pasts and how they came to be hooked up with the Rebel Alliance (as it stands in @2 BBY). The second was a brief adventure wherein the players rescued a burned out drunk of a Jedi from a small Imperial garrison on a back-water Outer Rim planet.
Overall, it's going very well so far. Amy, after not gaming for a very long time, is enjoying herself quite a bit. It makes a difference given our new digs because the kids are sequestered upstairs, in their own bedrooms, after lights out. In Fairfax, they shared a bedroom which was literally ten feet from the dining room. That made getting them to sleep nearly impossible, especially in the rare event we had company over.
I need to formulate the next wing of the adventure. I've got ideas but I need to flesh them out. At least I know where I (think I) want the campaign to go. We probably won't play again until mid-April, as two players will be out of town, so I've got some time to work it out.
In other news, I'm trying to work up Saga conversions for an article I wrote a while back which is currently formatted for D6 R&E and SWd20 Revised Core Rules. I'd gotten a lot of them done previously, but I need to pick it up and finish it. I'm thinking I'll send it to my friends at d20 Radio and let them post it on their site. Obviously I can't sell it, and since Saga is going away there are plenty of people out there who might like to have some new material (even if it's not official).
Oh, I attended PAX East for a brief time yesterday. It was a fun trip, but it was a lot smaller than I thought it would be. Given the limited amount of time we had to look around, there wasn't much of anything to see. I suppose if you're there for panels, competitive gaming, and the like, it's probably a lot more interesting. The convention center seemed really small for the amount of attendees. The show was sold out, so you can imagine that it was packed to the gills. Oh, and the queuing area was insanity. I felt like a cow being led to slaughter.
On the plus side, I got to see Brian Audette, a friend and co-worker from Mythic. I've really missed him.
Work is going well. My first milestone as a productive member of the crew is quickly approaching. Hopefully I've made a good impression on everyone. I also flew up to Big Huge Games in Baltimore (well, in Timonium, actually) last week to meet the BHG crew and get a look at Mercury. All in all, a good trip, but I couldn't help but think about all the work I had waiting for me in Maynard.
It's a lazy Saturday. I took a very long nap after Amy got up, and I'm still somewhat groggy. The day is more or less behind me now, and I haven't a clue what to do about dinner.
All for now!
No, I'm running Star Wars (Saga Edition), and we've already gotten through two games. The first was a prelude session, where the four players (Amy, Justin, Leo, and Matt) came to grips with their individual pasts and how they came to be hooked up with the Rebel Alliance (as it stands in @2 BBY). The second was a brief adventure wherein the players rescued a burned out drunk of a Jedi from a small Imperial garrison on a back-water Outer Rim planet.
Overall, it's going very well so far. Amy, after not gaming for a very long time, is enjoying herself quite a bit. It makes a difference given our new digs because the kids are sequestered upstairs, in their own bedrooms, after lights out. In Fairfax, they shared a bedroom which was literally ten feet from the dining room. That made getting them to sleep nearly impossible, especially in the rare event we had company over.
I need to formulate the next wing of the adventure. I've got ideas but I need to flesh them out. At least I know where I (think I) want the campaign to go. We probably won't play again until mid-April, as two players will be out of town, so I've got some time to work it out.
In other news, I'm trying to work up Saga conversions for an article I wrote a while back which is currently formatted for D6 R&E and SWd20 Revised Core Rules. I'd gotten a lot of them done previously, but I need to pick it up and finish it. I'm thinking I'll send it to my friends at d20 Radio and let them post it on their site. Obviously I can't sell it, and since Saga is going away there are plenty of people out there who might like to have some new material (even if it's not official).
Oh, I attended PAX East for a brief time yesterday. It was a fun trip, but it was a lot smaller than I thought it would be. Given the limited amount of time we had to look around, there wasn't much of anything to see. I suppose if you're there for panels, competitive gaming, and the like, it's probably a lot more interesting. The convention center seemed really small for the amount of attendees. The show was sold out, so you can imagine that it was packed to the gills. Oh, and the queuing area was insanity. I felt like a cow being led to slaughter.
On the plus side, I got to see Brian Audette, a friend and co-worker from Mythic. I've really missed him.
Work is going well. My first milestone as a productive member of the crew is quickly approaching. Hopefully I've made a good impression on everyone. I also flew up to Big Huge Games in Baltimore (well, in Timonium, actually) last week to meet the BHG crew and get a look at Mercury. All in all, a good trip, but I couldn't help but think about all the work I had waiting for me in Maynard.
It's a lazy Saturday. I took a very long nap after Amy got up, and I'm still somewhat groggy. The day is more or less behind me now, and I haven't a clue what to do about dinner.
