Category Archives: talk

I Hate FATE

Well, not FATE per se.  It’s a handy enough little minimalist game system.  But I hate all the FATE fanboys.

Every couple years, a new game becomes the darling of the rpg.net crowd and it’s touted as the perfect game for everything.   Want to run gritty horror, epic supers, wild west, comic mobsters?  FATE is the best tool for the job of course!

The most annoying thing is that when it comes up, the person hasn’t actually USED it for that, you understand.  They’re just SURE that it will be perfect for it.  In fact, they really haven’t played much FATE; usually they’re the normal sort of RPG forum dwellers who for some strange reason never actually play RPGs, possibly because that would interfere with their endless theoretical opinions about them.

Not too many years ago, Risus was the standard answer. Someone is looking for a game to do X with?  Use Risus, of course!

But it’s all foolishness.  Pick a sufficiently light system, and of course it’s “good for everything.”  Which is to say, doesn’t specifically support what you’re doing well without you doing a lot of work. Here’s my new system – you roll d6 and on 1-3 you succeed at whatever, and at 4-6 you suffer a setback.  OH IT’S PERFECT FOR ANYTHING!!!!

At least for the couple years rpg.net was obsessed with Exalted, it’s a rich game with loads of rules and backplot and they didn’t bother everyone else telling them they should run cops and robbers, transhumanist SF, and greek epics in it.

Anyway, fanboys, please do FATE a favor and quit it.  When it’s used for a real game like Spirit of the Century or ICONS it’s fine.  You’ll note that those games add on a bunch to the core mechanic to make it suitable for their specific genre and setup, right?  But your unthinking pimping of the game in every context just leads to overexposure and then people of discernment, like myself, start to say “Hmmm, they’re just using FATE to be trendy trendertons, forget it.”

Consider if someone is asking for a game to do something specific, that probably a game that supports that specific thing may be better.  Just saying “use FATE” to any query is only one touch better than saying “play pretend, durr hurr hurr.”

Uber Scientific Optimal Dice Rolling Method Survey

Inspired by various discussions about various dice rolling methods being “easy” or “hard” in RPGs, I decided to put it to the test, using my eight year old daughter just done with second grade.  She was eating breakfast and watching some Avatar: The Last Airbender and I sat down by her with some dice.

“Try rolling each of these kinds of dice and tell me the sums, I’ll time you.  We’ll do each one three times.  Then tell me which ones you thought were easier.”

None of the methods took a “long time” even when an interesting part of the cartoons that were also playing was on.  Short means about 2 seconds, medium means about 4 seconds, long means about 6 seconds.

Results in the order she rated them as “easy:”

  1. d6 dice pool:  5d6, count 4+ as successes, tell me how many successes you get: ranked as easiest, but took a long time.
  2. d6-d6: 1d6 (green) – 1d6 (red) + skill of 5.  Took a short amount of time.
  3. 2d6 (pips): Adding 2d6 whose numbers were represented with pips plus a skill of 5.  Took a short amount of time.
  4. d20: d20 + skill of 5.  One error (no errors were made with other methods), was medium speed.
  5. 2d6 (numbers): 2d6 that are printed with actual numbers + skill of 5.  I did this on a whim because I had both kinds of d6es, and strangely ones printed with numbers were considered harder than ones with pips.  Took a short amount of time.
  6. 3d6: Add 3d6, compare to skill of 5.  Considered hardest and took the longest.

When I asked “So if daddy was to make a game for you to play in, what of those ways was your favorite?” the answer was “the one with the good die minus the bad die.”  When asked if she knows why it’s her favorite, she says “Not really, I just like it and it’s pretty cool.”

Analysis:

Interestingly, speed != sense of easiness != error rate, and none of those directly translate to favorite, though it could be argued that her favorite was based on an optimal mix of speed and easiness and lack of errors.

Dice with pips were considered easier than dice with numbers, at least in the smaller die ranges.  I imagine because “counting up” is easy and probably practiced in school at this age, or maybe because it’s easy to do intuitive multiplication because matches are obvious.

