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Got the last of the votes in on the prospectus - or at least the last I'm willing to accept - with some unexpected results.  I sent the prospectus to thirteen players; two responded that they weren't interested in 2013, three never got back to me. That left 8 players. 

Of those, five (!) voted Mech & Matrimony as their first choice: two - Asha and Emily - as their sole first choice and three - Tom, Jim and Diane - as one of a spread of similarly voted games. I was flabbergasted by the response for what last round was such a niche game, but am more than happy to buckle down and finish work on the system and setting. Expect more notes of etiquette for corset and chain gun over the course of the year. 

For the remaining three voters, all three of them 0'd out Mech & Matrimony, and two - Karen and Rachel - put Gaslamp Melodrama as their first choice. Since the third has a solid, if not not first choice game, and the only other point of overlap was a) the other Gaslamp game and b) a worse voting for the other players made it clear that Gaslamp Melodrama was the right route for the other two. So sometime in the near future I have to make some tweaks to the Buffy The Vampire Slayer game for character creation purposes - which should be easy - and then work out the exact location of the game and crime for which our protagonist's parents were accused. I'm seeing this as taking place in the Balkans, in the political no mans land between Techo-Tsarist Russia and the Baron's realms, so it's both familiar to the players and just different enough so that I'm not treading all over the published works.
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4) Savage Species: I got a copy of the out of print 3E rulebook for handling Monster characters and I am _very_ impressed. It takes the concept and approaches it three different ways in the rules, giving step by step instruction and fleshing each of them out with extensive worked examples. This was a solid addition to the 3E cannon and I'm kind of bummed that I hadn't picked it up sooner. Personally I'll be instituting parts of this into my next Fasaad expedition at the very least, but clearly any new campaign I put together will be influenced by these options. If I have any complaints it's the silly inclusion of new magic spells in it (apparently a requirement for each sourcebook) that, as usual, range from the useless to the OK for this specific text to the neat general things that I hesitate to add because they're in an unusual place. 
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I'm trying to lay my hands on extra copies of the 3.0 core rulebooks - Players Handbook, Dungeon Master's Guide and Monster Manual. I know it's my preferred Fantasy system (I don't like the changes to 3.5, and 4.0 doesn't do it for me.) Does anyone have copies of the 3.0 books they don't want anymore? Specifically the Monster Manual and DMG, since I already have a spare of the PHB and got copies of it for all of my regular players.
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A long overdue follow up to my last post, here's how the PCs rocked in June after the May debacle. 
Fassad's Best Day Ever )

PC Fail

May. 9th, 2010 10:11 am
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Amusing bit from the last two Arabian Nights D&D sessions.

Player Fail behind the cut.  )


Next Month? trek through dinosaur infested jungle!


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Rachel: Jenny Wren, a beautiful forest maid and cockeyed optimist who can speak with animals and whose singing can produce productive dance scenes/event montages. Orphaned at birth, she was raised in part by Dr. Catseyes.

Diane: Beatrix Bunny, the most kind, brave and clever of bunnies and therefore a current owner of gold shoes of Easter . She is the mother of 20 children, ably midwifed by Dr. Catseyes, and exceedingly well organized.(1)

Jim: Quentin le Crabbe of the Azure Bay Crabbes, a gentle-man thief (he pinches things) with a gruff, short fused exterior masking his basic goodness. Dr. Catsyes helped him with some knee trouble (arthropodic surgery) recently.

Fairy Tale Behind the Cut )
And they all lived happily ever after.

Book 51

Jun. 12th, 2009 01:50 pm
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XX) The Red Wolf Conspiracy: [livejournal.com profile] kriz1818  loaned this one to me a couple of weeks back. I've had this long standing ida of running a fantasy game set entirely on a huge sailing ship, so the idea of the book - political events on a huge sailing ship - had some appeal. Alas, I walked away from it two thirds of the way through as the central character suddenly became unforgivably stupid*. It's my first unfinished book all year, so I'm not counting it as having been read, but I still wanted to comment on it here.