All for now!
27 February 2010
One Month Down
I've been in my new position at 38 Studios for about a month now. Mostly, I've been learning the things I need to learn in order to do the job I've been hired to do. Next week will begin my first real foray into providing the written content they need ... and boy, is there a lot of work on my plate.
I'm excited, but also a little worried. I'm confident in my own abilities as a writer, though I will admit a little bit of performance anxiety. My overwhelming concern is: Will I be able to keep up? Working on WAR, I knew what I could do and how long it would take to get it done given the processes we used.
In my experience, though, once I've got my feet wet and I grow accustomed to what needs to be done (and how), I'll be able to work much faster. At the very least, it will provide a benchmark for what I can do in a specific amount of time, which is a good thing. Plus, I have an excellent team standing behind me, so it's not like I'm alone. The crew at 38 is incredibly supportive in every single respect. It's an awesome team to be a part of.
So, on the whole, I can't wait to get started!
In other news ...
I haven't done much gaming yet, but I'm planning to start a Star Wars game in the next 2-3 weeks. It's been hard to wrangle anyone for a game at work, largely because the people who gaming are already playing in one or more games. Not only that, but 4th Edition seems to be the default rules set in use. I've said it before, I'll say it again: I'm sure 4E is a great game, but it hasn't yet been proven to be [i]my[/i] game. Maybe if I pick up the new edition of the Dark Sun setting, I'll be converted. But that's a big maybe.
What I have done at work is get involved in a studio Magic: The Gathering league. I haven't played M:tG for a long, long time. The odds are pretty even, as everyone gets the same number of cards to start with (six booster packs each), and the financial investment is limited to those cards alone. I see it as a way to get to know my co-workers, and have some fun on the side.
In non-gaming news, yesterday was Maddy's birthday. She's three now, and one year closer to being old enough to draft into playing my own RPGs, card games, and board games. She's got a number of years left before she can really participate, but the first three went by so damn fast.
That's about it for now.
I'm excited, but also a little worried. I'm confident in my own abilities as a writer, though I will admit a little bit of performance anxiety. My overwhelming concern is: Will I be able to keep up? Working on WAR, I knew what I could do and how long it would take to get it done given the processes we used.
In my experience, though, once I've got my feet wet and I grow accustomed to what needs to be done (and how), I'll be able to work much faster. At the very least, it will provide a benchmark for what I can do in a specific amount of time, which is a good thing. Plus, I have an excellent team standing behind me, so it's not like I'm alone. The crew at 38 is incredibly supportive in every single respect. It's an awesome team to be a part of.
So, on the whole, I can't wait to get started!
In other news ...
I haven't done much gaming yet, but I'm planning to start a Star Wars game in the next 2-3 weeks. It's been hard to wrangle anyone for a game at work, largely because the people who gaming are already playing in one or more games. Not only that, but 4th Edition seems to be the default rules set in use. I've said it before, I'll say it again: I'm sure 4E is a great game, but it hasn't yet been proven to be [i]my[/i] game. Maybe if I pick up the new edition of the Dark Sun setting, I'll be converted. But that's a big maybe.
What I have done at work is get involved in a studio Magic: The Gathering league. I haven't played M:tG for a long, long time. The odds are pretty even, as everyone gets the same number of cards to start with (six booster packs each), and the financial investment is limited to those cards alone. I see it as a way to get to know my co-workers, and have some fun on the side.
In non-gaming news, yesterday was Maddy's birthday. She's three now, and one year closer to being old enough to draft into playing my own RPGs, card games, and board games. She's got a number of years left before she can really participate, but the first three went by so damn fast.
That's about it for now.
09 September 2009
Gaming Lately
So, two of my work friends moved to Austin, Texas, last month to take up jobs with BioWare (working on The Old Republic; how I hate them). They also happened to be two of my players here at work. Getting new players isn't so much of a problem, but I feel I have a right to complain, anyway.
No, the trouble stems from the fact that it's hard to get the momentum going again after such an upset. Don't get me wrong, I'm not weeping bloody tears over Brian and Bull, but I did enjoy playing with them. They're good guys, and they're missed.
There are also other things that go into the gaming funk, one being the fact that I don't want to plan anything out too far ahead right now. Change, that mysterious pet to Fate, may be a-coming. I'd just as soon avoid any other disappointments until I'm more certain of the future.
Many of the same issues plague non-work gaming, but they are always eclipsed by familial responsibilities and exaustion (in that order). However, I did run Stephen through a quick (15 minute) scenario where he rescued a baby from a group of hungry goblins. There wasn't much in the way of role-playing, but he rolled the old d20 and taught the goblins a lesson or two about the price of kidnapping.
