Tag Archives: RPG

Pathfinder Hits The Street!

The final version of the Pathfinder RPG is out!  Some of the people in our gaming group got those via mail order or FLGS today, and the $10 PDF version has been released on the Paizo site.  There’s even errata already (for the print, incorporated into the PDF).

Mine isn’t here yet since I went on the cheap and got it through Amazon for the discount 😛

But everyone says it looks great and is eagerly reading through it.  So far, general consensus is that this is the Dungeons & Dragons we want to play!   Our loosely affiliated and overlapping subgroups are now warring for the rights to run Council of Thieves, the first Pathfinder-rules Adventure Path (also hitting streets right now).

If you didn’t preorder, you may not be getting a copy in the first frenzied rush on the stores.  But don’t be sad, more will come, and the PDF is cheap (though there’s a run on that right now too and the usually-sparky Paizo site is way overloaded; they’ve even turned the forums off).

So you can get the game, start getting an AP (the Council of  Thieves Player’s Guide is a free download, check it out) or just try the Crypt of the Everflame, the first Pathfinder module.   There’s also a free Bonus Bestiary download to get started with some monsters; the monster book comes out soon and there’s a free preview of it!  There’s a free 3.5->Pathfinder conversion guide but I don’t know why you’d need it, we ran a 3.5e AP under Pathfinder Beta just off the cuff.

There’s also third party products coming already; I count five on DTRPG including the Tome of Secrets, an accessory by Adamant Entertainment.  And Clinton Boomer’s patronage project is out soon.  And if that worthless sod Nick Logue ever finishes Razor Coast, he says it’s coming out for 3.5e but followed almost immediately by a Pathfinder version.  Not only can you use your old 3.5e stuff, there’s more a’coming!

Curse of the Crimson Throne Finale

Crown of Fangs Part III is the campaign finale for the Curse of the Crimson Throne.  Annata, Malcolm, Thorndyke, and Cayen have to depose the evil queen and then stop her weird blood ritual from killing everyone in Korvosa.

For nine months (realtime and, approximately, game time) we’ve been working towards this moment.  Over many battles we’ve learned our own powers and how to work together as a team in perfect concert.  And it all pays off.  We storm Castle Korvosa and liberate it, only to discover the real Queen has already left for an ancient Thassilonian site for her blood ritual.  But the hounds of war have been loosed and distance and sorcery do not deter us from the pursuit of justice.

When everything has settled, we get the rarest of rare things – a real storybook ending.  You’ll have to read the full session summary for the details!

I personally enjoyed this campaign the most of all the ones you see here, and I think the other guys feel the same way.   Using the Pathfinder beta rules, we didn’t have much in the way of rule frustration that mars some of our other games, and the mix of solid roleplaying along with interesting NPCs, sweet locations, and demented foes came out as a totally solid mix.

I hope you’ve enjoyed our tale of the Curse of the Crimson Throne.  Check out our continuing adventures for more fun!

Alternity “Lighthouse” Session Summaries Posted

We’ve completed two more sessions of our space opera Alternity Star*Drive campaign!

Second Session – After warming up with a bar fight against Old Series Klingons (aka Scotsmen) we misjump into a system right as a VoidCorp warship shows up.  Tense diplomacy ensues as they have been “requested” to come quell some local “pirates”.  We send some destroyers with them, and the more scurrilous characters sneak aboard the pirates’ space station to steal things and get glory for their nations!

Third Session – Sadly, I missed this one, but Bruce made it and did a session summary. The party engages in an exciting parallel space combat (with one set of characters) and ground combat on the space station (with the other set).  Without their resident warlion and Thuldan, the guys on the ground are really bad off, but the space combat went really well!

Wizards Fan Site Policy – What It’s Good For

The wheels of justice turn slowly, but they turn.  At long last, some six months after a little spate of shutting down Web sites, and a year after they were supposed to come out with one, Wizards of the Coast has published an official fansite policy and you can see it here.  Here’s some analysis for you.

The Bottom Line

Basically, if you follow some guidelines you get to use some images they provide you in a zip file. That’s it.

Is/Is Not

The guidelines aren’t too bad (though you have to have long copyright stuff on every single page), but in the end the payoff is a little pointless – you just get to use some (38, mostly product covers) of their images to use while worshiping them online.  But what it most crucially does NOT allow is any kind of original work or use of the actual content of the D&D game (in my opinion, graphics are incidental content).  I quote:

Please note that this Fan Site Policy does not allow you to publish, distribute or sell your own free-to-use games, modules or applications for any of Wizards’ brands including, but not limited to, Dungeons & Dragons and Magic: The Gathering. If you want to engage in any of these activities related to Dungeons & Dragons 4th Edition, such use is subject to the Game System License.

