Alternity “The Lighthouse” Session Summary 38 Posted

Thirty-eighth Session – The B team hunts dinosaurs and fights a pretty large number of draconic centaur Klingon type aliens.  We hit them until they like us. Diplomacy is just like dating!

We had a lot of fun this session. The dinosaur hunt was entertaining.  Peppin missed the whole attack by the Medurr assassins, but he was having fun trying to ride around on a riding dino. Markus always shines in the more savage locales – intrigue on the space station is challenging for him, but as a genetically engineered shock trooper, if a situation calls for beating the living crap out of something, he is the man to do it.  Lenny got to be referred to as ‘our female’ all the time – the Medurr are matriarchal and we figured that we’d get more cred if we claimed Lenny was our female (he’s a lizardlike alien called a T’sa, and we figure there’s no way they can tell one way or the other).  Lenny wasn’t consulted on this plan, which was hatched by a throwaway line last session, so he protested every time it happened, but no one paid that any mind. Lambert, Ten-zil, and Peppin all got to shoot up the landscape a lot. Ten-zil especially had some great additions to our tactical plans.

Markus got a lot of screen time since, as the most violent, the Medurr considered him the person to talk to. I felt bad that our ambassador didn’t have much to do, but Tim spent a lot of the time cutting up with Georgina anyway, so that worked out fine. I especially liked the scene after we fought off the assassins that had lured us in with a trapped dinosaur – Markus stalked over, terminated the dinosaur with a sabot pistol round point blank to its head, and whipped out his knife and carved a huge “IX” in its side to mark the spot. I was happy that Chris got the reference (Markus was in the Thuldan Empire’s IX Legion and has a big IX tattoo, I try to mention it from time to time).  Bruce was all “what the hell” when it happened but Chris explained it to him.  I like when everyone’s into it enough that they remember stuff like that about each others’ characters. Then later when Stykor asked Markus his “clan” I was momentarily at a loss, and Chris suggested “Clan Nine,” and that was a marvelous idea.

There were a lot of little jokes that didn’t make it into the summary but we were all in rare form. Having the entire group there was nice.  Next time, Bruce is going to try to Skype in rather than driving from Dallas, we’ll see how well that works out, it’s an interesting idea if the tech is up to the execution.

Alternity “The Lighthouse” Session Summary 37 Posted

Thirty-seventh Session (9 page pdf) – The B team goes to make contact with some new aliens, potential allies who really like and respect violence. If they like violence, they’re going to love us!

Bruce and Patrick were out, so there were just three of us to handle the diplomatic mission to the Medurr, a new alien race of matriarchal warlike draco-centaurs. Tim ran Ambassador Peppin, the Borealin dissipation-friendly academic, and Chris ran Ten-zil Kem, the dissipation-friendly VoidCorp exec. I ran Markus, the only sober member of the party.

It was an interesting session.  There was the expected fight with the Medurr to prove we weren’t wusses – and Markus was firing on all cylinders.  I beat the entire squad of Medurr down in two rounds (with some help from Peppin and Ten-zil).

Then we do a little clandestine research on them mainly with some of their many slave races – some cute little groundhog guys with exploding collars, mainly good for smacking around and getting you drinks, and the octopus people, who seem to have all the marketable skills but a fatalistic outlook that keeps them from rebelling.  The Medurr seem like they can be a great ally against the Klicks and i’krl but there’s a high chance that like, say, every single Central American and Middle Eastern country, that if we arm them and train them too much we’ll just be fighting them in ten years. So we’re trying to strike a deal while planting seeds for future destabilization.

Funny note, with the D&D 4e lameness that is the Dragonborn in mind, we asked whether the female Medurr have breasts – they don’t.  We were relieved.  But then there was a picture of the octopus people and they are quite busty.  We laughed sadly.

Next time, we go on a dinosaur hunt!  Markus always welcomes an opportunity to generate some maximum overkill.

New Magic Item: Harness of the Hero’s Helper

I submitted this magic item to the Paizo RPG Superstar competition, but sadly it didn’t make the cut into the top 32 (which are all very cool – if you want 32 more new magic items that have been voted as good by a bunch of game designers, go get ’em!).

