Tag Archives: RPGs

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!

Alternity “The Lighthouse” Session Summary 35 Posted

Thirty-fifth Session – It’s silent running in Hammer’s Star until we get wind that Admiral Rastad might still be alive aboard a lab ship. Then we reconnaissance in force that mother!

The entire session was us infiltrating the External ship and laying waste to the aliens in it. We successfully mixed stealth with ultraviolence and so have avoided bringing down the wrath of the entire ship on us, but haven’t found the Admiral yet.

Not much else to say that isn’t in the summary; we were on task and things were going by the numbers. Read on!

Alternity “The Lighthouse” Session Summary 34 Posted

Thirty-fourth Session – We bring our new klick buddy back to the Lighthouse, and get the third degree from our other set of characters. Then we are off to recon the alien-conquered Hammer’s Star system! All this and more, in the latest installment of our Alternity campaign, The Lighthouse.

One of the weirder things about this campaign, where we are playing “A Team” station command staff characters and “B Team” ambassadors, criminals, and other unaligned folks, is that we often have arguments with ourselves.  This time, the B Team sneaks an alien on board the station, which gets them all detained and TSAed out the yinyang by the A Team. But it’s all in good fun.

The whole part where Peppin’s cousin somehow got in good with the Picts and then ran the Corner casino out of cash and arm wrestled his cousin using his won FSM powers for the ambassadorship was a lot longer and more in depth.  But really many of the details ended up not being important enough to bother typing in, so it seems pretty short. We tried a whole bunch of jockeying with the Picts and Tanya Taneer but none of that went anywhere.

Then we finally played the A Team a little while!  They’re like 2 levels lower than the B Team by now.  We went on a boomer-style mission to Hammer’s Star; we did a lot of plotting strategy.

Next summary is mostly done and going up ASAP too!

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

Second Session (11 page pdf) – “Carrion Hill” – The PCs discover that a cult seeking forbidden knowledge from beyond got more than they bargained for and have unleashed eldritch horror upon Riddleport.  It’s a race through the flooded streets of Riddleport to see who can murder everyone involved first!

In this episode, I’m using the Richard Pett adventure Carrion Hill, transplanted from its setting in Ustalav to Riddleport. With, of course, my own special touch.

Hatshepsut is getting some more character development, which is good.  It’s a little tough on me when there’s always like two (or more!) NPCs along with the party, but it also adds an additional dynamic I like.

The PCs are good and into the post-disaster devastation of Riddleport, it seems like I’ve successfully activated their imagination as to what a tsunami-ruined city is like.

Some DVD extras for you…

Paul (Serpent) was very unhappy about the high burst DC of doors and stuff. He’s a big strong Viking and yet can’t ever bust open doors.  Sure enough, the burst DC for a “strong wooden” item (like the concealed shutters on the tannery) is 25, which is impossible even for someone with an 18 STR to make. It’s a fair point. It did allow Tommy to make about a dozen jokes at his expense over the course of the session, though.  Oddly, Paul didn’t write any of those down in the session summary!

Wogan earned an Infamy Point for the extreme overkill of using Call Lightning to rid a tavern of a half dozen CR 1/2 giant cockroaches. After frying all the fleeing cockroaches, he and Sindawe wondered if the displaced locals would fall upon them as a tasty new food source. “The tsunami was only 24 hours ago, the populace is not quite to the point of gnawing on electrified giant bugs,” I informed the disappointed pair.

None of the PCs have much in the way of Knowledge skills, which makes for some hilarious discussions about religion, disease, and other subjects.  They toss in what they think and make some Knowledge rolls, which usually go badly, and I give them information (or disinformation, depending on the check results) then we all toss in random other thoughts into the mix.  Here’s an example of when they were all fascinated by Sindawe’s bout of diarrhea…

