Tag Archives: RPG

Alternity “The Lighthouse” Session Summary 24 Posted

Twenty-fourth Session – Hammer’s Star is eradicated by a massive alien attack!  The Lighthouse heads into action, and jumps to go assist refugees headed to Argos.  We need help ourselves as a klick task force appears, but we wipe them out and then board them to get their monkey!  All this and more in this fortnight’s installment of The Lighthouse.

Please beware the spoilers for the External War – that is, those few of you that still play Alternity out there, and for some reason haven’t read all the material 20 times by now.

Well, this time the crap hit the fan.  A massive klick/etc. fleet came and totally trashed Hammer’s Star and with it most of the Concord fleet in the Verge.  Some civilians got away but that’s about it.  We went to help them get to Argos and had quite a fight of it with a pretty small klick detachment, all things considered.

Administrator Wakefield has started getting lippy with me and taking charge.  But now that it’s wartime Captain Takashi isn’t going to put up with a whole lot of that.

We did a lot of whiteboarding this session of the plots and alien races involved.  We keep doing it, but it doesn’t really lead to any new insights.  “An arbitrarily large number of big and more-advanced-than-us alien races are here to kick our ass in a variety of ways,” basically.

After the space combat, the “B team” on Peppin’s spy ship decided to board the klick ship and look for humans to free (found some!) and intel and prisoners (found some!).  We captured a big ape.  We all shot frantically at him till we realized we had misheard, and the GM had said he was a GRAPE ape. As it was, he tried to grape us in the mouth, but Markus can beat down the biggest and grapiest of foes.

Next time we’re going to try to get the refugees to Argos, though the enemy have better/faster jump capability than us so there’s every reason to believe that place is gonna get wiped off the map in a couple days too.  Wish us luck!

P.S.  Many of our character sheets are posted – feel free and use these ruffians as NPCs in your own games!

Reavers on the Seas of Fate – Session Summary 20 Posted

Twentieth Session (10 page pdf) – “The Lower Temple” – As the party continues to wind deeper into the ancient serpentfolk temple beneath Viperwall, there’s investigation, puzzles, and loads of undead threat.  Then the group faces the avatar of the semi-dead god Ydersius.  Death looms near for our favorite Ulfen snake lover…  All in the latest installment of Reavers on the Seas of Fate!

Beware, there are plenty of spoilers for Green Ronin’s Madness in Freeport adventure, from which the serpent temple was taken.  And you may want to brush up on the previous couple summaries; there’s a lot in here that ties in with previous events but it’s not expanded on in the summary all the time.

After many levels of the “Upper Temple,” what was the human area of Viperwall, the Reavers have made it down into the “Lower Temple,” of ancient serpentfolk provenance.  And it’s big.  Last time they hit four of its levels, and each one gets larger as they descend. This time, it’s levels five and six.

I think it was a bit unexpected to the PCs that the shadows (which usually attack them) of the serpent men (which usually attack them) were only sometimes hostile; mostly they were caught in their own mildly crazed, shade-trapped existence and the group talked with some of them, ignored some of them, and fought some of them. It was a lot more interesting than a “kill a billion shadows” dungeon crawl.

Here’s one weakness I have though – I’m terrible at riddles.  I knew the riddle in the scenario sucked, but I couldn’t think a better one up (and had been off the plane from California for only like 8 hours when I had to run the session and hadn’t had prep time to search something out).  And it was made worse by Wogan legitimately guessing “egg!” even before Sseth spouted his riddle (fricking Gollum…).  Ah well, an easy win for Wogan.

The group finally released the high priestess trapped in the mirror.  She’s from thousands of years ago.  In traditional adventurer style they went through fits of just wanting to kill her and take her stuff despite her not being overly hostile (she wasn’t overly friendly either – last time she knew she was high priestess of a huge civilization, and now suddenly she’s among a bunch of scruffy nerf herders in skull makeup looting the place).  They settled for beating her down and taking her stuff.  Things were going OK with only threats of violence until Serpent rolled a 1 on his Diplomacy roll trying to convince her of the situation; that made her decide they were just tomb robbers.  Her high level spells are gone since her god is mostly-dead (they nearly crapped themselves when they realized she tried to cast dictum on them) but her low-level ones and her serpent style kung fu made a decent showing of it.

