Showing posts with label cereal filler. Show all posts
Showing posts with label cereal filler. Show all posts

4/27/14

All My Characters

No Frilly Elven Characters on this List
Not much of a post. Just a list of characters that I have played in the last five years or so. You'll notice that there are no elves on this list. I have been an elf-free zone going all the way back to 1977. I have played humans, dwarves, halflings, and gnomes, but I cannot bring myself to play an elf:

  • Syrivald: Human Magic User (Mage of Thoth) in +Rob Conley's Majestic Wilderlands setting, using Swords & Wizardry Core (retired).
  • Chael: Human Fighter in a short-lived Castles & Crusades campaign (retired).
  • Corum: Human Cleric in a campaign run by +Tim Shorts, using AD&D 1e (retired).
  • Delvin: Dwarf Warrior in +Rob Conley's Majestic Wilderlands setting, using GURPS (retired).
  • Belafore: A Human Viking Priest in a GURPS one shot (retired).
  • Ampersand: Human Burglar in a playtest of +Rob Conley's Fudge-based rules for the Majestic Wilderlands (in limbo).
  • Hyroth: Human Battle-Mage in +Tim Shorts' homebrew game and setting (active, but currently creeped out).
  • Darius: Human Magic-User in +Chris C.'s Ephemera setting, using Swords & Wizardry Core (active). 

This list doesn't include a few characters that I have created but never played, including one for Dresden RPG* and one for Supernatural RPG.

*It is a shame that the Dresden RPG campaign was never played as my wife had coolest character ever--a teenage Amish mage. Not many spellcasters sport a head covering and a cape dress.

4/20/14

In Absentia

I have been absent, for the most part, from the blog-o-sphere, with the exception of a few comments on one or two other blogs. I have had 5 gigs with my bass the last three weekends--a glad thing. Work has been brutal--a bad thing. I even missed the last Monday Night Gaming Group session--a sad thing. I am looking forward to getting back at it tomorrow night.

3/25/14

Improvisation

I have the feeling that when most people hear the word "improvise," they think of something that is the opposite of planning, as in "I didn't plan for it, I just improvised." In other words, improvising is the same as winging it. Following this logic, improvisation doesn't require work or planning; in many ways it is the opposite.

I think of improvising differently, perhaps because I have been playing music since I was a young child. As a musician, improvisation is an activity that takes skill and practice. To be good at improvisation requires an understanding of music theory (intuitive and cognitive), a good ear, and enough chops (skill on the instrument) to create the appropriate musical sounds on the fly. Each musician develops improvisation skills a bit differently. For me, it comes from time spent mastering various kinds of scales, rhythms and chord progressions (building on the blocks of melody, harmony and rhythm)--that it what I call "practice." It is very similar to drills performed by athletes. And it is different than learning and playing songs--I consider that "rehearsal." Important and necessary, but it doesn't develop me as a musician in the same way that practice does.
Disciplined Practice & Preparation: A Key to Improvisation
I am able to improvise as a musician because I prepare and practice. The musicality of my improvisation is a result of my understanding of music, a trained ear, and enough skill/muscle memory with my chosen instruments to create something interesting in the moment. When I do not put time and effort into practice, I quickly lose my creative edge and I have a harder time playing something interesting when I improvise.

I find the same thing is true when I am running a gaming session. I am able to improvise best when I am well-prepared and I have put in the necessary time to plan. I am able to draw upon the complexities of the world I am creating and the vast resources of gaming community to respond creatively to player activities during a session. That to me is improvising. I am not smart enough to run a good session by winging it any more than I can create an interesting guitar solo without practice.

I relearn this every time I run a session without preparation, as I have done the last few weeks in our Montporte Campaign. I have been run ragged by work and have nothing left in the tank to devote to preparation and planning. The less I prepare and plan and am forced to improvise, the less I am able to improvise effectively. I just end up drawing blank after blank. I notice myself struggling; it is probably not apparent to the players in any given session. However, there is a cumulative impact on not preparing that makes the sessions less interesting and challenging for players.