I've cut back hard on the freelancing (though I'm not sure I had much of a choice in the matter). If interesting opportunities arise in the future, we'll see if I feel I have time to squeeze them in. Not having a looming deadline as of late has been interesting, though I am the masochistic sort of person who trades in one stress for another. Gods help me. This last GenCon marked the first time I'd attended the show where I wasn't trying to drum up freelance work. It was somewhat liberating.
Back to gaming, I did manage to get a game in at GenCon. GM Chris from d20 Radio did a test run of the SW Saga edition adventure Murder on the Executor, and I got to play (along with Sterling Hershey and a bunch of other swell guys).
All for now. Back to the grind.
No, the trouble stems from the fact that it's hard to get the momentum going again after such an upset. Don't get me wrong, I'm not weeping bloody tears over Brian and Bull, but I did enjoy playing with them. They're good guys, and they're missed.
There are also other things that go into the gaming funk, one being the fact that I don't want to plan anything out too far ahead right now. Change, that mysterious pet to Fate, may be a-coming. I'd just as soon avoid any other disappointments until I'm more certain of the future.
Many of the same issues plague non-work gaming, but they are always eclipsed by familial responsibilities and exaustion (in that order). However, I did run Stephen through a quick (15 minute) scenario where he rescued a baby from a group of hungry goblins. There wasn't much in the way of role-playing, but he rolled the old d20 and taught the goblins a lesson or two about the price of kidnapping.
I've cut back hard on the freelancing (though I'm not sure I had much of a choice in the matter). If interesting opportunities arise in the future, we'll see if I feel I have time to squeeze them in. Not having a looming deadline as of late has been interesting, though I am the masochistic sort of person who trades in one stress for another. Gods help me. This last GenCon marked the first time I'd attended the show where I wasn't trying to drum up freelance work. It was somewhat liberating.
Back to gaming, I did manage to get a game in at GenCon. GM Chris from d20 Radio did a test run of the SW Saga edition adventure Murder on the Executor, and I got to play (along with Sterling Hershey and a bunch of other swell guys).
All for now. Back to the grind.
18 July 2009
Missionary Work
I've always been keen on introducing new people to tabletop gaming. I'm not entirely sure how many people are interested in gaming, but aren't able (or willing, maybe) to find someone else to play with.One of my first experiences with being a tabletop missionary was back when I was working at Game Towne in Carlsbad, CA. A couple of younger kids, probably in their early teens, came into the store. They were curious about role-playing, AD&D, etc, and they asked me to help them out. The first thing I did was introduce them to gaming using my own favorite system (at the time): Cyberpunk 2020. I prepared a short adventure and ran them through it after hours.
The next day, they came back and said they were hooked. They were more interested in a fantasy setting, though, so I pointed them towards Elric! by Chaosium. They bought it, thanked me, and I didn't see them again for another couple weeks. When they came back, they wanted more supplements. Seems they'd been playing almost daily since buying the Elric! rules.
It's been about 15 years since then, and sometimes I wonder if they're still gaming.
Another instance of this so-called missionary work was to introduce a few folks at my last purchasing job to D&D. I managed to get a group of three players together, and we played a number of games. Two of the three enjoyed it enough to continue with me; the third decided after her second game that gaming was pretty boring. We eventually pulled in a couple more people (one of my other co-workers, and the spouse of one of the others who'd already been playing).
As with all groups, there were personal issues that eventually arose that made things a little more complex. They weren't related to the game, but involved marital issues between one of the original players and her husband. It was also around that time that I got my offer to work for Mythic, so it was inevitable that the game was going to break up, anyway. Overall, I consider that experience to be a success, even though, to my knowledge, none of the folks involved (aside from me) continues to play D&D. If I'd remained at that job in California, I think we would've continued playing.
Now I have another opportunity to introduce someone to tabletop gaming. I'm looking forward to the chance. I don't know if the attempt will stick or not, but it's always interesting to see how things turn out while having a little bit of fun in the process. Let's just hope I'm not too out of practice to pull it off!
02 January 2009
A New Year
Happy New Year, folks.
With the new year, I'd like to try and play more tabletop games. The pickings have been fairly slim over the past year and a half, which is due more to being busy with work and children than to anything else. It's also a question of mood; I'm in no mood for fantasy-themed games, and haven't been for some time. Maybe it's due to my lukewarm feelings on 4E; I don't know.
Any gaming I do will have to take place away from home and without the involvement of my wife. She's more or less resigned to that fact, but she reckons that we will have a whole new era of gaming fun once our offspring are a little more self-sufficient. In other words, in 2-4 years. Ugh.
