New RPG Blog Alliance

Geek Related has been part of the RPG Bloggers Network pretty much since it began in August 2008. It’s simple – just a RSS feed aggregator – but it’s quite useful, and it’s how I often go read what’s up in the blogosphere.  Like many people, the hassle of actually setting up a RSS reader has never appealed to me, I’d rather just go to a Web portal. And it’s been quite worthwhile for the blog, the plurality of my referrers come from there, especially on new-article days.

Now, the RPG Blog Alliance has opened its doors and I’ve signed up.  There’s an interesting history here – an early breakaway the RPGBN was a Ning site, the Role Play Media Network.  It wanted to ‘do more’ and be more of a social network.  It didn’t get much use and recently closed its doors.  So now the RPGBA has opened up, it’s more of a blog aggregator (the RPMN’s fatal flaw was no way to aggregate blogs, and it was supposed to be for bloggers, so…) but also has social stuff – a forum and now a Google group.

I am not sure if the RPGBA has the magic mix needed to succeed or not. On the one hand, I don’t mind another aggregator.  Yay hits.  On the other hand, I’m unlikely to go use both the RPGBA and RPGBN home pages for my daily blog-checking, I’m probably just going to use one.The RPGBN’s is winning for me because it’s more concise – there’s lots of blog posts in a day and so the more articles I can see per screenful in my browser wins.

And I’m divided on the value of the “social aspect.”  On the one hand, why not? On the other – the most valuable “social” thing you can do as a blogger is go comment on each others’ posts, generating community and clickbacks.  Having any of that discussion hidden in a forum or mailing list reduces its worth. Plus, it’s not like there’s not a bunch of major RPG forums out there if you just want to hobnob with gamers. And already the fragmentation of having both a forum and a separate, unrelated Google group is worrying. I know they want to try to collaborate and accomplish Greater Things – but my experience with Internet groups accomplishing Greater Things is bad, the usual vicious infighting turns into open war the second anything like money gets involved.

Of course, one of the real underlying issues is that the RPGBN isn’t exactly firing on all cylinders.  It seems to have tech problems from time to time, like just today my posts are appearing and disappearing on it, and whoever’s running it isn’t keeping up with new blog signups and whatnot, so that’s creating some pressure for an alternative to arise.

So, I wish both the networks luck, have joined them both, and will see what happens!

Alternity “The Lighthouse” Session Summary 47

Forty-seventh Session – While we’re on leave on Bluefall, the B Team decides to go get involved in a troubled film production starring Jack Everstar.  Hollywood style action results!

This was an enjoyable break from our Massive Alien War. Markus, Lambert, and Ten-zil go and involve themselves in a movie shoot where an explosion narrowly avoided terminating promising actor Jack Everstar’s career. We “Burn Noticed” our way onto the set easily.

I was inspired in my depiction of Markus as military consultant by “Fruity Rudy” Reyes of Generation: Kill. In the DVD extras from the HBO series you get to see Reyes, who was one of the Recon Marines that Evan Wright wrote about in his book, both play himself in the series but also train all the other actors in firearm handling, unarmed combat, etc.; it’s pretty cool.  And Markus made sure to take his shirt off at every opportunity in homage. He’s hugely muscled and has a full torso “IX” tattoo from his time in the Ninth Legion.

We broke out the whiskey at the same time our characters were attending the cast party, and as a result the drunken hilarity and shenanigans was partly in the game and partly in our gaming location.We enjoyed the Hollywood sleazeball star party. We didn’t enjoy the second one as much because of the tension of setting Jack up to get him to reveal his dark secret, but then once everyone got arrested we continued to party and trashed his mansion. A couple of us had just watched “Hangover 2” the night before and that contributed to the general debauchery.

Only three players could attend, but that was fine because not a single shot was fired in anger! We rolled some skill checks, mainly for jetski driving and actress wrangling. But in general it was an entertaining, low intensity session that afforded plenty of roleplaying.

Lazy Memorial Day Weekend Music Videos!

Chilling this weekend?  Well, here’s a crop of my favorite geek videos to keep you company! Many are extremely NSFW. Be careful, the concentrated awesome here is extreme.

