Sunday, 2 November 2014

Oh, the Joys of Google Docs


So, cleaning up my Google Drive  I just stumbled over a dozen pages of material I wrote for Warren's Deep. This was the OSRIC sandbox Play-by-Post game that I ran for a couple years on rpol.net(around 2010ish).

Wow, what great memories. This was actually my first experience DMing. I made plenty of mistakes but also did some stuff I'm really proud of, like the adventure inspired by "Sir Gawain and the Green Knight". It was all heavily inspired from my readings of Grognardia and Monsters and Manuals.

In any case, here is the introduction page to the game, now preserved for prosperity...


Introduction



Description
A sandbox-style game for a group of adventurers using the OSRIC system(http://www.knights-n-knaves.com/osric/).  Devilish knaves, weird monsters, adventures on the high-sea…

1 post per weekday required.

Story
You are all newcomers to the large seaside city of Warren’s Deep.  You’ve come to the realization that if you work together, you’ll have a better chance of making your fortunes.  Each of you managed to root up a number of potential leads for work, so now you’re sitting around a table at “The Knobbly Dragon” having some drinks and trying to decide which path to pursue.

Character Creation
3d6 in-order abilities scores.
Random height and weight generation encouraged(see OSRIC optional rule).

House Rules
Weapon proficiencies and double proficiencies allowed as per optional OSRIC rules.

The rule for firing into a melee that the target is randomly determined can be avoided if the shooter has a clear line of fire and is firing from fairly close range.

Some Rumors
  1. A merchant ship working the coast is looking to hire some extra protection due to recent Pirate attacks.
  2. A merchant caravan wants to hire an escort going East(inland).
  3. The Mayor occasionally hires mercenaries for tasks he doesn’t want associated with himself.
  4. There are unconfirmed rumors of monsters spotted near the village of Old End a week’s travel to the east.
  5. The young son of Lord Carymire in the neighboring fiefdom of Dappershire has gone missing.  The lord has offered 100 gold for information leading to his rescue or 400 for his return.
  6. There is an old ruined fortress on a small island just off the coast of the seaside village of Smarmytown.  Rumor has it that a humongous pearl lies there, but that none who have sought it have ever returned.
  7. The Monks of Gorulund have put out a call for a group of adventurers to embark on a unknown task.
  8. City Watch, offering info to solve funny business on the docks.
  9. Rumor has it that Lord Derivas, whose fiefdom lies just outside the city, is vying to raise his influence in the city and is seeking allies.

Wednesday, 22 October 2014

Tales of Blood and Glory: Mona Lisa Overdrive

It's been a couple weeks since I finished reading William Gibson's 1988 "Mona Lisa Overdrive" and I've admittedly had some trouble writing this latest post. Neuromancer and Count Zero were so much easier. I finished the books excited about them, so it was easy to write a post about them. "Mona" started out so good, but the ending left me with such a vague feeling of disappointment...

Ghost in the Shell


One of the problems(and this is a rather unfair criticism on my part) is that I've already seen 1995's "Ghost in the Shell". Mamoru Oshii took the wedding motif from "Mona" and did it, just, so much better. Nothing wrong with stealing an idea in art if you're going to refine it, but it made the climax of MLOD ring a bit hollow in my jaded mind.

Coming Full Circle


Another problem, in my humble opinion, is that "Mona" is so familiar. It's too involved in revisiting old characters to properly develop the new ones. Usually, Gibson's flawed narrators/characters are so interesting and so relatable. My feeling with "Mona" was he doesn't really focus on any of them long enough to develop them sufficiently, or at least, not in the eyes of the reader. Neuromancer had one narrator telling the story in a single thread, Count Zero had 3 narrators/threads, and Mona Lisa has 4. In addition, Mona Lisa keeps throwing in cameos by protagonists and major characters from previous books, which I found distracting. Instead of focusing on a pathetic protagonist taking on powers beyond his ability, we're left with a stew of characters we're rooting for and I found it just overwhelming. Admittedly, Tad Williams managed to pull off this sort of many-relatable narrators dynamic in "City of Golden Shadow", but it took him 900 pages and he still didn't manage to wrap up the plot in the end.

One other point about the ending reveal--it was too similar to Neuromancer's ending. Now, you could argue that this allows the series to conclude by "coming full circle", but I much prefer a mind-blowing ending, as with the previous two books, to this familiar one.

Gibson on Art


That said, the book is full of good stuff, and part of that is his exploration of Art. A good part of this takes place in the Slick Henry and Angela Mitchel plot lines.

There's something very true about Slick's reclusive artist, a slave to his compulsion to create Art and a slave to his creations. There's also something in the description of this character, or perhaps his speach, that reminds me of Gibson himself. I wonder if Gibson was writing himself into the work. If so, then perhaps Slick being freed at last from his slavery to his creations symbolizes the Author himself being freed from the Cyberpunk Genre with the completion of the Sprawl trilogy...