Mine was designed to fill a gap – for classes that want to focus on “pets,” there’s not a lot of magic items that enhance that (besides a “wand of magic fang” or whatnot). Thus, the Harness of the Hero’s Helper.  Short form is if you hold their leash/reins/whatnot then you’re treated as a level higher on the Animal Companion Base Statistics table (or similar familiar table, for familiars).  The beauty of this is it can work for paladin/cavalier horses, or druid/ranger animal companions, or sorcerer/wizard/witch familiars.

Harness of the Hero’s Helper
Aura moderate transmutation; CL 9
Slot neck; Price 35,000 gp; Weight 2 lbs.
Description
This leather animal harness resizes to fit any kind of beast in a form appropriate for its type. When the owner keeps the harness lead in at least one hand, which requires them to be mounted on or in an adjacent square to the animal, the animal’s base statistics increase as if the owner were one level higher for purposes of serving as a bonded companion or familiar (including a druid’s or ranger’s animal companion and a paladin’s or cavalier’s mount). Bonuses granted are treated as morale bonuses, and extra hit points disappear when the effect ends and are not lost first like temporary hit points. The effect ends immediately if the owner releases the lead.
Construction
Requirements Craft Wondrous Item, animal growth; Cost 17,500 gp

What do you think?

Full Golarion Map

I was looking around on the Paizo site and apparently there’s a full world map of Golarion in the new Campaign Setting, and they have an image of it posted!  That’ll come in handy for me as the PCs in my Reavers campaign get a ship and head out on the high seas for some piracy.  I love Golarion – I was a long time Greyhawk devotee, favoring it over the Forgotten Realms and other settings (I’d experiment with the others, but always returned to GH) but Golarion has supplanted that for me – it’s a fun, deep, brilliant world that both grounds you but also is easy for a DM to make their own.

Alternity “The Lighthouse” Session Summary 36 Posted

Thirty-sixth Session (8 page pdf) – We sweep and clear the alien lab ship and take loads of freakydeak alien prisoners, and recover the Admiral, or at least his brain in a jar. Concord Marines FTW!

The External War is in full swing as our Alternity StarDrive campaign The Lighthouse enters its second year.

Sadly, I missed this session due to Christmas break. It’s funny that I had already posited that the Admiral would be just a brain in a jar by the time we rescued him.  Turns out that’s exactly the case.  I have Detect Plot Point as a supernatural ability.

I don’t have much else to say, except that our squads of Concord Marines come in real handy in these kinds of situations – we have a couple combat-monster characters but the rest really aren’t up to much alien shooting.

WotC Discontinues D&D Minis

Hm, that’s sad news – the prepainted plastic D&D minis were a great idea and were the only thing I still buy from WotC.  My gaming group has a whole trunk full of them, and we don’t play the actual minis game or 4e, we use them for battlemaps for a lot of games.  I still have old pewter minis from like 15 years ago I’ve never gotten around to painting, and I don’t want to have to.

It’s also strange news – so what will they be doing instead?  In the same article, they proudly announce their latest dungeon tiles product, which it would seem you’d need minis for.  You could do counters, and it sounds like they are putting some out, but there’s no profit in that.  Issuing counters is a “we know you have to have something so here it is the cheapest way we could make them, mostly for free” kind of play.

Do they think they’re going to get their virtual table working and declare “all gaming is virtual now, death to the tabletop?”  No – not just because they’ll never get the virtual tabletop working, but because they’re still selling cards and whatnot too, and pushing Encounters, which all are tied to tabletop.

Are they going to partner with someone else to do them?  If so, this is a ham-handed way of announcing it; also, WotC’s model has been “pull it all in house” since the development of 4e, moving it back out would be an unprecedented shift in strategy.

Are they getting more expensive to produce as fewer 10 year olds are willing to be exposed to toxic fumes even in China or wherever?  Seems like they’d just up the price or put fewer in a box if that were the case.

Are they planning to change the sales model (sell non-randomized or singles)?  Again, this is a very bad way of announcing that – you don’t say “product terminated” if you’re just changing the model.

Are they just not selling well, so they don’t really give a shit how it fits into the product strategy or game experience?  Maybe.  They seem to be understaffed and floundering. I suspect this is the only reason that makes sense – the margin is down and so they’re canceling them, and they don’t have the time or people or energy to bother about product strategy.Sure, they’re adding the cards, but that can be done with excess staff etc. from WotC’s card game lines.