I am up for suggestions here actually – so far she’s still with them, and I’d like to depict well someone who is from a wildly different, ancient culture.  She only speaks Aklo of course, so communication is only via Samaritha (and Serpent, in this chapter) – I’m trying to come up with less verbal stuff for her to do – I don’t know, weird habits, eating rituals, smacking people for weird stuff – to help depict that she’s very different.

The snake fight is short in the summary but the thing did horrific amounts of damage to people – bite, grab, and constrict and away go the hit points.  Serpent had to spend an Infamy Point to not die (he wanted to get a lot more out of it, but he waited until he had taken enough damage to go past -10, so an emergency save is all it got him). I think Sindawe might have spent one too.  Well, that’s what they’re for.

In the end, they broke the curse, freed the shades of the serpent priests, collapsed the temple, and got the idol!  Wictory!  So now with idol and priestess in tow, and a delay poison wand to get them safely past the poison gas the ruin weeps outside, they’re heading out to return to Riddleport and prevent the arcane nastiness!  But it’s not going to be that simple…

I’m Back!

OK, convention and vacation are over, and I have four more session summaries in the can waiting for me to edit and post them.  When time gets short, the blogging goes but the gaming stays!  I’m relaxed after a week of downtime, so even though it’s crunch time now at work I’m ready to get caught up on gaming stuff – this blog, and doing some editing work for Sinister and writing for Louis Porter.

I could bring up all the goonery I’ve seen in forums and blogs the early part of this week – an unnamed ex-TSR guy ragging on an unnamed Scandinavian, more legalistic game rules frenzy from the Paizo boards – but eh; I’m in a good mood.  On to the content!

Reavers on the Seas of Fate – Session Summary 19 Posted

Nineteenth Session (10 page pdf) – “Viperwall” – The ancient human ruins of Viperwall give way to even more ancient serpentfolk ruins beneath.  And a shadow-cursed high priest of that race asks Serpent for help!   Traps, shadows, demons, and ancient artifacts abound, but there is nothing more dangerous than another PC.  Check out the hot PvP action in this installment.

This episode is a good example of how to successfully weave together published scenarios into a campaign.  I combined two adventures as part of the dungeon – Beyond the Towers, a Green Ronin adventure, which served as the layout for the swamp and the human temple of Viperwall, and Madness in Freeport, which gave us the subterranean serpent temple.

Where they have elements that support your themes – like the shadows in the serpent temple – you keep it.  Where they have elements that don’t – like the lizardy guys BtT placed in the swamp – you change it (to boggards, the classic Varisian swamp threat, in my case).  The players were surprised to find out that the upper/human temple and the lower/serpent temple were taken from completely different adventures, and that’s the way you want it.

The PCs faced some decent fights this session, but the biggest one was when Wogan got dominated by a statue magic trap thingy and unloaded on the party.  He wasn’t going to kill anyone, but they had to be careful with hurting their priest, and he was blowing valuable spells and channels on them.

Next time, the dungeon crawl reaches its conclusion!  I am not really a huge dungeon fan, truth be told, but they’re good as one element in a complete mix.

Reavers on the Seas of Fate – Double Session Summary (17 and 18) Posted

Seventeenth and Eighteenth Sessions (14 page pdf) – “Fleeing Riddleport” and “Beyond the Towers” – In this special double summary, the PCs flee Riddleport with shadows, gendarmes, and half-orc enforcers on their heels.  Samaritha suddenly comes out with a whole bunch of information about how they need to go to an ancient ruin deep inland in Varisia called Viperwall.  They are suspicious, but go anyway.  The trip is pleasant, and an old voodoo mambo living in the swamp gives them some aid.  Then, it’s into the ancient trap-infested ruins of a lost culture!

Seventeen

Sadly, Session Seventeen’s original writeup was lost in an untoward laptop OS reinstall incident.  We put it back together as best as we could, but of course it is a bit more brief.  The PCs fled Riddleport after discovering all the crime lords voted to have them whacked.  The group disagreed as to how guilty Saul was in all this.  Some felt that he had betrayed them and should die; others felt that he was stuck in a situation where he had no choice and did the best he could.