So this leads me to consider the types of games I plan to run (or maybe even play) in the coming weeks and months. The idea of actually working on a game is somewhat alien to me; it's been so long, after all. The last game I actually ran at work (over a year ago) consisted of a number of free adventures. Not totally original, no, but it was quick and easy until it petered out.
Speaking of petering out, I've got that GM ADD that I've mentioned before. I need to hit some manner of groove with a games I'm running before they really stick. This is all in my head, I realize that, and there are a number of silly psychological elements that either make or break me. Group composition is one; outside influences, such as worries about work and/or home, are another. Still, is it worth just tossing my GMing desires out the window?
I figure not. I want to run a game.
A game of what? I've already tossed fantasy out the window, which leads me to non-fantasy games and settings. What's really been driving me ape lately is Cyberpunk 2020, the game that got me passionate about gaming and game design. Sure, it's retro and the timeline is outdated and there are a number of flaws to the system, but I have this deep desire to revisit it. I'd have to apply my own rules mods, of course -- I can't consider playing CP2020 right out of the box. Though they do allow for a certain amount of min/maxing by players, I can (hopefully) keep it to a minimum.
Other titles I've been wanting to run include Star Wars Saga Edition and Top Secret/SI. SW would be fun, yeah, but I'm not sure I could get off on the right foot with it at the moment. I'm not inspired with a specific campaign idea at the moment, so I'd probably need to wait on running SW. Besides, certain folks (my wife in specific) will probably kill me if I run an SW game without them.
As to Top Secret/SI, it was one of the first games I ever picked up back in the days of my wayward youth. A good system, though somewhat clunky in areas. The clunkiness is forgivable on the whole, though. I have the same issue with the type of game I'd like to run, so I need to think on this one a bit more, too.
So I come back to Cyberpunk again. I do have an idea for a CP game, keyed to a law enforcement game. My favorite CP games were always "cops" games. They gave the players a bit more structure, rather than allowing them to be free-wheeling mercenary sociopathic rampaging cyberpsychotic killers (which gets old after a while). Though such games can (and have) devolved, they are ultimately more stable in the long run.
My preferences of campaign style haven't really changed much over the years. I'm still more keen to serious games with grim atmospheres and not a lot of wise-cracking banter. A little joking is one thing, but if every other word uttered by myself or the players is a sassy attempt at humor or an oft-cited movie quote, it gets in the way of the mood I'm trying to establish. Establishing mood is hard enough when folks are cooperating.
Which comes down to players. I don't have anyone in mind, really, since the game may not appeal to all comers. There are the usual suspects, obviously: those folks I've gamed with at work before, who I know well enough to decide if they'd be interested or not. Then there are the unknown quantities: folks who have expressed a desire to play, but who I've never played with.
So my thought is to send a general query out on the gaming community list at work, saying something along the lines of, "Hi! I want to run a grim and gritty retro-80's law enforcement-themed Cyberpunk 2020 game heavy on house rules. Please reply off-list if you're interested!" and see who bites. With luck, the response won't be so overwhelming that I have to actively dissuade folks from participating; of course, it might be that all I get for a response is the lonely chirping of crickets.
That will be Monday, which gives me a couple days to continue my brainstorming. Until then, sayonara.
With the new year, I'd like to try and play more tabletop games. The pickings have been fairly slim over the past year and a half, which is due more to being busy with work and children than to anything else. It's also a question of mood; I'm in no mood for fantasy-themed games, and haven't been for some time. Maybe it's due to my lukewarm feelings on 4E; I don't know.
Any gaming I do will have to take place away from home and without the involvement of my wife. She's more or less resigned to that fact, but she reckons that we will have a whole new era of gaming fun once our offspring are a little more self-sufficient. In other words, in 2-4 years. Ugh.
So this leads me to consider the types of games I plan to run (or maybe even play) in the coming weeks and months. The idea of actually working on a game is somewhat alien to me; it's been so long, after all. The last game I actually ran at work (over a year ago) consisted of a number of free adventures. Not totally original, no, but it was quick and easy until it petered out.
Speaking of petering out, I've got that GM ADD that I've mentioned before. I need to hit some manner of groove with a games I'm running before they really stick. This is all in my head, I realize that, and there are a number of silly psychological elements that either make or break me. Group composition is one; outside influences, such as worries about work and/or home, are another. Still, is it worth just tossing my GMing desires out the window?
I figure not. I want to run a game.
