3.11.2011

Combat Sans Battlemat and Intricacies of Simplification

Yeah! That sounds like the title of someone's thesis or something, but this post won't be as dry as the title suggests...

As stated in the title, I've been running combat without a battlemat in my Wilderlands campaign. I chose to do this for multiple reasons, the least of which being that it eases play for me. Without the map present, I'm able to make quick judgment calls on flanking, difficult terrain, distances, etc..

This makes combat quite a bit faster than it normally would be, since nobody really has to count squares, move their mini, recount for distance to get modifiers to range, and so forth. Any questions can be asked on the fly, and everyone at the table is intelligent enough to make adjustments and ask for more detail, if needed. There is also the fact that I don't have to draw a map, which I think is one of the biggest problems that miniature/tactical combat has when it comes to time.

In our experience so far, there have been only minor hiccups as the players (who are used to battlemats) adjust to having to imagine their combat areas and remember conditions of the field, and not have a quick reference to look at. It's running fairly smoothly and we're able to fit more into our game sessions because of it.

In any case where I can make simplifications, I certainly try, and I've taken to heart the mantra of "Say Yes or roll the dice," that has been prevalent in what used to be the OSR.

Do I think that Pathfinder, as a whole, is a simpler system-fix than 3.5 was to 3rd? No, but there is quite a bit of streamlining that I can work with to make the actual mechanical elements of gameplay cause as little friction to the flow of the game as possible.

I, admittedly, don't have anything solid to add to that, because right now, I'm learning, too. I'm considering the changes Paizo has made, taking in all the fascinating rules that are out there in the blogosphere, talking with anyone I can about my game, and even looking at non-Pathfinder/3.x games and systems to see what I can use to make my game easier.

Don't get me wrong, I don't want a simpler rules system. If I wanted something simpler, I think I'd be running Labyrinth Lord or Moldvay Basic (since it's what I own...I'm told Mentzer's edit is better, but *shrugs*.) It's nothing like that. I love 3.x, and what Pathfinder has done with it. I like the complexity of rules that it offers, and the customization I can achieve with it. Nobody can convince me of system dominance at this point.

No, what I want is to perhaps tweak what rules I do use to create just a little more transparency. More on this to come, but I have some prep to do right now, as tonight I run my Wilderlands!

3.10.2011

Planning the Assault of the Temple...

So, it's been almost a week since the group gathered for the last session, but gather we did on Sunday and the original plan was to tackle the abandoned (by worshipers, at least) temple of Tharizdun.

Sadly, that didn't happen. What did happen was alot of deliberation and planning as to how to tackle the assault. The temple itself sits within a swamp, and the perimeter is crowded by a lizardfolk village. At least two score lizardfolk, at best estimate, live in this village, and they are known to be aided there by 3 khumat (crocodilian outsiders, see the Miniatures Handbook.)

Add to that, the threat of giants that are known to be in the area (and to have traffic in and out of the complex,) and "norkers," which is another word for goblin, according to a traveling companion.

This breeds much caution. Nobody wants to go in unprepared, or without backup plans, etc, but it really bogged the session down, and we didn't accomplish much of anything except debate and planning in the session.

Since David will be out of town on Sunday, Taylor and I swapped days so that everyone could participate in the next session, meaning that (hopefully) something will happen tomorrow night, when the players plan to take the fight to the temple inhabitants!

3.06.2011

Celebrating GM's Day

I know that GM's Day, or whatever they want to call it now, takes place on the 4th, the anniversary of Gary Gygax's death, but this year, my game group and I are celebrating it today, the 6th, when (I'm assuming here) my players in the Wilderlands game will finally enter The Forgotten Temple of Tharizdun, which I shoe-horned into the campaign.

The module was written by Gary and published by TSR just one year after I was born, in 1982, and it looks to be a blast. I personally can't wait to see how my players tackle a classic dungeon (the first TSR or Gygax product any of them have been through,) and I hope we can channel some of the old school feel tonight.

Should be a good game, at any rate, as I always enjoy this campaign.

Organization and Navigation

I took the time last night and this morning to go through and add labels/tags for every post I've written on the blog. I tried to keep them as condensed as possible, using as few keywords as I could. I know this doesn't help as much as detailed tags would, but if you remember the gist of the post, you can then at least narrow it.

I also took the time to remove every instance of spam from the comments.

You can see the tags at the bottom of the left-hand navigation bars, arranged from most popular to least.

3.05.2011

AP Taylor's Homebrew

Last night, Taylor ran another session of his homebrew that he's been running for a while now, and I believe at the end of the session, we all leveled. Woo level 7 Cleric!

Due to some misses recently, I'm not entirely sure what has happened up to the point I jumped back in last night, as David hits me with the highlights, and they aren't organized for me in any context in my head...

When we picked up last night, however, we were in a sprawling cavern complex near a campsite, and the rest of the party had dispatched a human tainted with what we surmised was fiendish blood.

We knew a temple had been rediscovered in this area of the caves, and we pressed on, hoping to stop whoever the half-fiend was working with, as it was likely (in our minds) that they had corrupted the temple and were doing who-knows-what kind of dastardly stuff therein!

After quite a bit of searching, we came upon a group that seemed to be either guarding an area or excavating rock, perhaps both. Since I'm not sneaky, they heard us coming and a melee ensued, with David's Kobold Wizard ending it fairly quickly with a Fireball spell, dropped right on top of us and the baddies, which had turned out to be more fiendish men.

Fearing the worst when we started surmising their numbers, we made haste deeper into the tunnels, making it to a maze, which I navigated with Angela marking off any areas where we might need to backtrack, making it eventually to a set of double doors, which we threw open after deciding there was no trap waiting for us.

Inside was a sight that made us all blanch...a huge demon crucified upon the wall with magical pinions (a balor) with many "congregants" in pews facing it, and a cloaked man at an altar before the balor, which has a cauldron catching the blood of the demon.

Here, another fight broke out, us versus the cultists, who were all also fiend-tainted men. We dispatched them fairly quickly, but now we are sat in the chapel, wondering what to do about this demon hung on the wall, his blood, the desecrated temple, and where to go from here in general.

Pretty fun evening, even if I was dead tired at the end (waking up at 5am had taken its toll)

I think we all were at a point that we could level, except David, who has the most xp in the game.
That puts us with David's Kobold Wizard 7, Angela's Drow Warlock 5, Steve's Human Rogue 7, and my Dwarf Cleric 7.

Good stuff! More to come on this game.

More on Race and the Campaign

Thinking more on my last post, and more specifically about its context in my Wilderlands game, it occurred to me that the more likely reason that the presence of the Gnolls and Lizardfolk is tolerated is because where Bugbear Falls is located is pretty isolated, and the "monstrous" races have goods that the (primarily) human settlements need, as well as the might and intimidation factors to keep things cool when they come to town. Nobody wants to piss off a whole tribe of half-crazed hyena men that are rumored to worship demons, after all.

I think intimidation, and likely ignorance, is a powerful factor here. The human societies might not necessarily know much about their humanoid neighbors, but what they have heard - the stories that arise from twisted cautionary tales, or even second-hand tales of battles - color how they interact with them. So then, it becomes more a matter of fear. That's interesting to me for a couple of reasons...

Primarily because you might then see merchants give better prices to these "monsters" because they're afraid that charging normal prices might offend them, or they might get better quality goods or heartier portions. Tensions might increase, but never erupt toward the Gnolls or whatever race happens to be around, because "Their whole tribe will rise up!" or whatever other fearful reason might be given. This could make citizens hostile toward other citizens or the local government for inaction.

On the flip side, you have this Lizardman who doesn't know why he's getting pretty okay treatment. He might feel the tension...see the body language of the humans and know that they don't really like him around, but then be confused when his cut of pork is half again the size of everyone else's, or his shield seems sturdier. This could even lead to a sense of entitlement, which might then cause fractured relations with the humans once everyone is used to each other and the preferential treatment stops.

I find it all somewhat amusing, as social interactions are something that interest me, anyway. More to think on as I build my game further, at any rate, and more that I can share with anyone keeping up at home.

3.03.2011

We Don't Serve Your Kind Around Here...

As we continue further into Taylor's homebrew and my Wilderlands campaign, the thought of monsters as PCs or major NPCs has been on my mind more and more.

While I understand that in many games a monster is a monster is a monster, I also see demographics in some supplements stating that one or two types will also inhabit this or that village, making me also wonder if, perhaps, there isn't a share of acceptance for X type of "monster" in the area.

In Taylor's game, David plays a Kobold character, and we see no problems working our way through polite society with him ever-present. This can be viewed as both player convenience, allowing David to play what he wants, and colors the world view of certain "monsters," hinting that perhaps Kobolds are at least somewhat common in day to day life.

Likewise, the party was given more than a few hard looks, but not much else, when Brakish, a Gnoll warrior that had attached himself to the group went traipsing through the town with the PCs in the Pathfinder game. Gnolls, insofar as I imagine them in my game, as well as Lizardfolk, are known more for neutrality in human affairs than wrecking people's stuff/raiding/whatever.

Will this always be the case in either of the games? Absolutely not. Different places have different overall attitudes. What is cool in Bugbear Falls or Cale may not be cool in the next dale over. Gnolls may have caused a plague or famine, or Kobolds may run away in the night with elf babies. It adds color to the game to have a diversity that mimics real life.

I'm reminded of one of my very first characters, who knowingly risked his life (and lost it) by simply entering a town that had a long history of orc raids. Being a Half-Orc, maybe I should have thought better. I was cornered and beaten to death in that town, shortly after having joined the game. This sounds harsh, but the DM at the time did it properly, by presenting the dangers beforehand. Telling me that his world is brutal and real, and foreshadowing consequence and the harsh laws within.