51) Conan, the role playing game: That's to [livejournal.com profile] drcpunk  I have a copy of this and BY CROM it is good! It wholeheartedly and unapologietically embraces the dark, corrupt world of Conan. There's a bare-breasted slave girl drawn into the page boundaries, and no warning to the reader that the world can be a little seamy and little racist. The rulebook make all of the races of man equally valid for play - the Picts, the people of the Black Kingdoms and the other non-Hyborian (i.e. not white) races of Conan's world areall presented as fair game - and since no culture comes off looking particularly good Conan's personal distaste for some of the races (which I remember being a touchy subject in the introductions of my 1970's reprints of the Conan tales) is washed away. The rules themselves are a very nice rendition fo the d20 mechanic designed for lots of fighting men, with sorcerery being (relatively) slow, powerful and corrupting, but with rules that make Sorcerer a valid class choice.

Some things that stand out in the rules?
  • a nice breakout of parrying AC vs dodging AC, with an armor-absorbs-damage game mechanic that isn't too intrusive.
  • rules for money that state that anyone with more than 50 sp immediately squanders half of it on high living every week. Once a month you are able to ue that squandering as a circumstance bonus on some sort of research, but otherwise you're heroically pissing your money away, just as Hyborian Age heroes should.
  • lots of combat related feats and combat moves that anyone can try ripped straight from the Conan stories. I'm usually a rules light GM when it comes to "can I try this" but I know many players need to have a list of their options laid out for them, and to my mind this system gives them just enough.
Honestly, if I had owned this book at the start of the Emirikol game that campaign would have had many of these rules incorporated in it. I'm looking forward to pitching something in this rules set at some time in the future.

* Not entirely true - the central character suddenly became a PC whose player couldn't realize that his actions had consequences. After spending three years as a tarboy (apprentice sailor) on the ships of the country which conquered his homeland, our hero ha clearly been circumspect and deferential enough in complaining about how his people were treated to not be stabbed and thrown overboard. As we move through the novel, he continues to act in this fashion, until he is face to face with a *really important person* who, while he was instrumental in the conquest of ou hero's country, could have him killed without a moment's hesitation. So our hero mouths off to him. Everyone is shocked, and all the NPCs explain to him in various degrees of patience that this just isn't done, that the *really important person* is in a position to do our hero an enormous amount of good, that our hero has other reasons for needing to stay on board, and that he took his life in his hands doing that. Our hero nods. The *really important person* talks to him again, taking a placating tone that is very much out of character, and our hero MOUTHS OFF TO HIM AGAIN. And gets flogged, stripped of his status as a bondsman (meaning he can get grabbed by slavers) and thrown off the ship.  Once in port he follows the advice of someone who has always wished him ill and gets himself captured by slavers. At this point he is offically too stupid for me to care about, and I don't want to see the polt deformations required to get him back on board the ship. I have no idea why Robert V.S. Reddick decided to take this little side treck - just to show us the scary slavers he'd been aluding to earlier - but it was enough to jolt me out of the book.

Books 49-50

Jun. 6th, 2009 01:33 pm
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49) Mrs. Roberto, or the widowy worries of the Moosepath League: This is the fourth of Van Ried's Pickwickian tales, and likely the weakest of the lot. Still, it is charming in its way, with Mr. Walton and Sundry attempting to brighten the mood of a glum pig and remainder of the League seeking to rescue the exotic widow Mrs. Roberto from the clutches of some unidentified foe. One thing at occired to me while reading this is that I don't recall ever having the villains in my games acting on wholly inaccurate information or suppositions - something I will have to rectify in the future.

50) The Oddysey: Homer's classic, I've been listening to the Norman Dietz reading as an audiobook during my long weekly drives to and from work. This was really good, unabridged, and containing much more detail than any version I have encountered before - enough to make me wonder whether I have ever actually read it or just absorbed the contents via cultural osmosis. Hearing it read made clear how it was intended to be performed, with the repetition of words and phrases verbatum throughout the text, and also made clear how much our language owes to the work - I was stunned to hear that four of Penelope's suitors "bit the dust" upon being struck by the spears of Odysseus and his comrades, thinking it a very modern phrase, until the image of someone being struck by a spear and falling face first into the ground, so greviously wonded that there was no way to break their fall, drove home in my mind.