Roll a d6

The existence of this video makes me forgive D&D 4e just a little bit.

Tik Tok Star Trek Parody

Now I want to watch TOS again!

Star Trek Rap

In response – the TNG guys chase trim all the time.

Robocop Rap

OCP in the hizzouse, bitches!

I Am Murloc

Ah, some days I miss WoW.

Sorry, wordpress.com’s embedding fu begins to fail it at this point. Click the titles to go see ’em!

Nerd Rage Rap

Scream my name!

Robot Party

Hopefully you are drunk enough by this point that you really enjoy this video.

Not Enough?

Well, go look at all the music videos that have ever made it onto Topless Robot if you need more fix!

Prepainted Plastic Pathfinder Minis!

I just saw on Troll in the Corner that Paizo and WizKids are teaming up to start producing prepainted plastic minis again!  This is great news; the D&D Minis were the last thing I actually still bought from WotC and then they discontinued them.

I have no interest in metal minis – I have plenty that have gone unpainted; I lack a life sufficiently to play RPGs but not enough to waste time with basic menial labor related to them.

Sounds like it’s just the iconics to start but maybe if it does well we’ll see the return of real plastic minis!

Your PCs Are Murderous Cretins

To educate a man in mind and not in morals is to educate a menace to society.      – Theodore Roosevelt

Violence is a pretty standard part of the vast majority of RPGs. And that’s fine, to a degree.  But the routine nature of killing in most games does concern me, so I recently asked the question “How do I get my PCs not to be a bunch of murderous cretins?” on RPG Stack Exchange.You can go check the answers, some are pretty useful.

It’s hard to have a good conversation on this topic though.  Frankly, most people have a very basic grasp of ethics, and the most complex moral discussions often engaged in regarding RPGs are “Hey, we can kill people out of hand if they’re evil right?” or “It’s an evil race, so we should kill the women and children too right?” If you wrestle with questions like that, you probably can just move along from this article now. It’s pathetic and somewhat scary that those questions are debated at all let alone are generally the most sophisticated values discussion most people have around gaming.

Or people just assume you’re a “D&D is Satanic” type looking to rain on the hobby, or some kind of indie gamer hippy. Anything except think uncomfortable thoughts.

My problem with how we treat violence casually in games is that gaming is a repeated exercise that shapes our view of the world. If we are training ourselves that murder is OK, and not just in extreme circumstances, it does become part of our mindset. The excuse that it’s just a game is reasonably weak; the more we get used to mentally separating and saying “Oh, that race or people group is evil or soulless and we can victimize them freely” – it’s not like that doesn’t happen nowadays and here in our country, most recently with Abu Ghraib.

I think most of us think that killing is a passable solution in certain very highly escalated situations.  But in the average RPG campaign, “We wandered into their home uninvited and they gave us guff” is generally an excuse for murder that excites little comment. Or “they attacked us, so we beat them down and then knifed them while unconscious and took their stuff and left their bodies to rot.” Try that in your home town, you’ll find out “self defense” ends up not covering it.

There’s the “but it’s that way in all entertainment media” excuse.  But frankly – not as much. Maybe in computer games. But many movies and TV shows try to devise heroes that do as much as they can without killing (Burn Notice is a good example). And just about every action movie we watched when we were kids had the end scene where the good guy realizes he can’t just execute the bad guy because “he’s bad.” But we erode that lesson pretty hard with most RPG plots.

Greg Costikyan’s Violence and John Tynes’ Power Kill are interesting in that they are both RPGs that satirize the violence inherent in RPGs.  Check ’em out. Here’s what Violence has to say for itself:

Violence™ is a lot like Dungeons & Dragons® by that other company. You and your friends play characters in an imaginary world. You wander about a maze, kicking down doors, killing whatever you find on the other side, and taking its possessions. The main difference is this: The world isn’t some third-rate fantasy writer’s drivel about elves and dwarves and magic spells, but the world of today.
The doors you kick down aren’t those of a subterranean dungeon–unless you’re in the subway—but those of decent, honest, hard-working people who merely want to live their lives. The things you kill aren’t cardboard “monsters” whom the game defines as okay to kill because, well, they’re monsters—but fellow human beings, with families and friends and hopes and fears and highly developed senses of morality—far better people than you, in fact. And the things you steal aren’t “magic items” and “gold pieces” but stereos, computers, jewellery, and whatever other items of value you can lift.
Indeed, you yourself are a monster: a monster in the true sense, not the ‘fantasy’ one. You are a degraded, bloodthirsty savage, the product of the savage streets, a Jeffrey Dahmer, a droog, a character out of Brett Easton Ellis. You delight in pain and blood and mayhem. You won’t live long, I promise you, but you’ll leave a trail of mangled corpses in your wake.

Power Kill covers the same ground but a little artsier, it is added as a meta-level onto your game where the PCs are actually deluded people in a mental institution and their fantasy rampage was performed in the real world, and they’re getting debriefed by a shrink about it.

Let’s take some real examples from gaming of how a slightly more civilized approach to human life might play out, OK?

Night Below

Back in 2e times I decided I wanted to have a real honest-to-God high realism total immersion game. I split our large group into two different games, those on board and those not. Or at least, those who thought they were on board. Turns out a shakeout was going to occur.

As the campaign starts, a nice wizard’s apprentice named Jelleneth goes missing. The party gnome illusionist had hung out with her in the bar the night before and took an interest in finding out where she went to, and the rest of the party decided to help.

Well, two of them, an elf and a dwarf, decide they’re going to interrogate everyone they can. That evening, some travellers arrive and come into the inn.  I actually have descriptions for them (metagame: they must be important!) so they go hassle them and ask them their business.  “Slag off!” responds one. The PCs immediately pull their weapons.  The men flee the inn; the PCs pursue them all the way out of the ville and into the fields surrounding it.  One turns around and pulls out a shortsword and says “Stay back man!” and the elf shoots him with his bow.  Then the local constable shows up and takes everyone in.

He asks everyone for “their side of the story.” The PCs explain that “We thought they knew something, so we pulled weapons, chased them outside, and shot them.” “Uhhh… That’s your story? And you’re sticking to it?” The PCs totally couldn’t understand why the constable let the other guys go and held onto them. The constable tried to be nice. “Listen guys, we can take care of this with a fine, your cleric friend healed the guy you shot..  The mayor is a hard man, and if this goes to trial he’ll decide punishment in the morning.” Well, one PC went with that, but the other decided that the constable was “just shaking us down” and refused.  So the next morning, he is trotted out in front of the mayor and again earnestly explains, because in his mind it’s a valid excuse somehow, that “We thought they knew something, so we pulled weapons, chased them outside, and shot them.” “I see.  Three months hard labor in the mines.” The player didn’t know whether to shit or go blind. But off to the mines he went.  The elf and dwarf’s players realized they would be happier in the casual group and switched.

Harsh?  Sure.  But it totally got the message across, and as a result that campaign turned into a five year long epic that was the best campaign I’ve ever seen or heard of. Real personalities, real relationships, real behavior, real morality.

Curse of the Crimson Throne

Really this has become common with many of my characters, who confuse other PCs by not just murdering people. “We met that guy in this dungeon complex, and sure he surrendered and gave us his stuff and gave us info, but what do  you mean you’re letting him go and are not going to kill him?” But anyway I digress…

At the climax of Curse of the Crimson Throne, our party confronted the wicked Queen of Korvosa. “Ruler bad, we kill!” is most of the subtlety built in. But my character understood that regicide is a big hairy deal.  She got the remaining other power players of the city to draft a legal document declaring her no longer Queen and ordering her to vacate the palace. She took the time to read it and demand the Queen’s surrender rather than just all out attack. I think the party thought it was because she was a good cleric.  No, it’s because she’s not a monster.  I don’t understand “I’m Neutral” as a reason to not have moral qualms – that’s what in the real world we call “Evil.”