The trip, though reasonably uneventful, was fun.  There are two things that PCs can’t get enough of – shopping and goblins.  I had the new Adventurer’s Armory book and threw in some random weird stuff for them to find – naturally, they bought about everything.  I think their favorite was Sindawe’s purchase of a set of cold iron brass knuckles crudely engraved with “Elf Puncher” – ELFPU on one hand and NCHER on the other.

I don’t let PCs buy just anything they want; common equipment is readily available but if you’re looking for people to have unusual stuff (especially magic) “on hand” then there’s a lot of random chance involved.  You can commission things, if you plan to be around and not be dead or in jail in a week or so, which is a sadly uncommon state for player characters.

They then had a pretty calm trip upriver. So calm that they were getting a little stir crazy, when a batch of goblins appeared.  They were all stuffed into a washtub they were using as a boat to tow a bloated cow corpse somewhere.  There was a fire going in the tub for unspecified reasons.  This captured the PCs’ imagination like no one’s business, and they ended up betting on who could shoot the most goblins.  There was zero danger in this encounter; goblins are incompetent in general and they only had a couple bows between the lot of them.  Good old redneck style fun.

Everyone really enjoyed the session.  I find that to often be the case – shopping and travel and the other “mundane” parts of life bring out the role-playing and world immersion in folks, and they really get into it.  It never fails to surprise me, but in previous campaigns as well I’ve had PCs have a great time going through bazaars and shops finding random stuff to buy.  It’s a popular recreation in real life too, I reckon.

Eighteen

I had a little fun with this one.  After the previous session, I remembered the other thing besides shopping and goblin abuse that groups always love – and that’s hating gnomes.  Nilbog the trapper is the typical crazy gnome, and I borrowed liberally from various movies to spice it up.

Nilbog’s Trapper Song was taken from the awesome Cannibal: The Musical (Trey Parker’s first feature length film).  Watch it to get the full experience!  (I replaced “Eskimo” with “Wendigo” to make it more Golarion friendly but otherwise it was usable as written!)

And his crazed raccoon and trunk full of rabbits in his boat was taken from another great movie, Thunderbolt and Lightfoot (Clint Eastwood, Jeff Bridges).  Start watching about 4 minutes in:

And to be honest some of this adventure was inspired by the Disney movie “The Princess and the Frog.”  The voodoo mambo who was living in the boat in the tree was inspired by Mama Odie,

and Glapion is inspired by Doctor Faciler (at least in part).

As you can see, the cinematic inspirations you use can be pretty far flung…

More next time!

Free RPG Day Swag

Thanks to my FLGS, Rogue’s Gallery, for participating in Free RPG Day!  I got two items – it was one per person, but my daughter was with me, so we were two!  (And it worked out well for them, because she successfully wheedled me into getting a cute plush Cthulhu doll for her.  This led to a later argument about whether Cthulhu pees and poos or not – she insists yes, but I think no.)

Anyway, the first thing I got was the thing I was specifically wanting, the Pathfinder module Master of the Fallen Fortress.  They’ll be putting up the PDF for free later so don’t weep too bad if you didn’t get one of these.

It’s a super short level 1 dungeon crawl (arguably 10 pages of adventure in the 16 page piece), glossy full color with Paizo’s standard high production values.  The more notable part of it was the full page writeups of the new iconics representing classes from the upcoming Advanced Player’s Guide – Damiel the elven alchemist, Alain the cavalier, Imrijka the half-orc inquisitor, Alhazra the blind oracle, Balazar the gnomish summoner, and Feiya the witch (who is smoking hot by the way).  These give good insight into the new classes – although I was a little disappointed that they didn’t have any personality or background writeup at all.  They all seem very interesting and a little additional personality would make them valuable NPCs/better convention or fast-play PCs.  So in the end, it’s near and VERY pretty, but I’m not sure how much use I’ll get out of it – even as an “here let me introduce you to Pathfinder” adventure, it would last about an hour.  But – it’s free!