Listening to this also reminded me how much influence the gods had in these tales - they're everywhere, messing with people in one way or another - and how one might make that work in a D&D game. Not by actually having the gods (under the GM's control) be constantly messing with the PCs, because that sort of railroading would get old quick, but by stating that taking levels in Cleric means that you are favored by one or two gods (selected by your choice of Domains), and that any clerics spells you cast are descibed by as the god directly manipulating the events on the scene, present but invisible (perhaps to all save yourself). This keeps the gods directly active in the game - flitting in and out of the PCs presence - without making them a source of player frustration.

If I were to run this, I would also take steps to all but eliminate evocation magic and other direct damage spells, but up the Save DC for magic by, say, 5 points, so that Wizard characters couldn't just blow people up, but their magic would have a higher chance of working. I'm still noodling around the edges of this.
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I just reread all 7 volumes of GG over the last week and something occurred to me: with the overlapping schemes and ever-changing loyalties, a Spark's natural toughness and presence and the overall uber-competence of the characters, there isn't a reason to invent a new GG RPG. Just run it in Amber.

I feel like a dolt for not thinking of this sooner.

Lucrezia, Klaus, Bill, Barry and others are all members of the previous generation, while the PCs are Agatha, Gilgamesh and their peers - active, changing the existing dynamic but not as powerful as their parents, and constantly trying to naviagate between the previous generation's plans and learn their secret history. The existing stat mechanics work fine, as long as you replace Pattern with Spark, perhaps charging it at various levels (15 pts = weak Spark; 30 pts = Spark; 50 pts = Strong Spark) so we can see the differentiation between the pie throwing spark in the circus, Slepneir O'Hara and Gilgamesh Wolfenbach. I'd probably add in the process I had in the primus game for bidding on positions of power to determine the strength of one's starting house, etc.

Hell, it would be easy.
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So last Saturday we had another session fo Emirikol, my swashbuckling D&D game, where the main plot involved the PCs finding and investigating a wizard's manor house that had sunk into the swamp. The players and PCs knew this was coming, and I made sure to remind them of it before play started, so they knew that Swimming was in their future and bought Potions of Swimming as a result.

In prep for the session I had worked out a rough map of the parts of the manor that were now full of water, and the path they'd have to take to get from the upper floor where they entered to the air filled crypts that they needed to get to, and wrote out all the rules for swimming and drowning, as well as the DCs for spotting the correct path and a possible short cut, and for squeezing through . The basic 3E rules for swimming are that it's a DC 10 swim check to cover half your move for the round (1/4 if you're trying to do something else), with the DC ratcheting up 1 point per round you're fully submerged. PCs can hold their breath for twice their constitution in rounds before they have to start making increasingly difficult rolls to keep from drowning.

I figured the map so it would take 12 successful swim rolls to get where they were going - having to search for the next stairway, doubling back in the house and so on - and figured they'd miss about half of those, to more or less match the 4E skill challenge guidelines. Only one of the PCs had any points in swim beforehand, and there were the negative penalties for weight, so the PCs had to strip themselves down to aminimum of gear (making the restof the adventure harder) and ended up with everyone having a +10 to +11 Swim with the potions. The sequence went flawlessly - the prepetually ratcheting difficulty worked wonders, where at the end of the swim the PCs were all spending time pulling their fellows along as everyone got increasingly disoriented. The PCs found one of the short cuts, but then made an ill considered move that slowed them down (Dietrick blew out the rotted circular stair with his ring of the ram, not realizing how much the disturbed silt would slow them down). People screamed in surprised when things went awry or cast spells, which I ad-hoced as costing them 2d6 rounds of air per incident. At the end they broke to the surface 15 rounds after they'd started, with swim DCs of 25, and two of the PCs a round or two away from risking drowning. Bec told me it was one of the most legitimately tense sessions she'd ever played in, as it was all to easy picturing one or more of them dying in the water.

It was nice to be able to use the existing, hard coded target numbers to scale an encounter for them. It just hit the perfect sweet spot between simulation (this swim will be just as difficulty, or perhaps easier, next time, regardless of their level) and gamist enjoyment. Worked much better for our sensibilities than the 4E scaling chart....
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thismustbetheplace just finished her epic, 8 year Spelljammer PBEM - actually she ended it early because the energy was waning and we weren't sure we'd make it through the remaining 4 years of plot (! and she accuses me of overplanning!)