Intolerance is a real issue, and no doubt one that most groups would like not to handle, but I like to think that my players are adult enough to understand that there will be racism and other forms of intolerance in the campaign world...after all, triumph over adversity is part of the heroics of the game!

3.01.2011

Deities in My Wilderlands

I've given a glimpse into the jumble of religions I'm including in my Wilderlands campaign, and it might seem an odd mess, with known fiends as acting gods, Greyhawk deities, etc., but it's coming together organically, and it's much easier to just let them drift in, as I've been doing, than having to keep track of (in some cases) hundreds of established gods.

Like everything else in the campaign, I'm trying to let religion come about organically. My first cues were letting the PCs pick their deities, telling them that religion was open as far as their characters go, and since we were using the Pathfinder core book for character creation, Steve and Taylor went with gods listed in there from Paizo's Golarion campaign setting: Gorum and Asmodeus.

The first two deities in my game were decided then, and Angela followed suit after we started talking about her character, and selected Iomedae, bringing the Golarion gods to 3, 4 with Chris' worshipper of Zon-Kuthon. Paul's athiest, John's animist, and David's self-worshipper rounded out the party.

Through the course of the game, there has been mention of Thor, Baldur, Armadad Bog, and Shang Ta, and the PCs have met clerics of Huan Ti, Tharizdun, and Modron. This keeps divine spellcasting on a smaller scale, and much more "respectable," as you can't always run to a cleric and expect healing, etc. I think it has changed the dynamic of the game slightly that the PCs don't see a caster on every corner. I'm liking sprinkling in religion, and I think more focus can be put on the various practices and ethos when done as I'm doing it.

Again, I'm not patting my own back. There is nothing revolutionary here, just sharing my thoughts on one aspect of my game, how I implement it, and how I feel it helps set the overall tone.

2.28.2011

Giving Steve A Fair Shake

Sounds dirty!

I wanted to touch on something else that happened last Wilderlands session, where I think there was a bit more miscommunication, and it was all on my end, and I wanted to clear it up and apologize to Steve openly.

During the exchange with the Bog Giants, Steve declared that one of his hirelings was going to try to get the monster's attention so his comrades could get away, and sacrifice himself in the process. I didn't have a problem with that...the noble self-sacrifice of a person so that the many may live is just good storytelling.

The thing I did have issue with is that Steve picked the poor schmuck that was unlucky enough to have 2 starting hp. True, this guy's down for the count in one hit from most things, but Steve chose the guy simply for his hp total, and could give me no other reason...then in frustration rolled randomly and got the dude with the highest, who subsequently did die.

I didn't want to force Steve to choose another hireling, I wanted to force a roleplay reason for the puny guy to be chosen, not a gamist reason. This was selfish of me, I admit, but I'm trying to also teach better roleplay through actions.

The way I was looking at it, Steve could have said "this guy does it because he feels he's the weakest," or "the other hirelings plead with him, knowing that he'll eventually slow them down at times, anyway," or even "I order him to stand his ground to make good the escape of the others." Jadazh is a staunch follower of Asmodeus, after all, and part of the wording of his hireling's agreement is "until the end of our lives," with no clause explaining HOW they have to die.

That's all I wanted in the game. Didn't mean for it to become a "deal," though...in hindsight, I was saying the wrong things to make my point. So, sorry Steve! Now you know what I meant.

Have a great night, everyone.

2.27.2011

A Few More Things on My Current Game...

A few things popped into my mind as I was reading back over my two previous posts, and I thought I might as well hit them real quick in a post, as well.

First is something that happened last session. A slight misunderstanding that could have ended much worse than it did.

When the Bog Giants began their attack by hurling stones, it was communicated to me that everyone began paddling their rafts "towards shore." Those are the words that were told to me repeatedly, not "towards the opposite shore," simply towards shore.

Since this was first communicated to me by Taylor, I assumed "towards the fight," because that's normally how he plays Borash. When David and Steve both gave me similar calls on their rafts, I also assumed that the party was going to try to rout this small group of giants. Things didn't quite work out that way...

There wasn't a tpk or anything, but I still wonder why, after the fact, everyone seemed somewhat harsh about the judgement call. They still had opportunity to run away, obviously, and they didn't stand and fight longer than they knew they could, so I really don't know what to say.

I made the joking comment that if things are left vague, I will rule in my favor. That isn't true, but I will rule in what way I feel best encompasses what the party would do. I don't feel I unnecessarily placed the characters at risk in context of that judgement. That's why being concise pays off in D&D.

Anyway, it seemed to make some people grumpy. I felt I made the right call given the information I was given.

Also, I wanted to mention that the "Keep" has a name, but almost no one who lives in or travels to the area uses it, instead calling the place "The Falls" or "Bugbear Falls" after a nearby landmark, a waterfall - surprise, surprise!

Soon, I'll be talking about house rules I use/plan to adopt in the Wilderlands campaign, some of the reasons I've decided to put options on the chopping block, the restrictions of magic item bloat, as well as talking some about Taylor's ongoing homebrew in which I play, and possibly some non-D&D stuff. Who knows!

2.26.2011

Trials and Tribulations in Thygamus..or is it Lyoophiath?

Thygamus and Lyoophiath, for those who are wondering, are provinces of the City State of the World Emperor, or Viridistan in the Wilderlands.

For the campaign I'm currently running, I've borrowed a section in the NE of map 4, starting in the NE of my own map (hex 4101) with the unnamed keep on the Wilderlands map and stretching west to Iso Lake, then down as far south as Rappin Athuk in the SW corner of my map.

That unnamed keep became, of course (if you've been keeping up,) THE keep, from B2, Keep on the Borderlands, with the Caves of Chaos being situated at hex 4201 for those keeping score at home.

The game started, as I've mentioned, as something to pass the time when we didn't have a regular game go through. Something that could be played fast, with minimal work to make characters (everyone at 1st.) Everyone that has played has had a blast, and the game is truly one I look forward to every week, which is sometimes hard for a DM to say, as there are so few hours in the day, it seems.

The initial forays into the Caves were fairly disastrous for the party, and more than a few return trips to the keep and more expeditions wrought with death and maiming brought about an end to those journeys and a new undertaking after having won the respect and, dare I say, friendship of the gnoll tribe inhabiting the caves.

Now, the party is traipsing through a swamp I positioned in a delta between Hyyap and Kevala, just south of the keep, having first gone directly through with some gnolls to deliver an honored tribe member to an abandoned temple that they have used as a tomb for generations.

On their way there, they encountered another adventuring group headed by a Human* Cleric of an ancient god named Tharizdun, who he claimed to be a god of darkness. This priest, along with an Elf Knight, Human Fighter, Human Rogue**, Human Marshal, and a Bugbear Alchemist***, then joined with the group after deciding they were going to the same location.

A few losses, a close brush with some giants, and a nasty fight with lizardfolk and a khumat slowed the party's approach and when they reached the base of the temple and saw a whole lizardfolk village at the base, plus the added danger of khumat and a giant spotted going out of the temple and through the reptilians unmolested, a new plan was devised...to bulk their numbers more with sellswords and take the place by force.

Having done a good job resupplying in Hyyap and hiring along more mercs, plus recruiting some orcs who are eager for coin and violence, they headed back into the swamp. Their small flatboats came under attack about midway to their destination when spotted by some lamprey-mouthed bog giants, who quickly began hurling stones. The group, some 24 strong at this point, rushed to shore, and after killing one giant and badly injuring another, made fast their escape with only minor losses.

Here we left off, with the party scattered in many directions, in some cases beat to all hell, but still intact, for the most part...


* This having been changed from Changeling once I dropped the race from my game.
** This character is actually Chris S.'s character, who though originally sided with the other party was paid for services by Paul's character.
*** I've been tossing around the idea of dropping the Alchemist class. It has cool features and abilities, but I sometimes feel that it's a bit "light" for my tastes. If I do so, this character will become a Warlock.


By the by, if anyone out there has a good map of Viridistan that shows provincial divisions and can clarify for me exactly where my game takes place, that would be cool. It's possible I have one. I have heaps of Judge's Guild stuff, it's just sorting through it all to find what I want is fairly daunting. I'm making progress, though!

Current Cast of Characters
Chas DeLong, Male Human Fighter 4 - David B.
Jadazh Gr'tea, Male Human Duskblade 4 - Steve C.
Borash, Male Half-Orc Cleric of Gorum 4 - Taylor
Etune Yamara, Female Halfling Monk 4 - Angela
Seyji Upsul, Male Human Cleric of Tharizdun 9 - NPC
"Union", Female Human Marshal 5 - NPC
Gexzrit, Male Bugbear Alchemist 4 - NPC
Brakish, Male Gnoll Fighter 1 - NPC
Grahyip, Male Gnoll Fighter 4 - NPC
3 x Gnoll Warrior 1 - David B. controlled
4 x Human Warrior 1 - Steve C. controlled
6 x Orc Warrior 1 - Taylor controlled

2.17.2011

Pathfinderlands of High Fantasy...Or Something Of That Nature

Not so great a title, but I've not named the campaign yet, so you get a wonky title to the blog post.

For those of you who can't recall, and who can blame you, as I'm not the most dedicated poster...a while back I restarted a sandbox game using the 3.x D&D rules as the skeleton (albeit a beefy one.) When we picked the campaign up, I ran it primarily as 3.x with Pathfinder character building, giving the players more options, but as time has gone on, I have implemented many more Pathfinder rules and have been moving more toward what I feel an old school sandbox should feel like under a more modern rules set.

Don't get me wrong...I'm not saying I'm doing it right, by any means. Hell, I'm nowhere near the level of cool of the West Marches, if you ask me.