So all it lets you do is add graphics to your site, but not meaningfully develop content.  You can then use the GSL, which allows you to develop certain content as long as it’s in PDF (HTML and plaintext are NOT ok).  Here’s more analysis of the GSL to help navigate those waters.  Technically you have to use the GSL to refer to their trademarked terms, rules, etc.

From the GSL:

Licensee may reprint the proprietary 4E reference terms, tables, and templates (each, a “4E Reference”) described in the 4E System Reference Document…

If you want to make a D&D adventure, or new class/race, or variant rules, or whatnot and put it on your Web site, this fansite policy does not help you.  You have to either follow the GSL or do a really good job of knowing your rights to use their content under existing copyright/trademark/trade dress law, which is tricky.  (But doable – Kobold Quarterly and other products have published for 4e without a license.)

(NB: I am assuming that clause could be construed to “override” the GSL clause that “For the avoidance of doubt, and by way of
example only, no Licensed Product will (a) include web sites, interactive products,…”  Otherwise the fansite thing says “See the GSL” and the GSL says “see a cold day in hell.”)

Comparison – Pathfinder

Compare the Pathfinder fan site policy, which allows such use as part of itself –

• You may descriptively reference trademarks, proper names (characters, deities, artifacts, places, etc.), locations and characters from products listed in Section 1 of our Community Use Approved Product List at paizo.com/communityuse/products, provided it is clear that these are our marks.

• You may descriptively reference dialogue, plots, storylines, language, and incidents from products listed in Section 1 of our Community Use Approved Product List at paizo.com/communityuse/products in campaign journals and play-by-post or play-by-email games.

And of course the rules are OGL in the first place, which is why they don’t mention rules terms in that quote.

Comparison – White Wolf

Hmmm, even the quite objectionable White Wolf fansite policy allows  use of copyright/trademarked stuff:

White Wolf trademarked and copyrighted material may be used in the presentation of standard nonprofit, nonrevenue generating HTML World Wide Web Pages, non-graphical MUSHes, MUDs, MOOs, IRC and all similar Chat environments as per the Requirements and Restrictions listed below. If, for some reason, you do not wish to participate in Dark Pack, please understand and acknowledge that you and your site must still fulfill all of the other requirements listed on this page. The same goes for fan projects. They must be nonprofit and nonrevenue producing. No money. You cannot make any kind of money off of White Wolf intellectual property.

Your site should not have Google Adwords. Your site cannot be hosted by a company that inserts banner advertisements or Adwords, even if you do not get the revenue.

Of course that banner/AdWords stuff is pure hateful crap but at least in general you can use the material.

Conclusion

This new fansite policy doesn’t explicitly have any “evil” statements in it, which is a step up for WotC in their first passes at new licenses.  But it is telling in what it leaves out – any “safe” ability to use the 4e rules and content itself.  Is this deliberate?  Or do they think of D&D as a “brand” exclusively now so mentioning what us old timers think of as the “real” part of the game is passe?

More Legends of Steel Session Summaries

Here’s a double helping of Savage Worlds goodness.  We have completed two  more sessions of our “Legends of Steel” swords & sorcery campaign and I’m getting caught up with publishing the summaries.

In Part VI, we rally and kill the contingent of bad guys trying to get the Green Sorcerous Rock of Unholy Death or whatever it is.  The main problem is that they have two werewolves with them.  The first one we end up having to kill with a sling juryrigged from an Indian chick’s halter top and silver pieces.  We prep a little better for the second one, and wipe out the rest of the baddies.  As I always like to say, “Wolfman has nards!!!”

In Part VII, the “Witch-Queen of Yar” sends some folks through a gate to ask for the stone too.  Some of the party wants to just hand it over.  But I, having just read Robert E. Howard’s “The Black Stranger,” decided to pull a daring double-cross.  As we were conducting the exchange, I asked “You know, the last group of guys gave us two werewolves to fight. What’s your offer?” and attacked!  Sadly, they got the stone anyway, but we got to fight a bunch of undead thingys and actually see the Witch-Queen in person.

Recently Returned Roundup

Hey all, back from vacation and working up a bunch of back session summaries.  Here’s a quick roundup of stuff that I thought was interesting in RPG land from over the last week…

The Plutomancer, a three-level prestige class for Pathfinder, by Erin Palette (I consulted on it some).  I like mini-prestige classes.  Too many existing p-classes seem like three levels of concept stretched out into ten levels of grind.