Even with the rumors going around that what we’re seeing is rampup to a 5e – and it makes sense, the cycle’s been like 3e – put out 3e, fairly quickly put out 3.5e, fire most of your staff, trickle out products and begin on a new edition.  They put out 4e, put out Essentials (4.5e) fairly quickly and fired most of their staff… But even if that were true, why would discontinuing minis fit into that plan?

[Edit: I have seen Reaper’s prepainted plastic minis line but they don’t have many of them.  And apparently to be more ‘retail friendly’ they just changed their name to “Hobby-Q”.]

D&D 5th Edition

There’s speculation on ENWorld about whether a D&D 5th Edition is in the works already.  I contemplated what this would require.  Seems to me that they’d want to wait until they could make every part of the game collectible. The optimal 5th Edition would need to:

  • Require collectible minis
  • Require collectible cards
  • Require collectible dice
  • Require a monthly electronic subscription
  • Eliminate the Dungeon Master

By my count they’re already at 3/5 of those figured out.  They have collectible minis, and you just declare them to be required like in Warhammer. They just added the cards, and they’ve had the subscription.

If they dust off the old Dragon Dice and make it so you use the collectible dice instead of standard ones, you have the dice.  I hear WFRP 3e does that to a degree, using a bunch of custom dice. And they’ve been working on reducing the role of the DM over the course of 4e, and they have designers familiar with some of the new GM-less indie RPGs I bet – you could just obsolete the DM. For adventures, just extend the Encounters format, even mixing that up and making it collectible or driven from the electronic subscription – “I just got Tweeted a bonus room!”

And then just do a quick run-through of the rules to stomp out all remaining vestiges of in-character roleplaying, and you have the perfect game. Every single aspect of it would require continuous spend.  And there would be no need for imagination, immersion, originality, invention, or other dirty and unquantifiable factors in the player base. It would be trivial to convert into computer gaming properties at that point too.

The perfect game.

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

Third Session (9 page pdf) – “The Stink” – As they seek the cultists who summoned the creature, the PCs head into the city’s garbage dump, freshly stirred by the tsunami, and discover some wonderful smells, as well as a friendly neighborhood serial killer!

I went onto the Paizo boards asking for good adventures to do a “Katrina horror” kind of scenario with, and both Greg Vaughan and Richard Pett checked in with some recommendations.  As a result, I am combining the Pathfinder module Carrion Hill with the Dungeon Magazine #105 “The Stink.”  That whole run of Dungeon mags was gold.

Kevin, Tommy’s player, was out sick.  Which was fine, because his character was also afflicted with disease, one of the themes of the day.  To tie it all together and fit it into larger campaign events, I retrofitted The Stink substantially.  It was easy to inject by just making Riddleport’s junkyard man slash serial killer, Hyrum Crooge, one of the Keepers from Carrion Hill, and then make him the principal of The Stink. The Stink suffered from not having a strong villain anyway.  I changed the bad guy mobs to ghasts that spread the six new plagues in the adventure – in the original a lot of text was spent on those diseases but chances to contract them were few and far between.  I remedied that by making the ghasts’ bite transmit one at random. (Or, conversely, biting a ghoul, which unfortunately meant that Serpent’s pet snake has like two different diseases now.) Two of the party members being monks means that’s not as bad as it could be.

I like how when the players invest in the game world it pays off.  They found the desecrated statue of Sarenrae and Paul (Serpent) immediately put two and two together – undead, disease, females desecrated from the waist down – and determined that the dark goddess Urgathoa was involved. Then, something started toying with them, attacking from the dark and melting away when they investigated… And left them a present, a female corpse mutilated to resemble the goddess.  For anyone with a good bit of Knowledge: Local, the inevitable conclusion is that the victims of the Rotgut Ripper that have been found – usually effeminate men or elves left disembowled – are actually just this killer’s rejects; the good ones he brings home and treats real nice…

I think it came across well; our gamer groupie Georgina was in attendance and she declared it “creepy.”

Next time, more Stink, and then we recur back up a level to Carrion Hill for the finale!  Then, on with Second Darkness.

4e D&D Goes Full Retard

Well, I figured it was a matter of time when I saw them in a game of the new Gamma World being run at a local game shop.  D&D 4e now gets collectible cards.  Yep, you buy booster packs with cards of varying rarities, construct a deck, and use them along with your D&D character to give you all kinds of bonuses and whatnot.  It’s a desperate attempt to convert D&D into a Magic: The Gathering kind of revenue stream.