There were a lot of choices for item #2.  I considered the Goodman Games Cthulhu adventure, but finally went with the Deathwatch: Final Sanction, and intro to Space Marine roleplaying in the Warhammer 40k universe.  It’s fat – 36 real pages – and full color.  You get 4 pregen Space Marines, one from each major chapter (Dark Angels, Blood Angels, Space Wolves, and Ultramarines).  Because their stats aren’t all that complicated, they actually have a brief history and demeanour section in addition to the numbers in their one-page writeups.  Then there’s six pages of quickstart rules that don’t differ in any immediately obvious way from the other WH40k RPGs.  Next is two pages of “Horde” rules, which adds a bit of the “3:16 – Carnage Among The Stars” aspect to this – a horde is a mass of attackers you get to mow down en masse.  They also talk about the Demeanours, which aren’t just role-playing – you can leverage them by triggering them via roleplaying, but they then give you the effects of a Fate Point.  Nice!

Next is weapons and gear, and then a 17 page adventure, complete with location writeups and NPCs.  It’s quite a value for $0 – hell, people try to sell something of this size nowadays for $10 or more!

I never played any Warhammer 40k.  I got their first RPG, Dark Heresy, about Inquisitors, it was vaguely amusing but not moving.  I didn’t get Rogue Trader because it seems lame to me.  But even being a WH40k noob I know about space marines and orks.  There’s a lack of good space marine games.  Bughunters was good and is REALLY old, Aliens was not, Starship Troopers was OK, and 3:16 is good but all indie and super rules light and all.  If you want to shoot the shit out of hordes of aliens, this seems like a good bet!

Alternity “The Lighthouse” Session Summary 23 Posted

Twenty-third Session – The Symposium on the State of the Verge concludes!  Captain Takashi makes a stirring speech about the External threat that is trilevised across the Verge.  Peppin astral-travels and talks to a Deepfallen and asks them to please not disintegrate everyone on the planet.  And we finally go look up Angela Quinn!

I made it to this session, and thus got the thrill of sitting through many stellar nations’ conference presentations.  Peppin is trying to get someone from every single weirdo alien race we come across to take up residence on the Lighthouse.  I had a good moment as Captain Takashi – I planned out a presentation to make on the External threat, and I rolled a natural 1 (critical success) in addition to my Celebrity perk taking the net result down to sub-zero.  I informed all present about the exact nature and depth of the External threat, and the tri-d crew broadcast it unedited to every corner of the Verge.  Woot!

Then we had some recreation shooting fish from a yacht.  Captain Casoval and I (as Markus) had an innunedo-laced bet going – I lost, but still won, if you get my drift.  Lambert Fulson, entertainingly, was trying to participate but pretty much just fired at random over the rail.

Finally, we looked up Angela Quinn.  She’s a recurring NPC – she was memorable in our very first session of this campaign and has been back since.  Ten-Zel Kim was kinda sweet on her.  I was somewhat enraged to find out that despite being on her planet, no one had looked her up yet.  I hinted a couple times, then had to just flat out say “Are you going to tell me you’re not going to look up Angela while we’re here on Bluefall?”  We were almost discouraged from it – Kim kept calling her up and getting “I’m busy, blow” messages back.  Clearly she was undercover doing something.  Finally we decided “Screw it.  We’re PCs, and poor impulse control is part of the package.”  We went and interrupted her undercover operation and sped it up to the “kill the principal” finale.  I mean, really we should have left her to it, but the GM wasn’t really giving us much to work with – she wasn’t totally convincing in her “leave me alone” so that we’d think “the GM *doesn’t* want us to do this now,” but there was no compelling reason to go in either.  But it was the end of a long session of mostly PowerPoint presentations, so we decided murder was called for.

Alternity “The Lighthouse” Session Summary 22 Posted

Twenty-second Session – The Symposium on the State of the Verge begins on Bluefall!  The PCs go to convention speech after convention speech.  Then, they conduct a complicated sting where they escort space Nazi Alex Racin to infect the native Deepfallen with teln mindworms at the behest of a space vampire.