If you consider any of these dice rolling methods “hard”, you need to go back to second grade.  Interestingly, the first time I asked her to rank them from 1 to 5, she just rated them from 1 to 5, and basically she rated 3 of them as easiness 1, two as easiness 1 1/2, and one as easiness 2 on a 5 point scale.

She doesn’t know negative numbers.  I had her do a couple d6-d6 trials with a lower skill, and she unhesitatingly just said “zero” when confronted with a sum that came out to -2.  “Fair enough!” I said.

I actually love the d6 – d6 method, it was used in Feng Shui and apparently is used in ICONS – so perhaps preferring dice mechanics is genetic?

Would Someone Just Please Shoot Jim Shipman In the Head And Get It All Over With?

That’s right.  I’m officially green-lighting a hit on Jim Shipman.  Apparently he’s back AGAIN and plying his illegal wares.  Yes, AGAIN, this isn’t a repeat from:

This is a sad statement on our modern legal system.  With stuff like this, it’s impossible to decently prove criminal charges, and you need money and time and gumption and standing to pursue civil action (which he’d just ignore anyway and leave a shell company to collapse).  Yay, if you’re a company you can get away with anything.  Can’t we put one of those annoying IP rights organizations to work?  Hey, RIAA, you could get some GOOD press for once by suing this dickhead into the Stone Age.

And don’t these Internet sites keep any records?  He’s been reported and his store pulled from Amazon and Lulu and all that multiple times now.  Come on guys.

Anyway, if you are near Lawrenceville, IL, you know what to do.  You don’t even really have to kill him – if ten strangers showed up and just kicked his ass really good then maybe he’d just go get a job at Denny’s or something instead of continuing to pollute our hobby.

My RPG DNA, Part 1: The Texas Years

The Chatty DM has been running a series on his RPG history.  In short:

Which is somewhat similar to my RPG history in some respects, though my history’s different enough it got me to thinking, and thence to share with you!

Part 1: The Texas Years

My first RPG wasn’t D&D.  Shocking, I know.  I was a science fiction fan back in my youth.  I was eleven, and I went into a game store at the mall and purchased a little tactical chit game called Attack Force that caught my eye.  It was put out by a company I’d never heard of named TSR.  I enjoyed it, and went back to the store looking for other stuff by that same company, and came across Star Frontiers.  It was a science fiction game, where you could play humans or insectoid aliens or blobs or glider monkeys and shoot each other with lasers or needler weapons or gyrojet guns…  I had never seen a role-playing game before (well, maybe the D&D playing scene in E.T. the Extra-Terrestrial) and it blew my mind.  I read it, got a couple friends together, and started to play.  The most notable thing about this (besides that I understood that D&D isn’t the only RPG in the world, a revelation that still escapes many gamers) is that I didn’t require an established gaming group to introduce me to gaming.  Many games have punted on being approachable at all on the grounds that “everyone learns gaming from a preexisting group of gamers,” and I’m not at ALL sure that’s true.  Also, playing a non-D&D game first, and a reasonably realistic science fiction game at that, formed a lot of my gaming preconceptions.

I was introduced to D&D by Dragon Magazine, which I bought occasionally off the newsstand when they had one of their “Ares” science fiction columns.  I was mildly griped about having to buy a full magazine that had like one article I could use; I remember reading some of the others and thinking “What the hell is a Hit Dice?”  It took me a while to give it a try – I’ll be honest, I had a bit of a prejudice against the fantasy genre.  Science fiction was for intellectuals, fantasy was escapist trash.  I liked the Hobbit and all, but…  Then I played in a pickup game of D&D run in the cars on the way to Boy Scout camp – no dice, just the DM making calls; everyone had Blackrazor or Whelm or a crossbow (oddly, the crossbow was the most powerful) and most scenes ended up with the characters doing each other in to get all the loot.  (So my first D&D experience was both diceless and PvP, two things that people nowadays don’t believe can happen or is wicked and evil…)  It was vaguely entertaining, and I had all the Star Frontiers stuff they had put out, so I got the D&D Red Box soon after it came out and decided I loved it as well!  So during junior high, I would always DM and I’d have one or two guys over to play either D&D or Star Frontiers.