Oh, they’re not “mandatory”, they say (except for D&D Organized Play games of course).  You can show up and not have this super cool character boost.  So of course, the more you spend the better your character is. Perfect.

It’s more gamist dreck.  We shouldn’t be surprised. 4e powers have already given up on trying to have any in-game-world justification.  “I get to reroll this saving throw… Because I have a card that says so!” And they’ve been careful to remove any oversight by DMs as to what rules/powers/etc. are allowed in the game, which is convenient when new rules can be thrown out on cards DMs and other players don’t have access to.

I would never, under any circumstances, allow the use of these in any game I ever ran.  Essentials had somewhat tempted me to consider looking at 4e again, but this confirms to me “never mind, they are intent on running the concept behind a roleplaying game into the ground, then peeing on it, then stomping on it, then running off squealing.”

It’s antithetical to:

  • Simulation
  • DM-led dramatic pacing
  • Fairness

Yay.  Unfortunately this really makes 4e D&D cross the line.  They should have listened to Robert Downey Jr’s advice – you never go full retard.

[Edit: For all those out there saying “Well but the cards, you could use them as DM-given bennies or as a common deck or something and then they’re not bad” – well, no shit, Sherlocks.  But if you would bother to go read the actual Wizards of the Coast link on how the cards are to be used, that’s not their intended use and the use that WotC will be enforcing in Organized Play.  Decks are per-character, player-provided, and constructed, EXACTLY like having a Magic: the Gathering deck as part of your character sheet.  I know you wish that’s not the case, I know I do, and maybe you will be using them differently, but that’s not a reason that WotC’s intended use isn’t a painful distortion of RPGs.]

Dungeonbattle Brooklyn!

I ran my first game of XCrawl today, and here’s the play report.  Our normal gaming fell through since so many people were out of town, but I had a pick-up crew of three people come over and they were jonesing for some roleplaying, so I thought, “Well, what can I throw together real fast?” I had just bought a bunch of XCrawl supplements in the Paizo Black Friday sale and then coincidentally found the corebook at Half Price Books right after, so it was all in my recent-acquisition pile. I grabbed it and ran the first level adventure, Dungeonbattle: Brooklyn.

XCrawl, for the uninitiated, is standard D&D 3.5e rules set in a variant modern day setting, where magic is real and the Roman Empire never really fell, basically resulting in a “world much like our own, but more entertaining.”  The North American Empire is still top of the world, ruled by Emperor Ronald I – so it’s like if the 1980s and the Romans had a love child.  The hot new televised bloodsport is called XCrawl, a live action dungeon crawl equal parts American Gladiators, The Running Man, and Rollerball.  It mixes dungeon crawling, professional wrestling, and sports franchise management to good effect; besides the actual fighting you have to worry about grandstanding, sponsors, etc.

Our new aspiring team was dubbed the Terrible Triad (“Really?  Which one of you hunts Blaculas?”), consisting of three new first level XCrawlers trying to graduate from the Division IV “boffer leagues” to the big leagues.  The twist is that this year, the DivIV finals are Full Lethal, just like Division III and up! A dungeon design contest was held, and new DJ (Dungeon Judge) Seymour Blood designed the day’s festivities, held in an athletic center in Brooklyn. Our aspiring athletes were (we used Pathfinder for the characters, since 3e/3.5e/PFRPG are pretty much run-off-the-cuff compatible):

  • Kanaan “The Krusher,” a barbarian from Siberia (Kevin)
  • Shamus, elven Irish rogue (Patrick)
  • Bal Shem Tove, cleric of Apollo from Texas (Sam)

Sadly, they didn’t make it too far.  After their pre-game interview, they bested the first major room, a Ninja Warrior style obstacle course with some goblins shooting a tennis ball cannon at them, easily.  But then the second room was a surprise attack on five orcs – the orcs were watching the door, but the players come in through a trap door in the floor and have a chance to ambush them. They all snuck in, and the rogue even found the passage out in one of the four cages in the room (the other three held cheerleader “captives”). But sadly our dungeon crawlers hadn’t quite brought their A game – they futzed about a little about what to do and then just attacked en masse, with surprise but no real clever tactics. Then the rogue and cleric rolled natural 1’s during the surprise round. The barbarian managed to kill one of the orcs but the other four were unscathed and commenced a baseball-bat beatdown on the Triad.  Krusher killed another with his greatsword but he and the rogue were forced to spend a round drinking healing potions and during that the priest went down, and then the orcs just pummeled the other two PCs unconscious.