Conclusion

Anyway, I know many people say their gaming is just escapism and they just want to kill some orcs and not think about it. But you have to consider that it is a cerebral, participatory activity and you are training yourself to think a certain way with it, and you’re fooling yourself if you say you’re not. When you’re killing people unprovoked, not taking surrenders, killing based on race or creed, home invading, robbing… These are bad things. Sure, sometimes we play characters that do these things, and that’s not out of bounds, but we need to be extra cognizant of the character/player division and at least realize when we’re being a monster and when we’re not.

And if you are still at the level where you aren’t sure that these are bad things in the real world… You need to go un-fuck yourself. Your gaming is the least of your problems.

The OGL: It’s Not Just d20

Hey, so I keep seeing people confused about the Open Game License. My Open Gaming for Dummies article helps dispel some of that but let’s come out and get one thing clear – it’s not “just for D&D” or just d20-derived games. Open gaming is strong and diverse.

The OGL is just a license.  It’s like the open source Apache, GPL, or MIT licenses in that it can be applied by anyone – though it was written by WotC originally, it’s not owned by them and has no relation to what games can be released under it.

Guess what all game systems are open under the OGL license?

  • The Action! system (from Gold Rush Games)
  • Traveller (Mongoose’s version)
  • Runequest (Mongoose’s version)
  • The d6 system (from West End Games’ Star Wars and Ghostbusters)
  • Fudge and its newer more popular variant FATE and derivatives thereof, like ICONS

And many more, including many many d20 variants from Anime d20 to Mutants & Masterminds.  I’m not sure there’s a comprehensive list – here’s a couple that are old and out of date. But that’s like, a big share of the systems people have played over the decades.

And of course this doesn’t mention other open games published under other licenses, like Eclipse Phase is published under Creative Commons.

Really, publishers, is there a reason NOT to open license your system?  Because face it, your system kinda sucks.  They all do. Your best bet is to get it in the hands of as many people as possible so they’ll get interested and buy your products. If GURPS got open licensed, for example, maybe someone under 30 would play it.

D&D Lair Assault: 4e Wallows In Its Own Filth

The description of the new WotC Organized Play program made me throw up in my mouth a little.

I keep hoping 4e might come back from the brink.  Mike Mearls keeps posting “Ah yes, the good things we are starting to remember from older D&D editions” posts on his blog. Maybe D&D isn’t degenerating into a tactical minis game forever after all, I think.

And then they just up and announce it’s a tactical minis game. No really, go read the link.  The new OP is “tailored to groups of players who enjoy solving tactical puzzles, optimizing characters, and using rules to their advantage.” You come and minmax character builds and run them through a tactical simulation. If you die, it’s back to the save point and try again. Again, really, “Adventuring groups will often attempt a challenge several times before solving it.” The “D&D Fortune Cards are a required and integral part” isn’t even in the top 10 disturbing things about this.

Frankly, Organized Play is behind a lot of the bad stuff that started to corrupt 3e. It breeds a certain mindset and playstyle with very tightly constrained encounter difficulties, point buy min maxing, etc. that ends up corrupting the expectations of players. Now they are, as the kids today say, “Sticking it in and breaking it off” as far as that’s concerned.

I wonder how the people that always object to saying that 4e is becoming exactly like a computer game can even begin to continue to say that with a straight face now.

I mean, I don’t mind wargaming. I remember a lively game of Stargrunt II I played at a Gen Con.  But WotC needs to start a separate tactical game line and stop making everyone think that it is a roleplaying game. It just breeds more “It’s only about the kill” goons that inhabit local game tables, Internet forums, and eventually the ranks of adventure and supplement authors.

P.S.  If this is  your first visit here and you just don’t understand WHY…  I’m not gonna bother to link you to the past posts that explain how 4e is different from roleplaying games, etc.; if you can’t type “4e” into the search box above if you really want to find out, then you fall below the minimum INT required to care about whether you understand what’s going on…

Games That Really Disappointed Me

A thread on TheRPGSite about “Games You Really Wanted To Like But Couldn’t” struck a chord with me.  Here’s some of the games I really, really wanted to like but was sadly crushed by. Chime in with yours!

