Category Archives: talk

Dark Heresy Character – “Shiv,” Your Kind Of Scum

Dark Heresy, the Warhammer 40,000 RPG, is up for a bunch of awards at the ENnies this year.  I really like it.  To give you a taste, here’s a character – you can choose, but you can also make a completely random character.  Here’s a completely random one for your enjoyment!

Gaius, also known as “Shiv.”

Home World: Imperial World (a major “first world” civilized planet), but a largely forgotten backwater.

Imperial World Traits:

  • Blessed Ignorance (ignorance of naughtiness gives a -5 on Forbidden Lore)
  • Hagiography (meditation on the lives of the saints gives Common Lore: Imperial Creed, Imperium, and War as Basic Skills)
  • Liturgical Familiarity (accustomed to the preaching of the Ecclesiarchy; Literacy and Speak High Gothic are Basic Skills)
  • Superior Origins (knowing the Emperor loves you gives +3 Willpower)

Characteristics: (on 2d10+20, I was pretty darn lucky)

  • Weapon Skill: 32
  • Ballistic Skill: 39 (Simple Advance)
  • Strength: 31
  • Toughness: 30
  • Agility: 36 (Simple Advance)
  • Intelligence: 30
  • Perception: 31
  • Willpower: 37
  • Fellowship: 28

Career Path: Scum (you know, scum.  Like it sounds.)
Starting Rank: Dreg

Basic Skills: (You roll percentile versus the relevant characteristic)

  • Awareness (Per) +10
  • Blather (Fel)
  • Dodge (Agi)
  • Deceive (Fel)

Advanced Skills:

  • Common Lore: Imperium (Int)
  • Common Lore: Imperial Creed (Int)
  • Common Lore: War (Int)
  • Drive (Ground Vehicle) (Agi)
  • Literacy (Int)
  • Speak Low Gothic (Int)
  • Speak High Gothic (Int)

Talents:

  • Ambidextrous
  • Melee Weapon Training (Primitive)
  • Pistol Training (SP)
  • Basic Weapon Training (SP)

Gear:

  • Shotgun and 12 shells
  • Knife
  • Quilted vest
  • Dirty coveralls

Wounds: 10

Fate Points: 2

Cash: 12 Throne Gelt

Shiv is a fit stripling of 30 years.  He has ruddy skin, green eyes, with hair dyed to match.  He wears David Bowie-style makeup.  His Imperial Tarot reading is “Only the insane have strength enough to prosper.  Only those who prosper may judge what is sane.”  He starts with 2 Insanity Points as a result.

Now comes the only non-random part; I spend a starting 400 XP to boost his abilities.  First I advance Shiv’s BS and Agility characteristics.  As for skills, I advance his Awareness +10 and buy Drive (Ground Vehicle).  It’s actually a little unclear how you do this.  If you buy the skill twice, you get a +10 in it (Skill Mastery).  But it’s not clear if you can buy a skill “on top of” your Homeworld and Starting Career Path skills.  Could I buy Dodge, which is in the advance list, to boost my Dodge to +10?  Hmmm.

OK, so that’s the character generation.  The character concept emerges easily – Shiv is a makeup-bedecked gangster in the tradition of Clockwork Orange (an opportunity to call his fellow party members “droogs”!).  He is very handy behind the wheel, and saved the life of a visiting Inquisitor.  He was acting as his hired driver, and a Chaos-touched gang tried to take them out.  With steering wheel in one hand and his shotgun in the other, he got them the heck out of there.  The Inquisitor decided an enterprising chap like this would be valuable as support to his Acolytes.  He doesn’t know that Shiv’s a little unhinged from being a former member of that Khorne-worshipping gang they fought!

Now, Shiv travels with the Acolytes and hunts down psykers, xenos, Daemon worshippers, and freaks and heretics of all descriptions in the name of the God-Emperor!

And that’s Dark Heresy in a nutshell.

Minigames in RPGs

You know what seems to always go over very well in RPGs?  Playing games.  You know, a game *within* the game world.  People love it.  Whether it’s as simple as a knife throwing contest or as complex as a game of whist, it’s a classic RPG tradition.

