Choose the best shoes

Have you ever gone for walking? That is great because it is the best way to improve your health. So, you must choose the best walking shoes for men to wear if (men)

Thứ Hai, 31 tháng 3, 2008

invisible, figmentary, and dead: that damn turtle

Without a doubt, the greatest fumble result in gaming is tripping over the unseen imaginary deceased turtle. Below, under the last result for 2-handed fumbles, is the oldest version of it I have in my game collection, from the earliest combined edition of Arms Law & Claw Law, which I'm pretty sure is the second ed of both books.

(Click image for a bigger version.)

I love those handwritten charts! They make the later RM charts seem cold and clinical by comparison. Note that under these rules fully five percent of all 2-handed weapon fumbles involve tripping over the non-existent turtle. With a morningstar's 8% fumble range that means you'd hit this result every 250 attacks or so. That's more often than you'd hit any sort of fumble under the Arduin Grimoire, at least if I'm interpreting Hargrave's rules correctly.

Personally, I love the MERP version of this fumble even more. Check out the last result on this list.
(Click image for a bigger version.)

That "You are very confused." cracks me up every time.
Read More

a double dose of medieval awesome

So I just finished reading Margaret Wade Labarge's A Baronial Household of the Thirteenth Century and I gotta share two bits from it or else I'll explode. First up, we have a throwaway mention of something that would make a cool-as-hell artifact for a modern weirdness campaign:
No English [chess] set was quite as rare as the one sent to St. Louis at Acre by the Old Man of the Mountain, chief of the Assassins of Syria; it was of crystal and amber with filigree of gold.
A chess set presented by the Grandfather of Assassins as a gift to a Saint-King. How can you not love that?

The other passage that I'm in love with describes a fad that developed among wealthy clerics of keeping pet monkeys and apes.
One of the northern chronicles, alluding to a bishop of Durhan's practice of keeping monkeys, described it as being "the custom of modern prelates for occasionally dispelling their anxieties."
Much of the time I can take or leave the cleric class, but I'd love a chance to play a clerical ape-keeper!
Read More

Thứ Bảy, 29 tháng 3, 2008

Clatto Verata Necktie!

I subscribe to Paizo's newsletter, though I must admit that I rarely read it. But the most recent issue's subject line caught my eye with the words Critical Fumble Deck. Now I know that a lot of gamers hate fumbles, but for me they are a cornerstone of Retro Stupid play. A lot of fun can be had tripping over imaginary deceased unseen turtles and accidentally mangling your friends and whatnot.
Read More

Thứ Sáu, 28 tháng 3, 2008

Wigs? Tea?

So thanks largely to Doc Rotwang's cheerleading for the random tables in it, I finally got myself a copy of Castle Zagyg vol. I, Yggsburgh, the setting book for Uncle Gary's Castles & Crusades-powered attempt to finally get Castle Greyhawk into print. (As a note to local readers, I ordered my copy through Armored Gopher Games. Special orders with them are fast and hassle free.) I'm really digging this book. The old Gygax charm is there in spades. And the random tables are as awesome as reported. There's a set of charts where not only can you roll up a random encounter with a bear, but you can then determine that the bear is wounded and angry. How can I not love that? And there are all sorts of nice little touches, like giving the heraldry of all the great knights of the realm and even going to the trouble to explain some of the trickier coats of arms in plain English. And the big pull-out map? One word says it all: Darlene. In my experience no other game cartographer combines form and function so flawlessly. If only the hexes were numbered, the map would be perfect.

But one thing is kinda freaking me out about this book. The general period of history being riffed on is way later than I usually dig in my D&D. Believe me, I'm no stickler for medieval accuracy at all. At the game table I tend to mix and match bronze age Conanery and faux-medieval Athuriana with whatever else happens to float my boat. But tea with breakfast? Nobles wearing wigs? That's just a little too renny for me. Not that I loathe renfaires, but rather that sort of late period game reminds me too much of the art and adventures of the sanitized, homogenized, and generally vanilla 2nd edition AD&D era. No doubt I'm extra sensitive to this concern right now because I'm also reading Margaret Wade Labarge's A Baronial Household of the Thirteenth Century. The 13th century comes off as positively barbaric compared to a world of perrukes and earl gray.

Still, the book is great. And ignoring the two pages devoted to fashion isn't going to break my brain. And on the other hand, I could maybe see trying for a more renaissance-inspired look in a Hackmaster game. Refusing the PCs an audience with a lord because they aren't properly dandified sounds like the sort of thing that could happen in Hackmaster.
Read More

Thứ Năm, 27 tháng 3, 2008

The Font in the Stone

Gameblog reader GrayPumpkin asked if I ever found this font:

BUM! BUM! da-DUM!
Yes, I did find it. One of the users at What the Font identified it almost immediately as Herkules. Big thanks to Some guy named Sam for sending me to them!
Read More

The Art of Imperfection?