“Maybe it’s ghoul fever!”
“No, ghoul fever is a myth.”
<One PC rolls a Heal check>
“I think he just can’t hold his liquor.”
“He’s drunk way more than that before, I’ve seen it…”
“Well, this time he was drinking rag squeezin’s at the Dead Duck.”
“Fair point.”
“Maybe it’s cholera. Disaster area and all.”
<Another PC rolls a Heal check>
“I think it’s being caused by miasma.  He needs to get some clean air.”
“So get out of Riddleport, you mean.”
“Do you have a fever? I check him for fever.”
“Is he flushed?”
“Uh, I don’t know, he’s black. How do I tell?”
“Can we stop talking about my poo issues now? I feel fine to go on, really…”

 

Open Gaming Triumphs In The End

Back in 2008, Mike Mearls wrote about whether open gaming had been a success… Right before Wizards pulled the plug on it.  Death to open gaming was their clear intent, especially when they added a clause to the new very non-open GSL forbidding use of the OGL by people looking to use the GSL.

And now, by Wizards’ own  numbers, the people playing D&D has gone from 6 million in 2007 to 1.5 million now.  So is D&D dying?

Grognardia brought to my attention this post by Ryan Dancey (archtiect of the OGL) on the Paizo forums about his view of how the OGL succeeded.

In the end, D&D isn’t dying – it’s free.  Hasbro can jack with it now all they want, but it was freed once and for all by Dancey, and so Paizo and the OSR and everyone else can play D&D and spread it far and wide, regardless of what kid film licensed property some suit wants to push this year.

Let Hasbro make all the soda and tennis shoes they want, and we get to play D&D and safely disregard whatever flavor of the month they are peddling.  Power to the people!

Mongoose State of the Union

As usual, each year Mongoose Publishing has put out their “State of the Mongoose” address where they go really in depth with what happened the previous year and what’s coming up the next year.

It’s interesting, and pretty upbeat given that their advice to others is that this might not be the year to start your own RPG company because of the slump in sales.

Mongoose went through some difficulties but are still doing well, which is good to see…  At 10 full time staff, they’re one of the biggest RPG companies!  Kudos to them for being transparent and posting detailed reports like this, it gives us all a look inside the state of the industry beyond just them.

They are also looking into branching out from RPGs into other stuff (minis, board games). That worries me, because many of the other companies that have done that, including industry stalwarts like Steve Jackson Games and Atlas Games, have sharply, sharply curtailed their RPG lines in favor of the tasty board and card game money.  SJG puts out occasional GURPS e-releases and Atlas publishes an Ars Magica book once in a while but besides that, they’re not bothering to innovate in the RPG space.

RPGs as Sports: Sports as RPGs!

On RPG Blog II, Zach had an interesting post about sports-based RPGs inspired by Clash Bowley working on a baseball RPG!  Zach has been thinking about a car racing RPG for a long time, and one commenter on his blog has some old tennis RPG!

With the massive popularity of fantasy football, it seems like this could be popular.  It smacks of building your own team and then playing them in Madden. Team building/franchise stuff is similar to empire building in an RPG.  There are a lot of computer “Sports RPGs” like Football Tycoon that do this.

Speaking of computer games, I have a friend in my gaming group who is obsessively playing Blood Bowl, a game of fantasy football in a different sense.  I remember the ads in Dragon Magazine for the minis version back in the day, it seemed awesome.  It’s based on the world of Warhammer, which of course also has an RPG.  Time for a Blood Bowl WFRPG supplement!

And what is more like the lives of adventurers than the shenanigans of professional athletes?  Money, sex, violence…

Is it a coincidence how many RPG scenarios have been “Tournament of Champions” type things?

I just bought a bunch of XCrawl supplements off the Paizo Black Friday sale.  In XCrawl, adventuring *is* a sport!  Here’s the blurb:

In Xcrawl, the players are superstar athletes taking their chances in a live-on-pay-per-view death sport. It’s a modern-day world with a fantasy twist, and the game is simple: the Dungeon Judge, or DJ, creates an artificial dungeon under controlled – but lethal – conditions. He designs the maze, and stocks it with monsters, secret doors, magical traps, treasure and prizes. The players must go through the dungeon and fulfill whatever conditions the DJ puts forth in order to win.

