Tag Archives: RPGs

Help Haiti, Get Games

In case you don’t read any other gaming blog or forum, I thought I’d mention the Haiti earthquake relief effort RPGNow/DriveThruRPG is running.  You can donate $20 and you get free PDF products from a staggering number of companies in return – more than $1400 worth!  It’s like 180 different products.  And the cash goes to Doctors Without Borders, a “known good” charity (as opposed to, sadly, some of the dodgy ones that have sprung up to profit off the disaster).  You should consider donating more, just to help and not for graft, but there’s no harm in getting some graft for $20 of it!  (You can donate $5 or $10 instead, and they match it, but no freebies.)  As of this writing they’ve raised $72,125!!!  I bet you didn’t know there were even that many gamers that knew how to get to the Internet.  🙂

They’ve had such demand that they’re totally overwhelmed, you can’t download yet – but no rush.  If you haven’t yet, go check this out!

Outlaw Press/Jim Shipman Sinks To Demented, Pathetic New Lows In Art Theft Scandal

The Newest Scam

This weekend, there was an interesting new comment on the Outlaw Press Thieving Update article detailing the ongoing blatant art theft perpetrated by Outlaw Press (aka James L. Shipman II) in his Tunnels & Trolls products.  It initially appeared to be Ken St. Andre (original designer of Tunnels & Trolls, who still runs a large T&T online community), calling into question the role of some of the artists in the debacle.  The message was attributed to “atroll”, kenstandre@yahoo.com, the identity he usually posts under.

One thing still bothers me about this whole sorted Outlaw Press mess is that M.E. Volmar and Simon Tranter were Art Directors, with Mrs. Volmar in charge of purchasing all artwork for Outlaw Press for several years (4 total I believe). Now she seems to be its harshest critic. I have to wonder if she purchased all that artwork over the years how she would not know if was stolen? Maybe this is her way of shifting the blame away from herself? Did she take the money from Outlaw Press and then help steal the artwork at the same time? I believe further investigation is needed. I’m inclined not to believe M.E. Volmar’s word at being the innocent Art Director, as she has shone herself to be less than truthful. She may need to be expelled from Trollhalla as well.
–Ken St. Andre

However, a couple things were suspicious about this post.  Besides the somewhat startling claims, there are a good number of spelling and grammar errors.  I haven’t known St. Andre longer than this stuff has been going on, but I’ve noticed that his communications tend to be extremely grammatically correct.  So I look at the IP address the comment came in from, and it’s different from the address St. Andre posted from in his previous comments on Geek Related about this issue.

Hmmm.  Maybe Ken was on a business trip to another state and was drinking wacky juice (accounting for the sudden 5 grade level drop in writing style) and decided to post odd accusations on my blog?  Or maybe, I should email him and make sure this was from him.  Sure enough, upon being contacted via email he confirmed that he didn’t post anything to this effect and that he considers the accusations in the comment to be fabrications.

Sadly, on blogs like this you’re pretty much free to put in whatever name, URL, and email address you want when posting comments – but the IP address tracks you down to where you really are.

I have reported the situation to the abuse department at Level 3 Communications, which is the ISP where the post came from.  In fact, I’d be interested if anyone else has records of who might be posting from IP address 4.159.56.108. If owners of other sites – Trollhalla, Trollbridge, RPG.net, etc. – could check their logs and see if anyone has posted there from that IP it would be interesting.  Naturally Shipman is the leading candidate, but I’d like to have proof.  What do you say, fair readers, would you like to know who posted the above comment? Ask your favorite blog and forum owners to check for people coming from that IP, especially Saturday 1/19 AM.

My own detective work: an IP geolocation indicates this IP address is currently assigned to Marion, IL.   (Such traces are usually pretty good but not necessarily accurate down the the exact town – like running a trace on my IP gets close, Austin, but not my exact nearby city.)  Interestingly, guess where outlaw-press.com is registered?  Lawrenceville, IL (the address on the WHOIS record indicates it’s Shipman’s parents’ house, Leroy and Julie.)  And Outlaw Press has been listed in several places (mostly taken down now due to complains) as a Lawrenceville, IL bookseller.  It’s where Shipman lives.  So same neck of the woods, seems like.  Isn’t technology fun?

Anyway, I talked to Volmar and St. Andre via email about the claims and turns out Volmar did occasional work for Shipman as a direct favor to St. Andre, doing some art and layout, but she and Simon Tranter didn’t do art direction or buying, despite being miscredited on products by Shipman.  Who to believe?  Well, even if the history of lying on Shipman’s part doesn’t make it obvious, there are also numerous other documented complaints by people he has miscredited on his products, so it’s consistent with everything else.