Rune. After Feng Shui, which I loved with an intense love, I was really looking forward to Robin Laws’ next game, and Vikings are cool, so it seemed like a shoo-in. Then when I got it, it was a weird budget-driven thing that I couldn’t even begin to attempt to run. You can’t put in a trap, you have to take the trap out of the budget for opposing elements…  Spreadsheet time! To create a Rune adventure you’d have to do days of prep and math, there is no “winging it.” A warning shot of what has mostly gone wrong with RPGs since in many ways. Recently I saw the 2e clone Myth & Magic trying to put in an “XP budget” thing in their scenario building and it gave me post-traumatic stress disorder flashbacks to Rune, I said “Rip that out POST HASTE boys!”

Savage Worlds. With Savage Worlds there isn’t enough meat there unless the GM is willing to be off-the-cuffing stuff, and ours wasn’t. “I’m sorry, that seems like a valid Strength trick but the game only defines Smarts and Agility tricks.” “Oh well then this system is boring as all get out as written.” Also probably the GM’s style is to blame, he’d just suddenly take 15 minutes to build a big HeroClix battle mat and put the exact same generic goblin and dwarf minis down on it (we never fought dwarves or goblins, they were just stand-ins) and look at us and say “What do you want to do?” “To what? Where are we? What do those goblins represent? Are they attacking us or something?” But we gave it two campaigns. Once the final one ended with us getting killed by the traditional SW “guy you can’t hit ever except on super lucky dice explosions” we boycotted.

With FATE, I’ve tried Spirit of the Century and Dresden Files. Spirit of the Century was just too big.  411 pages for a “pick-up” RPG?  There was no way to bootstrap a group into playing it.  With Dresden Files, it wasn’t really the core mechanics that got us. Well, maybe it was. I just remember the wizard continually outshining other people in their specialty, and then us taking an egregiously long time to cast some detection spell. “Do we have enough juju to make it work? No? OK, we put in… Some grass, because he was on grass when he was abducted! Still not enough? We put in… A phone book with his name in it! How about now?” We stole Aspects and just added them to our Pathfinder characters in some campaigns, that works well enough. Might give FATE a try in another circumstance, but it’s operating at “two strikes.”

D&D 4e, because I actually liked D&D in Basic, 1e, 2e, and 3e; then 4e took a big steaming dump on everything the game stood for.

M&M 2e and Spycraft 2e. I loved 1e of both, and I was fine with upgrading and bought the books for both new editions sight unseen. And with both, they took a fine RPG and ladled on big levels of complexity and made it read like an encyclopedia full of definitions and not a game. They were completely un-charming and in both cases after reading some, even with my previous understanding from the earlier edition, I didn’t really want to power through reading the rest of the weighty tome. There’s a game design philosophy that sometimes comes into vogue that says “Make it read like a big ol’ dictionary, and they can just piece it together from all the individual definitions!”  And that’s about as easy as learning a foreign language from a dictionary. Game designers, stop being lazy. Write a game.

I think it’s at this point I decided giant complex games were not for me any more and started eyeballing lighter approaches (though sadly Savage Worlds was supposed to be the lead candidate there).

Those are the games that I really, really wanted to like, that many people told me I should like, but that in the end I like so little that if our group was like “Let’s play X” I, who generally go along with whatever game system without comment, would have to say “Uh… I don’t know if I’d really enjoy that.”

Alternity “The Lighthouse” Session Summary 46

Forty-sixth Session – The Externals assault the Aegis system in force, and we have our entire fleet there to prevent them. We tear them a new one. Now we have to figure out what to do with all these weirdo prisoners!

This was an interesting session.  First we spent a good bit of time planning our strategy – we knew the aliens were coming.  Since we’ve teamed up with the Medurr and have access to their drivespace denial weapon, we came up with a plan to trigger it in microbursts designed to spread incoming ships out in a big ol’ line trailing out of the system.  We’d then put our forces in one big ball and roll them on up!

Before they come, we go and get the other forces in the system on our team – some Thuldans and some VoidCorpers. The Thuldans say yes, the VoidCorpers say no.