A game of what? I've already tossed fantasy out the window, which leads me to non-fantasy games and settings. What's really been driving me ape lately is Cyberpunk 2020, the game that got me passionate about gaming and game design. Sure, it's retro and the timeline is outdated and there are a number of flaws to the system, but I have this deep desire to revisit it. I'd have to apply my own rules mods, of course -- I can't consider playing CP2020 right out of the box. Though they do allow for a certain amount of min/maxing by players, I can (hopefully) keep it to a minimum.
Other titles I've been wanting to run include Star Wars Saga Edition and Top Secret/SI. SW would be fun, yeah, but I'm not sure I could get off on the right foot with it at the moment. I'm not inspired with a specific campaign idea at the moment, so I'd probably need to wait on running SW. Besides, certain folks (my wife in specific) will probably kill me if I run an SW game without them.
As to Top Secret/SI, it was one of the first games I ever picked up back in the days of my wayward youth. A good system, though somewhat clunky in areas. The clunkiness is forgivable on the whole, though. I have the same issue with the type of game I'd like to run, so I need to think on this one a bit more, too.
So I come back to Cyberpunk again. I do have an idea for a CP game, keyed to a law enforcement game. My favorite CP games were always "cops" games. They gave the players a bit more structure, rather than allowing them to be free-wheeling mercenary sociopathic rampaging cyberpsychotic killers (which gets old after a while). Though such games can (and have) devolved, they are ultimately more stable in the long run.
My preferences of campaign style haven't really changed much over the years. I'm still more keen to serious games with grim atmospheres and not a lot of wise-cracking banter. A little joking is one thing, but if every other word uttered by myself or the players is a sassy attempt at humor or an oft-cited movie quote, it gets in the way of the mood I'm trying to establish. Establishing mood is hard enough when folks are cooperating.
Which comes down to players. I don't have anyone in mind, really, since the game may not appeal to all comers. There are the usual suspects, obviously: those folks I've gamed with at work before, who I know well enough to decide if they'd be interested or not. Then there are the unknown quantities: folks who have expressed a desire to play, but who I've never played with.
So my thought is to send a general query out on the gaming community list at work, saying something along the lines of, "Hi! I want to run a grim and gritty retro-80's law enforcement-themed Cyberpunk 2020 game heavy on house rules. Please reply off-list if you're interested!" and see who bites. With luck, the response won't be so overwhelming that I have to actively dissuade folks from participating; of course, it might be that all I get for a response is the lonely chirping of crickets.
That will be Monday, which gives me a couple days to continue my brainstorming. Until then, sayonara.
06 December 2008
We've Landed
The holding pattern is finished, and we've come in for a landing. It's good to know we're on the ground, one way or another. No major changes are planned for the time being, so it's all normal for now. Christmas is looking to be quiet and spent at home.
In other news, I think I've come to grips that I probably won't be running much in the way of games until the kids are a bit older. Don't get me wrong; kids aren't a death knell to all gaming, but they certainly put a crimp on it. I may be able to start something up at work in January, but gaming at home (or in conjunction with Amy in any way) is probably not going to be an option. The kids are too dependent on us, even at night, they're too disruptive when they aren't sleeping, and I'm too old and tired to stay up until the wee hours rolling dice.
That's that for now. Nothing important to mention. I'm trying to wrap up my latest project.
In other news, I think I've come to grips that I probably won't be running much in the way of games until the kids are a bit older. Don't get me wrong; kids aren't a death knell to all gaming, but they certainly put a crimp on it. I may be able to start something up at work in January, but gaming at home (or in conjunction with Amy in any way) is probably not going to be an option. The kids are too dependent on us, even at night, they're too disruptive when they aren't sleeping, and I'm too old and tired to stay up until the wee hours rolling dice.
That's that for now. Nothing important to mention. I'm trying to wrap up my latest project.
12 March 2008
Influential Game Designers
JD Wiker has gone and made a list of the top ten folks in the industry who influenced him. I'm not sure I can reel off a list of ten names, but I can always try. It's tough to put them in any kind of order, but here goes.
#10 - Kevin Dockery: One of the first games I ever played, back in 8th grade, was The Morrow Project. Now, as I understood it, The Morrow Project was written by Kevin Dockery (a real-life "civilian contractor," or mercenary) as a college thesis. It was a game of the post-apocalypse, firmly rooted in movies like Damnation Alley. The combat system was deadly (to put it mildly), which only added an edge to the game that hadn't existed anywhere else for me up until that point.