Lulu Shenanigans

Guess what else Shipman’s been up to?   He’s resorting to e-mailing Lulu posing as the trademark owner for Tunnels & Trolls, and telling them that copyright and ownership of the trademark is under litigation. He’s apparently doing this to stop anyone, including Ken St. Andre, from publishing any T&T related materials through Lulu’s print-on-demand service, as this only happened after he tried re-opening his Lulu store, now as James Shipman (http://stores.lulu.com/hobbit_king) and not Outlaw Press, Inc., with a handful of products that were immediately reported as infringing the copyright of several artists and writers by the copyright owners. This claim about there being current litigation on the T&T trademark is a complete fabrication, as the owner of the T&T trademark,  Flying Buffalo, Inc. and Rick Loomis, has said himself that he has not started any litigation regarding T&T.  Ironically, the only product currently listed at the James Shipman store on Lulu right now is a Ken’ St. Andre/Flying Buffalo publication.  Stay classy Shipy!

Ignoble Knight?

Also, jeers to Noble Knight Games, who seems to be happily selling loads of Outlaw Press products, even after everyone from Amazon to RPGNow has removed them.  I know people have contacted them about the situation.  Come on guys, you have a pretty good rep, do you want to sully it by continuing to sell stolen IP?  I’m sure you paid for that stock and it’s sad to take a bath on it, but sack up.

What You Can Do

First, if you are a T&T player, don’t buy any of the Outlaw Press stuff with stolen art or IP, wherever places he finds to list it briefly before people find him and get it taken down (it’s a continuous battle on eBay, Lulu, etc.).

Second, if you admin a blog or forum or Web site, find more proof about who posts from IP address 4.159.56.108.  Post here or email me at geek.related@gmail.com with your findings.

Third, if you’re one of the defrauded artists, continue working on legal redress of the situation.  No one else can do anything about this, and clearly he’s looking to make a long term stand and continue to blatantly defraud people until something’s done about it.

Fourth, if you admin a blog/forum/Web site – be careful, there is “someone” now willing to post lies under false pretenses regarding this issue.  You may need to turn off anonymous posting, observe posts and comments for signs of identity theft, etc.  Clearly someone’s trying to post falsehoods to add FUD to the situation – be observant and prevent that.  All major software – WordPress, phpBB, etc. logs IP address and other identifying information for all contributions, if you don’t know how, take a couple minutes to learn how to find and use that information.

Gamer TV

As we all know, gaming is just part of an overall geek package of entertainment that all, for some reason, resonates with us nerds.  Our gaming group talks a lot about what TV, movies, webcomics, webseries, etc. we are into, and I took a quick survey and figured I’d share with y’all, so you can find out about any geek friendly entertainment you don’t know about!  Out of 5 gamer geek responses to “what shows do you watch regularly,” it’s:

  • Dollhouse x5
  • Big Bang Theory x4
  • Fringe x3
  • Sanctuary x3
  • Castle x2
  • Chuck x2
  • Heroes x2
  • 30 Rock x2
  • Family Guy x2
  • Venture Brothers x2
  • Modern Family x2
  • How I Met Your Mother x2
  • Sons of Anarchy (on hiatus) x2
  • Simpsons
  • American Dad
  • Daily Show/Colbert Report
  • Clone Wars (on hiatus)
  • Warehouse 13 (on hiatus?)
  • Legend of the Seeker
  • Supernatural
  • House
  • Better Off Ted
  • Bored to Death
  • Ugly Betty
  • Defying Gravity (on hiatus)
  • Damages (starting again soon)
  • NFL
  • The Middle

If it got 2+ votes, it means “if you’re a gamer you should take a look and see if you like it, there’s a quite good chance you will.”

And a special shout out to (semi-)new channels Chill and Sleuth.  As SyFyLys has decided to show wrestling and ghost chaser shows rather than anything meaningfully SF, those two channels will often have something good on.

And some pans… About everyone in the group used to watch them some Stargate of one or more flavors, but now NO ONE mentioned it.  I know for a fact some people watch SG: Atlantis still (when it’s on) but I thought it was interesting no one remembered to mention it.  I’m pretty sure people are under-reporting above based on group conversations, but I think ones that came to peoples’ mind to write down on their list reflect the ones they enjoy more.  Also, no one said “all the weird Battlestar: Galactica spinoff crap they drizzle out.”  Despite everyone watching BSG faithfully of course.  And some people have stuck with Heroes, but no one has stuck with Lost.

Alternity “The Lighthouse” Session Summary 13 Posted

Welcome back to our tales of the Lighthouse, the wandering space station operated by the Galactic Concord to keep peace in the delicate frontier of the Verge in the Alternity Star*Drive universe!

Thirteenth Session – It’s Starship Troopers type fun as we board the klick ship we disabled in last session’s space combat and wreak havok!  We are very, very happy we brought fifteen Concord Marines along, since Markus and Haggernak are really the only two PCs who can pack a meaningful punch on these critters.

The klick ship was fun, with gooey biotech all over.  I had to complain once – the GM has a bad habit of saying “a door opens and a bunch of enemies come in” – he then places them in the room with us and says “roll initiative.”  I successfully argued that we’re moving along Rainbow Six style; any kind of coming in the room needs to happen as a combat action because we intend to bottle people like that up in the doorway as much as possible.