I remember the first game-within-a-game I played – back in the 1980s, with my very first RPG, Star Frontiers.  In “Starspawn of Volturnus,” you have to play a kind of Buzkashi (mounted ball-carrying game) to get the Ul-Mor, a primitive race of land-lubbing octopi, to help you against the Sathar menace.

Most recently, the Curse of the Crimson Throne adventure path had three such mini-games!  You can play “knivesies” in Escape from Old Korvosa, where two competitors get on a table with a knife and money from everyone betting.  You can guess the victory conditions. Here’s a blow by blow of our knivesies game.

Accordingly, Malcolm decides to play some knivesies! This popular game involves two combatants standing on a table, with a knife and a bunch of gold from bettors placed in the middle. The game ends when one person’s dead, unconscious, off the table, or there’s no more gold on the table. No rules other than that. The gold’s split between the winner and the bettors standing on their side of the table. “I’m the baddest bastard in the hizzouse! Bigger then old King Kong, badder than a junkyard dog!” exclaims Malcolm, to whip the crowd into a betting frenzy and to intimidate his opponent.

He faces off against Thugly the Thug Leader (apparently this gang is so low rent that its members don’t even have proper names), who moves first and grabs the knife. He slashes at Malcolm, missing him, and Malcom hauls off and punches him in the face. He stabs Malcolm but Malcolm beats him like a red-headed stepchild with a pimp slap and a throat punch. “Never bring a knife to a fistfight,” growls Malcolm. The thug swipes feebly at Malcolm, and Malcolm hauls off and belts him twice in the face, “Every Which Way But Loose” style. The thug collapses to the floor. Bets are paid off.

In A History of Ashes, you get to play sredna with “Krojin Eats-What-He-Kills,” a Shoanti barbarian.  This involves strapping your heads together with a rawhide thong and pulling until someone breaks down or gives up from the pain.  Needless to say, Malcolm couldn’t resist this either…

Krojin challenges Malcolm to “sredna,” where two people stand forehead to forehead and then a leather cord is tied around their ears and the back of their heads, and when the match starts they back away from each other, incurring great pain. He accepts on the grounds that it sounds more painful than knivesies, even. The braves bind Malcolm and Krojin together, and they stay forehead to forehead for three rounds, gnashing their teeth and intimidating each other.

They both scream and gnash. Malcolm wins 3 of 3 Intimidate checks. “So fierce!!!” says Annata. Krojin starts pulling on the cord, but Malcolm resists and pulls back. He’s doing quite well. “He is so good at tugging on another man’s ears!” Annata says to Thorndyke. Thorndyke smacks his palm to his forehead.

They vie for supremacy for another couple rounds. Malcolm is doing well; he seems stronger than the barbarian but may give out quicker due to a lower fortitude. “Put the squeal in Squeal-Quah!” cries Annata. The crowd is eager and cheering. Malcolm pulls again and Krojin gives in, bowing his head to let the cord twang over the back of his skull! Annata hops up and down, cheering. Krojin “Eats-What-He-Kills” rolls around in the dirt to get his mind right, and ends up complimenting Malcolm. “I never knew they had hobbies besides rape and arson,” reflects Annata.

Apparently there’s another game in Escape from Old Korvosa called “Blood Pig.”  It is one of our greatest regrets that we never got to play this. In short, these mini-games were very well received and everyone got to enjoy participating, betting, or snarkily commenting on them.

What brought this to mind?  There’s a Cracked article called “5 Modern Sports That Started As Excuses for Sex and Violence.”  It hearkens to lovely things like medieval football.  Imagine the PCs wandering into a village where the whole populace is doing anything within their power, up to and including assault, to get a ball to the other side of town.

So add one to your next game!  Or write a “20 Violent Medieval Games” supplement.  In any event, consider that games add competition and rules crunch without requiring actual killing (in most circumstances), and those lessened stakes mean more character interaction and roleplaying.

ENnie Nominees and Voting Guide

The big annual RPG awards, the ENnies, have narrowed down to their final list of nominees.  Fan voting begins on June 24th, when you get to vote and decide whose cuisine reigns supreme!  Here, pretend you’re watching FOX News, and I’ll tell you what to think to prepare you for the occassion.