We were interrupted by a systemwide hack. I thought we had thwarted that back in the day but apparently not.  This took a LOT of rolls to resolve.  Taveer went out into cyberspace to thwart it. The enemy AI pretty much chased Taveer off and back to the station and started attacking us!  Once we got VERA and Captain Takashi into the fight, we finally managed to cut it off.

Then we found out it was a VoidCorp AI behind it all. They had some flimsy excuse but the Admiral pretty much told them they were going to join our fleet or we were going to seize their assets in the system.They gave in.

In an attempt to turn this whole thing around, we took the AI, VORL, and put it on a barge with some External wireless codes to mess with the incoming fleet.

But before the battle – a promotion!  I had actually written that “Letter to the Admiralty” and sent it to our GM Paul  a while back so that when we were in Bluefall and could get some admirals together that we could have a board of review to promote the faithful Martin St. John to Captain.  He was surprised! And in fact, once he was promoted, we talked about a command for him – it hadn’t originally been my plan, but Takashi as an Admiral has been kinda kicked upstairs to do full fleet command tactics a lot of the time, so he offered command of the Lighthouse to St. John, who accepted. Woot!  We put as much pomp and circumstance into it as the GM had patience for (not all that much). Hell, I’d be happy to do a whole session around just the promotion, but then I’m a roleplaying freak.

Then we fought the Externals and pretty much owned them.  Only two problems – one, the second fortress ship got away despite all our efforts to catch up to them (we’re not really sure how that worked, it was GM fiat) and also the rules tended to punish us for being big.  We were using a simple abstract system that uses Space Tactics rolls; that’s where Takashi is a Viking. Well, first round he rolls Amazing and the first bit of the enemy fleet rolls like Ordinary, they lose 15% of their force and we lose 5% of ours – but we are so much bigger we lose about as many ships as they do!  We were like “WTF!” Usually “stacking” all your forces is an advantage but in this ruleset it’s not, so next time we’ll go with small task forces that should get the same effect with fewer losses.

Suddenly we went from most of the Externals being rare “never seen by humans” stuff to “We have a prison hulk full of thaal, what the heck do we do with them?” We spent a lot of time trying to turn the various client races with mixed results. Not everyone is on board with the crazy Scientology religious heart of this war, but many of them are stupes who like their congenital slavery so it’s a hard nut to crack.

The bareem were like this.  We got some sifarv turncoats to command them all to help us, but Chris had the most inspired idea; we’re putting them through Concord Marine training not only to battle harden them but also to try to inculcate them with our values. Once they accept leadership other than the sifarv, and kill sifarv on orders, then they’ll become more liberated dudes, at least that’s the idea.

The A team is going to take half the fleet to Tendril to lift its siege and the B team is going to go RIF the Algemron system, which is probably controlled by teln mind-worms.

Interestingly, I think we kinda all unanimously and implicitly backed off going from one big serious space battle thing to another – after another half hour of roleplaying suddenly the next steps became smaller and closer to home!

We were looking for the N’sss (stealth space jellyfish) we are sure are in the system, and detected the VoidCorpers beaming clandestine messages into the gas giant (where N’sss like to hang out). Admiral Takashi lost his shit. Forget about interstellar diplomacy and weak excuses, this is an act of war and/or treason and he immediately ordered a Marine strike force to load up and assault VoidCorp’s Cloud City. After the AI thing, and finding out that they are trying to stop Old Space from coming to the Verge’s rescue, it was the last straw. They are clearly traitors against humanity and he’s not going to tolerate it another second. Long term consequences can worry about themselves.

Plus, there was a throwaway rumor about problems on the set of actor Jack Everstar’s new movie and suddenly, for no real reason, all the B team (while playing naked beach volleyball on Bluefall, our usual vacation time diversion) decided we all want to meet Everstar and have cooked up a Burn Notice/Leverage style plot to all get onto his movie crew.  Woot!

Myth & Magic Playtest Underway

Myth & Magic is a 2e retroclone under development and it’s looking good!