We brought a bunch of Concord Marines with us…  We split them into one NPC platoon (that of course got wiped out off camera) and one platoon that went with us.  Three five man squads – one in power armor, and two of riflemen with one machine gunner, with us as the command section.  They were invaluable.  We only used the power armor squad in the initial fights, leaving the other squads to secure other approaches.  When the jumbo klick captain and “space vampires” and horde of klicks hit us we brought them all into play, and concentrated autofire of a squad’s charge rifles is, as it turns out, just about an automatic win. Plus, I remembered the suppression rules- having the riflemen lay down suppressive fire gave us some much needed defensive bonus (no matter how far away, under cover, behind 5 marines in power armor, etc. we were, the GM never gave us more than one step of defense bonus).

Both Markus and Haggernak took an awesome amount of mortal damage.  Luckily, that’s where we’re Vikings – we drugged ourselves up and kept going.  I was happy with this chance for Markus to shine – his big background thing is that he was a mutant shock trooper for the Thuldan Empire who did exactly this for a living, so excelling at it was gratifying.  Soften ’em up with a frag or two and beat them down with the gravmace.  No hesitation, retreat, or surrender.  We didn’t even lose any marines!  (Well, none in our platoon…)  I felt bad that the other PCs didn’t get too much chance to do stuff, but while Markus and Haggernak are mildly better combatants in a “wandering the station” situation, once we’re geared up with military hardware the gap is pretty wide.

Once it was all over, Markus hooked up with that Thuldan engineer chick he had noticed before.  Bruce made it sound like he just hunted her down and seduced her in the session summary; actually to celebrate their victory, Markus shut down the Corner and had a private party – the PCs, the Marines, and friends (basically anyone whose name we have bothered to learn).  The GM said the Thuldan geek girl showed up.  Markus is usually much too gruff to bother with the ladies (and, when it comes down to it, shy – the Thuldan mutant shock troop curriculum didn’t have much on social skills and no opportunities for fraternization), but the aftermath of a space assault had his blood up.  She stayed around as the party was breaking up, and the deal was sealed.

Pathfinder RPG GM Screen

I’m not a big one for GM screens.  I like having one, but mainly just to obscure my notes and dice; having useful info on it is a “nice to have.”  I had a custom one I made of black posterboard I used throughout Second Edition.  I’ve been using a 3.5 one for my Pathfinder campaign.  I don’t get screens for most game systems; I have a couple others, inevitably, as part of my 1000-item RPG collection but don’t seek them out.

But then today I saw the Pathfinder GM Screen in my local gaming store.  “Eh…” I thought.  “Is it worth spending money on a screen?”  Then I picked it up and thought, “This is a fat package, does it have something else in it I want?”  Then I realized the screen itself is super duper well made and the whole centimeter of thickness of the product was just the screen itself.  It’s four panels, not of the usual cardstock, but of like hardcover textbook cover stock!  It’s not going to fall over, need other items chocking it into place, or the like.  I dropped the $15 without compunction.  It’s the best made GM screen I’ve ever seen.

They also did a good job of choosing what to put on it; not the “super easy to remember” or “supposed to be used during chargen” stuff, but all the fiddly skill check DCs, attack/AC modifiers, conditions, and object hardness/hit points.

Only one slipup – they have XP awards and treasure values on the screen for some bizarre reason (for those “I’m generating a random dungeon as I go” moments I guess).  Could have been used for hampered movement, light sources, combat feats summary, action types/AoOs, something.  But despite that, it’s definitely a great buy, and that’s from someone who generally considers screens a rip-off, one step above selling a bundle of blank character sheets.

Reavers on the Seas of Fate – Eighth Session Summary

Eighth Session (14 page pdf), “Death in Riddleport, Part II” – The PCs find a hidden temple under an abandoned house and engage in vicious combat with serpent men!  “Sorry, Vincenz, but that’s too tough!” they conclude after a couple runs at it.

The adventure was a beefed up version of Green Ronin’s “Death in Freeport.”  (Spoilers for that adventure ensue).  Did I beef it up too much?  The weakest part of the Freeport Trilogy, I thought, was that the great legendary serpent men were 1 HD (and 3.0 HD are like worth 1/2 a Pathfinder HD) pieces of crap.  Paizo printed some more “real” serpentfolk in their 3.5e Into the Darklands supplement.  I had to do the degenerate-statting and conversion to Pathfinder myself, but was left with some nice CR4 brute types.  I didn’t think that would be a horrible problem – these PCs are Pathfinder and pretty optimized, and have pretty much happily rolled over all the other fights so far.

Well, they got tromped by two of them.  There were a couple reasons why.  One, they were down a PC because Blacktoes wasn’t here, which means they were only four men against an unknown foe.

But shouldn’t a party of 4 second level PCs be able to take (though have it be tough) 2 CR4s?  Well, secondly, they’re pretty tough even for CR4s, I think, and I made a mistake in not nerfing their poison more (I converted from 3.5e to Pathfinder poison on the fly and the latter procs each round for 6 rounds, so needs a much lower penalty value).