Xcrawl is a sport and the challenges are created, but the danger is no less real. If you die, you die. There are no second chances. Citizens of the North American Empire tune in every week to watch their favorite celebrities get eaten, paralyzed, turned to stone, and ripped apart. The nation’s hunger for blood and mayhem grows with every contest. How will you fare?

A commenter linked the Web series Gold in a previous article – in Gold, roleplaying is treated as a sport itself, has televised championships and all (kinda like Starcraf tin Korea).  Watch it if you haven’t, it’s funny.

Next Pathfinder game, I want to play a fighter or monk who kinda sees himself as a professional athlete…  He’s not drawn to kill because of his parents being slain by orcs or something, it’s just the spirit of competition!

What sports related RPGs have you played or seen?  Do you think it would be cool?

Pimp Your Cavalier

LPJ Design is one of the major publishers of third party products for Pathfinder.  New from them is a set of new orders and feats and whatnot for one of the fun new classes in the Pathfinder Advanced Players Guide (and the free online SRD now), the Cavalier.

Goth girl and friend of the blog Erin Palette is the author, and had me look it over while it was in work, and it’s good stuff.  I like her new orders, some of them better than the core ones published with the class initially. You can check out a free sample of two new cavalier orders (one of which isn’t even in the product, so it’s a combo preview and Web enhancement) here.

If you like it, spring the slim $1.25 for the full version of Undefeatable 21, Cavalier!

Paizo Black Friday/Cyber Monday Sale – Hit It Now!

They have a lot of great stuff on sale at paizo.com in their Black Friday sale! Real print products from a wide variety of companies!

For example, the Goodman Games Wicked Fantasy Factory adventures I used in Reavers are $1-$2 each, as are the Green Ronin Bleeding Edge adventures.  And they have big heavily discounted bundles of Adventure Path stuff – get an entire back AP with support books for one low price (or individual ones you’re missing for half off), or a set of themed supplements and adventures! And stuff for all kinds of other game systems, from Warhammer Fantasy 2e to Babylon 5.  There’s old Dragon and Dungeon magazines… Adventures, minis, flip-mats, cute Cthulhus – you can get it all!

RPG Review: Coliseum Morpheuon

My newest review is up on RPG.net! Here it is for your viewing pleasure.

Coliseum Morpheuon is, in its own words, “an Extraplaner [sic] plug-and-play mini-setting and adventure for 16th-20th level characters, wholly compatible with the Pathfinder Roleplaying Game.” It’s a patronage project by Rite Publishing, and the primary designers are Clinton J. Boomer (of D&D PSA and RPG Superstar fame) and Jonathan McAnulty. It’s a 128 page PDF and my review copy came with a number of separate PDFs with terrain and paper minis specifically for the adventure, which was a really nice touch.

Look and Feel

The front and back cover art is very nice, though the back cover text has a startling number of misspellings and grammatical errors. I found that a bit off-putting. Luckily the rest of the book doesn’t have that high a rate of editorial flaws. Inside, the layout is nice if not brilliant (I especially like the border art, but am dubious about the font choices especially within boxed text) and the interior art is good if not super frequent.

Contents

Chapter One is about the Plane of Dreams, where all this takes place, from the Shores of Sleep to the Slumbering Sea. It owes a lot to H.P. Lovecraft’s Dreamlands. It explains it briefly in both fanciful and technical game terms.

Chapter Two explains the art of “Dreamburning,” which is an interesting mechanic. A character’s hopes, aspirations, and dreams are turned into actual game effects in the lands of Dream, and can be used up by the character, or even destroyed or stolen. It’s a good mechanic – you have a limited number, so those who don’t roleplay at all have a resource management mechanic to play with, and also burning or gaining Dreams is reflective of actual changes to the character’s psyche, so if you are into the roleplaying it can be extremely interesting. And especially for a high level game, it adds some additional strangeness and risk that can add a new dimension to the usual grind.

Chapter 3 describes four denizens of the Dream. These range from the “chittering dream eater” to the iconic denizens of Leng.