Tuesday, 30 September 2014

Tales of Blood and Glory: The Complete Midshipman Bolitho


So here's one that was sitting on my shelf for quite a long time before I finally picked it up. Then, midway through the first chapter I decided it wasn't for me. A Golden Age of the Sail novel with a focus on historical accuracy, "The Complete Midshipman Bolitho" was much too dry for my tastes. I decided to give it a little bit longer to hook me before I put it down though. And boy did this book deliver! In short order, it pick up the pace with fast, gritty, technical naval combat at it's finest!

The Bolitho Novels are 30 or so books written by author Douglas Reeman(using the name Alexander Kent) written over the span of half a century from 1960's to present day. "The Complete Midshipman Bolitho" collects the first three of those stories(by story-chronology rather than publication date--in that sense, they are similar to the excellent Fafhrd and the Gray Mouser "Swords" collection.)

Stories of Loyalty


In addition to the great descriptions of the various naval actions Bolitho participates in, the stories have a strong moral component. In fact, all of the conflicts are described by Bolitho in moral terms. As such, pirates are reviled for their cruelty, wreckers for their betrayal of their fellow seamen, and Bolitho's rival officers for their indifference towards the men under their command.

In his book "The Righteous Mind", Psychologist Jonathan Haidt describes 6 fundamental moral foundations that manifest themselves in various forms in every Human culture: Care, Fairness, Loyalty, Authority, Sanctity, and Liberty. With this model in mind, I would say that the Bolitho Novels are primarily an exploration of the trait of Loyalty. Bolitho is constantly concerned with what duty demands of him, towards his King, his Family, and his comrades in the Navy. At the same time, Bolitho's Loyalty is presented as balanced. His rival officers are oftentimes portrayed as over-valuing duty, forgetting compassion for the men under their command.

Invariably, Bolitho himself is the moral compass for the stories. This omniscience in moral quandaries together with his limitless bravery does make him a bit Mary Sue character, to my mind.

Read these stories if you want action-packed Naval Adventures from the Age of the Sail. These definitely made me want to run more Swashbucklers & Seamonsters!

Friday, 19 September 2014

Crawling After the Dragon Cult

Sir Manly of the Holy Turnip: wonderfully flawed!
Well, it's been a few weeks OOC time since Sir Manly, Pam, Wae Wae, and Lego the Bastard took on the Dragon Cult in Greennest and much has changed. The party's forays in Greenest seem to have brought about a change in the Roster(as usual, PC names that I don't know will be made-up post-facto):


  • Abominous the Abjurer- a wizard joining via G+
  • Drogo Carradine- the Half-Ogre Monk stood in for Lego
  • Harry Potter- a shape-changing Druid played by one of our new players
  • Roarrawrurmph- a Gold-colored dragonborn(a dragonborn to fight the dragon cult--how ironic). He's a Paladin with actual fighting abilities--the novel things these kids think up!
  • and, of course, Battle Mage, coming to back-up Sir Manly of the Holy Turnip

This ragtag bunch of 8 adventurers decimated a group of cultists, which led them to a higher-ranking group of cultists, which led them to the cultists' secret base camp by the end of the session.

DCC & Magic


So, as I mentioned previously, this session was experimental for me in that I brought a DCC RPG character into a 5e game and also that I was playing a DCC Wizard for the first time.

Regarding the first point, we ran into exactly 0 compatibility issues during the session, which was a pleasant surprise. The two systems are similar enough it didn't really make a difference having a DCC PC in the mix, though there are potentially some cases where some thought might be required with regards to compatibility.

Regarding the second point, I'm not really sure I got a big enough sample to judge the system. Battle Mage was rolling his spell-checks exceptionally well. I think, from the 5 rolls of 1d20+3, the average roll was probably about 18, so all the spells succeeded, making him quite the powerhouse. I didn't even feel the need to use spellburn, saving it up for the real nasty baddies.

I will say that the rather complex DCC magic system does make for more interesting magic. Whenever you cast a spell, you don't know if the spell will succeed or to what degree.  For instance, Battle Mage cast two stinking clouds. The first one only effected the lead cultist, but the second one took something like 13 kobolds out of commission.

New Players


We also had two new players at the table, both in their early teens. I was impressed by how quickly they got into the spirit of things. It's nice having some young blood with a fresh perspective on things and tons of enthusiasm.

Tuesday, 16 September 2014

DCC Magic is RIDONKULOUS!

So, I've been wanting to try playing a DCC RPG Wizard for a while now. I don't usually play magic-using characters, but the colorful, if somewhat byzantine, magic rules from DCC hold some unique appeal to me. Of course, when am I going to have the chance? No one in my gaming group is likely to run a game of DCC any time soon.