Like any analogy, there is a point where the analogy between playing an RPG and playing music breaks down. However, because both music and RPGs have elements of performance art to them and they are also typically group activities, there are a number of analogies that can be drawn. Improvisation is one such analogy.

2/27/14

Demons and Devils

D&D 4e Release Depicted in 17th Century Woodcut
I have been thinking about demons and their place in the Montporte Dungeon Campaign. I have also be doing some research in historical sources, such as Hebrew & Christian scriptures, extra-canonical writings, and western tradition. I have also been looking at non-Christian traditions.

One of the things I find interesting is how devils and demons are portrayed in Advanced AD&D 1e. Devils and demons are, for the most part, humanoid creatures of great malice and evil who are distinguished primarily by alignment (Lawful Evil versus Chaotic Evil) and location (Hell versus the Abyss). There are lots of each of them and they are surprisingly similar.

In the primary sources of the Judeo-Christian tradition, the Bible, we get a different picture. There is surprisingly little information about demons or devils, except that they exist. If we only look at the Christian New Testament, we can see that the existence of both devils and demons is assumed so there is little offered in the way of proof or description. If we leave out the book of Revelation for a moment, we discover the following:

Devils: There is actually only one devil mentioned and that would "Satan" (insert Church Lady voice). There is no physical description given of the devil nor are we told where he lives. The devil is described as the adversary, the wicked one, the Accuser, and the Father of Lies. He is also called the prince of this world and the prince of the power of the air. He is said to have been cast out of heaven and Christian tradition has held that the devil (i.e. Satan) is a fallen angel, maybe even the chief angel. The devil is said to disguise himself as an angel of light in order to lead the faithful astray. While possession tends to be the purview of the demons, the devil is said to have entered Judas to lead or tempt him to betray Jesus. There is not enough detail to conclude that Judas was actually possessed, many have drawn that conclusion.

Demons: There are many demons in the Christian New Testament. There are several cases of demon possession, with Jesus driving out the demons. Demons are not described but based on the accounts, they seem to be evil spiritual creatures that are capable of possessing or taking over humans and other animals (a herd of swine is the given example). It is clear that there is a connection between demons and the devil, but there is not much information given.

Beelzebub: There is a mysterious reference in all three Synoptic Gospels (Mathew, Mark and Luke) to a "Beelzebub." He is referred to as the Master of demons, but there is also a hint that Beelzebub is either Satan or closely allied with him. However, these passages all describe how Jesus is accused of using the power of Beelzebub to drive out demons. The point of these passages is not to describe the relationship between Beelzebub and Satan. Unfortunately, Queen had it wrong, Beelzebub has a demon set aside for Freddy Mercury, not a devil.

Whereas the devil seems to live somewhere else besides earth, only to come here to tempt us, demons are presented as being all around us, lying in wait to possess us and drive us to madness. One has the power of temptation and deception while the other uses brute force to possess us. Neither is really much like the AD&D 1e Monster Manual, not that it should be.

All this is stuff that I knew from years of theological study, including a lot of reading in the original Greek. What I had forgotten is how little information is actually in the Christian scriptures about Satan (the devil) and demons. Most of what the average Christian believes about devils, demons and even Hell comes from extra-Biblical sources. There is more about these matters in the book of Revelation, but even the book of Revelation provides scant and unclear details about such things. But that is a story for another post.

2/25/14

"You're Playing It Wrong"

"You're Playing It Wrong"--I laugh every time I read this in a blog post (of course these comments are always in reference how someone else plays).

It is a dumbass myth. There is no "right way" to play handed down from on high. Perhaps the only wrong way to play is to play a game that makes one chronically unhappy (unless one wants to be chronically unhappy and, in that case, have at it).

We forget the "G" in RPG is "game...it is a game of make believe. There is no deeper meaning. No ontological reality present. No moral imperative laid on us. It is a game, pure and simple.