Best Adventure

Analysis: You can’t beat the Paizo Adventure Paths, they are all brilliant.  Well, Second Darkness stumbled, but Howl of the Carrion King is back to the superb form of Rise of the Runelords and Curse of the Crimson Throne.  No one makes adventures like this any more, if they ever did.  Big win!

Best Aid or Accessory

Analysis: Wolfgang Baur’s Kobold Quarterly is the real successor to Dragon Magazine.  Great content.  Plenty of interesting free stuff (interviews, etc.) on their Web site as well.

Continue reading

Wayfinder #1

If you haven’t yet, you should  definitely check out the first issue of the Wayfinder fanzine (it’s free!) covering the world of Pathfinder.  It’s a beautiful 77-page full color professionally produced e-zine.  There’s fiction, monsters, spells, humor, traits, prestige classes…  All kinds of rules tidbits for 3.5 compatible play and all kinds of resources for those running scenarios or APs in the world of Golarion!

I finally got a chance to read it now that I’ve fixed my computer after a week of pain (pro tip: a normal XP boot disk doesn’t have the drivers required to see a SATA hard drive).  I’m very impressed.    The art is great too.

I Return! Eat My Links!

Whew.  Sorry it’s been a bit without a post, Devoted Readers.  I went to a (work) convention in California for a week and then my hard drive at home totally failed; I’m posting from a borrowed laptop.  And I’ve been busy in general otherwise (Father’s Day, a campaign finale, prepping to host an upcoming gathering on the Fourth…).   But here’s some little tidbits to tide you over till I can get to you with more!

Read what may be the best RPG review ever, Darren MacLennan’s review of Wraeththu, over on RPG.net.

The 2009 Origins Awards winners are in!  Stripping away all the crap (non-RPG) categories, basically Mouse Guard won best RPG, beating out D&D 4e, and Serenity Adventures for Firefly won best RPG supplement.  Congrats!

Paizo declares that the PDF version of their Pathfinder RPG main book ($50, coming out at Gen Con) will only be $9.99!  Meanwhile, the WotC assclowns still huddle behind their gated walls, refusing to sell PDFs.

P.S.  We finished up Curse of the Crimson Throne this weekend and faced the Queen and all her various related evils.  Death or glory?  Hint: glory!  The session summary’s coming as soon as I can get to it.

Mock the Monsters!

I saw that Cracked has a new article up entitled “15 Retarded Dungeons & Dragons Monsters“.  It’s OK, but really a lot of these monsters are just kinda stupid, not really humor-article-worthy stupid.  (Insert 4e rust monster joke here.)

For those left wanting more (or better), there are some older articles along the same lines.

Head Injury Theater’s “Dungeons & Dragons: Celebrating 30 Years Of Very Stupid Monsters” and “Dungeons & Dragons: Celebrating 30 Years Of Very Stupid Monsters – Part 2” are the best IMO.

Then, Something Awful has “WTF, D&D: 1st Edition Monster Manual, Part 1“and subsequent mockings…

Enjoy!

Why Complain About 4e? Stop the Edition Wars!

As one of those who is known to still vent the occasional rant at 4e, let me chime in to explain why it’s not just pure wickedness and hate behind why I and others who find fault with 4e don’t just “shut up and go away.”

This entry started as a response to a good post by Zachary the First in response to a Newbie DM article.  It got long and I thought I’d post it here in expanded form.

I think what happened in the 3.5e->4e transition is clear to everyone who has analyzed the edition change to any degree. In short, a significant number of 3e and other legacy D&D players who enjoy simulationist play feel mostly left out in 4e as the rules changed to not support that playstyle well.  The point of this post isn’t to debate this truth (go here for that); I think at this point it’s pretty much accepted among both 4e fans and detractors.

Which is fair enough. D&D play styles have been diverse over time; certain editions have supported different styles better, there are other games out there, etc.  No playstyle is the “one true way,” it’s all personal preference.