Post-game analysis: The priest’s player was used to 3.5e and not Pathfinder, so he didn’t channel heals, and the loss of a full round to potion drinking really hurt the Triad’s action economy. Also, it was bad luck with all the natural ones.  I could have removed one or two of the orcs since it was only a three character party, but we’ve all seen three first level PCs trounce five orcs (especially with surprise and free attacks on their side). They didn’t use the room to their advantage  – the priest could have locked himself in one of the cages and spammed heals, or they could have otherwise used the surprise round to try to make it so the orcs couldn’t attack effectively.  And when the priest went down, they didn’t try to get a healing potion in him, and instead just kept swinging.  So the game was called and the paramedics carted the players off to Brooklyn Memorial twenty rounds in.  Alas.

I enjoyed it.  I used a referee’s whistle from my daughter’s soccer team as a prop, whenever a ref told them they were go for a new room I let loose on it.  They didn’t use grandstanding or mugging for the camera (XCrawl rules additions), but to be fair they  didn’t have much chance to.  And their Mojo pool (teamwork bonuses) started out small and didn’t get a chance to build before they got iced.  We didn’t use minis or mats, though in retrospect using a whiteboard with X’s and O’s football style would have been awesome.

It was nice not having to worry in the back of my mind about repercussions of the PCs losing. It’s a competitive sport, and someone’s gotta lose!  They did get some lovely parting gifts.  And the “contrived” nature of the event means that you can put goofy Gygaxian crap into dungeon rooms and not have your sense of realism cringe – Tomb of Horrors would be a great Division 1 Finals event!  In general it seems to me that it would be pretty easy to convert a lot of lame dungeons over to fun XCrawl sessions with minimal reskinning.

And it would be tremendous for convention/Organized Play kinds of things – when I helped run the FORGE we did a lot of “Adventurer Olympics” type of events using straight D&D; when you’re not sure how many players will show up to a large event and want to spur some competitiveness among strangers, it’s a good format.

I’ll probably try to get people to play a bit more XCrawl, and it would be great to see it adapted for Pathfinder!  Or even Fourth Edition…  It’s a gonzo setting so it’s possible that a lot of the things I hate about 4e might be virtues for XCrawl… Maybe.  Hmm, well, with the super long combats maybe not…  Anyway, I really enjoyed XCrawl, give it a shot if you come across it!

My RPG DNA, Part 3: The Late Memphis Years

As the year comes to an end, I’m realizing that several post series I did kinda petered out without me completing them, so I’m going to try to bring them some closure!

This summer, people were posting in depth on their “RPG DNA” – their gaming history and how it shaped their gaming. My first two installments were:

My RPG DNA, Part 1: The Texas Years – Self-starting with Star Frontiers in junior high and moving on to D&D/AD&D.

My RPG DNA, Part 2: The Early Memphis Years – Returning to gaming via Magic: The Gathering and then escaping the D&D Ghetto!

Now I’ll talk about the Late Memphis Years.  My roommates and I were obsessively playing any game we could get our hands on, and for the first time I was attending cons. We had a pretty big group of gamers, some regular and some irregular, playing all sorts of stuff.  Many were in IT or were med students (as I was in IT and my first roommate Robert was a med student, those were our main contacts) but as friends of friends added in we had a dozen people from various walks of life. I played some, but GMed mainly, and the more I experienced the more I wanted to take roleplaying “to the next level.”  I really enjoyed the experience of a “realistic” game world and the point of roleplaying, to me, was immersing into your character’s mindset and experiencing that world through that character.  And this was hard to do “right.”  So I set out to craft a campaign that would be all about that from the ground up.

Night Below

For my big immersive campaign, I used D&D Second Edition.  Why, when I had played lots of other games and had escaped the D&D-only ghetto that too many gamers languished in?  Because everyone knew it, and because it was actually the right tool for the job.  The rules were light enough to not get bogged down in them, and were oriented towards simulating a coherent world. And, to a degree, because I wanted to show that you could indeed do something meaningful in D&D, in my opinion that though to a degree “system does matter” you don’t have to use a different game to catalyze real roleplaying.

