Tag Archives: RPGs

Boston Herald Joins Fox News In The Hell Of Douchey Reporters

In a lovely hearkening back to sensationalist reporting from the 1980s, Laurel Sweet of the Boston Herald has, via diligent investigative reporting, determined that Dungeons & Dragons is linked to not only recent campus killer Amy Bishop’s slayings, but other ones as well!  It must be a vast role-playing kill conspiracy.

And I for one welcome the return of our notoriety.  I think it’s about time we get the respect and fear given to biker gangs.  Some bozo messing with you in a store or bank?  “Well, I need to get this taken care of before I go to my D&D game…”  Watch them pale in fear, lest you start shooting everyone in the room just like your fourth level rogue would!

Black Powder Weaponry Rules, Razor Coast, and More

Check out these awesome black gunpowder weapons rules for Pathfinder published as a free preview for LPJ Design’s upcoming “Pirates of the Bronze Sky.”

Do they look familiar?  They should, since they’re the firearms rules I put up here some months ago!  Woot!   Thanks to Louis Porter for putting me in print!  I can’t wait for the full product to come out, it’s looking to be loads of fun.

Meanwhile, I’m working as a proofer on Sinister Adventures‘ much-delayed Nick Logue mega-adventure Razor Coast.  Nick finally realized he was never going to get it all done himself so has handed it over to Lou Agresta to take it from manuscript to product.  He has quickly mobilized forces and put a process in place that I’m convinced will finally get this puppy out in a decent timeframe.  See the Sinister forums for updates.

What can I say, I’m a sucker for pirate adventures.  Heck, now that Green Ronin is going to be doing a Pathfinder version of their Freeport book, it’s a new Golden Age of D&D piracy!  I’m already running my own Pathfinder version of the Freeport Trilogy.

So right now, I’m a busy boy – please forgive the lighter than usual blog-posting regimen!

Reavers on the Seas of Fate – Tenth Session Summary

Tenth Session (11 page pdf), “Death in Riddleport, Part III” – Samaritha’s gone missing, and the PCs track her to – yes, you guessed it – the serpent temple.  Along with a new friend, they hit the place hard, and there’s no retreating this time.

Sadly, Bruce (Ox), our usual session scribe, moved to Dallas and no one else brought a laptop, so this isn’t one of our traditional session summaries.  I took some notes while running the session and have written it up in a more short story kind of format.  I think it turned out pretty well, and hope you all enjoy it.

As a bonus, I’ve started a “Monsters and NPCs” page where you can check out the full character sheets for Salvadora Beckett and Milos the cultist.  Salvadora was an example of a new class, the Inquisitor, that Paizo is having an open playtest for as part of their upcoming Advanced Player’s Guide.   There’s also updated character sheets for many of the PCs on the Characters page.

The session went really well.  We finally finished Death in Freeport!  Now that they’re third level, the serpentfolk weren’t an insurmountable obstacle, though even when the PCs prepared with antitoxins they definitely took some damage at their hands.

There were a bunch of really great moments this session.  My favorites:

  • When Lixy asked Wogan, the chaste cleric of Gozreh, “exactly” what his religion prohibits as she cozied up to him.  I could virtually see the word balloon with “Gulp!” in it appear over Patrick’s head.
  • When Wogan went to pull his pistol in the ensuing combat and it wasn’t there.  That’s one of those moments GMs live for.  “What do you mean it’s not…  Oh…  Crap.” <sound of weapon cocking behind him>  I wanted to giggle and hop up and down clapping my hands like a little girl.  Then her tossing it towards the latrine as a diversion rather than trying to shoot him – what can I say, I was very proud of myself.  The possibility of getting shot didn’t scare the player, but the thought of his 500 gp masterwork pistol getting flushed- that got to him.  That whole scene was totally movie-worthy.
  • When Milos created his fast zombies!  I was reading the new Bestiary and it not only detailed some variant zombies but was specific about how to create them – in this case, remove paralysis as part of the animate dead makes “28 Days Later” style fast zombies.  Wogan was actually using Spellcraft to figure out what was being cast and the remove paralysis really confused him, he figured he had some big paralyzed monster he was letting loose or something.
  • When Sindawe broke through all the undead blockers and dealt out double crits to Milos.  We are using the Paizo “Critical Hit Cards” and they said he busted his kneecap and then spun him around, rendering him flat-footed.  It let Tommy get in a sneak attack sling stone shot that put him down (while standing upside down on the ceiling, thanks to spider climb) – a three hit boss kill!
  • When Sindawe hugged Salvadora unexpectedly after they cleared the serpent temple.  The rest of the players really did give him the hairy eyeball, and he really did say “What?!?  She saved my life like twice!”