So, in the spirit of FLAILSNAILS, I managed to convince our current DM to let me bring in a second PC, a DCC Wizard type, into his 5E game. So here he is--meet Battle Mage!

He's a hedge wizard, apparently from the Greenest area. He still lives on his parents' farm, so that he doens't have to come up with rent while he concentrates on his magical studies. He insists on everyone calling him "Battle Mage" though his Mother still calls him Terrence and his father generally tries to avoid contact with his poor excuse for a son.

Well, Battle Mage, will no doubt join the party in order to earn his name fighting the invaders to this normally peaceful land. Rugby, the family goat, has followed him on his way and refuses to go home, so he's there too.

The DCC Magic System


So, apparently someone at DCC looked at DnD magic and said "Yes, it's Vancian, but it just doesn't capture the insanity of Rhialto the Marvelous". The Mercurial Magic Rule in particular, is, quite frankly, inspired. For instance, whenever Battle Mage casts Comprehend Languages, it rains frogs, thus making a dull spell infinitely more amusing/useful.

I'm looking forward to seeing how the DCC magic system works in actual play. My only worry is the amount of material I need to bring. I wrote quite a few notes on how the DCC magic rules work, plus I have to print out Battle Mage's spells(a page each), critical hits table, patron info, the misfire/corruption tables, and the list of spellburn actions. That's a lot more reference material than I like to have to bring to the table. In any case, it's probably time for me to add a hard copy of DCC RPG to my next Amazon order...

Sunday, 14 September 2014

Tales of Blood and Glory: Count Zero


Wow, just read my way through the second sprawl novel, Count Zero. Another great story-- finished it far too quickly.

Well, if Neuromancer's theme is the uncomfortably intimate relationship between Man and Technology, then Count Zero is about Man's growing insignificance in the face of Technology.

The Novel begins with three protagonists, each of whom symbolically embodies the quote from the Novel's frontleaf(an implicit Chandlerism)
"On receiving an interrupt, decrement the counter to zero" 
Each of these "Zero's" will soon find themselves caught in the very center of a battle between three colossally powerful entities:


  1. The Zaibatsus: mega-corporations with near unlimited resources and a near endless supply of indentured employees
  2. The Mega-Rich: individuals whose wealth has allowed them to extend their power nearly without limits, thus allowing them to transcend Humanity
  3. The AI's: freed from the restrictions of the Turing Police as a result of events in Neuromancer, they are literally becoming Humanity's new gods

Just another day in Barrytown...

(Spoiler Warning)


Though the Zeroes ultimately triumph, surviving the ordeal and each carving out a new life for themselves, upon deeper reflection it is incredibly dark(I guess Gardner Dozois' Recidivist wasn't as great a tonal leap as I thought). Ultimately, Humanity's rise, both as individuals and collectives, will be checked by the already superior machines and Man will be relegated to being mere "Horses" that the AI's choose to ride. Bobby and Angie seem to come to terms with this or even embrace it, Turner flees into a rural existence, and Marly is left unaware of the full nature of what has happened.

Anyway, a great read, and I'm looking forward to "Mona Lisa Overdrive"!

Thursday, 4 September 2014

Combat or Roleplaying?


Doc Bargle recently wrote a great little post pointing out the tension between good tactical combat and good roleplaying. I recommend that you read it in full, but here's an excerpt:
the good Dr. instructing a new player to his group
(source Google Image Search)

I play mostly with people who have not and will not read the rules. And so I am acutely aware that combat with lots of choices equals victory to those with system mastery. I find nothing more disheartening when I read roleplaying forums that are 'epic' accounts of encounters that concentrate on the 'synergies' that the players managed to set up between their powers or other clever exploitation of the system. In the games that I run, once combat is started I want the encounter settled quickly. I want it settled quickly because I want the consequences of that combat to result in further interesting choices for the PCs. Choices about the game world, not the game system.

I definitely agree with Doc's model of tactical combat vs. roleplaying. Just look at our 4e games--when every encounter take between 45 minutes and the entire session, there just isn't any time left for roleplaying!

At the same time, I disagree with Doc's conclusion, that the roleplaying should be at the center and the combat an afterthought. DnD grew out of Chainmail, a simple wargame, and wargames are all about interesting tactical combat.

The subtle joy of obscure polearms
Even when Gary and Dave discovered the joys of roleplaying, combat continued to be a major part of the game. Heck, the whole reason I got sucked into DnD to begin with was that I just couldn't put down the equipment list for Pool of Radiance--I just had to keep re-reading it and figure out what these strangely named weapons were(it was only a decade later that I figured out what the heck a Bec-De-Corbin was) and try them all out to see what worked best.

Bottom line, I enjoy the Roleplaying and I enjoy the Tactical Combat, and I want both in my game, dammit!