However, besides the nostalgic cachet to the D&D trademark, there’s no denying that WotC is the 900 pound gorilla in the RPG market and D&D is the most played game. More support material is published for D&D than anything else.   This means that the change in playstyle support has other secondary effects felt outside the printed pages of the PHB.

Some people – experienced gamers with a knowledge of the larger RPG landscape –  pick the game system they rationally prefer. Many, many others are led into a default play style by the game they pick up first, the game that is on every bookstore shelf and the majority of people play – in this case, the majority of gamers are led to 4e by virtue of its market dominance and then get “molded” into the 4e style by playing it.

I think it’s clear that not all that market share is a clear case of “people have specifically chosen gamist tactical combat as their preferred mode of gaming;” with any new edition most sales are driven by “this is the new version of that popular thing.”  But players begin, consciously and unconsciously, adhering to its default metaphor.

As we all know, gaming is a social hobby, and it can be hard to find gaming groups and, on the publishing side, get sufficient critical mass to get “fringe” products produced.

As a result, there is significant incentive for me and others who prefer a different type of gaming to continue to advocate for D&D to (re-)adopt our mindset (in 5e, if nothing else). Because when your style of gaming is marginalized outside D&D, then your ability to find like minded gamers and get products that suit your needs is severely degraded. Thus, even if I don’t play 4e, it affects me negatively by affecting the larger gaming ecosystem. (Note that me house-ruling to accomplish simulation in 4e doesn’t reduce any of these secondary effects, and is therefore not a useful solution).

This ecosystem effect is obvious.  It’s why Microsoft pushes Windows – it’s not just for the dollars from Windows sales but from the effect on the resulting computing ecosystem that works against Mac, Linux, etc. on multiple levels.  It’s just an effect, only good or bad from the point of view of which side of the ecosystem you play in.

It’s traditional that the majority doesn’t understand the concern of the marginalized – why be angry?  Go with the flow!  Nobody’s telling you what to do!  But in the end, it’s not that simple (ask any minority group).  It’s not anyone’s intent to marginalize simulation gamers, but intent has nothing to do with the actual results.

And that’s why I personally plan to continue to agitate for changes to D&D to reintegrate the simulationist banner within the game. Doing so produces:

  • the ability for me to play the best-supported and most-played RPG
  • the network effect of producing other games and gamers who are fluent in simulation play

Make sense?  It’s not about an “edition war.”  No one’s giving out a medal for “objectively best version of D&D.”   It’s about “we want this kind of gameplay actively included in the world’s most popular role-playing game ™”.  The discussion isn’t “over” because the latest version doesn’t support it; there will always be another version.  In fact, it seems somewhat offensive and self-serving to tell people who don’t like 4e to “just go away, then” – our input into the development of D&D is just as valid as we’re still potential new customers.

I don’t begrudge anyone enjoying 4e or not liking simulation play.  These effects are not any of your “fault.”  However, in aggregate, the effect that D&D 4e has of supporting and predominating products, gamers, and gaming groups that are simulation unfriendly results in marginalization and therefore measurable harm to my enjoyment of the hobby.

And I don’t think that continuing to advocate for this is totally in vain, either.  Wizards certainly changed their tune some on the whole GSL/OGL thing, and I like to believe that change was facilitated by the press and critique that people, including myself, brought to bear.

Given all this, I hope the intelligent readers out there in the community will realize that this is the core problem that all the common retorts to criticism of 4e totally miss – “Well don’t play it then,” “House rule it!,” “People just fear change,” “4e’s out, it’s over, give up,” “Why don’t you complain about other games,” “I like 4e better because…”  All valid thoughts, none of which come logically to bear on this problem.  There are other RPGs I “don’t like,” that aren’t open, that only cater to one play style or another.  But this is the one that pushes the entire industry in its direction, so both as a habitual D&D player but also as a RPG gamer in general, I have a vested interest in its course and desire input into it.