Chapter 4 gets into the Island of the Coliseum Morpheuon itself, a land of coherent dream afloat in the Slumbering Sea, and its demented and depraved ruler, the Khan of Nightmares. It hosts a large bazaar-city whose most salient feature is the Great Coliseum where the Games go on endlessly, which contains charming locales like the Pagoda of Patricide. As a cosmopolitan city, it serves as the Waterdeep/Sigil/Sharn/Absalom of the setting. It’s pretty cool, but described only very briefly.

Chapter 5 narrows down to focus on 16 major denizens of the Coliseum itself and provides full writeps and stats for each. This is where a lot of meat is generated, and that’s good, because you can always make up more weird dream locations but NPCs for a 16-20th level campaign are hellishly hard and a lot of the work for an GM. This one chapter is as large as all four that came before put together.

Anyway, these NPCs aren’t your usual cast of characters. They are as weird as you’d expect high level denizens of a dream realm to be. The Dragon of the Ghostdance meets Jack of Diamonds, a “Lifespark Psion-Killer” who looks like an anime robot critter out of Neon Genesis Evangelion. There’s Kahnzadeh Sukhbataa, an “Advanced Transforming Shield Guardian Clay Golem Fighter 3,” the Solstice King, and the Pasha of Swirling Ashes. None are stock high level goons, they are all lovingly crafted in their complexity. There’s a lot of high level goodness packed into this chapter, and it’s worth looting for high level extraplanar NPCs or opponents on its own.

In Chapter 6, we move towards the adventure part of the program, with an overview of the Damnation Epoch, a specific tournament with the Cup of Desires as its prize, that is the primary adventure hook. Since they assume you have complex 16th level characters with huge backstories of their own coming into this, the authors take a toolkit approach and let you piece together a plot with chunks they provide instead of laying out a linear adventure path. The PCs, as a team in the tournament, are given a benefactor (one of the heavy hitters from Chapter 5).

Chapter 7, An Invitation to Damnation, is the first part of the adventure proper. It introduces the PCs to the realms of Dream, the Coliseum, and the games. It’s a lot more linear than the rest of the product, but I suppose that’s somewhat inevitable.

Chapter 8, The Tests of the Coliseum Morpheuon, is a set of adventure seeds for PCs once they’re established in the place. Then Chapter 9, The Tests of the Damnation Epoch, is about what actually happens in the arena – a set of 10 specific trials that the tournament consists of. Many teams participate, but few make it out. Chapter 10, Secrets of the Coliseum Morpheuon, is about larger plots to weave into the campaign. You could just run the Tests of the Epoch in Chapter 9 and have a straightforward “kill and kill again” campaign, or sprinkle in the Tests of the Coliseum in Chapter 8 to mix it up more, but it’s the Secrets of the Coliseum that proposes more high level goals the PCs may be trying to accomplish the and milestones towards them.

Then we have three appendices. The first two describe a couple opposing teams in detail, the Dirges and the Gray Feathers, one evil and one good, but both worthy opponents. They are fully statted up and have intriguing backstories. The third has four pregen characters, also complex and weird – no “Hi I’m Bob the 16th level fighter” guys here. If you don’t need pregens, you could use them as another opposing force. My only complaint here is that they don’t cite their references, making it hard to go find more information. Like one PC is a “Wyrd” and another is an “ironborn.” Are those from some other book? (Probably so, the OGL declaration in the back mentions a bunch of other works). But which? Having some codes that show where the various bizarre race, class, feat, and other power options are from would be invaluable.

Conclusion

I found myself wishing Coliseum Morpheuon was about three times longer than it is. It takes on an extremely ambitious scope in 128 pages, and as a result you often get very terse coverage of its contents. The text is very evocative, however, and provides a great framework for you to create a fantasia upon. And the hardest part, the high level opponents, are done up in detail, so the work you have to do is more the fun stuff than the soul crushing detail work of high level builds.

It’s just the bare bones of a setting, but more than enough to get started, and at that level tossing in a weird location and so many interesting and detailed NPCs means the adventures write themselves.

Coliseum Morpheuon is a rarity – a viable campaign for very high level PCs. It’s innovative and very well written. I give it a full 5 for substance. I have to dock it one point for style because of the lack of referencing and awful rear cover typos. I hope they fix those before they go to print; it sets an unfairly bad impression to see that on the outside of a work. But overall, it’s excellent and I would definitely run it for my gaming group.