#’s 8 & 9 - Troy Denning & Timothy B. Brown: I gotta give these guys equal time because they're the minds behind the campaign setting that taught me that fantasy gaming wasn't all about elves singing in the trees. Give me cannibalistic halflings any day of the week, I say. I'm talking about Dark Sun, of course. I can only describe my initial attraction to Dark Sun as a disease, because once I picked up the boxed set, I couldn't stop. This was a first, for I was a constant critic of AD&D, of level- and class-based game play, and of anything even remotely related to fantasy and magic. Dark Sun was gritty, it was mean, it was nasty, and it ultimately changed my perception of gaming in a number of ways. Lucky for you, I don't have time to go into them all right now.
#7 - Jeff Barber: For Blue Planet and Midnight. I tend to doubt that Jeff remembers me, but back in '97, I stopped by the Biohazard Games booth on the last day of Gen Con and picked up the only copy they had left of Blue Planet 1st Edition. I joked, "Can I get it signed?" and Jeff was nice enough to do so for me. Reading that game on the flight home gave me the desire to write for it, and I made a couple of attempts to get my foot in that door (esp. in regards to Undercurrents, which was an ezine that Biohazard was posting on their site). I never made any progress, but Jeff was always very encouraging. Plus, he's one of the minds behind the Midnight campaign setting, which is probably one of the top three products that made me want to write for RPGs.
#6 - Mark Rein-Hagen: I'll admit, when Vampire: The Masquerade came out, I had some reservations. I played it initially, but I quickly grew tired of it. Besides the real-life politics within the gaming group I was a part of, there were plot issues; the campaign we played was very much tied into Anne Rice's books, and it seemed like everyone had read them, lived them, loved them, and applied them to their characters. I quickly grew tired of the drama, and left for a time, but I did end up coming back to Vampire (and its many off-shoots) eventually. Despite the apparent pretentiousness of the line, it was one of the best products out there, with an elegant rules set, innovative layout and graphic design, and a lot of very interesting background material. It also taught me that game books didn't have to be stuffy and chock full of rules, nor did said rules have to be written like a physics thesis.
#5 - Rose Estes: Though I guess she's not technically a game designer, she did write the Dungeon of Doom Endless Quest book. Dungeon of Doom was the first taste I had of what gaming was. I bought it at an elementary school book fair, probably in the 4th or 5th grade. I wasn't terribly intellectual at the time, though I was incredibly imaginative. Reading about the monsters and encounters in Dungeon of Doom (as well as the other Endless Quest books I ended up buying) got me interested enough to buy the first edition of the Monster Manual just so I could learn more about the critters that kept leading me to such famous endings as, "...your life, and your quest, end here."
#4 Greg Costikyan: After I got the gaming bug, back in those sweaty, adolescent days, I came across a title in the Waldenbooks at the local mall that combined gaming with one of my all-time favorite films: Star Wars: The Roleplaying Game. There was little question that I had to have it, and shortly thereafter it was mine. I think I begged my mother for the money, and ended up with both the first edition rules as well as the Star Wars Sourcebook. Even at that age, my knowledge of Star Wars was pretty vast (at least compared to my player base), and I ran countless Star Wars games (many of them via email). Now, I don't know Greg, but I do know that, because of the Star Wars RPG, his contribution to my life as a GM, a player, and a writer has been astronomical.
#3 - Lynn Abbey: I consider Lynn Abbey a good friend, and I made her acquaintance in a relatively innocuous manner: by sending in a fan letter. I don't remember the details, but I don't think the email gushed praise. It was more along the lines of, "I love what you did with The Brazen Gambit! Can you give me some clues on what the city-state of Urik is like?" From there, we ended up emailing back and forth for a number of years, until we finally got to meet in person when I was asked to write for Green Ronin's adaptation of the Thieves' World setting. If Lynn taught me anything, it was about world and character design, and that you need to consider the minute details that make up the larger whole.
#2 - Mike Pondsmith: For Cyberpunk. I've known Mike for many years, but I can't say I know him very well. If I didn't give him props for Cyberpunk, I'd be a liar of the worst sort. Cyberpunk was one of the first games I played (and eventually bought) that got me running and playing on a regular basis. After a time, it was the first game I really made an effort to tinker with, rules-wise, and it was also the first game I tried very hard to write for professionally (I wasn't successful, but I did learn a lot).
#1 JD Wiker: Yeah, yeah. Blame JD. When Alternity was at its height (which is a somewhat relative indication of altitude, given that I was the only person in Southern California who was buying its products on a regular basis), I made a couple of submissions to Dragon Magazine in support of Alternity. Somehow, I managed to open up a dialog with JD, which eventually led to a long-lasting friendship. JD taught me what Wizards of the Coast expected of freelancers, sure, but he also gave me an insight into the fact that what you write has to be more than just cool; it has to be balanced and it has to make sense. I'm not sure I would've gotten anywhere in publishing if it hadn't been for JD's insight and encouragement.