But also some of it, the third part, was the PCs I think.  I’m trying to get them to think more tactically as part of a “gritter” campaign, but I’m afraid they still default to “screw it, let’s run around like butt monkeys.”  The villa assault in Three Days to Kill was a good example; they started in decent SpecOps style but then all started running round solo (and still did well – I tried to scare them some but I guess they may have gotten the lesson that that’s OK…).

Although maybe it worked out kinda decently in the end.  Samaritha went with them and they fought ten skeletons and three serpentfolk at once!  (You don’t hit a dungeon, leave, and return after two days without them getting a good reaction plan in place.  Sorry.)  And once the players got scared into really thinking hard, they did a good fighting withdrawl that they converted to a hasty ambush and took the enemy all out (albeit with using all their remaining action and Infamy points).  Which would have been fine, but that fight demoralized them enough that they bailed – not even to come back after healing, but just “bah, maybe after we level.”  I made it crystal clear that they were leaving Vincenz to his death, but that didn’t impress them.  They figured any more of those serpentfolk and they were meat.

Ironically, they had killed all of them off and just had the boss to fight – he’s tough but not as tough CR-wise as e.g. two serpentfolk.  But they didn’t know that and I don’t like giving metagame info; courage isn’t real courage if you are told the risk was low, so they walked away and I didn’t do much to stop them (except having the voice of an NPC speak as a conscience.  “You’re gonna leave your friend to die?”).   They pushed me to get a level at the end of the session.  Perhaps I’m cussed, but I didn’t want to reward failure with a level (and have them think on some level that I gave it to them so they can go back and succeed).  Not like they’re going to hang around awaiting the PCs’ leisure; I’m not big on static dungeons or villains that don’t respond to stuff like that.

They got some of the disappointment out of their system by going and beating the crap out of Braddikar Faje.  Second Darkness has some badly balanced encounters; as if a third level NPC fighter with some goons is going to be a credible threat to a whole party of PCs.  I had built up his street cred enough that they took him seriously, at least, but he couldn’t damage them worth a darn.

Now I have to figure out what’ll happen next.  I pretty much run things from a simulationist point of view during a session (what would logically happen next) but from a story point of view during sesssion prep (it might be interesting if person X goes and does Y…).  I reckon trouble will start coming to them; my hope is that they snap and become the ruthless pirates they are destined to be…

This group of players is a little of a challenge as I found out when they hated my Mutants & Masterminds campaign.  They really don’t like being bested, even if it’s nonfatal or dramatically good.  I guess we’ll see if this demoralizes them or what.

Outlaw Press Thieving Update

As a followup to my article “Outlaw Press, aka Jim Shipman, Is a Big Crook“, I have an comprehensive update provided by one of the artists Shipman ripped off.  The story thus far:

A small RPG Publisher (Outlaw Press, Inc. run by James L. Shipman II) that exclusively publishes Tunnels & Trolls RPG materials was accused of extensively using and publishing unlicensed art and text for profit by several artist and writers who own the copyright to the art and content in question. Some of the images used by this publisher are work-for-hire art copyrighted by big-name companies like Dreamworks SKG. Games Workshop, Upper Deck/Blizzard, and Wizards of the Coast.

The discussion about the whole matter of this publisher using unlicensed art started on this thread at RPGNet (which is now 101 pages long, and has been closed). The thread started when it was brought to the attention of an artist, Kevin Bracey, that he was wrongfully credited with the cover art of a product that had actually been created by Mauricio Herrera and used without permission. Kevin Bracey was, however, the creator of the original cover for the product, which was changed when the work was made available in PDF format by Outlaw Press, Inc.

After repeated unanswered communications sent to the publisher by the growing number of artists who recognized their work as being used without a license, mainly as covers for his products, his Lulu and DriveThruRPG stores were taken down with all the questionable products removed. The products were also removed from his own website for a while, but soon afterward were re-listed without showing the cover art–the most readily recognized and easily identifiable circumstance of copyright infringement. Moreover, Outlaw Press, Inc. removed their e-mail address from their main site, although the publisher’s actual contact details can still be found here and here.

After many more unanswered communications to the publisher, some from past contributors requesting the removal of their freely contributed material from his publications (Tori Bergquist, Simon Lee Tranter, Ken St. Andre, Gianmatteo Tonci, and M. E. Volmar included) as a result of their outrage and in solidarity to the affected artists, the matter was still unresolved and being ignored by the publisher who continued to sell – through his own website, Lulu’s Amazon Markeplace and Amazon’s CreateSpace – products that were no longer just suspect (on a grand scale) of copyright infringement, but whose permission by the contributing artists and writers to sell their materials had been rescinded.

Some artists, prompted by a lack of answer from Shipman, resorted to leaving notes of art theft on the Reviews section of the products listed on Amazon.com. And eventually, all but 5 of the roughly 130 listed items were removed from the Amazon.com and Lulu’s Amazon Marketplace stores at the request of the art’s copyright owners who were left no choice but to contact Lulu and Amazon.com directly.  Of the 5 remaining products (which can still be found here), 2 still present covers with verified unlicensed art – “Troll’s Blood & Old Delvers: Tunnels & Trolls Anthology” with Jon Hodgson’s art, and “Lizardmen In Red Water Bay: A Tunnels & Trolls Fanpostal Novel” with Allen Palmer’s art.