I have tried to work in the spirit of old school, however. I started this by concentrating on Reactionary DMing. This is nothing new, and I'm not trying to put a label to what most people just call "DMing," but my last campaign was an almost-weekly 57 session adventure path, using the first adventure path published by WotC under the 3.x rules (including The Sunless Citadel, The Forge of Fury, etc.) Sure, I tweaked the thing hard, and there were side quests and character development scenarios that weren't in the booklets, but pretty much everything else was cruise control for me.

I think this made me lazy. I'm a heavy-prep DM. I like to prepare. I like to have all possibilities covered, and since I prefer the 3.x rules, I like to have stat blocks ready when needed. With this new campaign, however, I'm willing to relax on that a little. I'm not gonna fret if the current course of action is abandoned, or if an NPC dies that maybe shouldn't have. I had almost forgotten what winging it felt like, because I was always concerned with keeping my players entertained. Everything was described as richly as I could manage. I would fill a whole notebook, sometimes 2, during the course of a campaign with session notes so that I was ready with this description or that, trying to cover every possibility...and that doesn't include my setting notes.

Anyway, I'm not gonna harsh on one style or the other, both are a great deal of fun to me, but I do like running this game loosey-goosey, not immediately giving the players anything, but waiting for what they want, then reacting accordingly, giving information as needed. It's been a few years since I ran a game like that, but it doesn't feel clunky. It just feels fun.

So far, I'm reacting, the players are exploring (YeY!), and it seems that good times are had by all.

1.30.2011

A Psychological Dissection of Adventuring

Let's start with a hypothetical...

The world is one not so dissimilar from ours...we live our lives in the daily grind, going to school or work, paying bills and taxes, doing our shopping, going out with friends. It's not a bad life, because it's the safe life we've chosen for ourselves.

Let's imagine this world, the one like ours...has few or no cars. Few or no bridges. Few or no guns. Few or no actual roads. Now things are quite different, even if we have all the other modern advancements.

In this world, the quickest way to riches and fame is to venture outside your city or town, and traverse the wilds between settlements, plunder abandoned towns, go beneath the surface of the earth and find the most valuable of things.

To go alone is tantamount to suicide, so you find others. Likely, you happen upon them. They're strangers. Perhaps desperate, perhaps dangerous, strangers. People you have no acquaintance with, who you are about to trust with your life...


This is ridiculous to me. Not because I don't feel you can jump into situations that require yout o trust the person next to you with your life. I know those situations exist. Military personnel cope with that every day.

What is ridiculous to me is that nobody seems to roleplay this. Sure, there might be some "cut glances" while the old man at the tavern tells his newly-assembled dupes his story, but I've rarely seen players (and I'm not saying I'm above this, trust me) interject the psychological hardship that trusting strangers...often strangers of different races/obvious moral outlook/etc...with their lives.

This would be very hard for me, especially if...let's say...I've never met an elf before. What if I'm a yokel that's always heard that the faerie folk were baby-eating monsters, and that elves were just another form of faerie? Am I going to want to sleep with this thing guarding my back? The same could be true of dwarves if I've heard they're drunks, or a halfling will rob you blind, or gnomes have carnal relations with badgers? Those things would likely take you out of your comfort zone.

It's been my experience that most players will just fall into the "Well, here we are!" camp and act as if they were assigned to the group. This might be for ease of gameplay. Hell, it might be an artifact of the groups I've played with, but I want to know why. Is it a side-effect of it being part of a game? Or even it being part of the social gathering. We trust our friends, so why not trust our friends' character?

You've been on the road now for a few days. Your clothes and some of your gear are soaked through. Some of your food was spoiled because it got wet, and you find yourself running a little light on it. Thankfully, one of your group knows how to hunt. In fact, she should have been done and back about 30 minutes ago, according to "the plan."

Just as you rise and are about to tell your other companions that you're going to go find her, a scream issues from a stand of trees nearby, and she bursts from the underbrush, just to be cut down a second later by a tomahawk come whizzing out of the branches. Before you know it, the woods birth a group of grizzled looking savages, all carrying jagged blades and howling for blood as they charge your group...


These are the second and third things I believe would affect our intrepid adventurers: danger and death. The first, depending on magnitude and frequency, could be coped with marginally well. However, submission to continuous violence can have disastrous effects on ones psyche.

Now, I'm not a psychologist, but from what little I do know, I can surmise that continuous bouts of violence can lead to such psychoses as:
Isolationism - Perhaps due to distancing so as to "keep the others safe" when the one affected feels that either they attract the danger or they just don't want to get close in case of one's death, so as to avoid guilt or shame.
Dependency - On one's companions, perhaps feeling that without them, they have no hope of survival, or maybe just to feel safe. More dangerously, however, is dependency on the violence itself. This might be categorized differently, like I said, I'm not versed in the subject. In this case, however, the sufferer feels a need for the danger for one reason or another. Maybe simply to keep the group together.
Hero Complex - Not sure what this is called, but the victim will put themselves needlessly in harm's way simply to fulfill a need to protect those around them, which they perceive as weak. In extreme cases, those suffering from this complex might even create the situations they crave..by attracting enemies to their position, etc.
Explosive Rage Disorder or Intermittent Rage Disorder - The violence causes stressors that trigger violent outbursts in the individual, sometimes having the individual black out, giving rise to even more dangerous situations.

These are just a few of the things that combat can do to a person, and that's not even touching many of the varied symptoms of PTS. Struggle for life and death is traumatic, both physically and mentally, and even moreso (in some cases) is the act of causing or witnessing death.

Many who have served in the Armed Forces who do not wish to talk about their experiences choose not to share due to how much death they encountered when they were at war. This is because even the mention of death can send some people into near-hysterics. Death is a trauma that exacts its toll unlike any other, for it is all-too-often grisly, or brutal, or painful to those who witness it, and can cause quite a few mental problems for those witnessing it, including amnesia, in addition to all those listed before.

Many miles had brought you to this crone, her tattooed, wrinkled skin blending with the tattered, age-stained trappings of her house. Your companion lay stretched before the old lady on a small cot, and the witch had spread what looked and smelled like ground mustard and dill over your companion before beginning to chant and sway above your dead companion.

The corpse was beginning to turn due to travel in the sun, but the old lady gave you better than average odds that your companion could be saved. You had hesitantly agreed to the rite and provided what she needed, though it cost your band most of your take from the last plunder.

With a few rasping hisses, the old lady collapses on the floor, panting, just as your companion rises, as if from a nightmare, clammy and breathing hard. The corpse pallor slowly drains as she and you take in what just happened...

The fantastic, as a whole, is a marvelous and reality-twisting thing, and seeing someone brought back from the dead, in my opinion at least, is even more mind-warping than any other magic or miracle one can see.

Many things, in a natural state, cannot exist...or shouldn't, at any rate. Seeing one of these phenomena, be it a goblin or even the sweetening of tea without the means to do so outside of "magic" can affect the minds of those that witness such things. Someone who is affected by this might become delusional, believing that some magic or another will make everything easier, or even that they, themselves, have the ability to conjure forth such things. Then, there's the chance that fear and paranoia grips them and they either withdraw from the world in order to avoid magic/the fantastic, or they seek to destroy anything and everything associated with it.

Resurrection, reincarnation, and other magics that bring one back from the grave have a slightly different category in my mind. This is a far more serious, fearful, and potentially damaging event than simply seeing light spring forth from someone's hand.

Here, you have the potential for mass hysteria, stemming from those revived, those witnessing it, and those performing the rites to make it happen. One might understand that it is the will of the gods/the might of magic/the power of belief that has performed this miracle, but those involved inevitably have to consider what it was they witnessed. Paranoia might spring up within the arisen person...is it really them at all? A facsimile? Do they now share their body with whatever it was revived them? Have they lost a part of themselves in the process?

Certainly, those others involved will suffer the same thoughts. The one that performed the rite might pay a terrible toll in the form of sanity or their soul as they reach to the very limits of what magic can perform. The formerly deceased's compatriots might question all the things that the arisen has, also. It's a traumatizing event, and one that I think needs more consideration.


I realize this has been slightly rambly, and that perhaps the narrative is unnecessary, but I just wanted to give a picture of what I mean. Some context to what I was discussing, perhaps to allow you, my reader to slip into character and determine just how it is you would feel in those situations.

Racism/xenophobia, the stress of adventuring and the unknown, the realization that magic makes reality a tenuous thing, and of course...death. All these things, I feel are glossed over far too much in gaming, and I would like to remedy that, at least in my games.

The question, then, is how? I would like it to reflect in roleplay more than anything, but perhaps Sanity rules aren't such a stretch in most games, seeing what the average PC has to deal with, in any game. I realize most of my blogging is d20/3.x-centric, but even in Vampire, or Marvel Super Heroes or any other game, should the fantastic not be mundane.

Sorry for the (extremely) long post.

1.22.2011

My Appendix N (Late to the ball on this...)

So, a long while back, tons of other game bloggers posted their Appendix N. I thought it was cool when they did it, but I didn't jump on board. Why? I dunno, because, as I sit thinking about it right now...it seems like a great inspiro-dump that one can do, or at least to my mind. I'm big on lists. I find they can jog my memory or inspire me just as easily as anything else. Maybe moreso, or more quickly, even.

So, here I am, making my own Appendix N, based more on the "Inspiration" page in Vampire: The Masquerade (For those of you not in the know, it's an Appendix in the first? edition DMG where Gary Gygax cited the inspirations for D&D.)

I'll likely be at this for a couple of days, as not everything will come to me immediately, and also...my list won't be like Gygax's. I'll be citing other forms of media than the written word. We'll see what we come up with.