High School

With high school, I graduated to AD&D; moving to the more complex rules and grittier world of all those lovely 1e adventures just seemed natural.  Got all the books, ran most of the modules.  A lot of the time it would be just one player and some NPCs – I remember my friend Johnny’s character Kuroth the Barbarian (courtesy of Unearthed Arcana) – he went through I1: Dwellers of the Forbidden City and got a magic broadsword sword that could do a heal once a week, giving himself a virtual pool of nearly 200 hit points!  He was a god among men at only like seventh level.  Good times.  Oddly, I had other friends I’d run games for but it seemed natural to run separate solo games most of the time.  I was also a computer gamer (Commodore 64, bitches!) and ran all the way through Pool of Radiance – though for fantasy games, my money’s still on Ultima IV for best ever.  And I read something in the neighborhood of a thousand science fiction and fantasy novels over the course of those years – I was always a terrifyingly fast reader; in the summer I’d go to the library and get 14 books (you could check them out for two weeks, so that was one a day) and grind through them.

College

Then I went to college, and gaming mostly stopped.  Electrical engineering at Rice U. didn’t leave a lot of fiddling around time, and spare time was spent doing all kinds of random college type stuff with friends.  I ran a night or two of Basic for the gang one year for kicks, but that was about it, all my 1e books gathered dust back home in the bookcase.

My gaming days could have been over…  But it was not to be!  Tune in next time for Part 2: The Memphis Years!

Ding!

My blog has officially leveled up.  I’ve been running this thing since January of 2008 and have put 430 posts into it, and I just crossed the 200,000 page view mark. That has to get it to at least name level!   Thanks to all my readers out there, those that love me and those that hate me.

Here’s some my greatest hits, according to the WordPress stats, for you to reminisce over…

I’ll keep up the outing of miscreants and chronicling of demented game sessions, and increase the development of game content in the year to come.  Notice the new header graphic to celebrate the occassion!

Gaming Industry Terrorist Watch

A quick roundup of what the usual malefactors are up to.

First as usual is Wizards of the Coast.  They’ve sent a cease and desist letter to Masterplan, a tool being developed for D&D 4e adventure/campaign planning.  They had coded a hook to connect, using your own D&D Insider subscription, to pull in monsters and whatnot.  Naturally WotC’s reaction is “Shut down or we’ll sue you!”

This one is even sketchier than usual though, legally.  It is pulling information using YOUR Insider account via their publicly available interface.  That’s a lot more like the RIAA saying you can’t burn an mp3 you bought to a CD so you can listen to it in your car.

Why anyone would even try to do anything for 4e, I don’t know.  It’s obvious that Wizards of the Coast will just come shit on you, sooner or later.  Forget them, they’ve killed official D&D, move on.

Second is Catalyst Games.  They’ve defeated an immediate ruling on the Chapter 7 request to declare them insolvent and take their stuff to pay all the peple they’re stiffing, but it goes to court on June 18.  Looks like they’re just happily moving forward with their six-figure thief as CEO and conducting business as usual, yay.  Time will tell if Topps will pull the license, or if subcontracting to a criminal enterprise is OK with them.

Jim Shipman of Outlaw Press surfaces every once in a while to re-open a Lulu or EBay or similar storefront to hawk his illegal Tunnels & Trolls wares before people report him to the provider and have him shut down.  He is apparently still able to find suckers, though!

Things have been ongoing but with no new specific major incidents; I declare the RPG Sector Terror Alert to be at Yellow.

EDIT:  I forgot one – Palladium Games is suing a computer game outfit called Trion for daring to make a computer game called “Rift: Planes of Telara.”  Their request for a restraining order to stop them from showing their game at E3 failed but of course there’s more to come.  Story courtesy Living Dice.