There are a number of runners-up, and it's a tough stretch to say I can list them all. There's Dave Arneson and Gary Gygax (for forging the way), Ray Winninger (for his work on the Chill Companion), Steve Jackson (for GURPS, gods bless him), Charles Ryan (for Millennium's End), Erick Wujcik (for the Teenage Mutant Ninja Turtles RPG), Ken St. Andre (for the original Stormbringer RPG), Kevin Siembieda (for the Robotech RPG), and Rob Schwalb (for being evil incarnate, and for teaching what dedication really means).
There are more, far too many to include for every contribution that they've made to me in regards to the hobby, but I'll try to be graceful and leave it like this. It's four am, after all, and I've got to be at work in five hours.
#10 - Kevin Dockery: One of the first games I ever played, back in 8th grade, was The Morrow Project. Now, as I understood it, The Morrow Project was written by Kevin Dockery (a real-life "civilian contractor," or mercenary) as a college thesis. It was a game of the post-apocalypse, firmly rooted in movies like Damnation Alley. The combat system was deadly (to put it mildly), which only added an edge to the game that hadn't existed anywhere else for me up until that point.
#’s 8 & 9 - Troy Denning & Timothy B. Brown: I gotta give these guys equal time because they're the minds behind the campaign setting that taught me that fantasy gaming wasn't all about elves singing in the trees. Give me cannibalistic halflings any day of the week, I say. I'm talking about Dark Sun, of course. I can only describe my initial attraction to Dark Sun as a disease, because once I picked up the boxed set, I couldn't stop. This was a first, for I was a constant critic of AD&D, of level- and class-based game play, and of anything even remotely related to fantasy and magic. Dark Sun was gritty, it was mean, it was nasty, and it ultimately changed my perception of gaming in a number of ways. Lucky for you, I don't have time to go into them all right now.
#7 - Jeff Barber: For Blue Planet and Midnight. I tend to doubt that Jeff remembers me, but back in '97, I stopped by the Biohazard Games booth on the last day of Gen Con and picked up the only copy they had left of Blue Planet 1st Edition. I joked, "Can I get it signed?" and Jeff was nice enough to do so for me. Reading that game on the flight home gave me the desire to write for it, and I made a couple of attempts to get my foot in that door (esp. in regards to Undercurrents, which was an ezine that Biohazard was posting on their site). I never made any progress, but Jeff was always very encouraging. Plus, he's one of the minds behind the Midnight campaign setting, which is probably one of the top three products that made me want to write for RPGs.
#6 - Mark Rein-Hagen: I'll admit, when Vampire: The Masquerade came out, I had some reservations. I played it initially, but I quickly grew tired of it. Besides the real-life politics within the gaming group I was a part of, there were plot issues; the campaign we played was very much tied into Anne Rice's books, and it seemed like everyone had read them, lived them, loved them, and applied them to their characters. I quickly grew tired of the drama, and left for a time, but I did end up coming back to Vampire (and its many off-shoots) eventually. Despite the apparent pretentiousness of the line, it was one of the best products out there, with an elegant rules set, innovative layout and graphic design, and a lot of very interesting background material. It also taught me that game books didn't have to be stuffy and chock full of rules, nor did said rules have to be written like a physics thesis.
#5 - Rose Estes: Though I guess she's not technically a game designer, she did write the Dungeon of Doom Endless Quest book. Dungeon of Doom was the first taste I had of what gaming was. I bought it at an elementary school book fair, probably in the 4th or 5th grade. I wasn't terribly intellectual at the time, though I was incredibly imaginative. Reading about the monsters and encounters in Dungeon of Doom (as well as the other Endless Quest books I ended up buying) got me interested enough to buy the first edition of the Monster Manual just so I could learn more about the critters that kept leading me to such famous endings as, "...your life, and your quest, end here."
#4 Greg Costikyan: After I got the gaming bug, back in those sweaty, adolescent days, I came across a title in the Waldenbooks at the local mall that combined gaming with one of my all-time favorite films: Star Wars: The Roleplaying Game. There was little question that I had to have it, and shortly thereafter it was mine. I think I begged my mother for the money, and ended up with both the first edition rules as well as the Star Wars Sourcebook. Even at that age, my knowledge of Star Wars was pretty vast (at least compared to my player base), and I ran countless Star Wars games (many of them via email). Now, I don't know Greg, but I do know that, because of the Star Wars RPG, his contribution to my life as a GM, a player, and a writer has been astronomical.