Also, can anyone tell me...is it taboo to name, say, D&D brand novels as inspiration? I think there's an acute difference between me and most rpg bloggers have...I'm comparatively young compared to most of them, and didn't play D&D in the 70s and 80s. Since I'm trying to display my inspiration for pretty much all my gaming, I'll leave games and game-related products out of the lists.

Literature
J.R.R. Tolkien - The Hobbit, The Ring Trilogy
C.S. Lewis - The Chronicles of Narnia
Lewis Carroll - Alice in Wonderland, Through the Looking-Glass
Jeanne DuPrau - The City of Ember
Stephen Vincent Benét - By the Waters of Babylon
Orson Scott Card - The Tales of Alvin Maker, Ender Series
L. Frank Baum - The Wonderful Wizard of Oz, The Marvelous Land of Oz
H.G. Wells - War of the Worlds
S.A. Swiniarski - Raven
Jack London - White Fang
Bram Stoker - Dracula
William Shakespeare - Hamlet, Macbeth, A Midsummer Night's Dream, Romeo & Juliet, Julius Caesar, Richard III


Comics(Speaking in generalities, unless specified...minus Marvel Ultimates)
Batman
Superman
X-Men
Avengers
WildC.A.T.s
Youngblood
Spider-Man
Preacher
Sandman
Rising Stars
Kingdom Come
Justice League America
Justice League Europe
Groo


Television
Thundarr the Barbarian
Thundercats
G.I.Joe
Transformers (Generation 1)
Brave Starr
Silverhawks
M.A.S.K.
Centurions
Rock Lords
Go-Bots
Dragonball Z
Tin Man
Rome
Law & Order: All series
CSI: All series
X-Files
Lie to Me
Mission: Impossible
Alfred Hitchcock Presents
The Twilight Zone
Various History Channel, TLC, Discovery, etc. shows


Movies
Ghostbusters I & II
Ninja Scroll
Vampire Hunter D
Star Wars Saga
Conan the Barbarian & Destroyer
Krull
Excalibur
Lost Boys
Nosferatu
Labyrinth
The Dark Crystal
RoboCop


Music
Danny Elfman scores
John Williams scores
Ennio Morricone scores
Basil Poledouris scores
3 Inches of Blood discography
Juno Reactor discography

You Might Notice...

...that the Facebook widget is gone.

Many of you, and perhaps all of you that read this, know by now that I pulled the plug on Greathammer Games.

My reasons for doing this were manifold, but when it boils down to it, the primary reason was that I dove into business at the wrong time. There are and were home matters that need to be addressed. I had emptied my savings before getting a job at the clinic, and after paying a few other bills, I didn't have the financial backing that I should have had before taking on the task. I had very little time to continuously keep my affairs in order, and many parts of my life were lacking due to how little time I actually had, not to mention what lack of sleep was doing to me.

I'm not usually one to open up about my personal life, but I think people have gotten the wrong impression about why the shop closed. Yes, money was tight, but ultimately, money wasn't the reason I closed the shop. The timing just wasn't right for me.

Does this mean that when things change, I'll jump back in? I can't answer that at the moment, because I don't see things changing for a long while, but I do know that everything is ok.

I want everyone to know that everything is ok, too. I'm not in debt up to my ears or dodging bill collectors. I'm able to meet my bills, and only had to pay some taxes after the closing. I don't want anyone to feel they have to say "Sorry," I guess. I don't know why you're sorry. Nothing is wrong. Sure, not having a game shop sucks. It's cool having that.

But...it's also cool that my game group still gets together on Tuesday and Wednesdays, and it's cool that Tony still runs his game on Sundays, and it's cool that we can head up to Mountain Home and see Chris and the gang up at Portal.

Gaming doesn't stop, so everything is ok.

9.12.2010

A Recent Purchase


About a year and a half ago, I tried...in vain, I might add...to acquire the Wilderlands of High Fantasy boxed set that Judges Guild and Necromancer Games put out in 2005. There was a copy selling for a (then) low price of $300ish dollars.

Then, I went so far as to put my Magic collection up for trade to an interested person who might buy the boxed set. Everywhere else still had the thing at over $1k, so this was a great deal. Sadly, I was unsuccessful at that venture.

Fast forward to two weeks ago, when, as I was selling cards on eBay for the shop, I decided to do a quick search of D&D products and found a copy of the boxed set that the seller had listed in fairly poor condition for a little over $120. This is still a product that can fetch over $500, and does...regularly.

I spent over 3 days thinking about buying the thing, sending off a couple of questions to the seller and getting fairly curt, vague replies to each message. This didn't make me feel too good, as I was led to believe that only one of the books was included, or that the second book was pretty much trashed, but I knew all the maps were included, and that was really the reason that made me finally look back into it.

To my surprise, the item had been relisted for about $5 cheaper, so I hit "Buy it Now." Six days later, I took it from my mail lady, pretty much thinking I was an idiot for buying something I was sure was in shit condition. Boy, was I ever relieved when I opened it up to find a product that's damn near mint. Only the box, which has some shelf wear, shows any signs of it having been used before I owned it.

All that is awesome, and it's more than I could've asked for. I'm super happy with the purchase, and I didn't really know what to expect when I got it. I had heard what the product was like, but I hadn't seen it personally before, even in pdf. This boxed set really is as awesome as everyone says, and I highly recommend it to anyone who appreciates fantasy (gaming or not), or the "old school" styles of play, especially sandbox.

Now, I've already spoken quite a bit about this already, but the whole point of the post (other than nerdgasming via blog,) was to talk a little about sandboxing...

Being a fan of quite a few of the "Old School" rpg bloggers here on the webbernets, I had been intrigued with sandbox-style gaming using editions of D&D outside of the norm for the playstyle, namely D&D 3.x. The version of Wilderlands I own was written for 3.x, but everyone I have read about that uses it does so under OSRIC, OD&D, BASIC Fantasy, or some other retro-clone.

I've not really done alot of things with the style, but I know the basics. All the bloggers I read do this stuff in their sleep, and they've given me a wealth of information to work with.

What experience I do have comes from a game I ran last summer that lasted a total of 5 sessions, in which the players did a little bit of exploration in the Caves of Chaos and the surrounding area. I was just getting my feet wet when we quit that, but I since nabbing the Wilderlands box, I've been wanting to do something with it.

I've been tossing around the idea of running Wilderlands using the Pathfinder rules set, which has gotten a little bit of interest from a few people. I'm rambling about this. Kicking it around. Wondering if anyone reads this and has thoughts. More on it from me at a later time.

8.22.2010

Shameless Self-Promotion!

On the sidebar, you can now see a Facebook "Like" box for Greathammer Games.
If you want, go by there and drop a comment, or you can look us up on Twitter as GreathammerGame!

Eventful & Tragic

Hello, all.
As I write this, it's been three months since my last post. That's a long time, I know, and believe me, it's been eventful and tragic.

As some of you already know, in June I took over ownership of Bald Man Games. The shop is now known as Greathammer Games, and my goal is to continue offering the games, gaming supplies, and available space for gaming that Tony had offered, and I've set things in motion to increase product and in-store traffic.

Having a game store in Independence County is important to me, and something I am going to try very hard to improve upon at every opportunity. Thank you to everyone who continues to give the shop patronage.

That explains quite a bit of the "eventful," and tells why I've not been posting in the past three months, and now onto the tragic....

Recently, we lost a regular fixture to the gaming community. His name was Jeremy Wood, and he passed away after injuries sustained training to be an amateur wrestler, which is something he enjoyed and was passionate about, which makes it all the more tragic when coupled with some of the circumstances (which I won't go into here.)

I'm not going to pad this with emotion or false niceties. In truth, most of us were just acquaintances to Jeremy, and not true friends, but he has been in our thoughts, and he will be missed. No one deserves to have their life taken from them in such a way. I, and everyone at Greathammer Games extend our condolences to his family and friends at this time.

In addition to losing Jeremy, a close friend of mine passed recently as a result of a car accident, and another friend had supposedly died to the same circumstances, but the latter was a joke in terrible taste.

Needless to say, stress and worry have been in great abundance here.
You'll hear more from me in the future, though, so keep checking in!

5.22.2010

Vampire Again!

So, I don't think I mentioned it before, but Tony picked the Vampire game back up a while back and I've been playing that when I can make it. This last session, I think there were 3 new characters introduced, or maybe 2.

I hadn't been able to make the last 2 sessions, so I was a little out of the loop and confused by some of the changes in cast and goals of the coterie. Apparently our Sabbat-search went into overdrive and we've now tracked down where the Bishop hangs. That's cool, but I think we're outgunned, both literally and figuratively. We're taking on the Sabbat in the city pretty much on our own. We have contacts that we can use to aid us, but we never really use them (my character has none of his own). We don't interact with other vampires or other supernatural things to have garnered friends, favors, etc. there. Except for like 3 of us, everyone in the game has only gotten about 20 xp, so it isn't like we're powerful, and we know some of the Sabbat we're hunting are.

On a side note, I'm not really sure what it is about the game, and I'm not saying that it isn't fun. I love Vampire, and I have a blast playing the game, but I never feel like I can focus when I come to play. I think a great deal of it has to do with the fact that I'm on my 3rd character, so I don't really feel like I've got much invested in the game, I guess. Taylor is on his 4th character, two of which he voluntarily dropped. I need to ask him if he feels the same way about the game.

Like I said, though, it's not like I'm not having fun. The characters are all enjoyable to see develop and the roleplay aspect is win, as it should be for a Storyteller game.

Personal reminder to me: Bruni needs a weapon that isn't the internet/Shreknet. Like a gun.

Scion: Titanic Ultimatum, Part 3

So, Tuesday I ran Scion, and though not much happened, action-wise, the roleplay was pretty top notch, and the characters and character interaction is fleshed out more.