The Real Problem With Girls and RPGs

Ah, gender issues and roleplaying.  There’s no better way to get people to come out of the woodwork and call you sexist.  Even an innocuous question of “As a man, how can I roleplay a woman better?” on RPG Stack Exchange brings the drooling Birkenstock wearers (usually men, of course) out of the woodwork to claim sexism on the part of someone who would dare ask such a question and on anyone who would answer it. A man plays a female character?  Sexist.  Include sex in your game?  Sexist.  Have a female NPC in your game that’s weak, or strong, or hot, or ugly, or sexual, or cold? Sexist. Have a straight woman?  Sexist.  A gay woman?  Sexist. For a man, it’s always tempting to say “Hey, the age of sexism is over; we had all the women’s lib stuff and we’re all equal now, everything left is just people being politically correct because it satisfies some demented jones they have to be a twerp; probably they want to feel morally superior to someone but don’t actually have very good morals so this is all they can think of.”

The Star Wars GirlBut then I read stuff like this article about “the Star Wars girl.” As part of a Chicago Now series by a woman who adopted a little girl, she relates a story about the bullying her first grade daughter received by the little boys when she took a Star Wars water bottle to school because it’s a “boy” item.  She begged her mom to let her take a pink water bottle instead so that she’d have a “girl” one and they wouldn’t tease her.  It’s heartbreaking.  The story’s spread like wildfire and hundreds of nerd girls and other supporters have been leaving comments wishing her well.

I have a young daughter myself, and have seen this exact same syndrome. She was happy to play with whatever she wanted, until kids at school started telling her things were “boy toys” or “girl toys.”  At McDonalds with the Happy Meal, they ask you “Boy toy or girl toy?” When my daughter told me remote control cars were “boy toys” I asked her why she thought that, and she said “Well, in all the commercials it’s just boys playing with them.”  And it just gets worse from there.  She wanted to play in the coed flag football league in our neighborhood rec league.  And so she did, but it turned out she was the only girl to sign up.  And the boys on her team teased her, teased each other about having their flag pulled by a girl, or talking to a girl… She stuck out the season because I raised her right, but she told me she didn’t plan to go back. And it all makes me angry. I try to stress to her she can do anything she wants, but she gets the opposite message from so many sources.

People talk about why there’s not more women in roleplaying. Oh, it’s because there’s too much fighting in the games.  Or the color schemes aren’t pink, or because some character’s in a chainmail bikini.  Or it’s because you don’t exclusively use the right pronoun in the writing. Those things may arguably be flaws, but that’s not what’s doing it.  Women are actively hazed out of roleplaying and in fact out of many related “nerd” pursuits in general, starting in the first grade.

Some “nerd” pursuits you can at least take up and enjoy solo, like reading Harry Potter books or whatnot.  From a bullying point of view, you just have to not let on.  But roleplaying is an intrinsically social activity (like sports), which means a huge barrier to entry and opportunity for hazing.

I’ve met way more women on World of Warcraft than in all the roleplaying events I’ve ever been to put together. Is it because there’s more fluffy ponies in WoW?  No, it’s because there’s less the freaks can do to make their life miserable since it’s virtual and their gender is concealed until they explicitly state it.

And hey, some people believe in different gender roles.  I’m not saying that any gender differentiation is bad.  If you believe women shouldn’t serve in front line combat, or in a marriage they should be primarily responsible for childrearing, fine.  But should they really be made to feel bad about liking Star Wars?  Does that follow, in some bizarro logic land?

Is it a coincidence the most prominent of the very few female gaming groups out there is comprised of porn actresses?  Or is it just that it takes nearly that level of habitual “not caring what anyone else says about you” and defiance of cultural mores to be able to unabashedly enjoy roleplaying?