Public voting is now open for the ENNies.  Go vote, ideally how I tell you to!

There’s a cool new supplement for Mutants & Masterminds, the OGL superheroes game, called Mecha & Manga.  It brings a mess of anime tropes to the excellent M&M system.  Many of the better old manga-ey systems (Big Eyes, Small Mouth most notably) have passed away, so this is a welcome addition to the strong M&M line.  There’s a bunch of previews to look at over at mutantsandmasterminds.com.  Take feats like “Bishonen” or “Kawaii”!  Or even “Ninja Run” or “Sense Murderous Intent,” for your other genres.

There’s also an awesome supplement (though has everything in it to run standalone) for Hero/Champions called Lucha Libre HERO, where psychotronic hits the mainstream!  I liked octaNe and ’45 Hot Rod Retropocalypse, previous psychotronic RPGs which included luchadores as one of their many zany elements.  This one, using the Hero 5th Edition rules, focuses on being a Mexican wrestler and after reading the RPG.net review I have to say it sounds boss.

The short list for the 2009 Diana Jones Award for Excellence in Gaming is out.  Dominion (card game), D&D 4e, Jeepform, Mouse Guard, and Sweet Agatha are in the running.

Oh, and a late addition – just went by my FLGS and they had Hard Helix, an adventure supplement for Mutant City Blues, Pelgrane Press’ RPG of low level supers law enforcement, so I snapped it up.

You are now more well informed if not actually smarter.  Congratulations!

Best Buys At DriveThruRPG Sale

DriveThruRPG is having a “Christmas in July” sale on many of their PDF products.  In fact, so many are on sale it’s pretty hard to navigate them using their fairly basic interface.  So here’s a couple “best buys.”

1.  Star Thugs!  I love this darkly humorous science fiction game, even wrote a RPG.net review for it.  On sale for $8.

2.  Various from Mongoose Publishing!  There’s a lot of Conan, which is fun.  But even better, there’s the best named RPG supplement ever.  That’s right, “Adolf Hitler – Porn Star,” for Macho Women with Guns.  For $3.36 can you really afford not to own that?

3.  Look out for Charlie in the trees while you conduct a Zippo raid on some hooch in the DMZ with Palladium’s Deluxe Revised Recon, the ultimate Vietnam War RPG!  $7.49 (usually $25).  And also the add-on Advanced Recon for $2.99.

4.  Spycraft stuff for $4.50 a pop from Crafty Games.  I’ll be honest, I loved Spycraft but then version 2 seemed to go for the annoying “huge long list of definitions” school of game design.  And even in 1.0 I thought the “Shadowforce Archer” stuff was way too “over the top”.  But the 1.0 rules, supplements, and adventure were great.  Most of them are here, marked as “Classic Spycraft,” including the splatbooks and the excellent Battlegrounds and Gentleman’s Agreement.

There’s probably a lot more, it’s just that it’s really hard to page through all of it – there are hundreds of products on sale and if you are in the “Christmas in July ” section you can’t use the rest of the faceted nav in the left navbar, you can only use a by-publisher dropdown which in many cases reveals 10+ pages of items.  Go look and report back with your best finds!  I need some to buy ( I have all my picks from above except Advanced Recon.  Yes, that means I already own Adolf Hitler – Porn Star).

So What Is A “Fair” Price For A Gaming PDF?

In his recent series of articles on the “Doom of RPGs” that caused a brief blogquake, James Mishler talks in passing about PDF pricing and specifically calls out Paizo for their plans to sell the Pathfinder RPG PDF for $10 when the printed book costs $50.  This brings to mind an interesting question, which is what *should* a PDF product sell for?

The most basic calculation is to base it on the cost of goods sold.  I’ll use some of the estimates from Mishler’s article.  PDF products still incur the cost of authoring, editing, and art, but the printing, a large component of the COGS (about 25%), is basically free.  Shipping and distribution (10% of MSRP) and retailer markup (50% of MSRP ) are greatly reduced depending on your means of sale – if it’s on your own site, like Paizo, it’s quite low; if it’s through a major online PDF clearinghouse like RPGNow (30% of MSRP) or Indie Press Revolution (15% of MSRP) it’s more.  (Numbers taken from a Pelgrane Press post on the FORGE).  So from a quick blush perspective, if the numbers work out for a $50 MSRP on the book, and even assuming they have to pay 10% of that to keep their online store running, the cost should be half that, or $25 – and that’s just reduction of retailer and distribution costs,  it doesn’t factor in the lack of printing.  That would take it down into the sub-$20 range, considering it as a pure PDF product.