I'm going to be sorry to see it go - I' ve been playing Emmett Half Man for a long, long time now - but I'm now in the mood of enthused anticipation for the beginning of her next campaign. I'm playing a Gnome Bard with lots of Alchemy skill, the kid of Jack of SAll Trades, social lubricant character that Emmett really wasn't. My big problem at the moment is coming up with a name. Being the only Gnome player character I'm planning to continue the Emirikol convention of Hungarian being the Gnomish language (it makes everything sound like a real language rather than made up sounds), but the GM had indicated that the human populace normally had last names that indicated personal or family profession.

The Hungarian words for Chemist are either Gyógyszerész or Vegyész.

Either - but certainly the former - would be a right bitch to type on a regular basis. So we'll see if we stick with that naming convention.
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Discuss.

I've been noodling around the edges of a Discworld campaign concept for some time now, looking for a good campaign hook. Pratchett's style is very difficult to emulate because the humor comes from a conversation of his ability to merge accepted genre tropes (such as the Newspaper as fictional centerpoint aspects) with eccentric characters (ala Otto the light obsessed vampire photographer) using such a keen eye for human nature that the characters demand to be taken seriously and the genere tropes illuminate our own world, all swimming in the stew of Pratchett's masterful descriptive prose.

Take out any one of those and it's not really Pratchett's discworld. The trick is trying to capture all of them without it seeming forced. To do that I think I would have to exit Ankh-Morpork and the Ramtops. I think I could hadle Ankh Morpork a little better since there's more social room for our characters to not be overshadowed by the existing protagonists, but I suspect I'd be happier filling in somewhere that is known but not well known. Hence Sto Lat. And the very true statement that it is the "Second City" of the plains both encapuslates a dynamic with Ankh Morpork and opens up the tropes of Chicago to be running in the background of the game. I include the great Sto Lat Pastry School just as a reason for [livejournal.com profile] adoxograph   to kill me.

The current operating premise is Susan Sto-Helit (or someone else) opening a practical school to educate tradesmen in Sto Lat, the first college for nights and weekends for people to better themselves in the century of the anchovy. The PCs would be a combination of professors and students in a setting mirroring the "working class/outcast kids bettering themselves" movies with "adults getting a second chance" films. Students would be people trying to get away from the primitive Ankh Morpork theives guild, seamstresses looking for a real profession, edisonade kids working on engineering projects that will change the world, aspiring artists in bad situations (the line from Moving Pictures about the "saddest thing in the world is being born with innate talent in a field that you will never encounter" sticks with me here) and similar archetypes, while the teachers will be earnest and hardworking tradesmen banished from their guild, an ex-assassin passing along the culture and refinement without so much of the killing and so on.

Thoughts? Input? [livejournal.com profile] whswhs  , how is your Discworld game going?
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Session one ended with our heroes experiencing the breeze, stars and the dawn for the first time. Session two included:

More exploration behind the cut )
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I'll likely be doing more formal write ups for A&E and to e-mail to the players, but I wanted to touch on a few things with my LJ readers.

My goal for the campaign is to present the players with a series of encounters which are puzzling but consistent, and can usually be approached either through combat or thought & experiment. Some will be purely one or the other, but most in most cases the players actions and reactions will determine which path things take. Since it is, so far, just the 6 PCs in a world otherwise empty of name-giving (i.e., intelligent) races, I don't have any NPCs on the scene to voice an opnion (or, alas, force more characterization and role playing, but they're doing pretty well with that and everyone is laughing a lot, so it's all good). In many ways this is the most purely simulationist game I've ever attempted. I expect a narrative to form soon enough, but for now it's just "we poke the world like this, what does it do?"