2/16/14

Design It To Run: How I Am Designing & Running the Montporte Dungeon

We are closing in on Session 30 of the Montporte Dungeon Campaign and I feel like I can now speak with a bit of experience about designing and running a megadungeon. Back in the 1970s, I started with a dungeon-only campaign as my Holmes D&D set came with dungeon geomorphs, rather than a module. None of my fellow gamers owned modules, just lots of graph paper. So running a dungeon was our default. But that was a long time ago and I hadn't really attempted to run a megadungeon since.

What follows is descriptive, not prescriptive. I am attempting to describe how I am designing and running a dungeon, not how you should do it. Most weeks, I am scrambling to get ready for game night in between family, work, and my music obligations. So with those caveats, here is my approach:

Campaign Mindset: From the start, my mindset has been to run it as a campaign setting and not an adventure module on steroids (which is how most published megadungeons appear to me). Rather than focus on rooms, I focus on areas, peoples, etc and then fill in the details as needed (or as I have time), just as if I were running a typical non-dungeon campaign.

My Dungeon: The Montporte Megadungeon is designed by me for me to run. And I run it with people I know. I am not creating something for publication or something to even post on my blog for others. It is very specific to me and our Monday Night Gaming Group. I don't feel like I have an audience of gamers/consumers to please, just a group of friends to entertain.

As Needed: I only create the dungeon a little in advance of where the players might go. At the beginning, this meant a fair amount of mapping. But now, not so much. There are several reasons I do this: (1) I don't have the time or energy to create a 20 level dungeon all at once; (2) I don't always know what will catch the players' interest and I would rather have things be more open-ended and flexible; and (3) Inspiration comes to me slowly and if I try to do too much at once, the dungeon turns out bland. I need to give myself time to let ideas germinate.

Mapping Part 1: Fortunately, I love to draw dungeon maps. Unfortunately, we are playing online with a VTT (our group uses either Roll20 or Fantasy Grounds, depending on the GM...I opted to use Roll20). This means that I could either draw maps by hand, scan them, and upload them...or create maps digitally. I opted to create them digital in AutoREALM, which is a slower process for me, but it cuts out the conversion process.

Mapping Part 2: I usually start my mapping process of a level by creating a 5x5 grid in Publisher. Each square in the grid is 10", which means I use the custom setting to create a 52" x 52" page (allowing for 1" margins). I then place a text box in each grid, describing in as little detail as I can, what is in each square. In dungeon terms, each square represents 300" x 300", the same sized used in Stonehell. I then, as I need to, create the detailed 300' x 300' maps in AutoREALM, with a 5'/square scale. I convert it a JPEG and--Presto!--I have my map for Roll20. I can also drop the JPEG file into my Publisher grid and create level map, which can also easily be converted to JPEGs. By using blackened rectangles to cover unexplored areas, I can create overview maps for the players like the one below (it takes about 15 minutes):
Level 1, From the Players' Perspective
Seeds: I try to drop adventure or plot seeds into the campaign as we play (from this blog post by Michael Curtis {The Society of Torch, Pole, and Rope}). It is up to the players to decide what to do with them. This only works for me if I do not plan details too far ahead. I have had to let go of my inner-world builder's conceit of "this place exists whether or not a PC ever sees it." It should feel that way to the players, but that is not how I am operating behind the scenes.

Tropes Part 1 ("the lack thereof"): For the most part, I have avoided the OSR cliches and tropes--random tables, lots of slash and grab sessions, and traps for the purposes of having traps. It is not that I have a philosophical or ideological reason to avoid them. My reasoning is more pragmatic: It takes a surprising amount of time to create a random encounter table that might only be used 1 or 2 times. It is easier to just create the encounter than to create the table to generate it.

Tropes Part 2 (my trope): My one conceptual trope has been the computer game, Myst. I am not trying to recreate Myst as we play, but I like the idea of using interlocking clues and details so that the players gradually piece together the multiple back stories of the dungeon. There are a few chatty NPCs in the dungeon, plus lots of scrolls and documents. In fact, every encounter is a clue to the dungeon. Not all clues are earth shattering, but they all pile on one another to paint a picture and tell the story of the dungeon.