I set it in Greyhawk, my favorite D&D world, which had just enough realistic detail and was at the time being used by fans in opposition to the super high magic and railroad shenanigans of the Forgotten Realms and Dragonlance – the online community for Greyhawk was awesome (people like Erik Mona were participants). I picked a boxed set campaign called Night Below, by Carl Sargent, which had enough content to sustain a long term adventure but was loose and sandboxey enough I could do whatever I wanted with it. I mixed in a more than healthy dose of Cthulhu mythos.

Then I formed a group.  I sat down with the existing large set of players and explained what I wanted.  Full immersion.  Total sim.  “I’ll run a casual game Wednesday nights.  But Sunday will be this game.”  I set expectations.  The world will unfold with realistic characters and consequences. People will be in character and on task 50 minutes, then we’ll have a 10 minute break, per hour.  There will be strict information compartmentalization – players won’t know anything their characters don’t – no sharing character sheets, no rules talk, lots of note passing and taking people aside.  Required attendance. This was to be a “pro level” game for people who were serious about taking their gaming farther than they had before.

I had a pretty large set of players who opted in.  After the first session, a couple of those realized I was serious about the sim and opted out, leaving us with a good small core group. Robert (med student), Suzanne (med student), Jason (med student), Travis (started at MIT but burned out, working at bookstores), and “Big” Mike (programmer). The group had turnover as life intervened – in fact, Travis was the only player who was there throughout the entire run; the group became Travis (now a Memphis police officer), “Little” Mike (med student), Laura (manager at a transportation company), Hal (musician then transportation then programmer), and David (med student).  The resulting adventures of Mikhail (mercenary and leader), Dane (excitable archer), Damia (fey gypsy girl), Orado (crazy old wizard), and Tristan (priest who had once been a fighter) were indeed the stuff of legends.

The campaign ran for five years and was insanely engrossing. People moved, changed jobs, etc. but kept coming every week with few exceptions. (Advancement was slow, I was doing by the book 2e XP and the characters were only level 9 max at the end.) We completed the campaign right before the real life group disintegrated with people moving away etc.  People still call me now, ten years later, to reminisce about the game.  With serious immersion and buy-in, we developed more “advanced” roleplaying skills at a high rate, and most of my more “deep” skills on things like creating horror in an RPG, balancing plot against character free will, improvisation, etc. all were crafted in this campaign’s crucible. Characters loved each other, betrayed each other, hated each other, protected each other, went crazy, discovered horrible secrets about their origins… In fact, it all worked almost too well – I have been somewhat disappointed in pretty much all of my role-playing opportunities since and some of the players openly say “I haven’t played RPGs again since, most campaigns are just silly compared to what we all had together.”

I could write a hundred posts on that campaign, so I’ll end it there, except to say that if you and your group can let go of all the baggage and decide to really  honest-to-God roleplay, you’ll get so much more out of it than powergaming, metagaming, escapism, gamism, narrativism, etc. provide.

The Casual Group

But it would be wrong to not mention the casual group as well!  Since I was getting my “serious gaming” jones in with the Night Below campaign, here we all just had fun.  Besides lots of great gaming stories, playing many different systems, experimenting with loads of house rules (like my 2e Classless Skills and Powers variant, bringing GURPS style character builds to a D&D near you, or my Feng Shui inspired 2e monk class, which is still cooler than all monks and was only really matched by the Book of Nine Swords), and other game related fun, this was a solid group of guys.  Scott, Brock, Tim, Kevin, “Big” Mike, and Paul were the founding members and many more have participated over the years.

Though I had more in depth relationships with the Night Below crew, it’s the casual crew who was there for each other in real life when people needed help.  In fact, this group still meets weekly today, ten years later.

My two favorite memories were the “Vampire Holocaust“, a simple 2e Forgotten Realms adventure gone awry and turned into a multi-month gripping PC-vs-PC deathmatch, and our Freeport campaign, our very first 3e game, where I kicked it off with Green Ronin’s Death in Freeport but then everyone in the group had to take a turn running with the same group in the loosely defined “World of Freeport.”  I handed out all the early 3e adventures (due to the OGL, there were a bunch out of the gate) and everyone ran – that was great, even those who weren’t “good” GMs per se did at least one thing that I learned from. I strongly encourage everyone to try  out round robin DMing sometime. The group started an email list at this time and is still known as “Wulf’s Animals” (their pirate crew name) as a result.