New Supers game ICONS is blowing up!

I came across a reference to the new supers game, ICONS, by Steve Kenson recently purely by chance, buried in an interview about M&M 3e. I quoted it in my recent “Player Empowerment or Player Entitlement?” post because its random character generation tickled my fancy.

Steve is the designer of Mutants & Masterminds, my favorite supers RPG.  In fact, really my only supers RPG.  I could never get into the other ones back in the day.  I ran a M&M campaign that I enjoyed, though it didn’t go over big with some of the players.  I played in a Hero System game that did not thrill me.

But after I read that one thing about ICONS, I noticed that it’s just EVERYWHERE.  It’s clearly the new RPG.net darling, there are many huge threads about ICONS in the main RP forum.  Now I’m seeing blog posts, stuff on every forum, etc.  It’s the new hotness.

Sounds like it’s a light supers RPG with good production values.  It uses the FATE system to an extent – that’s actually somewhat becoming a turnoff because of all the FATE fanboys out there, where the answer to any query about “what’s a good RPG that does X” is always “FATE!” regardless of whatever X is (and the person has never used FATE for X, they’re just “sure” it’d be just the right thing).  That’s tiresome. I like FATE all right but it’s just like any other generic system over the years (from Risus to Savage Worlds to GURPS) that its fans tirelessly tout as being the end all be all for everything.  FATE fans, you’re on notice.

But I do like having character stats that are extremely short.  Here’s Greywulf”s version of Thor:

Thor

Prowess 8, Coordination 5, Strength 10, Intellect 3, Awareness 5, Willpower 8
Stamina 18, Determination 0

Invulnerability 5, Flight 8, Weather Control (Storms, Blast & Creation) 10

Specialities: Weapon Expert (Mjolnir, 10 damage), Medicine

Qualities: Connections (The Avengers, Asgard), Enemy (Loki), Social (Temper Tantrums)

Beats huge ass character sheets/stat blocks (why even a goblin has to be 4x as complicated as this nowadays in D&D I’ll never know).

Anyway, seems interesting and the hype is loud!  I don’t have the game yet (I prefer print to PDF so I’m waiting) but here, check out Greywulf’s 10 things to like about ICONS.

I loved M&M 1e, but when they went to 2e it just got a little too much more crunchy and complicated for me.  So a deliberately light game from the same designer is a slam dunk in my book!

A Gripe About My Blogroll

Dang it, where are all the good RPG blogs getting off to?

I’ll be honest, I use my blogroll more as a list of bookmarks of things I want to read regularly than any kind of promotional tool.  But they all seem to be drying up as the folks on the list aren’t doing much any more.  I’m tempted to purge the heck out of the list but don’t know what to replace them with!

Before anyone gets bent out of shape, these blogs are here in the first place because they’re my favorites.  But my general quest of “I’d like to read something interesting and frequent on gaming that’s relevant to me” is getting harder.

A Character For Every Game gave up on its eponymous mission and is just posting maps, which I don’t use.

Chris Pramas of Green Ronin isn’t posting about gaming much at all on his blog.  I already cut Erik Mona’s blog for the same reason.

Greyhawk Grognard almost quit but got his act back together IIRC.  I love Greyhawk even though I don’t game in it any more.

Grognardia is still going strong.  You know, I don’t play OSR games, but it seems like it’s only the OSR blogs nowadays that are active and actually talking about the fricking game!!!  Still one of the lynchpins on my rotation.

Louis Porter is a new addition and is always entertaining, so he’s safe.

Lamentations of the Flame Princess used to be better; now it’s about 100% about the things Raffi’s publishing, which while that’s well and good is a bit to narrow to keep my attention (10 posts just on the cover painting?  Really?).

I have a soft spot for goth girl Erin Palette, even though she doesn’t post about gaming that much.