Improvisation and Planning: I only occasionally use set-piece encounters that are tied to specific physical locations within the dungeon. They are there, but there are not a lot of them. I do, however, improvise a lot. For a lot of people, improvisation implies a lack of planning or forethought, kind of like "winging it." As a musician, improvisation means something different to me. Improvisation means creating responding to others as you play, but it still requires as much planning, forethought, etc. I spend a considerable about of time planning for each session, but I look at options the players have in front of them and how they might respond, rather than planning specific encounters ahead of time. I am not sure if this makes sense to you, the reader, but I have found it to be my style of GMing...at least most of the time.

Rationalization and Logic: The Montporte Dungeon has a series of backstories that provide an inner logic for myself and the players. However, it only works when we (our group) let go of (1) the question of why a big multi-layer hole in the ground would be there in the first place; and (2) previous preconceptions about megadungeon play (this has been a bit of a struggle as the cliches of dungeon play haunted us when we started).

Inspiration: I read a lot--close to a book a week--and while I do not plan my reading around gaming, I often read things that end up in the dungeon. A recent example are the small bottles of impossibly cold water (why did it not turn to ice?) found in Session 22. These were inspired by So Cold the River, a novel by Michael Koryta. My days with the Appendix N types of literature are mostly in the past, but I am finding inspiration in unlikely sources. This has proven to be a benefit as some of the guys in our gaming group have way more gaming stuff than me. I have thus far avoided the dreaded "You pulled this from B1, didn't you?" or "Hey, this sounds like Dragon #135."

Further Reading: John Arendt (Dreams in the Lich House) recently published two posts on megadungeons that present an interesting point and counterpoint: You Will Never Finish That Dungeon and From an Alternate Universe. I found them interesting and helpful. For me, Michael Curtis' (The Society of Torch, Pole, and Rope) post, With New Old Eyes, is my "go to" reading for running a megadungeon. Peter D (Dungeon Fantastic) wrote an excellent post, Megadungeon Play Reflections-The Immediate and the Cumulative, that lives up to "Fantastic" moniker. I have previously tried to capture a bit of my own thinking on designing and running megadungeons: Five Paths For Dungeon Design and Creating Meaningful Choices in a Dungeon-Centered Campaign.

2/1/14

Heisenberg's Dungeon

"Intuitively obvious to
the casual observer"
as my college physics
text book would note
(after a page of calculus)
James Mal (Grognardia) published a post back in October 2009, entitled Schrödinger's Dungeon. James' contention was that it is nearly impossible to publish a true megadungeon. Leaving aside the slightly sad irony of this statement in light of the Dwimmermount Kickstarter (unless he has used the Dwimmermount Kickstarter to prove his point, in which case supporters were really funding a research grant to prove his hypothesis...but I digress)...anyway, leaving aside the irony, I actually believe his point has some merit. But I prefer Heisenberg to Schrödinger.

Heisenberg's Uncertainty Principle is simple to state (so long as one is not interested in the why, then you have to do math stuff...not so simple): When it comes to subatomic particles, we can either precisely know the location of the particle or its momentum, but not both. The more we know about one, the less we can know about the other.

In my mind, there is a certain analogy with megadungeons, the more we define it by maps, keys, descriptions and tables, the less mega it becomes. Mega implies something that is almost infinite in scope: Endless caverns, layers, an underworld of tunnels and rooms. Defining it with a map limits its size.

I have purchased a number of published megadungeons, including Stonehell, Barrowmaze, Anomalous Subsurface Environment, and Rappan Athuk. I love them (and shamelessly borrow from them) but they all seem like there is something not quite mega about them. Maybe it is just the experience of being able to see a whole dungeon level, just by opening the book and looking at a map, that makes them smaller. But I suspect it is something more. Putting a megadungeon in print is much like adding a butterfly to an insect collection. You have to kill it to keep it. You have to kill the megadungeon, destroying its growth and dynamic qualities in the process, in order to publish it. More than anything, the mystery and the sense of the vast unknown seems to get snuffed by the act of printing.

Maybe it is just me. I am not certain.