There were fun little bits besides that, like trying to convince the apothecary they really needed something to counteract snake poison and not VD, and carrying out that big teak desk past the crowd of gendarmes.  I think the party started to really fire on all cylinders this session, and everyone got a chance to really pitch in.

Alternity “The Lighthouse” Session Summary 15 Posted

Have you not been following our science fiction campaign?  Well, it’s a good time to start.  Here’s a fun summary of the StarDrive campaign setting to help.

Fifteenth Session – The Concord command staff has to deal with a lot of shenanigans on Yellowsky.  Every group of religious wackos the setting offers has converged on the Lighthouse and is trying to cause trouble.  And some goon shows up promoting a new “space vampires are our friends” platform.

The space war is really heating up in this session.  We need some kind of anti-psionic tech because we’re being beset by guys with super-psi regularly now.

First, a bunch of bald psychic Jedi-esque weirdos show up and hassle Captain Takashi in the middle of the night.  I was really proud of my acrobatic escape from one balcony to the other till they all came hovering after me.  Then I got away from the first four only to run into another two!   They ego whipped me insensible.  But I got vengeance when the Lighthouse’s escort ships blasted their shuttle to scrap.

I dubbed them “donut worshippers” because of the concentric circle tattoos on their palms they were using to zap me with.  The other players are amused by my colorful names I tag our various unknown opponents with – “space vampires” for the alien bad guys (they’re tall, thin, intelligent, grey-skinned, evil looking, black clothes with frickin’ skulls on their shoulders like they’re out of Warhammer 40k) and now these guys.  Maybe the Captain’s memoirs will be entitled Space Vampires and Donut Priests – Or, How Everything In The Verge Tried To Kill Me.

Up next was the ever-popular on-stage assassination attempt.  I flung myself over the principal to protect her, but they got her anyway.  Alas.

Then the bad guys show up with their “turn Rokk Tressor against us” program.  Their story is “the aliens are friendly!  No, really!”  Apparently when the space vampires teleported aboard a klick ship and led an attack on the Concord Marines there, they were “trying to negotiate.”  Chris did a good job as Rokk, pretending to get on board with the loony tune program while still poking at the most incoherent bits of their story.

Pathfinder Advanced Player’s Guide In Final Playtest

Paizo, in their traditionally open and fan-friendly way, have been offering the six new PC classes from the upcoming Advanced Player’s Guide for public playtest!  They have taken the feedback into account and have released a final playtest version, freely downloadable from paizo.com.  Comments are still open till Feb 15, when they’ll bake ’em and print ’em!

Boy, there’s a lot of great Pathfinder news this week.

Freeport for Pathfinder!

I have a soft spot for Green Ronin’s Freeport, a crime-ridden city of dirty pirates and Cthulhoid cultists.   My very first D&D 3e campaign was the original Freeport trilogy and those are some fond memories.   I’m actually using the Freeport stuff, hybridized with Golarions’ Riddleport, in my current Pathfinder campaign, Reavers on the Seas of Fate.

Well, word on the street (or at least on the Green Ronin forums) is that they’re working on a Pathfinder version of the Freeport setting!  I’m looking forward to that.  If you’ve never played in Freeport before, pick it up when it’s out and discover the joys of rapine and plunder!

RPG Superstar 2010 Moves Into Round Three

Every year, Paizo Publishing holds a RPG design competition, open to all who care to enter, called RPG Superstar.  They have a set of prominent RPG designers judge the entries and winnow the crowd down to a smaller and smaller set of contestants.  It’s like fantasy Survivor!