My task here is complicated because one of the players, [livejournal.com profile] ashacat , actually has her masters in biology and two others (at least) have much more wilderness experience than I do. I am gratified that so far they have found no sweeping cause for complaint, and Ashacat actually complimented my presentation of a diverse ecoweb. My task is aided because the EarthDawn setting is, in many ways, pretty scientific. Yes, there's magic, but the magic is predictable and rational: I can introduce the fact that griffins' wings are infused with elemental air that lets a 300 lb creature take flight and the players can accept that as being logically true, and then question how the muscle structure of a hexipedal creature would operate and what parts of the beast would make for the best eating. This is a huge boon when the players - [livejournal.com profile] taichigeek  in particular - are approaching the game with a 21st century scientific mindset. They find a poisonous snake or plant and his archer (skilled in survival,. hunting and herbalism) wants to find a small animal on which to test the toxin to learn its effects and if he can convert it to some rational use. In some fantasy settings I'd slap this sort of thing down for being out of synch with the genre, but for this sort of game it fits right in.

I'll put up some key moments from the game later, but I wanted to get that thought out there.


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Nigel Findley, for those who don't recognize the name, wrote for role playing games in the 80's and 90's, and wrote a few game time in novels as well. While I didn't read a lot of his work, what I did read I liked. To the loss of our hobby he died 13 years ago of a heart attack at the age of 35. (His wikipedia page is here.) My first encounter with his work was in 1987 and the short adventure Nightshade in Dragon #7.

The low level PCs are approached by a nobleman, Olias Sandhillow, who wants to employ them to visit a local wizard, Nightshade, and fetch back a package. Just a simple pick up, he'd go himself but he's a busy man, pays a moderate amount. Of course it's not that easy - Nightshade is totally off his rocker, changing his attitude towards the PCs every few minutes, and they have to keep him calm and stable long enough to get the potion from him (and had better not start a fight!) On their way back they're jumped by thugs hired by Olias' enemies who want to stop the package from getting through. What is the package? A potion of amnesia, to be used on the nobleman's current paramour, as the foolish girl thinks that he's actually going to marry her - and worse, she has an easily angered family. Nightshade himself is round the twist because of his exposure to the obliviax needed to make the amnesia potion. The PCs are out of the plot once they deliver the potion, and probably happy to be so.

I loved this! It had just the right combination of magic, mystery and decadence, of the players dipping into a river of other people's stories and perhaps never seeing them again. There are a million stories in the naked city, after all. I cut the adventure out of the magazine and filed it away.

Players in my Emirikol game might recognize this plot, Melas just helped his drinking buddy Olivar Sandoval by getting a package from Melas' somewhat batty wizard acquaintance Aslan Nightshade. One thing led to another and eventually Melas and Hiram were outracing assassins through Scornbul quarter to facilitate the elopement of Olivar and the daughter of one of Melas' political enemies. Cambias told me later that session was one of the best he's had in years.

It took me over 20 years but I finally got to use Mr. Findely's work. So here's to you Nigel Findely. Thanks for the adventure. (and a second hat tip to Mr Findely because Scornbul quarter is named Scornbul as that city in Findley's adventure "The Serpent's Tooth" from Dungeon issue 19, which I had planned to use but have yet to work in. Give me time....)
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Can anyone give me a Plug-Into-Excel level formula for determining the overall percent chance of success of a test where the goal is to get 8 successes before 4 failures (or, put another way, to get 8 successes out of 11 rolls)?

 

For example: a 60% chance must occur 8 times in 11 rolls. What is the % chance this will happen? 

 

Why, you may ask?  )
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I'm rereading John M Ford's Dragon Waiting and wanted to share this realization: it's a great exercise in watching the GM tie together 4 PCs constructed by players who haven't talked to each other. I imagine the first session went like this
 
GM: "OK, as we discussed, this is a game of politics in Richard III's court. Our heroes are..."
Jim: "Hwydar is an ageless welsh wizard."
Tom: "Dimitri is an honorable Byzantine mercenary soldier of a royal bloodline."
Bec: "Cynthia is a Florentine doctor with acting experience."
Dave: "Grigory is a German artillery expert. And a Vampire."
GM: "I'm doomed."
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Here’s the breakdown of last session:
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I commented previously on how the ad hoc difficulty table advises the GM to ramp up the Target Number of checks based on the PCs level (and, by one possible by unlikely reading, whether the PC has the skill or not). The objective appears to be that Easy actions have a success chance of roughly 65%, moderate one 45% and hard ones 10%. The scaling is required because everyone adds one half their level to the rolls, so to keep the preferred targets you have to ramp up the difficulty.

Skill blather )

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Brian Rogers

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