10/15/13

My Favorite Cleric

My Dad was a huge fan of westerns--books, movies and television shows. So when I think of clerics, I always start with Clint Eastwood's Preacher. Of questionable origins, alignment, and religion, Preacher is the prototypical cleric for me. No weird Gygaxian mix of alignment, militant religious orders, schoolboy Greek mythology, or cosmology...just a holy symbol filled with lead and a glare that will stop undead in their tracks.

10/4/13

Random Gaming Thoughts

A wild week at work. After two years worth of work, our merger closed this week. In our neck of the woods, nonprofit mergers need to be approved by the state Attorney General Office. Things got stuck there for no other reason than they are understaffed. It postponed the merger closing by a day and meant that all of the insurance, banking and employee benefits stuff couldn't be completed ahead of time. So, now I am enjoying a second bowl of tempeh 3 bean chili and a second bottle of Harpoon UFO Hefeweizen.

Random Thought #1: Thinking back on my last 4 or so years of gaming, I see significant shift of focus. I used to spend a lot of time on world building. This goes back to my childhood. Going back to my elementary school days, I made up cities, worlds, histories and even a galactic empire. This has carried over to gaming. I was very much a top down sort of GM. I am now the opposite...bottom up. I create just enough to get a campaign started and then make it up as I go.

Random Thought #2: Another shift in focus is moving away from spending time on house rules, class creation, etc. My focus now is more on the encounter. This is where the action is for me.

Random Thought #3: Gaming intent is important for group play. This is something I learned from decades in management and leadership and, more importantly, by playing music in a number of bands. Things go better when there is a common understanding of purpose and intention. Not that you need to bring in consultants and have facilitated touchy-feely pre-campaign sessions. I just think things go better when everyone at the table agrees with the premise and intent of the campaign, including style of play, etc. I have found this to be very true when playing music. If you want to make a group suffer for "your art," go play in an S&M dungeon with a group of masochists.

9/17/13

RPG Religion Ramblings: Mumbling & Rants

"Even the toast is burnt here"
Almost half a lifetime ago, I was working in pastoral ministry and studying for a doctorate in theology. I have come a long way since then (or fallen a long way, depending on your perspective). I learned just enough theology to eff up my personal faith. On the other hand, this background probably makes me highly qualified to create religion-type stuff for gaming.That I haven't done so is due, in part, to my own procrastination (I cling to procrastination as my one remaining spiritual gift). There is also this nagging irrational fear in my spiritual limbic system that I will end up eternally in a very warm place--"Try to stat me for your silly little pagan games, will you?" "Is this warm enough for you, gamer boy?" There is still that residual desire within me to not be eternal toast in Hell's kitchen.

Like many gamers before me, I have a dissatisfaction with the approach to religion that infected D&D at its earliest stages (and here I am thinking of Supplement IV; Deities, Demi-Gods, and Heroes). Now in saying that I don't like the typical RPG approach to religion doesn't mean that I have used them. I have. In fact, I recently played a cleric in an AD&D 1e campaign, run by +Tim Shorts (Gothridge Manor).

My dislike of the traditional RPG approach to religion, at least as it is manifest in D&D, comes from three things:
  • The D&D approach to religion is a combination of a grade school understanding of a polytheistic religion coupled with an American suburban understanding of how religion is practiced by individuals and how it is institutionalized. In short, you have a set of gods who each have their own denomination. On Sunday morning, each player character goes off to the church of their patron god. Non-clerical players are likely to be agnostic. Greek mythology provides the template for this, but our grade school understanding of Greek mythology is very different from the complex set of religions that was actually practiced by the Greeks.
  • My second problem is the cleric class. Again, I have played a cleric. And I have never disallowed the class when I was the GM. My problem with the class is two-fold: (1) It doesn't really fit with the swords & sorcery genre of a fantasy game, unlike fighting men and magic-users, the other two classes in the very first versions of D&D; and (2) Beyond a vague resemblance to the Templars and similar orders, there is no historical or literary precedent for the cleric class. This doesn't mean it shouldn't be there. It just means that the cleric class was created as part of a ruleset and they have little resemblance to any religious leaders that exist in the real world.
  • My third issue is related to alignment. The Gygaxian  landscape of alignment, planes, and gods (plus demons, devils, etc) is nothing short of bizarre. Fortunately, it can be easily ignored or selectively borrowed from.
In piling on a bit of criticism, I am ignoring the two favorable aspects of the traditional gaming approach to religion: (1) It works mechanically; and (2) It is simple for a 21st century gamer to understand and implement as a player or GM.