The Paizo blog isn’t that thrilling as far as blogs go, but I play the hell out of Pathfinder so I follow it to keep up.  It could use about 1000% more posts by the various Paizo luminaries on gaming stuff, previews, stuff that got cut from publication, etc.

I love me some Robin Laws games, but his blog really is getting interminable.  Most of what could be considered gaming content is some kind of abstract diagramming of dramatic structure of Shakespeare or something.  Come on man, did someone cut your balls off after you made Feng Shui and Rune?  Get lively!

I like Zachary’s RPG Blog II but now he’s making noises about quitting/slowing down/just covering some Palladium.

I was following Tresca’s blog just for the Cthulhu story hour, which is great, although dementedly the blog is just a pointer and the content is posted at ENWorld.

I added the Escapist on a whim but don’t read it much.

The Free RPG Blog is on thin ice, it was gone for like 2 months there.  I like its role in pointing out free games and pimping 1km1kt.

The RPGPundit has degenerated into 10 page posts on Legion of Super Heroes stuff.

I like my fellow Austinite Trollsmyth.  He’s also gone mostly OSR.

I added Uncle Bear recently because I remember him from the old days but I just don’t read it much.

NiTessine – like him, but posting level is down to like once a month.  To me the point of my roll is to hit it to read stuff whenever I’m bored.  If it drops to less than about 1/week, then I just stop going back.

So as it stands I am thinking about cutting about half of these, and the other half certainly don’t fill my all consuming need for RPG info!

So who should I add instead?  Seems like all the actual game designers I like (Laws, Mona, Pramas, etc.) just don’t really blog about gaming much beyond pretty focused stuff on the corp-sites they’re pimping but really not much even there.  Unless they’ve moved gaming blogging to other blogs I don’t know about.  I wonder if Steve Kenson has a blog besides the M&M site one…  Or any of the Pathfinder guys…  And many of the other bloggers have settled down into a sub-sub-niche and are refusing to budge (Pundit and LSH, Zach and Palladium…)  If someone’s only coming out with something once in a long while, that’s what following the RPG Bloggers Network is for; I want to put people I specifically seek out and read on my blogroll.

I could add more OSR stuff I guess, but there are diminishing returns there – I dont’ use any mechanics stuff and since it’s a fairly insular community other good posts tend to get reblogged a lot so that I end up seeing them.  No 4e, that gives me hives; I do have Gnome Stew and Dungeon Mastering down the the bottom part of my roll but with 4e comes a lot of posts I can’t use – not just ones that are mechanicsey, but focus on posting for noobs and products for 4e and all that, a lot of noise to the signal I’m looking for.  Zak from “D&D With Porn Stars” is generating more good gaming content than 90% of these bloggers, if I can get over having a blogroll link about porn stars on my gaming blog.

I play mostly Pathfinder but that means I’m interested in real thinking and content on any D&D other than 4e, and also play/am interested in pretty much all other roleplaying games – from OSR to indie/storygame – but not to the point where I want to follow something that is totally into them exclusively in super depth…  And ideally posting once a week or more!  Let me know, who do YOU follow that I should add?

Player Empowerment or Player Entitlement?

I’ve been reading a couple things lately that all seem to center around one of the most fundamental changes in gaming, and especially in D&D (which drives most other gaming because of its stature in the industry, like it or not), over its nearly forty year lifespan.  And that is the reduction in the role of the gamemaster, placing more of that in the hands of the rules in an effort to give it to the players instead.

The first thing I read was Ari Marmell’s ENWorld blog post on how he doesn’t house rule anymore, and the forum thread it spawned.  I love the 3e line of D&D stuff and still play Pathfinder, but I’ve mused before on some of the ill effects the D&D Second to Third Edition transition caused.  A lot of the Old School Revival movement is less about those old crufty rules actually being better, but about bringing back “rulings vs. rules,” code for re-empowering the gamemaster at the table.  A lot of that power has been stuck into the rules.  (Side note, the indie game scene has tried to do the same thing by giving explicit narrative control to the players while still maintaining light rules.)