So far, the list of artists that have confirmed the use of their unlicensed art featured on the covers of Outlaw Press, Inc. products (without counting the 10+ contributors who have so far rescinded Shipman’s permission to use their materials) is overwhelming and growing (with around 20 or so other artists who are being contacted to confirm if indeed their art has been used without permission). These 30+ artists, some whose 70+ pieces of unlicensed artwork is featured on several of the publisher’s products (see attached PDF file), include:

  • J. P. Targete
  • Sylvain Despretz
  • Simon Dominic
  • Mauricio Herrera
  • Jon Hodgson
  • Daniel Horne
  • Michal Ivan
  • John Shannon
  • Bill Corbett
  • Martin McKeown
  • Mats Minnhagen
  • Ursula Vernon
  • Jeff Lee Johnson
  • Henning Janssen
  • Zoltan Boros and Gabor Szikszai
  • Jhoneil Centeno
  • Johann Valentin Andree
  • Bera Karoly
  • Alan Lathwell
  • Ken Jeremiassen
  • Jan Patrik Kresny
  • Fredrik Rahmqvist
  • David Lightfoot
  • Allen Palmer
  • Alejandro Guitierrez
  • Daniel Falck
  • Storn A. Cook
  • Norbert Vakulya
  • Thom Scott
  • Darrenn E. Canton
  • Tibor Szendrei
  • Goran Josic
  • Per Eriksson
  • Kory K.

One of the artists, Daniel Falck, wrote about the situation in his own blog.

Others have also written about the matter at:

The publisher was also accused of reprinting and selling without the author’s permission a magazine called “Mazes & Minotaurs,” which is offered for free on the author’s website. The details of this accusation can be found here.

Moreover, most of the art identified by the artists as used without a license is art featured on the covers of this publisher’s products, meaning that a thorough examination of the interior art used on his publications is yet to be undertaken, and that more artwork could have been used without a license by this publisher and more artists may be in reality affected by his practices.

The requests to remove freely contributed art and content, and the cancellation of the license to publish Tunnels & Trolls materials made by the makers of the Tunnels & Trolls game, Ken St. Andre and Flying Buffalo, Inc., have so far been completely ignored, and nothing close to an apology or explanation has been offered by the publisher to anyone – although he has appeared as Shipy (also his nickname on http://www.trollhalla.com – Ken St. Andre’s Tunnels & Trolls website) in this thread (post 162 and 168) mocking the requests and comments about his practices made by the RPG community.

At this point, the publisher claimed that his art was bought from an art broker called David Levine (or David Levin) from the United Kingdom, of whom no record exists anywhere on the Web and to whom Shipman claims to have paid around $2000 for all the art used in his publications. Still, after having been repeatedly informed of his use of unlicensed art, the publisher tried to sell the infringing print products through his own website and made no effort to recall or remove the publications from any of his other still active sales outlets.

Subsequently, after the posts were made by Shipy on the Trollbridge, the publisher’s website announced on its homepage:

“All this month we will be having a X-mas sale. That means most of our T&T prices will be listed for half price or cheaper. So if you are looking to buy something, this month will be the best time to do so.”

And went on to boast about the money he was making off products that still featured all the unlicensed art in question.

“We have lots of new T&T items planned for the coming year (Novels, Solos, T&T Supplements and even a T&T Battle Dice Game Ken St. Andre created). Our sales have continued to grow with the site statics breaking down as such; roughly 3,241 people visit here each day, with 1 in 122 people making a purchase of $50 or more. We are shipping world wide and we continue to expand.”

It is also of note that the publisher sells a magazine called “The Hobbit Hole,” although the word Hobbit and its use is trademarked to the Tolkien Estate, and highly unlikely to have been licensed to an obscure independent publisher such as Outlaw Press, Inc. and/or James Shipman.

This week, and after having been contacted through e-mail by Shipman (who cited bogus publication rights and falsely claimed owning the copyrights to freely contributed materials whose copyright was never given to him by the rightful copyright owners), Ken St. Andre terminated James Shipman membership at Trollhalla–St. Andre’s own Tunnels & Trolls fan club–after issuing the following statement:

“Because James Shipman has shown himself to be neither truthful nor courageous nor ethical, I declare that he cannot remain a member of Trollhalla any longer.”

Although the publisher’s website has now been down for a few days, he continues to sell his products on E-Bay under various user names including: jimship1, Hobbit_King, actionseller99 and selling4u2, using the hobbit_king@yahoo.com PayPal account.

Still, a storefront for this publisher and most of his products (which still feature the unlicensed art) can be found by following the product links at the Noble Knights game store here, probably selling old stock.