Those two favorable aspects are critically important. If you have ideas about religion for your game but cannot come up with the gaming mechanics to support it, it is a fail. It is also a fail if the players cannot easily grasp it and use it in game. Perhaps we are also coming up against one of the weaknesses of the D&D systems, with its reliance on classes and Vancian spell systems. The religion has to fit the system. There is not much flexibility...maybe another system would work much better.

Beyond the reasons stated above as to why I haven't done much with religion in my game settings (see the first paragraph above), I am a gaming pragmatist. If it works and it is fun, that is usually good enough for me. I am not a hardcore simulationist or an ardent role-player immersion kind of guy. I just like to play and forget about the real world for a while. If anything, I am merely a casual escapist.

More than most of my posts, this post is really written for myself, as a processing exercise. In true 21st century fashion, I am sharing it all with you (rather than writing it in a private journal). Sort of like vomiting my breakfast on a busy city sidewalk. It feels like a necessary step for me, though, as my next steps are to: (1) Start writing up some posts that relate to religion in my Montporte campaign and my embryonic Onyx campaign; and (2) Write some exploratory posts about different ways to represent religion in tabletop RPGs.

9/15/13

Wanted: Nerdy Tee Shirt Ideas

We start our gift shopping early in my family and my daughter, a college student, decided that she wants "nerdy tee shirts" for Christmas. I thought I would solicit tee shirt gift ideas from all of you. So, if you know of any funny nerdy tee shirts or hoodies, let me know. My daughter is into gaming (both table-top RPGs and video games), Dr. Who, and comic books (particularly X-Men).

By the way, the picture above is from one of my own nerdy tee shirts, recommended to me by my owon master stylist, +Tim Shorts  (Gothridge Manor).

9/11/13

How Do You Start and End Campaigns?

"Why, yes, it is a Calabi-Yau space."
My question is really about how you think about the end of a campaign when you are starting it...hopefully that makes sense.

Do you: (a) just start and plan on playing until it fizzles out at some point? (b) Start with a time limit in mind but only a vague idea of how to end the campaign and then figure it out as you go? (c) Start with a series of options for the ending and then see which direction the players go? (d) Start with a clear destination and end in view? (e) Or is it None Of The Above?

9/4/13

When You Love a Gamer

My Wife: (walking into our home office) What are you working on?
Me: Dungeon maps. (showing her the composite maps of each level). See? Cool.
My Wife: Wow! That is really intricate...Isn't there a way to make money from this?
Me: Ummm...well, maybe. Chris, Tim, and Rob would buy it. Tim and Rob wouldn't be able to stop themselves. That would take all of the fun out of dungeon exploration, but I do have a built-in market. I guess I would have to decide what's more important...all of the hours of fun we'll have exploring the dungeon or making about $10 from the hours of creating the dungeon.
My Wife: (sigh) Yup.

8/25/13

And Then There Are My Other Lives...

I have busy this summer, way too busy. Work has been really hectic, which is not good (except in the sense that I have a job, for which I am thankful). Lots of gaming and music, both good, have been on the docket.

Here is me at work, being quoted in the local paper: http://lancasteronline.com/article/local/886575_S--June-Smith-Center--Excentia-merge-organizations.html

Here is me, at work on the bass, funkifizing on Saturday night (the sound quality is not good, but you get the idea): http://www.youtube.com/watch?v=3YQ5L63AHVs (by the way, what you can't see in the video are the four Amish guys that walked into the bar in the middle of the song...such is life in my part of Pennsylvania).

And it is almost Monday...time to grab the virtual dice and game.

8/16/13

Why I Blog

First off, I am really not sure why I blog. So feel free to stop reading at this point. However, lack of content has never held back before and it shall not do so now.