Sadly, I missed this session.  But it was mostly attending stirring presentations by various stellar nations at a big conference.  The sting was a long complex thing where the space vampire/gardhyi  Krl’Xenoth Nurhan wanted his main human worshipper, ex-Thuldan general Alex Racin, to go down and infect the Bluefall natives, the deepfallen, with the teln mindworms.  Rokk Tressor of the CIB has been cozying up to them, so they asked him to make it happen.  They all went down, but once they were safely 20,000 leagues under the sea and Racin made his play on the deepfallen, Rokk and crew stunned him into insensibility and killed the worms.  More next time!

My RPG DNA, Part 2: The Early Memphis Years

Last time, I talked about my early gaming experiences in junior high/high school in Texas in the ’80s.  Star Frontiers, Red Box D&D, and AD&D, almost always DM, with some diceless, PvP, and single player action mixed in there.  College, nothing except about two nights of a Basic game (oh, and one visit to OwlCon, where I played in an extremely amusing Paranoia game – one of the other players was such a twerp that when the Computer asked us all who the traitor was, the entire rest of the table pointed at him without hesitation).

Part 2: The (Early) Memphis Years

After college, I moved to Memphis, Tennessee for a job with FedEx corporate IT.  At first, I didn’t know anyone at all (let alone gamers) and Memphis wasn’t exactly a happening gaming mecca.  In fact, it took me a little while to get used to Memphis in general – I came from the Houston area where there were all kinds of people, but in Memphis at the time there were pretty much two kinds, black and white, and to my horror there were seriously billboards up saying things like “say no to racial violence.”  I remember wanting a specific classical CD (this was the era of huge music stores, before Amazon, you whippersnappers) so I opened up the Yellow Pages and found the biggest ad for a music store, a Sound Warehouse.  I called them up, and I knew whatever clerk I got wouldn’t be able to tell me if they had what I wanted (Karl Orff’s De Temporum Fine Comedia, for the record; I was in a production of Carmina Burana in college and was looking for more stuff by the guy) so I just asked “Hey, do you have a separate classical music room?”  Many of the big music stores of the time had a separate little classical room where the whatever they were playing in the main store didn’t penetrate.  The clerk on the phone paused a moment, and finally said, “You’re not from here, are you?”  So suffice to say, “geek stuff”, along with most things associated with “book learnin’,” were in short supply.

Anyway, through work I met some geeks, and after about a year someone heard about this new card game, Magic: The Gathering.  We all got into it about Fallen Empires time and started to play and amass cards.  (I just found my big ol’ boxes of cards in my garage, actually, if anyone’s buying!)  Then, a British contractor we were hanging out with (“Mind if I kip on your floor?”  “Uh…  Will that leave a stain?”) decided he wanted to run some Runequest for us.  We all readily assented;  the Indian contractors kept making us play cricket and it was a welcome change. In true UK fashion the games were short and brutal.  But that planted the seed.  A little while later, while we were all playing Magic, I got fed up and said, “We’re spending enough time and money on this we might as well be doing REAL roleplaying and not this card game crap!  Who’s with me?” And they were.

Back Into Gaming

I had made a network of IT friends through work and a network of medical student friends through my roommate, a med student I had known from Rice.  A quick canvas revealed that a lot of these folks had either gamed before or were up for it.  Big Mike, Kevin, and Tim came from one side of the family and Robert, Suzanne, and Little Mike came from the other side.  They were the mainstays, but there were other visitors (Jason, Joy, “sweating out the mushrooms” guy…)  And we were off to the races.  I was still mostly the DM.  We played Second Edition AD&D, and we found it cool.  More coherent than the brilliant but fragmented “Here’s some harlots!” approach of AD&D 1e, and with more meat to it than Basic, we played the heck out of some 2e (although 1e adventures were often drafted into service with little or no conversion, since the 2e adventures kinda sucked).