#3 - Lynn Abbey: I consider Lynn Abbey a good friend, and I made her acquaintance in a relatively innocuous manner: by sending in a fan letter. I don't remember the details, but I don't think the email gushed praise. It was more along the lines of, "I love what you did with The Brazen Gambit! Can you give me some clues on what the city-state of Urik is like?" From there, we ended up emailing back and forth for a number of years, until we finally got to meet in person when I was asked to write for Green Ronin's adaptation of the Thieves' World setting. If Lynn taught me anything, it was about world and character design, and that you need to consider the minute details that make up the larger whole.
#2 - Mike Pondsmith: For Cyberpunk. I've known Mike for many years, but I can't say I know him very well. If I didn't give him props for Cyberpunk, I'd be a liar of the worst sort. Cyberpunk was one of the first games I played (and eventually bought) that got me running and playing on a regular basis. After a time, it was the first game I really made an effort to tinker with, rules-wise, and it was also the first game I tried very hard to write for professionally (I wasn't successful, but I did learn a lot).
#1 JD Wiker: Yeah, yeah. Blame JD. When Alternity was at its height (which is a somewhat relative indication of altitude, given that I was the only person in Southern California who was buying its products on a regular basis), I made a couple of submissions to Dragon Magazine in support of Alternity. Somehow, I managed to open up a dialog with JD, which eventually led to a long-lasting friendship. JD taught me what Wizards of the Coast expected of freelancers, sure, but he also gave me an insight into the fact that what you write has to be more than just cool; it has to be balanced and it has to make sense. I'm not sure I would've gotten anywhere in publishing if it hadn't been for JD's insight and encouragement.
There are a number of runners-up, and it's a tough stretch to say I can list them all. There's Dave Arneson and Gary Gygax (for forging the way), Ray Winninger (for his work on the Chill Companion), Steve Jackson (for GURPS, gods bless him), Charles Ryan (for Millennium's End), Erick Wujcik (for the Teenage Mutant Ninja Turtles RPG), Ken St. Andre (for the original Stormbringer RPG), Kevin Siembieda (for the Robotech RPG), and Rob Schwalb (for being evil incarnate, and for teaching what dedication really means).
There are more, far too many to include for every contribution that they've made to me in regards to the hobby, but I'll try to be graceful and leave it like this. It's four am, after all, and I've got to be at work in five hours.
09 January 2008
I Now Have Grimm in Hand!
After an exciting trip to the UPS distribution center in Chantilly this morning, I have my copies of FFG's Grimm in hand. I had a chance to look the book over about a week ago at my FLGS, but that was more of a cursory examination than anything else.Overall, it looks solid. I'm not sure when/if I'll have a chance to play it. Maybe I can get in on a game at Gen Con this year. Given my gaming track record in Indy for the past four years, though, I tend to doubt it.
It's been busy at work, and busy at home. I'm supposed to run the first of the Mythic Dark Heresy sessions tomorrow, but I haven't had a chance to work on the game, much less read any more of the rules. Plus, I've been sick (and that is largely under control now). I'm thinking I may have to postpone the game this time around, and hope I've got my kit together in two weeks.
That would be all, for now.
Oh, yeah: Happy New Year!!
28 November 2007
The Son of Gaming at Mythic
The Mythic D&D game abruptly stopped a while ago. The reason was pretty simple, but I won't get into it. After several weeks of inactivity, I started the game back up again. That was the week before last, on 11/15.
In the time since, I've received Dark Heresy from Black Industries. Despite the fact that the game doesn't release until February of next year, it looks like contributor copies have already been sent out. Being as I'm surrounded by several dozen WH40k fans at work, many of whom are eagerly awaiting Dark Heresy, I was obliged to take it to work and lord it over them.
That was my first mistake, because now they want to play it. Nevermind the D&D game! Dark Heresy is the new hotness. They want to root out heretics and fight evil in the name of the Emperor. Given that the book is so damn fine, I can't say as I blame them one bit.
Truth be told, there's a small part of me who'd prefer running Dark Heresy to D&D. Just don't tell them I said that.
In the time since, I've received Dark Heresy from Black Industries. Despite the fact that the game doesn't release until February of next year, it looks like contributor copies have already been sent out. Being as I'm surrounded by several dozen WH40k fans at work, many of whom are eagerly awaiting Dark Heresy, I was obliged to take it to work and lord it over them.That was my first mistake, because now they want to play it. Nevermind the D&D game! Dark Heresy is the new hotness. They want to root out heretics and fight evil in the name of the Emperor. Given that the book is so damn fine, I can't say as I blame them one bit.
Truth be told, there's a small part of me who'd prefer running Dark Heresy to D&D. Just don't tell them I said that.
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