After Henu-Akhet's casket was sent off with Lt. Connolly and his men on their lorry to the expedition warehouse in Cairo to prevent theft, the team kept on about their duties at the dig.

Jack and Ben were doing nothing, Samuel was aiding in removing smaller artifacts from the treasure chamber of the tomb, Sharifa and Saul were resting up from injuries sustained fighting the stone guardians of the tomb while still doing minor tasks. Carter and Jeremy, however, were trying to figure out an item Carter had stolen that he suspected was a relic - an eagle ushabti (mummified eagle) that telepathically screeched when first picked up. At seeing this, Jeremy began to think that the reason the band was at the site in the first place was probably the retrieval of a relic or something like it, and reckoned the real prize was in the casket that they had already sent off.

Discussing this with the others didn't get them far, however, as Saul's Duty virtue held him fast to his orders to stay sentinel at the site, and Sharifa was appalled at the thought of stealing an artifact, no matter if it was key to their being there/coming together. Those things belong in a museum, you know!

When Jeremy couldn't get any further aid, he and Carter headed out at dawn toward Cairo on horses that they had bought (and not cheaply) from some of the fellahin workers still at camp. This proved to not be the best idea, as the two riders were beset by bedouin brigands! Jeremy had been thrown from his steed and was brandishing a stick of dynamite as the raiders began to surround him, and Carter was still on his now-bolting horse when we left off.

Though I wished that there had been a little more initiative taken in the pacing of the game, I feel it was a solid session, with good roleplay throughout. Chris and Jeremy seemed to not do much during the session, but that's just how their characters involved themselves. I like that their are strong personalities cropping up amongst the characters. That does nothing but help the game out. I do wish John had been able to show up. I would have been interested in seeing what his character would have wanted to do.

In case anyone is wondering, I've handed out 11 xp so far.

Cast of Characters
Jack Monici (Hero Scion of D'Artagnan) Eccentric French-American philantropist, invited by the expedition as a V.I.P. when he decided to contribute funds to the effort. Played by Epic.
Carter Sykes (Hero Scion of Kali) English-Indian White-Collar Criminal. Was able to buy his way onto the expedition through various contacts. Hoping to make it rich off the burgeoning Black Market artifact trade. Played by Steve.
Sharifa Petrie (Hero Scion of Bastet) British-Egyptian grand-daughter of Flinders Petrie (father of modern archaeological practices). Working as an understudy under her father at the excavation. Played by Angela.
Saul Archer (Hero Scion of Robin Hood) British Army Captain relegated to security duty for the Oxford expedition. Somewhat resentful of the post. Having to make some tough calls. Played by Taylor.
Samuel Grey (Hero Scion of Badarus) Adopted child of an American archaeologist who is working as an understudy in the expedition. Plucky kid, driven by discovery of all types. Played by Chris S.
Ben Hogan (Hero Scion of the Dagda) Scottish pro-golfer doing the rounds, invited as a V.I.P. to the expedition. Smooth talker, debonair attitude. Staunch critic of the "Empire." Played by John C.
Jeremy Jarvis (Hero Scion of Br'er Rabbit) African-American "demolitions expert" (terrorist) who ducked into Egypt after a job to do a little up-and-up. Working as a "structural analyst" of sorts, for the expedition. Played by David B.

5.15.2010

From One Desert to Another...

So, a couple of months ago, I spoke of how I was unsure of what was happening in my Dark Sun game. As a group, we discussed it, and ultimately that game was put on the backburner, since it didn't appeal to what the majority wanted in a game. I felt that if I continued the game in a way that I didn't really want to run it, that it would be sub-par, so we decided to go with the game that got the 2nd most number of votes when deciding what we could play: Scion.

At the outset, I gave the option of playing a Scion, an Aberrant, or a Scion who was also an Aberrant, using a character creation system that I mocked up. Everyone chose to play Scions, so I let the Aberrant thing slide (at least for now.)

I decided to set the game in Egypt a little before the second World War, in 1935. This for a couple of reasons: One, I had a motley group of (mostly) British civilans, a British/Egyptian, and 2 archaeologists. It just made sense. Secondly, I had some Pulp Egypt products by Griffon Publishing lying around, and I thought what I got from those products would really help get the group into the feel that I was trying to accomplish with the game. Third, I wanted to appeal to Angela. She was the most outspoken against learning a new system, and I wanted to give her character a solid hook to ease her character into the game. (Shameless? Perhaps, but I like giving my players what they want), and finally...I wanted to present a somewhat stable political and socio-economic climate to start the game before the serious stuff (like, oh...the war?) really heats up.

At this point in Egypt's history, Britain has declared them independant, but still were part of the Empire by being a protectorate. The rebellions have quelled for the most part, but the Egyptians haven't gotten rid of the British military presence (and to some extent) rule. There's tension (between the British and natives), there's treasure (via archaeology - Carter had really created a boom 13 years earlier), there's money to be had (selling artifacts, cotton industry, etc.), and there's adventure (Cairo is like a real-life Mos Eisley, the Nazi propaganda machines were reaching Africa).

I started the group off as being involved with an Oxford archaeological expedition under one Prof. Percy Mallory, who had uncovered the tomb of Henu-Akhet, a hero of the time of Ramses II. After Mallory is killed at the unsealing of the tomb, the PCs volunteer to go down and investigate, and there run into animated statues, guardians of the tomb (that combat took forever, but it was a good learning experience for us all.) After defeating the statues, and overcoming a few more obstacles, the group uncovered the burial chamber, and began prep to remove the artifacts.

During this time, there was some developing unrest among the fellahin workers present, who had originally been diplomatically addressed, but become more worried when artifacts were being brought up, saying that there would be curses and otherwise blaming the British for desecrating their ancestors' tombs. After the crowd of natives got more rowdy and there were rocks thrown, etc., Taylor's character gave the order to fire on the mob, bringing down close to a dozen of the workers.

When we left off last session, the outrage at the massacre both within the British in the camp and the natives was unresolved, and much tension was still in the air, and maybe growing. Steve's character had stolen some artifacts when not being observed, and the PCs had just sent off the sarcophagus of the hero in a lorry that had just arrived under orders from the quartermaster of Taylor's regiment. What happens next is anyone's guess, but things are going well.

The only thing I don't like about the game is that Andrew and Paul decided to not play. I like playing alongside both of them.

Cast of Characters
Jack Monici (Hero Scion of D'Artagnan) Eccentric French-American philantropist, invited by the expedition as a V.I.P. when he decided to contribute funds to the effort. Played by Epic.
Carter Sykes (Hero Scion of Kali) English-Indian White-Collar Criminal. Was able to buy his way onto the expedition through various contacts. Hoping to make it rich off the burgeoning Black Market artifact trade. Played by Steve.
Sharifa Petrie (Hero Scion of Bastet) British-Egyptian grand-daughter of Flinders Petrie (father of modern archaeological practices). Working as an understudy under her father at the excavation. Played by Angela.
Saul Archer (Hero Scion of Robin Hood) British Army Captain relegated to security duty for the Oxford expedition. Somewhat resentful of the post. Having to make some tough calls. Played by Taylor.
Samuel Grey (Hero Scion of Badarus) Adopted child of an American archaeologist who is working as an understudy in the expedition. Plucky kid, driven by discovery of all types. Played by Chris S.
Ben Hogan (Hero Scion of the Dagda) Scottish pro-golfer doing the rounds, invited as a V.I.P. to the expedition. Smooth talker, debonair attitude. Staunch critic of the "Empire." Played by John C.
Jeremy Jarvis (Hero Scion of Br'er Rabbit) African-American "demolitions expert" (terrorist) who ducked into Egypt after a job to do a little up-and-up. Working as a "structural analyst" of sorts, for the expedition. Played by David B.

A Continuation of A Stolen Idea

Hey folks, I'm back!

So, I read blogs on gaming all the time. In fact, in some ways, that's what I'm doing when I could be posting here. Sad, but true.

Anyway, these things inspire me quite a bit, and sometimes I'm way late on the pick-up of these ideas that have been put out there, because I just stumble upon (or get around to reading) a certain blog.

Well, this morning, I have been working my way through Neitherworld Stories, and came across this post. For those of you who don't care to check the link, I'll explain. In that post, Stuart proposed what he called "Spell Synergies," which allow you to piggyback a spell onto another spell that has a synergy with the one being cast. For those of you who are familiar with Magic: The Gathering, this is pretty much Splicing Into Arcane.

The examples that Stuart gives are things like Bear's Endurance onto a Summon Monster spell, or various divination spells onto Prying Eyes. I've thought of this before, when Chris, Paul, Zack, Richie and I were doing our braintrust thing with 3.x, but we never took it any further, and I'm wondering why.

As it stands, I'm not sure where I want to go with this...there are different things you can do here. Feats (a couple of which have been done), Prestige Class(es), etc., and maybe I'll see what I can come up with on both fronts. Going through the spell lists to find the synergistic spells, like Stuart said, will be the biggest problem, as it will be time consuming, but I devote quite a bit of time to the hobby, anyway.

We'll see...I have that and a few other things stewing in my head, and rough notes scattered here and there on things I want to tackle. I'll eventually get around to them all, I think.

By the way, for those of you in my current game group, Stuart covers 3.x and Storyteller system mostly in his blog, which makes alot of what he says relevant to our current gaming. Might be interesting to you.

3.21.2010

This Is A Serious Game...

I think I would like to share this gem that was linked to me by my friend Jade. If I were in Tom's place, I might say I would do the same thing. Much hilarity here.
Thanks for the linkage, hun!
Everyone enjoy.



3.07.2010

When Captain America Throws His Mighty Shield...