I mainly blog for the social aspect of it. My initial connection with our Monday Night Gaming Group came to me via blogging; in the person of +Tim Shorts (Gothridge Manor). Yet, despite the social focus, I am content with blogging to a small audience (this usually includes my wife, one or more of our cats, and my Mom...she is so proud to see where my two graduate degrees have led me).

I don't have products to sell, a soapbox from which to preach, nor an axe to grind. For me, it is mostly about  the joy of gaming, the social connections, the laughing with friends while at the gametable, the creativity, and the stress relief. Blogging is merely an extension of those things.

More recently, I have found it useful to use my blog to post campaign information as I GM. Our Monday Night Gaming Group connects via Skype and some sort of virtual gametable (either Fantasy Grounds II or Roll20). It can be difficult to keep track of campaign information, so the blog comes in handy as I can send them links during gaming sessions rather than files.

This is my second go around with RPG blogging. I don't know that this second attempt is a whole lot different than the first, except that I am taking it less seriously. At heart, I am a casual gamer. I don't lose sleep over D&D Next, ascending versus descending armor classes, Kickstarters, a cinematic versus realistic approach to GURPS, or whose posted what on the various RPG boards. I just like to roll dice on occasion, laugh with friends, and blog about it.

7/3/13

Montporte To Do List

I have been running the Montporte Dungeon Campaign more often than I expected, not that I am complaining as it has been a groovy time. However, it started off as a one-shot and I am realizing that I need to do some catch-up work on both the setting and the house rules. I need to get some stuff written up for myself and for the players. I'll be doing it via my blog, not because anyone in the blogosphere would find it interesting, but because it is easy for me to write it and then send out links to the group.

As far as the setting goes, I will need to:
  • Flesh out the town of Montporte: Merchants, religious organizations, wizarding-types, and so on. The usual town-next-to-the-dungeon stuff.
  • Flesh out the area right around the dungeon: Maps, encounters, etc.
  • Write up the Planes: The Planes come into play in this world and there are four "nearby" planes--The home of the Fey; The home of the dragons; The home of demons; and The home of madness.
  • Write up the "physics" of the place: The four elements (they are not separate planes in Montporte); the three energies, etc.
As far as house rules, I want to stick to the Blood & Treasure rules as much as possible. I have studiously avoided my usual path of rewriting rules, classes, etc. Mostly I just need to clarify and codify rulings that I have already made in game:
  • Flaming oil: The boys are using a lot of it and I need to provide more clarity on this.
  • 0-Level Spells: I am allowing spell casters to use there 0-level spells at will, but there are certain spells in Blood & Treasure where this doesn't work. The spells that do healing or damage are the main examples.
  • Character Creation: I just need to spruce up the rules we started with.
I want to keep the house rules simple enough so that, if we switch to a different ruleset (e.g. Swords & Wizardry or maybe GURPS DF), I won't have to do a lot of extra to convert the campaign.

I am also mindful of the fact that there are some things that I need to do a better job with...mainly tracking time and resources. It gets tricky when we players are not always available every session or we put Montporte on hold for a few weeks while adventuring in Rob's (Bat in the Attic) Majestic Wilderlands campaign.

6/28/13

Five for Friday 24: Summer Vacation

"The first day on my vacation, what I did on my summer vacation, the first day on my vacation, I woke up. Then, I went downtown to look for job. I did not find one. Then I hung out in front of the drugstore. The second day on my summer vacation, I woke up, then I went downtown to look for a job. I did not find one. Then I hung out in front of the drugstore. The third day on my summer vacation, I woke up..."--Cheech & Chong