The casual group wasn’t as “artistic” an experience, but it had more belly laughs, that’s for sure.

The FORGE

Meanwhile, Hal and I were so full-to-bursting with gaming goodness we wanted to do more and start helping the larger gaming community. In May of 1999 we met up with the RPGA regional director who also lived in Memphis and put together a Memphis-based group, the FORGE (Fellowship of Role Gaming Enthusiasts), which exists to this day. We started with game days at a library and eventually moved to the local gaming store (we had trouble initially because they basically let card/minis gamers have dibs on the space; eventually we worked out an agreement with them).  We managed to get a great core set of four officers, the “Red Hammer Council” – Hal, myself, Collin Davenport, and Mike Seagrave. In short order we were running 2-3 tables of games at each monthly game day, running a lot of the gaming for the local con, MidSouthCon, and a FORGE team even got third place in the Gen Con D&D Team event at Gen Con 2000.  Though we were RPGA-affiliated we made it a point to run a variety of games, and our earliest meetings had everything from Call of Cthulhu to Feng Shui to Aberrant to Fading Suns…

It took a lot of work – making a Web site and negotiating places and discounts with game stores and doing elections and a constitution and handling the “outlier personalities” that any group like this has some of.  But though it we met hundreds of great gamers from all over the Mid-South!

My Scooby Doo Cthulhu and Children of the Seed Blue Seed/Feng Shui mashups were created to be run at FORGE events.

The Rise of 3e and Living Greyhawk

Since I loved Greyhawk and was involved in an RPGA club, it was the natural next step for me to get involved with the huge event of 2000 – the launch of Dungeons & Dragons Third Edition and the Living Greyhawk campaign!  I was selected as one of the three “regional Triads” for the huge Mid-South region, which mapped to the country of the Yeomanry within Greyhawk (in LG, each real world region got a specific Greyhawk region to set their adventures in).  Myself, Kevin Freeman, and August Hahn (who has gone on to write a bunch of stuff for Mongoose) got galley proofs of the 3e rules to read and when Gen Con 2000 came along, we launched it with a bunch of great adventures. The region had loads of great volunteers and we had some stellar events and adventures.  There was some amount of frustration in that we were limited in what we could do – by the required adventure format being somewhat limiting, by Wizards IP restrictions in terms of developing our Greyhawk regions, and by the “Circle” in terms of them being overwhelmed and thus very slow to get anything done. But despite that we did a lot of stuff; even when I had to leave Memphis and couldn’t be a Triad for that region any more I still helped them out until Wizards brought LG to an end in 2008.

Sadly, most of the information, adventures, etc. from that era are lost now in the Great WotC Hate On for D&D 3 and Previous Intellectual Property Like Greyhawk.  The Yeomanry Web site is down and all the scenarios aren’t available (except on BitTorrent.  Yay!), and Wizards has purged most of the 3e/3.5e content on their site, and is trying hard to pretend that Greyhawk never existed.  My experience throughout LG with the RPGA and WotC definitely contributes to my current hate of them and their business practices with respect to 4e. As time went on, they treated even people doing huge amounts of volunteer work for them, like the Triads, as serfs and gave us all the mushroom treatment.

End of an Era

Whew.  That’s a lot and I feel like I didn’t do any of it justice; so much happened during a short span of years, especially 1998-2001. I have to say that I am proud to have helped found two things that have lasted (Wulf’s Animals and the FORGE), and two things that ended but kicked ass while they were in effect (the Night Below group and Living Greyhawk). And for anyone from that era who’s reading along – thanks so much for all the great memories, you all still mean a lot to me.

Next up – the Exile Period and the Austin Years!

Christmas Task: Enter RPG Superstar!

Merry Christmas all, I’m back from vacation and, now that the whiskey’s worn off, am looking for things to do to entertain myself.  If you are in the same position, then one thing you could do is to enter Paizo’s yearly RPG Superstar contest by creating an interesting new wondrous magic item and submitting it!  I already submitted, and the deadline’s Dec 31, so you still have plenty of time.  If you make the cut, there are subsequent rounds of submissions and eventually you get a module published.  (Even late-round losers get solicited by other companies).  So if you’re a budding RPG writer, give it a shot.