"...all those who oppose his shield must yield! If he's led to a fight and a duel is due, then the red and the white and the blue will come through...when Captain America throws his mighty shield!" - Old Captain America cartoon theme.

Yeah, so...this post isn't really about Captain America, not directly. What it IS about are games like Godlike, Weird Wars, Adventure! (none of which I have experience with,) Mutants & Masterminds, Aberrant, and Scion...and any other game that has a good enough feel to be dropped into WWII.

I do like Captain America, and as an extension, I like the idea of pulpy superheroes punching Hitler and his goons in the face. That's always appealed to me. I like the idea of men and women with extraordinary abilities running in the muck with the ground pounders, battling for every inch and inspiring their fellow countrymen to great deeds as they help the war effort in any way they can. It appeals to the values of America, and the pride most Americans take in the leaps we took during the War and in the Post-War era.

I bring this up because I have thought of it before as a viable campaign option, and I just acquired the Scion Companion, which puts forth a fairly solid framework to hang a campaign on, as well as introducing the American, British, and Soviet pantheons and further fleshing out the "Axis" pantheons for the model.

While Scion is a game about godlings, the abilities and items they have put them on the same scale as low-powered superheroes and I see no reason why any other supernatural types can't be introduced into the game, as well. Picture you're the scion of Sam, Uncle Sam, that is...and you're charging up a hill beside your pal who suddenly goes into crinos form and tears up some Nazis. Insane to think of....pretty cool. The possibilities for social dynamics in the roleplay mixed up with some two-fisted action is sweet.

I'm all over the map again, but the concept is really going wild in my brainheadthing, too, and I thought I would share some of the enthusiasm. I've been thinking about it lately as what I want to do next, should Dark Sun not go how I would like, or if some other opportunity presents itself.
I dunno. Just some stuff!

A Little More On Dark Sun's Fate...

I had mentioned previously that I thought the game was self-destructing, and that it felt like I was spinning wheels and some of the players (not all!) were just standing around and not helping push the thing forward. It's a frustrating feeling when everyone claims to be on-board for something, but their actions don't really show that commitment.

I had been thinking of many solutions to the problems inherent to the game so far, and along comes Josh D, a lover of Dark Sun, himself, and drops a comment the other day on it all. What he said had mirrored some of my own thoughts, and though it was one of the last things I wanted to do to get the players interested, I think perhaps he is right...railroading is sometimes the only option you have left. At this point, I can only throw out so many hooks...if none of those hooks work, then perhaps skydiving isn't for y....wait, wrong saying...

Anyway, the point I was trying to make is that when you have lots of fish, but you aren't getting the bites on the hooks, sometimes you're better off slinging in the dynamite and forcing results...at least at first. I'm partially to blame, don't get me wrong. I just spent over a year running a game that followed the "Adventure Path" structure. Even though I tried to make that as loose as possible, I think, perhaps, that the cushion of direct storyline still acted as a crutch, as did party dynamics.

I can understand the phenomenon. It's hard to break from molds that you're used to, especially when you've got little experience. I'm also very aware that there are a million OSR blogs out there saying that what I want to do is doomed for failure out the gates because of the system I use (3.x,) but Ben Robbins proved that the model of sand box play fits it with his Western Marches. I think it all boils down to attitude.

I'm trying to...not force this on my players, but work them into the style, and give them the freedom to develop their characters in ways that the path or story-driven campaigns (I hate calling them that...isn't every campaign story-driven?) might not allow. To me, it looks like opportunity...to my players, I don't know? I feel like I failed in the pitch.

Josh is right, I think, but I keep thinking "What if that, fails, too?" Well, then I know that it's just not the right time or group to run the game with. That happens.
I'll give it a few more weeks before I call it. I really wanna see this game get out of the gates. I love the setting. I love the group I play with. I think that this can work, the game just needs a boot to the ass to get it going.

I hope...it's even gotten me doubting any game I might run in its stead if it fails, which is a horrible feeling. I've never, in my 13 years of DMing felt that. Blah.

Edit: Sorry this post is all over the place. Just one of those things.

2.27.2010

The Dark Sun Game So Far...

So, I already aired some stuff about the DS game, but I didn't really discuss anything that has happened so far within the game, or anything about the characters. I'll take some time here to do just that.

As I mentioned before, the campaign has begun in the city-state of Tyr. It's important to note that this is the pre-Prism Pentad Tyr, as presented in the original Dark Sun box set, and that the happenings of those novels might later impact my game.

As it stands, Kalak's ziggurat is about 1/3 of the way done, and there hasn't been the push for slaves yet that is presented in the fiction and in the adventure Freedom. I have, however, ran a couple of encounters from Freedom that haven't had a real tie to timeline. Already, there have been some uncertainties about the political climate within Tyr, as well as all the weirdness that needs to take place in an rpg.

And now on to our cast and what they've been up to...

Rhine Lockwood(Taylor) - [Dwarf Expert 3] Rhine has been able to use some old connections to enter into the society of the wealthy, playing the dual roles of sycophant and historian, recording the dynasties of the nobles of Tyr and trying to work into the graces of those he encounters. There have been plenty of opportunities for deeds both base and heroic presenting themselves to the dwarf, but almost all have been either overlooked or turned down. His true motives remain mysterious, though he has started a cordial relationship with one of Kalak's templars. Where this will go remains to be seen.

Kitcliff(David B.) - [Halfling Swordsage 3] Kitcliff has mostly been doing his job and hunting. While working, the roost he cleans for an innkeep that offers a room to aaracokra has had some stray body parts, and a ring...which made him inadvertently stumble into contact with a group of men who claim to be against those who defile the face of Athas. The halfling has now pledged his service to this group, but he's uncertain, as of yet, how that will impact his life.

Kal-Mek(Paul) - [Mul Gladiator 2] Kal-Mek has, of yet, done nothing too much more than work at a stone carver's shop. On one excursion out of the city to let his inix have room to run, he did encounter an odd kank herder who introduced herself as Krysta, and he has an existing relationship to Han, the Rain Cleric. Other than this, his employer's shop being taken as the property of the King has been the only thing that has affected the mul.

Khaz(John C.) - [Tari Rogue 2] Khaz has established himself as a brave member of his people, though other Tari might call him foolish. Upon hearing of/noticing a rash of disappearances among the ratfolk, he immediately went in search of answers, which led him and some of his mischief(pack/tribe) to venture to what they thought was the source, just to lose one of their number to a beast the likes of which none of them had seen before...a modified hook horror! Though they turned back at that point, our "hero" is undaunted, and still wishes to get to the bottom of things.

Han Daarken(Chris S.) - [Human Cleric of Rain 3] Han is the most junior member of the three-man clergy at his "temple," and as such has been tasked with carrying out the day-to-day wishes of anyone who wants something of the church. This has manifested itself, most recently, into a joint effort with the Ministry of Public Works of King Kalak to construct a fountain to "complement the ziggurat." To protect the work til the finish of the ziggurat, the fountain is to be completed inside a building, and it will be a stylized statue of the Sorceror-King, and has no basin, but drainage holes going into the ground.

Yor 'Kov Ent'Sieqe(Steve C.) - [Tarek Truenamer 1] Yor has yet to come into the game, due to Steve's inability to make it to the sessions.

Krysta(Angela) - [Half-Elf Druid 3] Krysta is a young half-elf who has been left to her own devices out in the wilds, and lives among a herd of wild kank a few miles out from Tyr. Recently, she discovered a dead, ashy-looking circle on the ground that has begun to expand after almost every night. After a few nights, she also discovered a few of her herd stripped of larger portions of carapace. Despite all this, she has yet to show any want to investigate or otherwise aid her herd. She does, however look forward to speaking with Kal-mek again, since they crossed paths earlier.

Knaun Orzan(Andrew) - [Human Psion(Shaper) 3] Knaun has actually done some of the most pro-active stuff in the game, and has had a run-in with a templar that might crop up again during the course of the game. Afterwards, our psion found his way to a flop house where he practically killed a guy who was trying to steal from him, making him run before he had another encounter with the templarate. Last we left off, he had shacked up in a nice place, but Andrew hasn't been back to the game. Hope it's not lame to him.


And there's our characters and some of the stuff they've been up to.
I find it kinda funny that, out of all the characters in the game, only 2 are from Tyr. It might become clearer why that amuses me once I can let the cat out of the bag about some of the character's backstories.

More to come on the Dark Sun game. It's something that's on my mind quite a bit lately.

Is Dark Sun Already Growing Tyr-ing?

I know we're just a little bit into the Dark Sun campaign, but it already seems to not be moving along. I thought the "ensemble" style would help fill out characters and give people alot to work with for their characters before they actually got together with other PCs, if ever.

When I pitched the concept, people seemed to like the idea, immediately picking up on how the dynamics worked, since most had seen the show Heroes, and were familiar with the style. Through character creation, things went smoothly, and everyone was pitching ideas and asking questions to help fill out the personalities and such, and I had no problem placing them in my version of Tyr.

Then actual game play came up.

Things are sluggish. It's hard getting characters motivated to want to do anything other than their workaday jobs, and pacing is killing me. It takes a whole session to knock one day out, because it seems like there's an assumption that you HAVE to play out your whole day, even if you do nothing. I don't know where this assumption came from, as I never stated that's how you have to do things. It seems common sense to me NOT to play out going to work, if that work is uneventful. I try to hit the high spots, like if anything changes, and then push the action along to cue my players, but it doesn't seem to work.