Of course that doesn’t even seem super crazy given that Amazon, who squeezes their logistics down really hard (essentially optimizing the shipping, distribution, and retailer part of the price – they do it more cheaply that Joe Gaming Store can), is selling it for $31.50.

Of course, with PDF pricing, you have…  We’ll politely call it an “art” at work.  For a pure PDF company, maybe you can just sell that product for half what a print product’s MSRP would be and be done with it.  But combined print/PDF companies don’t want to cannibalize their own print sales, so they don’t discount that deeply.  Take Paizo’s usual products, the Adventure Paths – they sell the print copy for $19.99 and the PDF for $13.99 (30% cheaper).  But they throw the PDF in for free with the print sales to subscribers, because the actual incremental COGS is near zero, unlike a physical product.  Anyway, using a pure COGS pricing model they seemingly should sell those things for $10 or less.  But why are they only taking out the “print charge” part and not reflecting the distribution and retail savings to them?

Well, some might blame the “what will someone pay” part of the supply-demand curve.  If someone will pay more, then why not snap up the extra profit on those transactions?  In fact, you’ll note that they charge MSRP and not their cost (even though they charge shipping), meaning that with those direct sales they are the ones making that 50% retailer markup.  On those, they could be construed as “making out like bandits.”  But that’s not the real reason – why don’t they at least match Amazon prices for the print version, for instance?  No, if you sell print products as well as PDF, the overriding concern is that you can’t alienate retailers and distributors, who get angry if you are selling at a competitive price – it means no one will buy from them, and to be fair, they are putting some degree of marketing and placement into your product (though the amount tends to vary directly with how big a player you are…).  You have to balance the increased profit on your direct sales with the potential risk of lost retailer sales.  And the retail channel is usually much larger than the online channel, for decent sized print product producers (it is that way for Goodman Games, for example).  Retailers hate and fear PDF for the obvious reason – see Marcus King’s article in ICv2 for one retailer’s kneejerk reaction to a free PDF giveaway from White Wolf.

So the guy who makes print and PDF – his answer tends towards “just take out the printing cost and charge full MSRP minus that” – about a 30% discount once all the details are tallied.  What direct sales you do make – print or PDF – you at least get to pocket a large percent of it.  You just resign yourself to doing retail at the expense of direct, which is usually a good bet.

Of course, here you start to have a problem.  If you sell PDF-only, you can price your product logically based on COGS and not worry about the retailers.  So you could sell the exact same 96-page, pretty high quality product that represents a Pathfinder Adventure Path – spending the exact same amount on it – for much less.  (Assuming equal units sold, which is of course a big if).  This is why you get people like  Mishler complaining about the downward price pressure PDF products provide – because they are not just competing by removing the cost of printing, but they significantly reduce the cost of distribution and retail as well and thus have the capability of selling the exact same product – even compared to a PDF from a traditional publisher – at a much lower price.  It attacks the entire distributor-retailer model.

The other problem is that I certainly won’t buy a PDF instead of print for only a 30% discount – “I can just get print from Amazon instead for that price,” I tell myself.  So the combo retailer is losing out on their higher margin PDF direct sales because the price isn’t compelling.  (Of course Amazon is able to do that by attacking the distributor-retailer model slightly less radically.)

The big question that drives this is, for RPGs in general, and for a given product, how elastic is the price curve really?  In your high school economics courses we learn that if price falls, you sell more units.  There’s an open question as to how true that is in a small market like RPGs, however.

One example – the second installment in a Paizo Adventure Path.  I am willing to bet that the demand for it is very inelastic.  Some percentage of people who bought Chapter 1 will buy it.  Dropping its price by 50% might get a couple additional sales, but wouldn’t bring a linear flood of people to the product.

As a counterexample, the new Pathfinder RPG rules.  A lot of people have heard of it, and it’s the core rulebook.  One might expect price response to be more elastic.  Anecdotes aren’t proof, but I have a friend who is a very occassional D&D player.  We were talking and he heard about Pathfinder and how the beta’s free and the PDF will only be $10.  A $50 hardback – there’s no way in hell he’d venture that on something unknown.  But he read the beta, plans on getting the PDF as soon as it’s out, and is now bugging me to form another gaming group so we can play Pathfinder.  There’s every reason to believe this would convert to a print sale and then other products to him and others in the group eventually.  (Social networks are a huge factor in RPG sales once you get above the “I just buy it to read it” collector market.)  Pricing the PDF at 30% off $50 MSRP (=Amazon retail) is certainly not going to make any incremental sales.  Even pricing it at the “fair” $20 or so won’t – that’s more than the price of a random book in the bookstore I might take a chance on.  Before I spend $20 on a book, video, or CD I generally need to be pretty sure I’m going to like it.  It’s above my (and therefore most Americans’) impulse buy threshold.  $10 becomes a “Heck, why not?” price point that for an introductory product is great.  (I have yet to see a player in any of my gaming groups use a PDF copy of a core rulebook as their only reference copy in a game.)