This week I enjoyed a staycation. It has been hot and humid, plus some nice convection thunderstorms almost every afternoon, but I have enjoyed the time off nonetheless. Here is what I have been doing:
  • Gaming: We had a GURPS session on Monday night in Rob's (Bat in the Attic) Majestic Wilderlands campaign. It was an awesome session. I have also been working on maps for my Montporte Dungeon campaign.
  • Grilling: My goal has been to grill everyday (charcoal and wood...no gas). I have had to dodge thunderstorms, but so far I have grilled: Piri Piri chicken kabobs; Beef fajitas with grilled onions and peppers; Sage/thyme/juniper pork tenderloin with grilled fennel & grilled tomato salad, plus grilled pineapple for dessert; Orange sesame tofu and grilled sesame asparagus. Still to come: Pizza; Salmon; Mexican tofu and grilled pineapple salsa.
  • Gigging: I played music last Saturday and am playing out again this Friday night.
  • Reading: I finished up Daily Life in the World of Charlemagne by Pierre Riche and also read Liar's Poker by Michael Lewis. Next up is the second half of The Great Book of Amber by Roger Zelanzy, which contains books 6-10 of the Chronicles of Amber.
  • Sleep: Work has been running me ragged so it is nice to sleep. I have made it a priority and my body is thanking me for it.
What are you doing for your summer vacation?

4/27/13

Word Verification Random Name Generator #2

Here is another Random Name Generator, using the pseudo-words used by spam and security systems (like CAPTCHA). If nothing else, you get to use your d30. And, yes, these are actual pseudo-words, collected by me (Sheldon Cooper comes mind). My previous Random Name Generator post is the most viewed post on my blog--Maybe spammers? Maybe hackers? Maybe parents-to-be in search of that unique and special baby name?
  1. Afticia
  2. Aggess
  3. Ander
  4. Aramparg
  5. Arding
  6. Aughtedu
  7. Awarcuse
  8. Bardsm
  9. Blypol
  10. Boxim
  11. Cackeles
  12. Calki
  13. Cheal
  14. Chroush
  15. Chsin
  16. Ciedl
  17. Cless
  18. Cloyess
  19. Conci
  20. Dearop
  21. Diredun
  22. Disgyngs
  23. Dists
  24. Doxbes
  25. Ectionde
  26. Eledail
  27. Equil
  28. Fansilte
  29. Flamel
  30. Fooduchb

4/10/13

My Thoughts on Morale Checks

Tim (Gothridge Manor) recently posted this about morale checks. In summary, he doesn't like them and doesn't use them. By and large, I agree with him. I would put reaction rolls in the same category.

When it comes to morale, I generally do the following:

Improvise on the Fly: Like Tim, I usually just make a decision while the action is happening.

Roll Dice: On the rare occasions when I use dice to determine morale, I just roll a d6 and make up my target right before I roll. An example: Things going bad for the orcs? They'll surrender with a roll of a 1 or a 2, run away with a roll of 3 or 4, and fight on with a roll of 5 or 6. Easy peasy. No tables. No fuss. And it only takes a second. I've never actually used a morale table from a ruleset.

Create Thresholds: On a few occasions, I have set certain thresholds by which a creature or NPC will run, surrender, or otherwise give up the fight. Maybe it is a percentage of hit points. Maybe it is a percentage of creatures who die. Once the threshold is hit, the creatures or NPCs try to find a way out of the encounter. I base this approach on Mutual of Omaha's Wild Kingdom--when the lions and hyenas meet, they usually do not fight to the death. They fight until dominance is established and the other party runs away.

The reality is that I never think about it in terms of "morale;" I think it about it terms of what a creature or NPC will do in an encounter. I have run encounters where I have used more than one of these approaches. I am a pragmatist when it comes to gaming. Whatever works and adds to the session is the direction I go.

When it comes to morale and running an encounter, what works for you?


3/28/13

My Favorite World War 2 Books

I am a big time history buff. My favorite topics include ancient Greece, Medieval (particularly Byzantium), the Reformation, Central Asia, and the 20th Century (particularly cultural history and also science). But WW2 has always been the big draw...maybe it was having two uncles in the war. Anyway, I have read a fair amount of WW2 history over the years. The following is not meant to be a bibliography or reading list--there are some holes in my list (nothing on southeast Asia, the Balkans, or small unit tactics for example). Here is simply an annotated list of some of my favorites, in alphabetical order:
My World War 2 To Read List
And when I retire (or win PowerBall) I will finally read Morison's 15 volume work on the U.S. Navy in WW2 and Winston Churchill's classic 6 volume history of WW2.