I have tried my hardest to lace everyone's action with hooks, teasers, and threads that they can ride if they want, but perhaps they aren't juicy enough. This makes me wonder what, if anything WILL be enough to make them want to look at the world outside of their non-PC lives. I would say non-adventurer, but I don't necessarily want them out dungeoneering or conquering the wastes one braxat at a time. I just want to see pro-action, and I'm stumped on how to do that. I've postponed my game for two weeks (and Paul has started running The World's Largest Dungeon alternatively) to give myself more prep time and think about how to better integrate things that would personally motivate or intrigue each character.

If anyone out there can give me some hints/tips/suggestions, then that would be awesome. I feel like I'm spinning my wheels on this campaign, and that makes me sad, because of how much I love the setting

2.21.2010

More Musical Inspiration...

Often, in the games we play, our characters pay grave prices for the arcane or spiritual knowledge they gain, regularly with loss of something within themselves, high tariffs of physical objects, or (if others would have it their way) with their lives/health. On the flip side of that, our characters could be the ones persecuting those they feel are dangerous for their knowledge and abilities.

This week's song was chosen because of that flip side. I've been an AFI fan for quite some time, but never felt like they had songs that could tie in well with gaming, but lately I've been reading the Hunter: The Vigil core rulebook, and this song popped into mind. Pretty gruesome imagery, if you're familiar with history (or Warhammer 40k).

As a final note, I'm sorry that I wasn't able to get a video. AFI doesn't do many official vids, and the live ones had terrible sound quality. At any rate, I hope you enjoy NoCal's A Fire Inside.

AFI - "Malleus Maleficarum"



Open my eyes as I submerge
and I won't deny what I've been since birth.
I'll die drowned by your standards.
Breathe in the life of the summer's death as the orange
and red breathe their first breath,
so welcome as they're burning through.

We all begin to burn.
Autumn's flame dances in my eyes
Set alight for all we've learned.
My ashes falling.

My skin is singed but it heals my heart
and with glowing pride I'll wear my scars.
I'm honoured by your hatred.
Leaves fall we arise again,
and the end impending,
it will begin.

We all begin to burn.
Autumn's flame dances in my eyes
Set alight for all we've learned.
My ashes falling.

can you feel me?
GO!X5

Ashes fall and I'm rising up again. Ashes fall.
Ashes fall. Ashes fall as we all arise.



*As always, I don't own this, blah blah blah.

2.20.2010

Character Meme

Going to try to get back into the swing of things. New job and sleep schedule has eaten into my spare time recently, but I miss posting. Anyway, I thought I would start it off lightly with an old meme I came across. Fun stuff.

Here's the premise:

Name 12 characters you have played in RPGs, before looking at the questions that follow.
List your characters numbered 1 to 12, with the name of the RPG you played them in.
Once you've picked your 12 characters, look at the questions and answer accordingly. (No peeking until you've picked your characters!)

1) John Keegan (JFK Jr. in hiding), Camarilla vampire in Poland, Vampire: The Masquerade
2) Aucros Kendra, Cloud Giant-blooded grappler, Dungeons & Dragons 3.x (Eberron)
3) Jimba, Hoop boat captain/treasure hunter...bunny pirate!, Gamma World ala Story Engine
4) Wade, Assassin for hire (Deadpool), Dungeons & Dragons 3.x gestalt superhero campaign
5) Ivellios Vyshaan, Scoundrel Sun Elf Wizard, Dungeons & Dragons 3.x (Forgotten Realms)
6) Kalec Mat, Superstitious starfighter pilot, WEG Star Wars
7) Rikus Blackheart, Dark-humored mul gladiator/assassin, Advanced Dungeons & Dragons 2nd Edition and Dungeons & Dragons 3.x
8) Eros Narcis, Jet-setting corporate playboy charmer, Aberrant
9) Richard Edgars, Professor of history at Rutgers, Call of Cthulhu
10) Manlebb D'ann, Twi'lek scoundrel, d20 Star Wars
11) Mourn Tarnruth, Wild Elf schizo shaman, Dungeons & Dragons 3.x
12) Jack Mason, Past-his-prime detective, d20 Modern Urban Arcana

-----------------------------------

1) Who would make a better college professor: 6, or 11?

lol...oh man. Well, I would say that Kalec might be the most stable of the two, but Mourn could bring alot to the table. More of a world-wise person than the starfighter. I really don't think either would ever get the job.

2) Do you think 2 is hot? How hot?

It never came up in campaign, but he does have bluish white skin and silver hair. 18 Str means he's got a nice build, I would think. If ladies are into 7'4" blue-white guys, then hey, I guess he's hot.

3) 12 sends 8 on a mission. What is it, and does it succeed?

Interesting. Jack is in way over his head. Getting caught up with an organization that wants to eradicate anything non-human (which he doesn't know yet) and Eros is definitely non-human, by the group's standards. He's trying, at the same time, to prove he can keep up with the younger cops. I would say infiltrating a group of supers or even worse, "monsters." This seems awesome, the more I think about it. Not sure how they would meet, but the possibilities!

4) What is, or would be, 9's favourite book?

One that he could read and not go mad? Such was his fate, alas. (Though, I think he would love to be able to read and understand any of the ancient texts.)

5) Would it make more sense for 2 to swear fealty to 6, or the other way around?

Kalec is so superstitious that I immediately want to say he would follow this huge, powerful, odd-looking human...but at the same time, if Aucros saw Kalec touch down in his Z-95, then who knows what he might think, especially since Kalec would be suited up. Might mistake him for a powerful artificer, might mistake him for something else entirely.

6) For some reason, 5 is looking for a room-mate. Should they share a studio apartment with 9, or 10?

Ivellios is married, so his wife might not like that too much, but if it were to come up, then it's hard to say. Both have their merits... Prof. Edgars, his intellect and good conversation, Manlebb for his like-mindedness, but I think our man Richard wins out. Manlebb is, ultimately, too evil and ruthless for Ivellios, and no doubt, would be Dominated within a week after personality clashes.

7) 2, 7, and 12 have dinner together. Where do they go, and what do they discuss?

Aucros, Rikus, and Jack, hm. Somewhere with beer...or whiskey and likely with huge steaks or other cuts of meat. They're all just that type. Like a bootleather convention of my characters, in a sense. I think they would just talk about how shitty life is, you know...how they throw their lives on the line and too often, it just goes unrecognized. I dunno why I picture these guys getting along so well. They just seem to have all bitten the same bullets.

8) 3 challenges 10 to a duel. What happens?

Much hilarity, that's what. Jimba pulls a knife. Manlebb draws a laspistol. Jimba pulls a shotgun. Manlebb draws another pistol. Jimba then produces grenades. Manlebb calls in a favor and a small squad of Imperial stormtroopers show up. Jimba winks to his mutant friend Bizkit and the dog-man calls down a lightning bolt on Manlebb's backup. It's all one-upmanship. Eventually, Jimba would take it to a physical level if he couldn't intimidate, and Manlebb would rather manipulate than kill, though he might eventually get tired of the back and forth and just shoot the hoop.

9) If 1 stole 8's most precious possession, how would they get it back?

Two VERY rich and powerful men who are more than men. This is interesting. They wouldn't take the stage personally. I picture each of them working through agents, going back and forth stealing and counter-stealing whatever it is. If they ever did meet face to face to resolve it, Eros would probably just work out a huge payoff to resolve it. Fun stuff. Board-room characters win.

10. Suggest a title for a story in which 7 and 12 both attain what they most desire.

Justifiable Homicide
, in which Rikus is given a trans-planar assassination job, and once he does the deed, Jack gets on the case. Jack's a member of a baseline group, and depending on where he is at that point with the group, if he sees that the murdered "person" was actually a monster, then he might work to put law enforcement on the wrong track, because he thinks the life taken isn't as precious as a human's would be.

11) What kind of plot device would you use if you wanted 4 and 1 to work together?

Wade, being based off Marvel's Deadpool, is an assassin. 'nuff said.

12) If 7 visited you for the weekend, how would you get along?

I want to say awesomely. I've always called Rikus my "flagship" character. When I think back on D&D games, the ones where I played him stand out most. I love the character, and his demeanor most matches mine, of all the characters I have played. I'm just...not a gladiator, or an assassin.

13) If you could command 3 to perform any one task or service for you, what would it be?

*sigh* Assuming he could even remember anything I tell him, or if he didn't misinterpret the directions, I would simply ask him to leave. Seems that he's keen on getting into tight spots.

14) Does anyone on your friends list resemble 11 (either in appearance or personality)?

No, and I'm very happy of that fact.

15) If 2 had to choose sides between 4 and 5, which would it be?

I think there wouldn't even be a debate. Wade might be good at persuading people to help him, but I'm afraid Ivellios is a pretty powerful enchanter, so Aucros would likely get no choice other than if he wished to forgo his saving throw.

16) What might 10 shout while charging into battle?

"What in the moons am I doing?!" Not quite the most combative guy.

17) If you chose a song to represent 8, which song would you choose?

Missa super Letatus sum. A classical Greek work.

18) 1, 6, and 12 are having dim sum at a Chinese restaurant. There is only one scallion pancake left, and they all reach for it at the same time. Who gets to eat it?

Jack does, I think. John doesn't eat food, and Kalec might not even like the stuff. Maybe Jack would pass it up to get some drink, though.

19) What might be a good pick-up line for 2 to use on 10?

"So...what are those tentacle things fo....oh, you're a man?! *red face* Sorry, sir."

20) What would 5 most likely be arrested for?

"Arrested? When? Who? Sir, I don't know what you're talking about 'called it in?' We didn't see anyone looking like an 'Elrond ripoff.'" I say again, Ivellios is a very powerful enchanter.

21) What is 6's secret?

He used to fly search-and-destroy missions for the Empire for pay.

22) If 11 and 9 were racing to a destination, who would get there first?

Mourn. Crazy he might be, but he still has magic, which trumps autos and the train.