Then on the far side is a competing commodity.  A d20 monster book, for example – there are many.  Price will be a big part of the buying equation here.  You should really look at how many more units retail will really get you versus the lost profit on your (low priced) direct sales.  If you’re really small and going to retail is just going to make you print additional units that you’ll be on the hook for when retailers stick your book in the back of a stack, PDF is the way to go.

Anyway, if the demand response to an RPG product is inelastic – you may as well do print only and charge a lot for it.  If you do offer PDF, don’t bother discounting it much.  If it’s highly elastic, you want to leverage the overhead reduction of cutting out print, distribution, and retail as much as possible.

There’s also the Wizards of the Coast solution, which is to just eliminate PDF sales entirely.  That’s not about piracy, that’s just a convenient excuse to throw blame on an unpopular scapegoat – Wizards print products arrive OCRed and PDFed on torrent sites within days of release.  It’s about making so much money from the print sales that really you don’t want to have to deal with this issue at all, and the thought of PDF sales causing any effect on print sales sends you into a sweat.  This is a little strange, because you’d think something like D&D 4e would fall into the more-elastic category – it’s in bookstores and allegedly targeted at getting new gamers – but clearly the issue is complex enough that people’s feelings and assumptions get mixed all in with facts and economics.  It’s easy for people to feel a need for control of the market – whether it’s Wizards saying “electronic delivery is only OK via our subscription-based D&D Insider or Amazon being able to delete purchased e-books off your Kindle.

Anyway, there’s no earthshakign conclusion here, just that:

1.  “Cheap” PDF products are approriately priced from a COGS standpoint

2.  Print products are/should be about twice as expensive as PDF products

3.  Print retailers and distributors won’t let a print company sell PDFs at a competitive rate (and they don’t sell PDFs themselves) leading to the doom-prediction that “PDFs are too cheap.”  That re not too cheap to produce, but they are too cheap to support the current predominant distributor-retailer model.

4.  Therefore, the print and PDF markets are in opposition as they come from incompatible models.  Kudos to people like Paizo that try innovative things to make it work, but in general they’ll have high priced PDFs and get grief from their distributors/retailers all the time.  Punting on PDF sales, like Wizards, sucks but at their size 1% increase in retailer/distributor goodwill yielding a .01% increase in sales is probably worth more to them than all their PDF sales.

5.  As the world becomes more virtual (Kindle, iPhone, etc.) PDF/other electronic formats will become more important.  Traditional publishers will start losing out to those embracing the new model – the record companies aren’t doing so well, but Apple’s iTunes is doing great :-).  This doesn’t mean the “RPG industry” will collapse, just that it will have to adapt to a new way of doing business, and there may be significant change to established roles of publishers, distributors, and retailers as a result.

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

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

Gaius, also known as “Shiv.”

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

Imperial World Traits:

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

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

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

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

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

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

Advanced Skills:

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

Talents:

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

Gear:

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

Wounds: 10

Fate Points: 2

Cash: 12 Throne Gelt

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

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

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

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

And that’s Dark Heresy in a nutshell.

Minigames in RPGs

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

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

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

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

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

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

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

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

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

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

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

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

ENnie Nominees and Voting Guide

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

Best Adventure

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

Best Aid or Accessory

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

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Legends of Steel – Two New Session Summaries Up!

Our gaming group has been playing a Savage Worlds campaign set in the “Legends of Steel” swords & sorcery milieu.  Our brave heroes – well, at least we’re definitely batting more than .500.  We only lose less than half 0f our fights.  Mainly, we consort with Indians and pirates – it’s like some demented Never-Never Land, with us as the Lost Boys.  You get to decide who’s Tinkerbell.

Anyway, we’re up to five sessions completed.  Read all about it!

Here’s a bonus sample:

Baba Ali explains to the others that Radu is the Dark City, inhabited by sorcerers, beastmen, pirates, priests of forbidden gods, mortgage agents, same-sex couples and other monsters. They recently went to war against the city of Albana, summoning dragons to scorch the towers and merchant fleet. The city is one of the few where sorcery is openly practiced, among other perversions. Baba Ali lowers his voice when he tells the others that the city retransmits Major League baseball games with implicit oral permission, not explicit written permission! The others are horrified.