Anyway, one of the best parts is that the stuff the contestants create is there for the using on the Web site.  Round One got us a mess of wondrous items, and rounds Two and Three will get us some cool monsters.  In the end, the winner gets a gig writing an adventure for Paizo!

It’s a great way to generate interest, promote innovation in your customer base, and in general demonstrate that they are the anti-…  Well, I was going to say WotC, but really about half the RPG companies out there seem to actively disdain their fans.

Anyway, it’s too late to enter this year, but those of you that harbor dreams of fame can plan ahead.  And raid the excellent content – not just from this year but from RPG Superstar 2009 and RPG Superstar 2008 as well!  Innovative!  Fan-friendly!  Consistent!  Have we entered a second golden age of gaming, or what?

Wayfinder Issue 2 Released!

Wayfinder is a free, fan created, high-quality pdf e-zine for players of the Pathfinder RPG.  Issue 1 was really good, and they’re not stopping there.  Issue 2 is now out!   Download it from paizo.com for free!

It’s a real miscellany; fiction, humor, monsters, NPCs, adventures, races, recipes, fluff, crunch – it’s all here!

Alternity “The Lighthouse” Session Summary 14 Posted

Fourteenth Session – We struggle through the usual subplots until we get to a pretty cool new planet named Yellowsky.  There are Stoneburner ruins on it and the more scurrilous characters decide they need a good looting!

But first, the command staff deals with trying to figure out what is up with the ten different dangerous, questionably related, mostly mysterious alien races we’re dealing with.  There’s klicks and kroath and i’krl and teln and some dwarfy ones and some big ones…  Kind of a lot of different ones for them to *all* be mysterious and unknown.  As in real life, we find most of what there is to know from the Internet.

The ruins crawl was good interstellar explorer fun.  We must have rolled 100 Perception checks to search the place.

Sadly, next time we’ll be down four characters (two players).  Bruce (Lambert Fulson/Taveer) got a job in Dallas and had to move away, and Peco (Adun Zelnaga/Ivan Stukoff) is on the spin cycle towards his impending marriage and won’t have spare time for a couple months.  It means we have basically zero in the techie department – Taveer and Adun were our key people there.  We need a Velma!

Further Jim Shipman Warnings, Sigh

Well, Jim Shipman, sole proprietor of Outlaw Press and the psychotic perpetrator of art and IP theft on a large line of Tunnels & Trolls products has recently moved on to good old fashioned eBay fraud.

As discussed on Tome of Treasures and The Acaeum, Shipman (under the name selling4u2) is selling “first editions” and other rare and valuable Tunnels & Trolls stuff on eBay.  But sadly, what one hapless buyer, who paid $1338 for a first edition, got in the mail was not what he paid for.  (Compare the eBay pic to the recieved pic.)

I can’t imagine the Tunnels and Trolls community is that large – have some of you really not gotten the news yet!?!   WAKE UP SHEELPLE!  This guy is using every existing way and some new ones of ripping people off he conceivably can.

Jim Shipman posts on eBay under the names jimship1, Hobbit_King, actionseller99 and selling4u2, using the hobbit_king@yahoo.com PayPal account.  Try not to get screwed!

Reavers on the Seas of Fate – Ninth Session Summary

Ninth Session (15 page pdf), “Holiday In The Sun/Flat On Rat Street” – The characters help Saul celebrate Swagfest in the streets of Riddleport, and there’s a startling amount of violence.  Then, they go to a local moneylender to find out what happened to the bar’s floor manager… and there’s a startling amount of violence.

First, I ran “Holiday in the Sun”, an interstitial Freeport adventure from the Freeport Trilogy.  There’s a big street festival, like Riddleport’s answer to Mardi Gras.  They got to have some random fun, choosing costumes, drinking, that kind of thing.  An assassin tried to take out Saul, and though the PCs stopped her, she totally took out Tommy in one shot.  He didn’t take that well; he took her back to the animal cages and tortured the crap out of her.  Explicitly enough that it took the other players aback.  And when they came back and she was missing, he really got scared.  Mmmwah hah haaaa!