23) If you had to walk home through a bad neighborhood late at night, would you feel safer in the company of 7 or 8?

Rikus, definitely. I can't say I wouldn't mind being in Eros' company, because he is rich and the life of the party, but he hits like a girl.

24) 1 and 9 reluctantly team up to save the world from the threat posed by 4's sinister secret organization. 11 volunteers to help them, but it is later discovered that he/she is actually a spy for 4. Meanwhile, 4 has kidnapped 12 in an attempt to force their surrender. Following the wise advice of 5, they seek out 3, who gives them what they need to complete their quest. What title would you give this fic?

Ok, so... John and Richard team up to thwart Wade. (Sounds reasonable!) Mourn volunteers to help, but is later revealed to work for Wade. (What were they thinking, anyway? He talks to rocks!) Wade has kidnapped Jack to force them to surrender. (No! You can't kidnap the everyman!) Following the "wise" advice of Ivellios, they seek out Jimba who gives them what they need. (First off...Ivellios would think, rightfully so, that Jimba's an idiot, but eh.) Jimba has alot of crazy junk, so who knows what they need to finish the quest. He probably has one somewhere.

I can't even begin to think of a name. This sounds so wonky that I think the only real title it can have is Deadpool #(whatever is next in continuity here)

1.08.2010

In Search of Nine Worlds

Yeah, so I was reading blogs, as I do, and I came across an actual play of a game (produced in 2004, from what I can tell) called Nine Worlds.

The game sounds awesome. The game is concept based, so you don't truly have statted out characters and all that, just run with some basic ideas of characters and have fun. The game, just like any other rpg, can be very engaging and introspective or as juvenile as Warhammer 40k meets Clash of the Titans in space, and that's just awesome to me.

I'm not even sure of the particulars of gameplay, or really, any of the fluff, but it all just seems to thematically hook me. Afterall, who can resist intrigue and space theatrics with a backdrop including things such as centaurs, satyrs, and "primarchs" going by the names of the Greek pantheon, with aetherships offering passage between worlds.

My problem is this: I want the game, but can't find it anywhere for sale or download (I'm not sure if the pdf was free or not) anywhere. The full name of the product is Nine Worlds: The Game of Cosmic Myth, and if anyone out there can point me in the right direction for tracking it down, that would be keen.

1.02.2010

Xalts

While I'm around, and thinking about gaming, I thought I would ramble on about an idea I had a while back, which I had decided to name "Xalts," though I've forgotten why, other than it's an obvious take on the word "exalt."
As usual, this model uses my most familiar gaming vehicle, D&D v3.x, to accomplish its goals.

Here's what it consists of so far:
  • No change to races.
  • No change to class selection.
  • All characters are able to cast spells, at least to some degree.
  • Surges: At first level, and every level thereafter, a character gets one Spell-like Ability to use At-will, corresponding with spells a character of their level would be able to cast. These are activated as the spell chosen, and acts like the spell for the determination of duration or other variables, or may be activated as Swift actions, in which case the "Surge" only lasts one round.
For example, let's say we have a 1st level Fighter. This character could have either a 0 or 1st level spell chosen as a Spell-like Ability, which they can activate as (let's assume they have True Strike, a 1st level spell) a Standard action, in which case it acts as the spell, or they can use it as a Swift action and it would last one round, which True Strike does, anyway.

A 3rd level Fighter would, similarly, have Spell-like Abilities, but more. They would have access of up to three 0 or 1st level spells, or two of either and a 2nd level spell as Spell-like abilities.

The idea is really just a rough sketch, but I think it would be fun. I have NO idea, as of yet, what I would do with actual spellcasters, since the model isn't on the table for play yet, but I'll be hashing out something soon.

As far as story goes, there needs to be limits and such for Xalts, as they would (easily) outclass and command the populace, so perhaps there are laws against use of their powers outside of the bounds of structured combat or something? Perhaps a divine ban on such acts.

It's interesting enough for me, at least, but any comments are welcome.

Dark Ho-Hum

So, as the time for the Dark Sun game approaches, it just seems like the enthusiasm and want to participate is running on low.

Attendance is low, attention to various other things seem to crop up during a time when character creation and realization should be happening, and there's just an overall "meh" attitude swimming around.

Perhaps it's just fatigue. I realize it's the holidays and such, but nobody is even talking about the game. Nobody is really discussing their characters or the whats/whys/hows of where they want their characters or story to go. This is highly unusual.

So, I'm gonna bring it up to the group on Tuesday. We're supposed to start then, but if there's a hitch, then it will just make the game lose some of its appeal. We just knocked back a year's worth of some D&D'n, so maybe we need a taste of something else for a short while to get back into gaming.

I dunno, we'll see. It's kinda frustrating/saddening.

12.26.2009

Other Gaming

I'd like to add that I'm currently not doing any other gaming other than Tuesday nights, though I've been trying to make it to David's Dark Heresy game, and I have a standing invitation to Tony's 4e game, and I'd like to play in it, but I've just not been able to.
I've got a new job now and hopefully once I get used to the hours and such, I can get back into the swing of things as far as gaming goes.
If you know of any non-D&D gaming in the Batesville, AR area, please let me know. The D&D rut I spoke of a while back is still kinda grating on me.

Dark Sun On The Horizon

Well...more like really soon. "On the horizon" makes me think of a ways off, but in just a couple of weeks, the DS campaign will be underway and hopefully off to a good start.

Though I've thrown out the group models for DS, I haven't truly thrown out other things I've spoken of. The sandbox model, for instance, isn't necessarily out, it's just modified for my purposes. As it stands, perhaps only one or two characters will know each other at the start of the game. This creates a powerful dynamic, much like the shows Lost or Heroes, who the characters are will be easier to define because there's not a default group mechanic to deal with right out of the gate.

Truth be told, I don't know how the ensemble cast thing will work. I really am just hoping for the best on this. I think it will go well, though. I've always ran Vampire like that in the past, and I think it's a workable model in D&D, though I've not used it before.

I'm not saying, also, that things won't bring certain characters together. There might just be story elements that will do just that, but that all depends on the characters themselves.

Having everyone with a developed character is primary to me, as well as introducing the things that make Athas a unique D&D world, and the adversity to playing that this might bring to the table. Gameplay might be profoundly different with the model I have in mind, and it might challenge some of those who are fairly new to gaming, but I want to build up a campaign that everyone will continue to want to play in for some time.

It all sounds really pretentious, but do I think I'm reinventing the wheel with this game? Not at all, and I'm not going to sit here and say that I'm implementing things that NOBODY has ever done before. I'm just taking all my past experience, and all these thoughts and inspirations that I've gathered from various sources and blending them into a style of gamemastering that will be new to me, and new (most likely) to some of my players.

In addition to the ensemble style, with everyone doing their own things, I've also been thinking about pitching dynamic storytelling to my players. I know that "shared experience" gaming is huge with some groups, but the concepts posited by my fellow bloggers and the online communities out there fails to reach my group.

And so, I'm hoping that a situation might crop up similar to this:
Me: "As you finally take stock of your surroundings, you note that this room is, strangely, more damp than the last few, with molds creeping up the walls of the far corners. The only other feature other than a door leading out the opposite way is a rusty axe with strange runic carvings on the blade."
Paul: "These carvings look familiar. Almost exactly likes the ones on that onyx orb that guy tried to sell me the other day. He claimed it was a relic of the Green Age!"

Sure, I might have to tell Paul he's on the wrong track once he studies the runes more, but to have that kind of spontaneous interaction with the game would make things much richer, not just for me, but for the players and their characters, as well.

There are a few other things...optional crit and fumble rules, alternative social interaction resolution, variants on initiative and combat. These will be addressed later in the blog, and spoken about with the group, but there are a fair amount of changes I want to go over with the players to see what they think will work and what won't, and perhaps someone else will have a suggestion that will be implemented.

Absence and Ashardalon

And so here I am, not having been heard of for quite some time again, and having finally finished our Eberron campaign. Hurrah!

I can't say I'm behind or too busy as reasoning for my silence here at the blog, it's just that, until today, I've not felt like doing it. That happens, ya know. I do have my plate full with alot of stuff, and maybe it contributes, but I dunno.
For what it's worth, I'm sorry to those of you who read this thing.

I do, however, feel like talking about games and gaming again, and maybe things will swing back up. Maybe not. I can't make promises.

Anyway, I'll talk a bit about the Eberron campaign and how it seemed to have an upswing at the last. Taylor had been joining us for the last few sessions, and pretty much everyone had seemed to have been having fun as things got a bit more focused. The last few sessions had good roleplay interactions, great character-play and just a good sense of fun.

Alot of the end of the campaign took place in a series of demiplanes, which I had to shoehorn into the Eberronian cosmology, but in the end, things seemed to have went smoothly, and the final encounter was engaging enough to not be as underpowered as everything else in the campaign had seemed up to that point.

In fact, the Ashardalon fight was downright dangerous, and Nas died. The reason was that everyone wanted to take the fight to Big, Red, and Scaly and failed to do some Adventuring 101 and CLEAR THE AREA. Important lesson. More combatants made things a big tougher, and overall, the sacrifices made to finish it made the encounter a memorable one.

In the end, everyone was rewarded by the Host with 0 Divine Rank. YeY Demigods!
This boon came with a price in the gods saying that the PCs will "continue to serve them," and perhaps we can revisit these characters after a campaign or two to continue their adventures.

Those who were present were all rewarded with divinity, even Mac's Iron Golem (who is now sentient) and Druss, who is a Paladin of another faith. Interesting stuff that might come into play when/if the game is ever resumed.

I can only hope that the energy and excitement that seemed to be there going out of the Eberron game will persist for the Dark Sun game that starts on the 5th.