Not only have the actions by James Shipman been damaging and disrespectful to many, including his contributors and the Tunnels & Trolls community, but his practices have muddied reputations, impacted artists and fans alike, and cast a bad shadow on the whole RPG community and on legitimate independent publishers. This situation needs to be exposed, if only in the hope of helping the affected artists and contributors who have been wrong by Shipman, and the RPG community and independent publishers alike.

Please help support the artists and legitimate RPG publishers by not patronizing this ripoff artist, even at discount prices.  If you are an artist or writer, do not compromise your own professional reputation by working with him.

Life In The Big City – Crowds and Mobs

In a city campaign, there’s many times where you need to reflect enough bystanders that representing them individually just doesn’t work – a pain with minis, but also it loses the crowd effect of slowing down runners, etc.

Luckily, The Alexandrian has some crowd and mob rules I found!  I’ll try these in an upcoming crowd scene and see if I want to mod them or not.

Reavers on the Seas of Fate – Seventh Session Summary

Our heroes (?) continue in their shenanigans in Riddleport in Reavers on the Seas of Fate: Death in Riddleport, Part I.  I’ve been borrowing from Green Ronin’s excellent Freeport setting to flesh out the pirate haven of Riddleport and here’s where we kick into their classic adventure, Death in Freeport, but adapted to Riddleport and generally getting beefed up.

Seventh Session (14 page pdf), “Death in Riddleport, Part I” – Crimelord Avery Slyeg makes the PCs an offer they can’t refuse, so they hunt down the Splithog Pauper (the leader of the criminal gang from “St. Casperian’s Salvation”).  And they look for their kidnapped friend Vincenz – rubbing elbows with Cyphermages requires them to clean up a bit.  The practical and moral dilemmas get harder as they work to rescue their friend.

I was pretty happy with this session.  The trick to a good campaign is having interesting NPCs that the PCs believe in enough to deal with realistically, and this session was all about that.  Man, the Splithog Pauper has gone from a side sub-boss with no real personality – less backstory than the average Paizo NPC, really – to a major player.  The first time he escaped, the PCs found his disguise kit and decided he was a master of disguise – to the point that as they were walking out right after the fight, they interrogated a legless homeless guy to ensure he wasn’t the Pauper in disguise.  This time, he lived up to their expectations by being disguised as a peg-legged pirate captain.  Once they caught him and took him back for interrogation, he managed to talk his way out by trading the location of his hidden treasure for his life, and after they let him go, he told them the treasure was in the artificial leg from his disguise they already had in hand.  They were all impressed and like “Damn, he totally conned us!  That took balls of steel!”  Now they’re convinced he’s Golarion’s answer to James Bond.  DM pro tip: every time the PCs decide an NPC is really bad ass, give them a level.  Ding!

And besides the Pauper, the interactions with Avery Slyeg, Samaritha, and Iesha are all going well.  When the PCs are taking NPCs as or more seriously than fights or loot then you can get some real stories going.

Other things I was proud of – I don’t like when NPCs know things they shouldn’t; I hate the “hivemind complex.”  So the Pauper had a signal arranged – if he started singing “What Shall We Do With A Drunken Sailor,” that meant trouble, and his new rent-a-goons should come downstairs shooting.  Well, the PCs were spread all over the bar doing various things and the goons had never seen them before, so they just started drive-by style random shooting at anyone that looked dangerous.  And in turn, that galvanized the PCs much more to immediate action than a standard thug attack.

During this session I made use of two of my custom rulesets – the gather information/random encounter/rumor combo I discussed in Life in the Big City – Gather Information, and the chase rules I laid out in Life In The Big City – Chase Rules.  Both chases (the Pauper and Enzo) went well; I think after another use or two the chase rules will be nice and solid.  The trick is to not make them too much of a “separate minigame” that causes problems with interactions with all the skills/feats/spells/etc of 3.5e play.

Next session – some shockingly brutal fights!

Alternity “The Lighthouse” Session Summaries 11 and 12 Posted

Welcome back to our tales of the Lighthouse, the wandering space station operated by the Galactic Concord to keep peace in the delicate frontier of the Verge in the Alternity Star*Drive universe!

Eleventh Session – Subplots are visited upon us en masse as we starfall towards Hammer’s Star.  Crazed cyborgs rampage and the station populace begins rutting like crazed weasels.  And we have the first real combat for like three sessions.  Not that there’s anything wrong with that.

On the one hand, I like that our custom subplots help drive the campaign.  On the other hand, this game session was just chaos.  People weren’t listening, interrupting, yelling off topic stories about whatever damn TV show they watched last night…  I don’t mean “not behaving optimally for people to roleplay” or “enjoying socializing with friends,” I mean “acting in a distressingly impolite way.”  At one point I seriously considered punching another player in the head if he interrupted me again.    Then I considered just packing up and leaving.  Then I decided to just quietly ride it out.  Sigh.

Twelfth Session – The Lighthouse starfalls to the Hammer’s Star system.  The normal shenanigans and subplots ensue until an entire klick fleet appears and Captain Takashi gets to yell “FIRE ZE MISSILES!!!” again and again until they stop moving.