Earlier this month over at theRPGsite we had a thread about OD&D. As is often the case, the old complaint about non-variable weapon damage resurfaced. In case this is new to you, allow me to sum up: Before the release of Supplement I: Greyhawk all weapons did d6 damage. This annoys a lot of people used to each weapon getting its own damage range based upon how kill-rific it is supposed to be. "Why would you ever wield a two-handed sword if it was just as deadly as a dagger?" is the inevitable question. Any OD&D ref using the weapon-versus-armor chart and weapon speed rules in Chainmail can handily answer that question, but it appears to me that the games that actually used Chainmail with OD&D have always been in the minority. Here's how I fielded the issue on the thread in question.
For my next OD&D outing I plan on using the following scheme for damage:

Fighter Types

Light weapons (club, dagger): roll 1d6
Most weapons: roll 2d6, take better roll
Two-handed weapons, lance: roll 3d6, take best roll

Clerics, Normal Men, and most Humanoids

Light Weapons: roll 2d6, take lower roll
Most weapons: roll 1d6
Two-handed weapons, lance: roll 2d6, take better roll

Magic-Users, Kobolds, and other wimps

Most Weapons: roll 2d6, take lower roll
Two-handed weapons: roll 1d6

The basic goal here is to keep damage ranges in the 1 to 6 zone of the original rules, but to allow for variation based upon both weapon employed and relative bloodthirstiness of the wielder.

The OD&D ref community spins out things like this all the time. I can't really claim this schema as my own. I'm basically riffing off Philotomy's awesome house rules combined with an idea from a dude over at Knights & Knaves and leavened with a bit from an old thread in the Dragonsfoot Classic D&D subforum, all of which came to a bubble over at the Original D&D Discussion Forum, or as I like to call it Odd74.

Indie dude Levi Kornelsen has been talking this sort of thing over at his livejournal, particularly here and here. He observes two features that can make an RPG system really juicy: having something cool to do between sessions (fiddling with houserules, making new monsters, laying out subsectors, tweaking your PC build) and having a game that's imperfect and incomplete in inspiring ways. The combo of fun things to do plus either critical gaps or unnecessary elaboration is why I keep plugging away at games like Encounter Critical and the older, crappier versions of D&D.

In my opinion 2nd edition AD&D was mechanically superior to 1st edition in many ways. Stripping out the succubi and half-orc assassins made the game a lot less cool, but the system ran pretty dang smoothly. Similarly, the Rules Cyclopedia is probably the single best incarnation of the game ever published. But I rarely open my copy of the RC, much less play it. And I don't even own all the 2nd edition corebooks. Why? I'm starting to think it's because those games are literally too good for me.

Clearly no one needs a mechanically perfect game to have fun playing RPGs, or we'd have all quit a long time ago. But thinking about why I like the games I like, especially in light of Levi's comments, and now I'm wondering if maybe I don't want a mechancally perfect game. The tinkerer in me is better served by an engine that isn't already purring like a kitten. And at the table a broken game only encourages me to operate more by the seat of my pants, which is when my GMing is at its best.

I'm not arguing that More Broken equals Better, by any means. Game designers, please keep working and playtesting and all that stuff! I'm just offering a counterpoint here to the "System Does Matter" and "Design is Law" types out there. Yes, your game system is important, but sometimes maybe the hardcore of the hobby fetishize the perfect system when a lot of that energy can go towards just making up some shit and running with it.

Am I making any sense here? I feel like I'm kinda all over the map in this post. To start the posty by showing off my shiny new OD&D houserule and to end it with arguing that system matters less seems pretty dang stupid.
Read More

Thứ Tư, 26 tháng 3, 2008

This saves me some typing.

Not a gorilla slayer, just an alternative.
Today I planned on writing a bit about Pathfinder, the newly announced 3.5 successor game from Paizo. But it turns out that Trollsmyth has already said everything I had to say, so go check out his blog for my opinion. Funny how that works out.
Read More

Thứ Hai, 24 tháng 3, 2008

I like Heromachine

Jeff Hebert's HeroMachine continues to be a totally awesome way to gin up some character art when you suck at drawing. Here are some recent characters I've made.

When my daughter and I play the videogame King of Dragons she always chooses the elf, at least partially because the simple sprite art in that game allows from some ambiguity in the gender of that particular character. I think she plays Lancelot in Knights of the Round for the same reason.

This dude is based upon a guy on the cover of one of my OD&D rulebooks. I had to do a little graphical shenanigans to get the helmet to turn out that way, combining the horned helm and the helm-with-coif options.