There’s also a Paizo forum thread about point buy for ability scores and ability score inflation.  It seems to be infected with a sense of player entitlement to have high stats, as high as they like, and especially the ability to craft your character down to the finest detail.  That was definitely rubbing me the wrong way in my new Pathfinder campaign – I tried to convince the players to roll for stats, but they were all, “Ewww no we want big point buy!  Randomness means we’re not all not super optimized!”

And then I read the interview Steve Kenson, Mutants & Masterminds designer, did with Comic Hero News.  Most of it’s about about the upcoming M&M 3e and the DC licensed game they’re putting out, but he also talks about a smaller game called Icon he worked on.  He says:

While it’s easy to understand the desire for a good, simple superhero RPG, compared to the significantly more complex games like Champions, GURPS, and Mutants & Masterminds, why did Kenson go for a random character creation system? “ I got inspired to work on it again when I was thinking a lot about the process of random character generation,” Kenson explained. “One of the things that I really liked about some of the old-school superhero RPGs like Villains & Vigilantes and the original Marvel Superheroes game was that random character creation system. While it tended to sometimes be kind of wacky, it would often times be very inspirational. And I liked the idea of a character creation process that was fun in itself… I had been talking with somebody about the Planetary profiles for the old Traveler game and how, like with all random generation systems, you get some weird corner cases and some seeming contradictions and things like that. Like with the Traveler thing, you would end up with a planet that had a really high population and no atmosphere, or something like that. And the way some people chose to view it was ‘Yeah, sometimes those oddities crop up,’ but it was also a really interesting creativity challenge to figure out how does this work? Let’s assume that this is in fact the case. How do we get there? And that was often the case for these superhero characters too. You’d end up with this weird combination of powers, and it’d be like ‘Really? Ok. How can I make this into a coherent character?’ And it was funny, because it really does force people to be creative, and often results in characters that they would never have created on their own if you just sat them down and said ‘Make up a superhero.’ The popular example that cropped up early in the discussion of Icons was Saguaro the Man-Cactus, who was an actual playtest character.”

Kenson went on to describe how the player took the rather random mixture of superstrength and some sort of damage aura, and developed the idea of a spiny humanoid cactus. “And he had a blast,” Kenson concluded.

That resounded with me.  I always liked crafting a character out of the stats I was given rather than vice versa.  Rolling stats right down the line was always fine with me.  I fondly remember a bard character of mine that I used all these cool tables in the 2e Bard’s Handbook to roll up random appearance and personality traits for.  Even though they were ‘random’, I came up with a more fully realized and realistic character than, I daresay, any of the others at the table.

It seems to me that the culture of player entitlement – of course you should be able to play whatever you want, with whatever stats you want, and do whatever you want – is certainly fine from the power fantasy point of view but nowhere near as satisfying from the game challenge, simulation, or horizon broadening aspects that are in my opinion good things I got out of playing early D&D.

Of course as a gamemaster it’s hard to militate for that because it seems like you just “want the power.”  Seems undemocratic, right?  Why isn’t everyone else’s vision as valid?

Well, because democracy in art – “art by committee” has always sucked, as has “art by the numbers.”  If you have a vision, take a turn running a game.  But when I’m GMing, and I say “X happens,” when someone says “Oh but that’s not what the RULES say” it immediately pisses me off.  The rules aren’t crafting this game for you; go play World of Warcraft if that’s what you want.

Trying to turn D&D into a commodity experience instead of allowing GMs (the ones who do 90% of the work, I’ll note) to craft it is one of the surest ways to eventually kill it.  D&D by the rules is “shitty World of Warcraft.”  D&D with a vision can be great.

This standardization is always cited as “the way to get more people into the game.”  And people complain about the bad GM experiences they’ve had over time, where the GM’s vision sucked and therefore their game sucked.  But there’s a reason millions more people played D&D back in the old days as opposed to the number that do today.  I know WotC hopes that standardization and mediocrity will bear the same dividends it has for McDonald’s and WalMart, but I say “screw that.”