Some Weapons Ideas For Our Alternity Campaign

There’s an awesome new Cracked article called “7 Ridiculously Over-The-Top Modifications to Deadly Weapons.”   They include the chainsaw bayonet and a crossbow attachment for an AR-15.    Just goes to show, no bizarre SF weapon combo is weirder than what people will actually make.

chainsawgun

They have another recent one, the “7 WTF Military Weapons You Won’t Believe They Actually Built.”

My favorite?  You’ve heard the term “crotch rocket” applied to a motorcycle, right?  Well check this out…

cannonscooter

It’s hard to come up with crazy R&D ideas in Paranoia that haven’t already been done by some crazed Nazi or another…

The 10 Greatest Dungeons & Dragons End Bosses

Ooo, I just ran across this article on Topless Robot and it was too good not to share!

I totally agree with some of them – the Slave Lords, for example!  And Strahd, Lolth, and Sakatha are good choices.  Some of the rest are weaker, though, it seems like they’re sticking hard to 1e AD&D for the list.

Some of my picks?  Well, you can’t leave off Bargle, even if (until recently) he was more implict than explicit.  And for more Basic fun, the Master of the Desert Nomads was a fan favorite hereabouts.

2e’s harder. Although if you play your cards right you can fight Orcus!  A lot of these, especially the Greyhawk ones, tended to be sandboxy so there’s not necessarily “end bosses” – like Rary’s stats are in Rary the Traitor but I’m not sure he really counts as an end boss there.

In 3e, the WotC adventures blew chunks, but there were still some excellent end bosses out there.  Sea Lord Drac from the Freeport Trilogy, for example.  And the end boss Xanesha from The Skinsaw Murders, second chapter of the Rise of the Runelords adventure path, is hated and feared by many a PC party.

And, of course, there’s Invisible Christopher Walken!

Who are we forgetting?  Who are the boss end bosses?  And why are there so few, especially post-1e?

How Much Does Character Optimization Count?

A lot of the critique surrounding the new Pathfinder iconic previews seems to be that they’re not fully optimized and therefore not viable characters.  Some people feel that only optimized builds will see play, and that classes can only be valuable if compared in their most optimized form.

This post by rgalex sums up my thinking, which is that making an interesting character is more important than the optimization.  But let’s see what people out there think.

I feel like the minority’s obsession with optimization is one of the things that has caused the major class and magic redesign in 4e.  Without real spells or the flexibility of 3e, it’s nigh impossible to devise “uber” builds and you get enforced balance.

I personally like not having to optimize.  But I’ll admit, I feel pressured into it in some campaigns.  If an adventure or campaign is tuned for high power, then – I don’t like dying any more than the next guy.  So I’ll step it up.  Similarly, if all the other characters are high power and you’re not, or even worse if one guy is Pun-Pun and no one else is, that degrades the fun.

But all it requires to work out and be fun is to not be obsessed with optimization.  All the classes and other choices are equally viable at normal levels of tuning. But it does require a social contract between players and DM – and some groups appear to not be able to moderate anything that’s not rules as written.

Is it this syndrome that’s “forced the hand” of the D&D devs to go to the new “next class, same as the last class” model?

Mike Mearls Strangles Realism In D&D Like It’s An Unruly Hooker

I hate to keep saying “I told you so” about Fourth Edition D&D, but there’s a thread on TheRPGSite that talks about the new Rust Monster in the MMII.  I really can’t believe what I’m reading.

As most of you know, in D&D the Rust Monster is a weird-looking mostly harmless critter feared by adventurers because of its diet.  It touches metal with its feathery antennae and cause it to rust into bits, then it eats the rust.

Well, apparently the thought of anyone losing a magic item is no longer tolerable to the Wizards designers.  Check it out:

Attack Mode: Dissolve Metal (standard action; per encounter) • Targets a creature wearing or wielding a rusting magic item of 10th level or lower or any non-magic rusting item; +9 vs. Reflex; the rusting item is destroyed.
Residuum Recovery • A rust monster consumes any item it destroys. The residuum from any magic items the monster has destroyed can be retrieved from its stomach. The residuum is worth the market value of the item (not one-fifth the value).