Then they participated in various festival games.  Sindawe had a bad turn when he ran off solo and stumbled into the lair of an ettercap and some dream spiders!  In the original adventure it was a rogue aranea; in this one I decided it made sense for one of the crime lords to have an ettercap working for him as tender for the dream spiders, whose valuable venom is used to make a drug named shiver.  He got bitten repeatedly by the spiders till he was tripping his balls off, and then he got webbed up.  Bruce (Ox) spent an Infamy Point to have him rescued by the Splithog Pauper.  Funnily enough, when the rest of the PCs found him in an alley with a note from the Pauper, their reaction was “We told that guy to leave town!  We hate him!”

Then, the Yellow Shields organize a hit on the PCs, which they get out of without a lot of trouble.  After, when Tommy’s back at the Gold Goblin, he complains to Saul that they’re all pretty beaten up and don’t want to go back to the festival.  He tells him, not unkindly, to “Sack up and get back out there.”

Next, it’s “The Flat On Rat Street,” from Shadow In The Sky (the first chapter of the Second Darkness adventure path, which I am somewhat using for inspiration).  Saul tells the PCs that the floor manager, Larur Feldin, went to make a payment to a moneylender named Lymas Smeed and hasn’t come back.  The PCs go, bust in, kill his baboon, and beat him with a phone book for some time.

This scene really frustrated Sindawe’s player particularly (he was already a little ill-humored about the spider thing).  He was convinced that he just wasn’t beating the guy hard enough or searching good enough to find the answer, and it just wasn’t appearing – that they must just be doing something wrong.  He got pretty upset about it (not till debrief afterwards did I fully understand what was going on).  Of course, in this particular scene, there is absolutely no way to figure out what really happened from within the scene; you have to move on and find out from other sources.

I blame training from bad D&D modules for twisting players’ expectations.  Too many D&D scenarios wrap everything up nice and cozy.  Whenever you kill a bad guy, he always has a long note on him detailing his God-damned life story.  It’s from the same playbook that states “monsters” fight to the death, et cetera.  There’s always a convenient self-contained answer to the problem in the dungeon – the “silver weapon when there’s lycanthropes coming” syndrome.  Real mystery, intrigue, or complication is rare.  I try to run things very “realistically” – meaning if something in the game world doesn’t make sense to a reasonable person, it’s not because Gary Gygax decided that “weather is magical” or other such bullshit, but instead because yeah, there is something wrong here.  Afterwards, I told the frustrated player that really he was more on the right track than everyone else – that yes, it doesn’t make any sense that a common moneylender would let himself be tortured to death rather than give up the info they wanted, and that it shouldn’t be a source of frustration, but instead an opportunity to use that correct first step to re-engage with the game world and find out the next step.  We got things back on track, but I think it’s so unfortunate that there’s so much crappy D&D that trains people to not trust their own senses because the answer’s always “GM fiat” or “that’s just what the module said” or whatnot.  In my mind, the acme of achievement (in a simulation-focused game) is to get it to where everyone feels like they can engage completely in the game world, without having to second-guess about what metagame stuff is going on.  Metagaming is for pussies.  Yes, you can quote me on that.

The Past Of Modern d20 Gaming – And The Future?

Conversation among our gaming group recently turned to “Hey, was there ever another edition of d20 Modern?”  It got me thinking about  modern gaming and d20 modern-type gaming, especially as there may be some new breakthroughs coming on that front soon.  (Teaser!  I’ll spill the beans later in the article!)

Generic Modern d20 Games

I thought d20 Modern was just okay.  It was serviceable.  I didn’t like the stat-based classes, I think that’s lame.  And I didn’t like the way they halfheartedly supported it – it’s like it wasn’t a real product, just a spoiler product to steal sales from Shadowrun, etc.  In my mind it didn’t compare well; they proposed d20 Modern Dark Matter and Star*Drive, for example, which pretty much were better using the Alternity system. d20 Past and Future were just insulting in how light they were.  “You could use this to replace a number of other existing games!  We won’t provide enough content for you to do it out of the box, but look, you clearly could do it!”   Not sure what they were thinking.