I think we’ve discovered the best way to use the Alternity space combat mechanics…   Ranges vary widely on normal weapons, from 1 to 12 hexes.  The Lighthouse itself can’t really move in combat and has short range beam weapons, so if anyone gets through our screen of defending ships we’re in trouble.  But missiles move like 6 hexes a round, and thus can get .  So really you  just want to fire all missile tubes at once before the other ship(s) are even anywhere on the tactical map; the chance of any significant weapon hit taking out major systems is very high.  We lost one of our two destroyers because we “played nice” and didn’t insist on engagement at very long range.

The Ghost of Gaming Past

I was at the local mall today doing some Christmas shopping, and was in a combination calendar/board game store (some kind of weird residue left after a Waldenbooks died) and saw the latest D&D boxed starter set there, next to the Apples to Apples, Dirty Mind, and Carcassone.

This brought back fond memories.  I bought my first RPG, Star Frontiers, in a board game store in a mall back in the ’80’s.  I had gone in and bought a little tactical dice-and-chit game called “Attack Force” (I still have it!) made by TSR, where one player is a Death Star-like space station and the other is a squadron of space fighters.  I liked it and its science fiction theme, but it was only diverting for a while, and so was back looking for other stuff along those lines.  There was a bigger box, also with “TSR” on it, also SF themed.  I didn’t know what a “roleplaying game” was, but it said you’d play a human or alien who would become part of the “Galactic Task Force” and “defend the galaxy against ruthless adversaries.”  Deal!

For some reason current RPG industry doctrine says this doesn’t happen.  “People have to be introduced to RPGs by other people, it’s all word of mouth.”  “Boxed sets are bad, mmmkay.”  “Retail distribution blah blah blah.”  But in the end, it’s possible and it works.  Certainly if you’re Hasbro you can have a D&D set next to Monopoly in every single Target if you gave a crap enough to, but even smaller players should be able to get to more venues as well.  A lot of these companies behind the other “boxed sets,” aka board games, in those stores are pretty small.    The RPG guys just need to figure out how to leverage that channel, I guess.  (Ironically, I see Munchkin, a game that is a parody of D&D, in way more book and board game stores than I see D&D in.)   RPGs are pretty “sticky,” so if you can get someone introduced with a basic set that’s going through a more mass market channel you can probably pull them to the more specialized stuff later.

Green Ronin is trying the “D&D basic set” pattern again with their Dragon Age game.  If it’s going to sit in some “RPG/comic” store that only the weirdos go into in the first place, I’m not sure that’ll work, but if it gets to computer game stores, bookstores, big box stores – I think it will.

P.S.  Star Frontiers rules and adventures are available for free and legal download here and has a “remastered” version and thriving fanzine here!

PC on PC Violence

There is always a lot of advice about how you never want PCs to actually come into physical conflict with other PCs, how that will ruin your game and you should take any meta-game action necessary to prevent it.

Well, that’s complete and utter crap. Here’s a gaming anecdote about some awesome PC-on-PC violence from an old AD&D 2e Forgotten Realms game I ran.

Bad Neighbors

SPOILER WARNING – this is full of spoilers for the 2e Forgotten Realms adventure “Bad Neighbor Policy” from “Four From Cormyr.”

In general I prefer gritty, low magic campaigns like Greyhawk or even Warhammer Fantasy. But for a change, our group said “Let’s play a high level high magic game!”  This clearly meant the Forgotten Realms, and since I was a crazed D&D DM I had every product put out in the 1e/2e days, so the PCs munchkinned themselves out with high level (10 or 12 or something) powerz and magic items and everything and I prepped a Realms game, which though it went off track, ended up a thing of beauty.

We ran something else forgettable first, but soon began “Bad Neighbor Policy,” in which the PCs are travelling to the Orvaskyte Ruins out in the swamp for one reason or another.  But first, there’s a random interesting location on the way – the “Inn of the Undead,” an inn run by two hot women.  The first, the scenario claims, is “a voluptuous blonde” and the other is a “tall, attractive woman with a luxurious, tousled mane of fiery red hair.”  They are also vampires, as it turns out, and there’s a 12th level necromancer who hangs out with them.

One of the PCs decides, true to form, that he’d “seduce that hot blonde chick who owns the place!”  She says, “Okay…  Come upstairs after closing  and we’ll take a bath together.”  “Well that was easy,” he thinks.  The PC comes upstairs with her, doffs all his armor and weapons and gear and gets in the bath.  Then the other woman, the redhead, comes in too, and the blonde says “I thought I’d ask my sister to join us, if that’s all right.”  The player, nursing a woody by this point no doubt, is all like “Woo, threesome, I win!!!”  They disrobe, get into the bath with him, and and then the fangs come out and ENERGY DRAIN ENERGY DRAIN ENERGY DRAIN ENERGY DRAIN the poor bastard is a vampire himself.  I laughed and laughed and laughed.  It’s scenes like that which make all the BS you have to deal with for being a DM worthwhile.