“Residuum” is the magic dust that you can disenchant 4e magic items into.  Normally, as part of their ridiculous and sad economic rules, it’s only worth 20% of the item’s cost.  However, the Rust Monster now kindly keeps it at full price for you in its gullet.  There’s an explicit rationale for this in the “A Guide to Using Rust Monsters” section in the MM2 which boils down to “don’t make any nine year olds cry”…

Eventually, though, the PCs should have an opportunity to regain their lost equipment by using the residuum found in the monster. Although a PC might lose an item, it is intended that the loss be only temporary, which is why the residuum recovered from a rust monster is equal to the full value of the destroyed item. How the PCs deal with the loss is what makes the rust monster fun. Be wary of PCs who try to abuse a rust monster’s powers to their advantage by using rust monsters to consume items the PCs would otherwise sell for one-fifth value. In such cases, you should reduce the resulting residuum to one-fifth value, effectively making the rust monster a free Disenchant Magic Item ritual.

What, they didn’t bother rule-izing that last part by giving it a “Detect Intent” power that would formally change the residuum value based on its reading of the character’s mind?

Seriously, come the fuck on.  Realism and consequences are not “fun”, according to Mearls and the other 4e writers.  All those people who have enjoyed playing any other edition of D&D must be confused.

Why not just take that small additional step and have characters respawn close to the dungeon with all their gear?  God forbid a dead party member gets left behind or some other factor causes them to lose their stuff.  Or have un-fun trips to get raised or otherwise be out of the action for more than five minutes.  Some of the 4e community is dismissive of “these tired comparisons of 4e to MMORPGs” but – the truth’s the truth.  This is a pure computer game move.

Heck, put spawn points in the dungeon.  I was amused recently when I got Unreal Tournament 3 on the XBox 360 and in the cutscenes they actually refer to the respawn points as real, in-world things.  Most games have the courtesy to pretend they don’t really exist (I know, it actually makes some sense in the UT universe…  But this isn’t XCrawl, it’s D&D.).  Time for D&D to do the same thing!  Dying, gear loss, etc. should all be only moments of delay from getting back in the melee!

I mean, I’m honestly not averse to that in some fringe take-off of the genre like XCrawl.  But in D&D?  In a core world that supposedly might make some sense, like the fantasy worlds from those things called books people used to read?  Really?

Pathfinder Preview – The Sorceress

Paizo’s put out their third preview for the final Pathfinder rules, and this time it showcases the famous iconic sorcerer, Seoni, at level 10!   Let’s take a look.  Yep, she’s still built like a brick shithouse.  I need to figure out which Golarion country is the source of her quite-advanced cosmetic surgery.

In 3.x, I didn’t like the sorcerer that much.  It was too similar to the wizard.  A mechanical difference (spontaneous casting vs prepared casting) didn’t seem like something to bother basing a PHB core class on.  Its main niche, really, was as an NPC class, so that hideous goopy monsters could cast spells without having a spell book around. In our gaming group, it was mainly used as a dip class for someone that needed just a little arcane casting.

Pathfinder’s helped that out some with the full-scale adoption of the bloodline concept.  3.x hinted at a “draconic bloodline” in sorcerers that gave them their power.  In Pathfinder, they take that a big step farther and have a wide variety of bloodlines a sorcerer can take, that give unique powers and have different feels to them.  Seoni has the “arcane” (aka lamest) bloodline.  I wish they had showed off a more flavorful one.  In our Curse of the Crimson Throne campaign, our sorcerer Valash has the air elemental bloodline.  Check his level 13 build here.  He can do electric at-will zappies, a big blast once per day, has electricity resistance, etc.

The other bloodlines in the beta were abyssal, aberrant, celestial, destined, draconic, elemental, fey, infernal, and undead.  Bloodlines are not overwhelmingly powerful, but a nice addition that adds as much flavor as “kewl powerz.”  It justifies sorcerer more as a separate class in my mind rather than a variant wizard class option (“Spontaneous Casting: Get two more spells per level per day and you don’t have to prepare them but you can only know X/level!”  Look, there’s an entire class writeup.)

To me, that’s the big deal.  The smaller changes and tweaks (d6 HD, specific spells, etc.) are fine but not terribly interesting except to the number-wonks.