In retrospect, the much maligned 2e was probably, in my opinion, close to the best version of D&D. Shocking claim, I know.  But a lot of the stuff in 0e (race as class?) certainly deserved to die, and 1e was pretty Byzantine. 2e cleaned it up but was still light enough that people could house-rule and “ruling, not rules” reliably. I was really sold on 3e when it came out, and it definitely had some nice bits, but over the years it led to some mighty undesirable things (CharOp, Christmas Tree Syndrome, etc.).  A cleaned-up 2e might just do it for me!

You can download the Myth & Magic Player’s Starter Guide and GameMaster’s Starter Guide for free (forum registration required) now, they’re a playtest covering levels 1-10.

Player’s Starter Guide

It’s not just a slavish reprint of 2e, which is good. They’ve adopted the to-hit bonus and AC ascending from 10 from d20 instead of the less intuitive THAC0.  And they’ve added a seventh stat, Perception.  I think this is just wonderful; I ran with a Perception (and sometimes Luck) stat for most of 2e’s run. In general it’s 2e but cleaned up.

They also add “class talents” which are kinda like feats but scoped down a lot and limited to specific classes. You can spend proficiencies on them. I like some things about that approach, though I worry that powergamers will just take those and not actual NWPs.

There are still some wonky bits I’d like sanded off, like different XP tables per class – that’s just complexity that adds no value.  I don’t require classes be “balanced” but let’s avoid those different-for-the-sake-of-it bits that littered early D&D. If you want thieves to advance X% faster, give them the same XP table and just give them X% more thief skill points a level. Voila, same effect, less complexity.

On the other end, the only modernization I’d remove is the point buy character creation.  That is the gateway to optimized character builds, which in turn are the root of all evil. Yeah, it was an option back then, it was still bad.

GameMaster’s Starter Guide

The GMSG kicks off with the usual but keeps it short instead of meandering in for hundreds of pages, and even includes the first raft of monsters, which is good. It goes bad, however, when it incorporates the 3e approach to balanced encounters – ELs and XP budget.  “The XP budget tells you the maximum amount of XPs you can tally to an encounter.” That’s some 4e bullshit right there and needs to go.

On the monsters, they have a “CAM” (Combat Ability Modifier) which seems overly simplistic – it’s a single modifier for all skills and attacks and physical attribute checks in combat. It replaces all the stats but Int and Per. I’m about streamlining but that’s a little much, it makes monsters too homogeneous. Everything’s as strong as it is dextrous as it makes Will saves. And it’s always equal to the monster’s HD, which begs the question of why it needs to be an additional separate stat with an oblique acronym in every listing.

It does have random treasure determination tables; I get pissed off every time I run Pathfinder and want one, so props there.

Both

The art is sparse but good,the graphic design is simple but good, and it’s copyedited better than many pro products I’ve bought.

The game is definitely a good innovation on and return to 2e; with some more work I could see it being competitive with e.g. Pathfinder which I really like. And I like it better than the 0e clones, I never got that, 1e is the first real edition, and even in a cleaned up version like Castles & Crusades there’s still a little bit too much “Oh I’m a first level cleric and have… no spells.  I suck.”

13 Assassins

Here’s a movie you don’t want to miss.  I saw 13 Assassins back at Fantastic Fest last year and now it’s in limited release in the US; here in Austin it’s showing at the Alamo Drafthouse South Lamar. I went to see it again last night and again was blown away at the brilliance of the film.

13 Assassins is directed by Takashi Miike (Ichi the Killer, Sukiyaki Western Django) and stars Koji Yakusho (Memoirs of a Geisha). It’s a traditional samurai movie in many respects, the kind there used to be scads of but isn’t really made much any more (technically, jidaigeki).

The general setup is that there’s a noble who is a degenerate Caligula style freak who is committing all kinds of atrocities, but he’s the Shogun’s half-brother so can’t be held to account. In fact, he gets nominated to be the Shogun’s chief advisor and once he travels back home from Edo, will take office and be untouchable. Finally the Chief Justice has to do something, and he approaches a samurai, Shinzaemon Shimada, and asks him to take care of this problem. Shinzaemon recruits 11 other samurai willing to risk their lives for the sake of taking out the sadistic noble and they plan an in-route hit, culminating in them taking a small village and turning it into a prepared kill zone. In an unfortunate turn for them the noble’s head samurai, who knows Shinzaemon, is forewarned and gets more troops, so the opposing force is 200+ clan samurai. This does not of course dissuade the samurai, who just hold up a banner stained with the bloody tears of one of the noble’s victims that reads “TOTAL MASSACRE” and then proceed to kick a legendary amount of ass.