We all played Second Edition for a while, mostly at my Midtown apartment, and it was good.  But the best was yet to come.  Memphis was getting better – I got more used to it, and it’s definitely a place that is much better if you know the scene, but also it was growing and becoming more diverse and advanced.  And also, I made a great new friend, Hal!  Hal knew Robert and had just moved to town; he needed a roommate and Robert, my previous roommate, married Suzanne, so we moved in together and fell in geek love.  We got into anime, Hong Kong movies, roleplaying, et cetera in spades.  We went to Gen Cons, Tenncons, and MidSouthCons.  Spending so much free time doing that stuff, we really began to branch out, and one of the first things we did was to escape the “D&D Ghetto.”

Out of the D&D Ghetto

Second Edition was getting long in the tooth and the stuff coming out for it was increasingly bizarre.  And it’s not like I hadn’t played other games before, but of course D&D was always the common denominator that you could find people to play.  But with two of us, we went nuts, and luckily there was a whole wave of stuff coming out at the same time.  Fading Suns, Feng Shui, Alternity, Call of Cthulhu (5e), and dozens more.  We hit Half Price Books, game auctions, etc. and my bookcase swelled with different games in every genre.  I was positively indiscriminate.  It was great, being exposed to all kinds of different games, modes of play, etc.  Somehow I didn’t ever get into the other “big” second string games like GURPS, Palladium, or World of Darkness (well, a little; I have a playtester credit in Wraith: The Great War in the strength of playing it at a Tenncon), which was probably best because it meant we moved from game to game a lot.

But the best was yet to come.  So we had a bunch of gamers, a lot of games (and a lot of spare money and free time).  All the raw materials were together, and the spark was lit.  Next time, Night Below, the FORGE, and Living Greyhawk, Freeport, and 3e!

I Hate the RAW

OK, so a lot of things are getting my goat this week.  Anyway, the mentality among some D&D  players about “the rules are God” is starting to drive me crazy.  This thread and this thread on the Paizo forums are great examples as they fret and fret about the RAW (rules as written).  Both are lightning rods for people obsessed with rule minutiae above making any kind of common sense rulings or modifications.  I’ve griped about this recently but here we go again.

In the second thread, it’s even funnier – the person doesn’t want to change a published adventure.  Not one bit.  They’ve read it all, they know there will be problems with it – but the written word is so holy they can’t conceive of even modifying an adventure to fit their PCs.

In the first, it’s a stealth/hide in plain sight/etc thread.  without getting into those specific details, it’s a whole hive of stuff that the rules just don’t define with lawyerlike precision.  Any real DM just makes calls that seem right to them.  That’s right, I said it.  If I think true seeing should cut through a shadowdancer’s supernatural shadow hidey ability – then it’s going to, in my game, no complex rule lawyering required – hell, I don’t even care if you find something in the books, or some thought from an “official game person” on a messageboard that semi-clearly implies that it doesn’t.  Now it does, suck it.  There’s a nearly infinite number of pedants that just can’t stand that the interaction of those things with tremorsense and magic and incorporeality and 200 other things aren’t 100% spelled out and by God a game designer needs to get their ass in that thread right now and spell it out for them.

Is it a lack of “imaginative play” as kids that is making these people require their rules-pablum spoon-fed to them?  A demented worship of the far away game gods and a familiar contempt for their own game master (or in the case of the guy in those two forum threads, he IS the DM, which makes it just so pathetically sad).

This is why D&D is no longer streamlined and brilliant and more like Microlite20 but instead requires 400 pages of law school shit to play, scaring away new players.

If James Jacobs or Mike Mearls or whoever is going to come run your games for you, then you can care what the fucking  game designer thinks.  But I’m the one spending 10 hours a week prepping and then 6 running the game so you can have fun, so what I say goes.  Don’t like it, find another game.  I run some pretty good games and have never had a problem getting players, so I’m not concerned that you fucking off will make me die old and lonely.

You know what?  It’s time to bring back some of the pejorative terms of gaming 20 years ago.

Rules lawyers.  Munchkins.  Power gamers.  Monty Haulers.  You’re on notice.  Somehow your filthy habits have become mainstreamed, over Gary Gygax’s dead body apparently.  But you’re not welcome, around here at least.

I Hate FATE

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

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

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

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

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

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

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

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

Uber Scientific Optimal Dice Rolling Method Survey

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

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

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

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

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

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

Analysis:

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

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

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

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

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