Two other major d20-based games tried to fill the gap – True20 and Modern20.  True20 is Green Ronin’s generic, somewhat simplified d20 system; they use variants of it in Mutants & Masterminds and Blue Rose.  I like it better than d20 Modern, but am not wildly enthusiastic about it.  I don’t like the wound system, particularly.  And there’s not a lot of direct support for modern gaming; it’s meant to not be purely fantasy-tied so you *can* do it but it seems spread thin.  Every support book feels like it has to cover fantasy/modern/future/etc. which means you only get a little of each in the Companion, class books, etc.  That’s a poor marketing strategy because it means if I want material for a modern warrior, I have to buy a book with fantasy stuff in it.  I’m sure there are 10 or so people out there so in love with True20 they want to buy everything, but normal people would like books focused around information useful in a specific game they’re gonna run.

Modern20, from RPGObjects, is more specifically modern focused, which is nice.  It still goes with a largely stat-tied set of core classes, though it tries to add a little more “zazz” to them.  They have supplements for horror, martial arts, etc.  Seems serviceable.

Specific Genre Modern d20 Games

Mutants & Masterminds, from Green Ronin, is a great superheroes game.  I love it – well, the first edition.  I felt like the second edition overcomplicated things and decided the book should read more like a dictionary than a gamebook.  I understand some people like that kind of “definition centric” format but I say bah.   Anyway, I really like M&M 1e.  Beautiful books, you can build beautiful Marvelesque characters, and fun gameplay.  Criticisms – the way damage works can be a little problematic sometimes and I’ve learned over time that games that give the DM action points to use for villains suck.  Anyway, it’s the best d20 supers game hands down and IMO one of the best supers games in any system.  But it’s pretty much just for supers, which is great for that genre and not relevant for others.

Spycraft was another excellent game – in its first edition.  It’s weird that I also don’t like its second edition; it’s super overcomplicated and also goes for that descriptor stuff, must have been a fad at the time.  It was an espionage game, but because of that could work perfectly well for modern action, crime, investigation, military, etc.  If you’re looking to play a “subtle” genre, d20 probably isn’t the right thing to use anyway.  But if you want to be a faceman, soldier, wheelman, or fixer, it’s the game to use!  For most traditional modern genres, though, in my opinion Spycraft 1.0 is the shizznit.  (I didn’t like their uber gonzo “G.I. Joe on meth” setting,  Shadowforce Archer, but all the class guides are nice.)  They went the ‘real class’ direction instead of the ‘stat class’ – heck, Spycraft 2.0 minimized stats to the degree where they did away with ability checks!   You can find all the Spycraft 1.0 stuff easily at Half Price Books etc.  I don’t know what the heck Crafty is doing with the game line now that they have 2.0 – their supplements are bizarre (convert to d20 Modern!  Add fantasy!  Book after book of new guns!).

Haven: City of Violence, from LPJ Designs, also seems like a good bet.  I haven’t played it, but it seems to stay squarely in the modern action/crime/etc and not try to add in psychic mutant magic-using bugbears or other crap like that.  Seems to be Grand Theft Auto in Sin City directed by John Woo.  I’d like to give it a shot sometime.

What’s New?

Well, there may be a Pathfinder version of Modern in the works!  People asked Paizo to do it from time to time but they said “we’re busy with the core stuff.”  Recently, however, on the Paizo boards, some names you may recognize – Stan!, Owen K.C. Stephens, and Hyrum Savage, who have formed Super Genius Gamesare seriously talking about doing a Pathfinder Modern, possibly as a patronage project.  Although I’m leery of patronage projects, as the RPGverse is full of long promised and never delivered products (Nick Logue and Razor Coast, I’m looking at you), it’d be interesting to get a new version of d20 Modern with the learnin’ of the last 10 years baked in.

Here’s what such a game should look like IMO.

  • Real classes, not “stat based” classes.
  • Vitality and wound points, not pure hit points or a True20 weird DC thing.
  • A general modern corebook, but supplements organized along specific genre lines.

Some Bonus RPG.net Reviews