Not to put the blame all at WotC’s feet; it’s not like Pathfinder is doing anything about that except “not becoming as bad as 4e,” which is a low bar to aim for.

I really don’t like the crufty old rules, but it’s the conceptual direction that is making the blogs I read more and more OSR-centric.

So what do you think?  Are you all about the new age of player empowerment?  Did your DM touch you in a bad way back in the day?  Or do you want to see less “the rules are right” and more “the game is right?”

State of Our Campaign – Reavers on the Seas of Fate

I am DM in our Reavers on the Seas of Fate campaign.  I’m running it basically like a Adventure Path for Pathfinder, set in Golarion, but am not using an established Paizo AP – instead constructing a campaign by mashing up their Second Darkness AP, Green Ronin’s Freeport Trilogy, Sinister Adventures’ Razor Coast (if it ever comes out), and other stuff into one piratey game of goodness!

Pirate campaigns are great fun.  I ran the Freeport Trilogy back when it first came out when D&D 3e launched, and it started a gaming group that’s still meeting (without me, as I moved from Memphis to Austin) to this day!

I’m having fun with this one.  I’m doing slow advancement; later D&D editions pretty much fall apart at the higher levels and a lot of the fun is when  you’re still low.  So despite playing for 9 months (long sessions every other Sunday), the PCs have just crested 4th level.

So far I’ve used:

Coming up soon are likely:

After that, who knows…  I have my eyes on other Paizo modules and maybe some other Green Ronin Freeport ones as well.  I like using the stats and environments from published stuff to save time, while working up my own plots and personalities to use them.  And I am freely mixing 3e, 3.5e, and Pathfinder adventures together without doing any meaningful conversion – you just use higher EL stuff from the earlier editions – 3.0e EL +2 and 3.5e EL +1 does it.  Plus I carefully craft the major NPCs, which is a lot easier now that I have Hero Labs.

Our fledgling pirate characters are all kinds of fun.  Sindawe, the Mwangi monk, is the clear party leader and is notable for snapping women’s necks.  Tommy Blacktoes, the halfling rogue, is dating the tiefling whore Lavender Lil and is known for his heavy hand with torture.  Wogan, the chaste cleric of Gozreh, loves shooting off his guns like Yosemite Sam. Serpent, the Ulfen druid with a huge pet snake, is semi-daring Samaritha Beldusk the cyperhmage, at least as much as his  psychopathic demeanor allows.  Ox, the ex-slave from Rahadoum, ran off at Selene’s behest to join the Andoren Grey Corsairs and is no longer with the party, though may show back up at any time.

And pirate (and other criminal organization) campaigns are easy.  It allows for group cohesion.  It allows players to feel like it’s OK to self-start and come up with schemes of their own.  And it’s easy to slot in other adventures because the characters are actively traveling and showing up all kinds of exotic places.

We had a rocky part earlier on, but currently everyone says they’re having fun and are happy for the campaign to forge forward into the future.  Arrrrr, mateys!

State Of Our Campaign – The Lighthouse

We just passed the 20-session mark for our “The LighthouseAlternity campaign.  Since we play it every other week for 5-6 hours, that’s a long time – nine months so far!  I thought I’d chip in on how it’s going!  (Other folks in the campaign, feel free and chime in in the comments…)

On the game system – Alternity’s pretty good really.  It hits a good midpoint in the realism vs action curve.  The use of different dice is confusing at first but any kind of gamer gets it down pretty soon.  (For those who don’t know, it’s a d20 base, roll low, and bonuses/penalties are really increasing die types – so a “-2 bonus” means “roll d20 and subtract a d6”.)  And the rich skill system is nice, there’s never “not a skill for that.”  Really, the main problems with it are:

1.  Too many overlapping skills sometimes, which causes stress when the GM isn’t liberal about which to allow.  Especially with technical stuff and social stuff, there are often about 4 skills you think you should be able to use and Alternity isn’t helpful in recommending a standard remedy for that like “use anything plausible, and give questionable edge cases a +1 penalty”.