Here's Uzenna the Hobgoblish Medusa, from my module Under Xylarthen's Tower.
Read More

Thứ Bảy, 22 tháng 3, 2008

Welcome to Kurazocan

I recently tried out the solo game/dungeon generator How to Host a Dungeon. The results aren't a complete keyed dungeon like you'd get using the tables in the back of the 1st edition DMG. Rather, you get this cool historical overview of the dungeon and a nifty vertical map that can serve as the springboard for level design.


Most of Dungeon Kurazocan was designed by long-gone drow and carved out by their subhuman slave-things. Notable non-drow areas include the scribbly bits bottom-center, which is the home of the Orcs of the Green Flame, and the squares on the righthand side of the map, which started as a dwarf mining colony but was later conquered by a party of evil adventurers. One of the adventurers, a mad wizard, opted not to return to the surface and has instead turned his talents to conquering the dungeon. Apart from the orcs, this wizard's main rival is Althiona the She-Rakshasa, who has many men and monsters under her hypnotic sway.

I haven't a single level mapped or even a lone room keyed, and I already know more about this dungeon than pretty much any other I've designed. How cool is that?
Read More

Thứ Sáu, 21 tháng 3, 2008

a brief note on monster books

Everybody thought 8 monster books was crazy...Thanks to gameblog reader and Hackmaster superfan Topher I've been able to recently acquire the entire 8-volume 1,600-critter Hacklopedia of Beasts. Thanks again, Topher! I've had a great time flipping around in these books and reading various monster entries.

If you run a first or second edition Advanced game you might want to check these things out. Monster statblock compatibility with those games is very high. I'm not saying that every DM needs to own the entire set, but you could spice up a campaign nicely with just one or two volumes.

Back when I was running 3.x I owned and used fairly few monster books. Sure, several books had a monster section that came in handy. The Epic Level Handbook's critter selection was very useful when my Wild Times campaign started inching its way up and past 20th level. But in terms of pure bestiaries I only owned maybe four total and none of them, besides the Monster Manual, were from Wizards. And upon reading the Hacklopedia I think I finally figured out why ...but how man critter books does Wizards offer nowadays?I never got the new Fiend Folio, or the later Monster Manuals.

Every once in a while I would go into a bookstore or nerd shop and check out the WotC critter books. Sometimes I even had opportunity to pick up one cheap, like the time I found the FF in the discount bin of my favorite local bookstore. The problem has always been that I flip through the book and I never see anything fun. The monsters in WotC monster books might be fun when the dice hit the table, but there's nothing in the book that shows me that upon a casual perusal.

I can open up a random Hacklopedia and see a Map Snatcher running off with some poor party's dungeon map or a qullan sheering some fool's skullcap off with his preternaturally sharp broadsword. I can read about how sirynes get annoyed that men seek them out for their looks rather than their singing. The Hacklopedia has all the loopiness and sheer joy that I get out of original Fiend Folio or the monster sections of the Arduin Grimoire. I get the distinct impression that someone had a heckuva a lot of fun writing up these monsters. With WotC products all I see is grody art and monsters designed mostly by mechanical concerns. "Hmmm, we need an aberration type that is aquatic but suitable for CR 2." That sort of paint-by-numbers thing.

Again, this is only my opinion and only based on surface impressions.
Read More

Thứ Tư, 19 tháng 3, 2008

My wife just called from the Wal-Mart...

...where she's buying me a copy of the third season of Scooby Doo just because she can. Isn't that sweet? Scooby Doo is one of the very few cartoons in the universe that she will watch, even if she's not the huge fan that my daughter and I are. The third season features some great bad guys, including the Tar Monster and this guy:

Ironface!

Ironface rides around the water by standing on two sharks. He's a ghost pirate with a face like an evil robot. How can you not like this guy?

While searching for pics for this post I found a shot of the gang from the revamped Scooby Doo Gets a Clue! I've heard the writing on this new series is crap, but I can't say the character designs are bad.

Read More

Hey, it's game night! Also, a link.

Tonight my pals will once again brave the dangers of the ruined Moathouse just beyond the village of Hommlet. Many will recall that the Moathouse was once a key fortress of the forces of evil operating out of the Temple of Elemental Evil. What some of you might not know is that back in 'o6 dragonsfooter Paul Stormberg put together a tribute game of Chainmail where the members of the original Castle & Crusade Society (including Gygax, Perren, and Kuntz) played out the battle that left the Moathouse in ruins. Follow the link below, if for no other reason that to check out the gorgeous and exacting Moathouse replica.

http://www.dragonsfoot.org/forums/viewtopic.php?t=18776
Read More

About Me

Popular Posts

Designed By Seo Blogger Templates