Anyway, if you want to worry about sexism, stop obsessing over how the color yellow subjugates women or whatever dizzy shit you say to try to look all PC.  Instead, start focusing on what you – and your kids – do to people who try to get into roleplaying, related nerdery, or anything in general really.  That’s the real place where the rubber hits the road and the majority of real sexism is being perpetrated nowadays.  I know it’s always less attractive to address real problems rather than arguing about trivia, but how about we all try?

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

First Session (14 page pdf) – “After the Flood” – Riddleport is rocked by a tsunami and the PCs find love and danger in the aftermath.  And then there’s unexplained murders and Salvadora of the God Squad calls in her marker for the PCs to help investigate.  It’s Katrina horror time in the kickoff of our second season of Reavers on the Seas of Fate!

Well, we finished out the first huge year-long plot arc of Reavers last time, a mashup of the Freeport Trilogy, Second Darkness: Shadow In The Sky, and a raft of good 3e/3.5e adventures.  Everyone agreed to re-up for another run, so Season Two has begun!

When we last left our PCs, a tsunami had hit Riddleport.  In Second Darkness, this is mostly brushed off as color and it’s on with the story.  I wanted to dwell on it more.  Coming from the Gulf Coast originally, natural disasters like Katrina’s flooding of New Orleans and Galveston’s regular destruction by hurricanes are real threats and I wanted to reflect that in game.

I did some description of the aftermath, but the players filled in a lot for me.  They really got into the spirit of it.  There were exchanges like “I bet it smells like that time my apartment’s parking lot flooded and water got into my car and the carpet molded.”  “Ewwww!” It worked out pretty well and added a definite feel to the session.

Then it was time to meet up with all the people they left behind.  They were clearly considering just up and killing Saul for hanging them out to dry, but no one acted on it. The rest of the Gold Goblin crew was in evidence too.  And they went to rescue Lixy from her collapsed apartment, through the sewer grate she nearly threw Wogan’s gun down back in the day.  There was a lot of stuff that recurred from previous sessions. They even got to talk with Clegg Zincher.  Believe it or not, I didn’t realize what I was doing – Clegg owns this big coliseum and it made sense to me that they would put injured and homeless there, and then someone said “Oh, it’s the Superdome!”  I actually wouldn’t have done it if I’d thought of that analogy just because it was a little too-Katrina.

And then it was time for girlfriend visits.  Tommy’s visit to Lavender Lil was as usual intrigue and sex-soaked.  And then Serpent went looking for Samaritha.  That was more unexpected.  He has always been a little ambivalent about her, and was really irate once it turned out she was a serpent person; I personally wasn’t sure if he’d just forget about her, or try to kill her, or what. I thought it was brilliant how he got drunk and decided to go tell her off.  His interaction with the gendarmes guarding the Cypher Lodge was really funny. For some reason he kept rolling natural 1’s this session, but it wasn’t ever really dangerous, just funny.  After the gendarmes turned him away he wanted to sneak in, but rolled a 1, so he did the drunk-guy thing of wandering ten feet off and then trying to just walk by them again.  Then he tried to climb up to her window and fell off the building.He wasn’t playing it for laughs, and that made it even funnier but also more real.

I was pretty proud of the role-playing.  I know the player is somewhat uncomfortable with RPing relationships, and it wasn’t any more easy with the rest of the group kibitzing him (they were all really into this scene).  When he got in her window, he declared, “I unload all over her!” Everyone collapsed in gales of laughter.  “Uh… Physically, verbally, or sexually?” I inquired.  “No, I mean I really let her have it!”  More laughter.  “Again, physically, verbally, or sexually?” Then he tried talking with her.  It was tough, she was sure he would hate her and either Serpent or the player wasn’t letting much tenderness seep through, and so she was hard to convince.  He rolled a couple Diplomacy checks that didn’t go anywhere.  “You’re going to have to use the ‘L’ word!” the rest of the group advised him.  He finally showed a little bit of intimacy and that convinced her; she was really looking hard for anything to prove he did like her, and it took him a while but he came through.

And then it’s off with Salvadora to investigate some weird problem.  And with that we segue into the Richard Pett horror special, Carrion Hill.  Mmmwah hah hah haaaaaa! Pucker factor is high!