2.  The mortal damage mechanic in conjunction with armor is wonky, often making a “pretty good shot” much better than a “superb shot”.  There’s three kinds of hits, which as they get better usually do a bunch of stun, a bunch of wounds, or a couple points of mortal – but armor soaks the same die of damage no matter what, so there’s a lot of “I got an Amazing success and deal out 4 mortal!” and it just gets soaked by the armor, whereas “I got an Ordinary success and do 12 stun” they soak the same 4 and then go unconscious from the other 8 and you can fillet them at your discretion.

3.  Suffers slightly from “D&D syndrome” where there’s too many stupid little sub-rules – I tend to ignore the weapon type vs range modifiers even when they’d benefit me because I hate fiddliness.

But for a pretty long out of print game, it stands up very well.  (And there’s still a pretty lively user community at alternityrpg.net!) Once you learn it that is; the way the rules are randomly organized and split across the Player’s and GM’s books is perverse in its obtuseness.

On the characters – they are all pretty enjoyable.  Each person is playing two, and so the characters that aren’t turning out to have much personality or role don’t hurt as much; the player just plays the other one more.  And it differs at different points in the campaign – Chris used to play Ten-Zil Kem more but now he plays Rokk Tressor more, Bruce used to play Taveer more and now plays Lambert Fulson more.  Patrick never really did much with Lenny the T’sa and sticks to Martin St. John unless prompted.  I still split pretty evenly between Markus the warlion and Captain Takashi. Tim’s new and still feeling his characters out.  The setup has worked out great; it’s kinda like having Babylon 5 and each player playing one Earthforce command staff and then one ambassador/other guy;  you get different kinds of scenes but with most or all players being able to participate.

On the plot – Paul is mainly doing two things; one, taking us to the “External War” which is apparently a war between humans and right thinking aliens against a bunch of different hostile aliens, and two, using player-written plot cards to weave in a mess of subplots and character stuff.  This works well in general.  We went through a little stretch there where it was too much about the plot cards and not sufficiently about the main plot, which caused a couple of us to start grousing; problems with government bureaucracy and/or vermin are entertaining as a short diversion but after a couple hours of that you start thinking “Next…”  But he’s compensated in the last 2-3 sessions and things are picking up again.  And since we’re getting to 8th level plus we’re starting to get good at some things – so many skills means that if you don’t want to be totally incompetent at random important things that come up in 26th century life, you’re not real good at any of them till you get a lot more skill points to spend.  I am betting level 3 is the highest anyone has in any skill.

Looks like we’re not winding this one up any time soon!  Though part of me gets twitchy after so long and is like “Hey I wish I had an opportunity to play one of those Paizo APs, the other group sessions are bogarting all of them”, this one is still fun!

Anyway, if you’ve never taken a look before, our session summaries are 7+ page PDFs with just about every detail in them, so if you aren’t getting in this much gaming, come live vicariously through us.

A D&D Adventure For Kids

Wizards of the Coast has put out a pretty cute little “D&D Lite” adventure called Heroes of Hesiod as a tiein for their new book “Monster Slayers” aimed at the 9-12 year old set.  I downloaded it and checked it out and it’s pretty nice, I’ll see if my seven year old daughter is down (she probably will be).  I just have to decide if I really want to get 5 other munchkins over at the same time – I think that may be its one drawback, keeping more than about 3 kids that age engaged is about impossible.  But props to WotC for doing this!

It’s basically a party of five that just fights a bunch of critters in sequence to earn their monster hunter badges.  So, you know exactly like 4e 😛  But heck, it’s a start.  I like that there’s some focus on child gaming.  A couple years ago WotC put out a “April Fools” about a My Little Pony RPG – I guaran-damn-tee you that if done right that would be a huge moneymaker.

Thanks to The Escapist for the tip!