The film is very, very well done. It has an economy of motion about it very fitting for a samurai movie.  There aren’t wasted scenes or movement; the momentum of the film builds strongly even through the early recruitment and planning scenes and doesn’t spin out or go over the top even in the end fight scene that’s an hour long(!). The violence is not done in a “cheap” way like in many, where the super-protagonist just kills an unlimited number of people because, hey, it’s a movie and they’re the star.  And it’s not turned into a big epic costume drama either. It is a very personal movie.  I was impressed that the 13 protagonists (they are joined by a hunter they find tied up in the forest, though he is a lot more than he seems) were all distinct characters without being broad stereotypes – that’s hard to do even with smaller ensemble casts.

It is refreshing after a diet of Hollywood movies where all you can really say is “Well, I’m glad it wasn’t awful” – like Thor and everything else I’ve seen this year really – to see something skillfully done, a movie made like a movie can be, with drama and violence and some humor and executed completely faithfully to its theme.

And also – you get to see an unparalleled samurai bloodbath.  Woot! Go see it.

Reavers on the Seas of Fate – Season Two, Tenth Session

Tenth Session (7 page pdf) – “Sign of the Void” – A shadow demon tries to claim the PCs’ allegiance and takes rejection poorly. But their rune-markings unlock odd new weapons that prove most efficacious against the phantoms he unleashes from beyond the dark gate. Will they work as well against Clegg Zincher and cannon shot? They find out!

This session was basically two big battles; the first was a continuation of the major sea-cave setpiece from last session. Chmetugo the shadow demon showed up and laid a rap on them about how they are marked with the sign of the void and are fated to serve him and to transform the world into some weird monster realm. Naturally they turned him down. So he raised all the pirates as undead and sicced them on the party as basically unlimited numbers of tentacle-dogs came through the dark gate into our world.

I came up with a cool environmental thing; the shadow demon used his cold powers to make the surface of the water start freezing, moving outward another 10′ radius every round. This allowed the tentacle-dogs to attack (albeit precariously), provided danger for the PCs in the water, and generally made things interesting. They enjoyed breaking the ice, sliding around on the ice, and generally indulging in shenanigans. They finally decided that the only way to take care of the whole thing is to blow it up, which is fair enough.

Also, they investigated their weird runes they got from the activation of the Cyphergate. Glyphs from Tammerhawk’s glyph-plaque that exploded are embedded in their bodies and tattoolike runes appear over their location. They know that the glyphs burn when the tentacle-dogs are close, but now once they touched the gate they seem to be more active somehow. They resonate with the matching larger glyphs that once sealed this gate. During the fight they got a hold of the glyphs and they turn into weapons made of orichalcum that allow the PCs to hurt the shadow creatures. And when they saw Zincher with a similar weapon, they realized that he too was there in the Riddleport Light that day. They didn’t have a lot of spare time, but they started counting glyph plaques and trying to put two and two together. And the metaplot rolls on.

And more Clegg Zincher. That’s always fun. They kinda want to kill him and kinda not.  But he’s threatening Tommy’s girlfriend! But he’s a made man! But we don’t like him, he worked against us and Saul! But he does a lot of damage with that pickaxe! But he told the demon he refused to be its butt-boy! But… I see Zincher as an interesting Mafia type guy. He tells demons and Commies and other undesirables to go hose, and is out there personally helping people in the neighborhood when disasters come. But he’s a ruthless businessman who is not hesitant about having people killed.  But he operates under a certain code of honor. And he loves birds.

So pretty much, two three hour long fights! I don’t usually do that, I go in for more RP and stuff, but I wanted to really amp up this start of a new leg of the campaign. The first season was mostly urban and not so much pirate; this leg will be real pirate in spades!