But it gets better. The necromancer’s there for no stated reason except an “alliance” with the vampires.  So I decide they’re doing some experimentation trying to make the ever-popular vampire that can walk during the day.  There was some spell they published around that time, I think it might have been in the Spell Compendium, where if cast on a vampire, their powers wax and wane over the course of the day but the sun doesn’t kill them.  So the dead PC gets that spell permanenced on them by the necromancer as part of his undead rebirth.  I also decide that the PC has to rest in water not in earth because of the circumstances of his death.  Success, a new weird variety of vampire!

Anyway, the PC wake up as a daywalking water-sleeping vampire and doesn’t let on that anything’s wrong.  “I’m evil now right?  I’m gonna turn them all into vampires!”   The party, upon hearing that he looks “pale and drained” the next morning, just responds “Yeah, I bet.  Let’s get going.”  The PCs travel out through a day or two of swampland to the Orvaskyte Ruins, where they really have a hard time of it what with dragons and cornugons and whatnot.  Half of the PCs are unconscious or otherwise disabled after the final fight – so of course the vampire PC picks that time to strike, paralyzes one PC and drags another off into the swamp for vampirification. The frozen PC gets free and drags the other PCs into the convenient shrine that undead can’t enter in the ruined keep.  (That shrine is actually in the adventure; I didn’t plan any of this.)

So then what unfolds is pure beauty. No hold barred combat between the vampire PCs and the living PCs. For three weeks the players come over and eagerly take seats in separate rooms, and I scuttle back and forth as they try to outsmart and overcome each other.

The living PCs didn’t understand how things were working exactly with the vampires being active in the day – even without their vampire powers, they were still 10+th level Forgotten Realms characters and put down quite a whupping!  The PCs try to hole up in the shrine, but the vampires snipe at them and summon critters to go in and disrupt their sleep, so they’re not getting spells back.  They try to escape through the swamp, but the vampires catch up and attack and they have to retreat back into the shrine.

My favorite part was when the living PCs ventured out during the day and used spells to track down the dead PC the vampires had carted off and stuck under some roots in an icky swamp pond to turn.  One of the vampires is lurking nearby in a tree and summons a bunch of giant crocodiles into the pond.  The PCs come up and one, thinking for some reason that they’re safe during the day, dives right into the muck without a second glance.  All those crocs latched right on and started spinnin’.  “OH JESUS NO!!!” he was screaming as his hit points disappeared.  I had to devise a quick hit location chart to determine what part of him a given croc was attached to.  The rest of the PCs panicked and Lightning Bolted the entire pond killing everything; all the crocs and the PC floated to the top and they pulled him out to see if they were in time to heal him but he was gone below the torso.   Everyone screams.  Retreat to shrine, cast Raise Dead.  The living PCs had one Raise Dead a day which was very helpful.  Sometimes the vampires would catch a living guy and turn them; sometimes the living guys would catch a vampire and Raise Dead them.   They kept this up for hour after hour, session after session.

Finally after a couple sessions of this the remaining living PCs made a successful break for it, but the vampires were faster and got back to that inn first.  One of the PCs, a monk, was suspicious of the inn as “That’s where all the trouble started!” and stayed outside, clinging to the roof to peer into windows.  Another was disgusted by the whole thing and just marched in to get a room.  When he went upstairs and closed the door to his room, the initial vampire PC was standing behind it with bared broadsword.  The monk peeped down just in time to see the inside of the room’s window suddenly become completely coated with blood.  More screams.  In the end, a couple living PCs retreated under cover of magically created fog while the vampires plotted a daywalking vampire apocalypse to take over Sembia.

The campaign ended there (it was supposed to be short anyway), but everyone had a grand time.  People fight hard against DM-run monsters.  But they fight HARD against other PCs.  It was a very meaningful test of abilities for everyone – the DM couldn’t pull a punch if he wanted to, and each opponent wasn’t one of many faceless critters being multitasked by the DM, each one was backed by a clever and bloodthirsty player’s undivided attention.  Each session, I kept asking “Do ya’ll want me to wrap this up?”  But each time, they were excited to get there and continue one of the most exhilarating fights for their lives they had seen in a game.  I was surprised with how long it went, I would have expected one side to get a numerical advantage and then just roll over the other.  But each side could safely retreat and when things started getting bad they fought harder – using one-use magic items, desperate tactics, and more to avoid being wiped out.  I was really proud at some of the stuff “my players” came up with when the chips were down, I saw balls to the wall crazy kickass things happen I hadn’t seen before or since.  It was really a memorable experience for everyone.

Lesson Learned

After that, I would often bring in a “guest star” – some other gamer not in a given campaign – to run a major villain at the climax of an adventure.  “Here, you’re this guy, here’s what you know, you have free rein to defeat them any way you can.”   You could tell by the “Oh, shit” looks on the PCs’ faces that they realized they needed to step their game way up when that happened.  The villains were always extra clever and brutal and self-preserving (and therefore realistic) when they had a dedicated brain behind them.

And sure, the simple “PCs shouldn’t hit each other” advice is all well and good for the 13-year-olds and emotionally maladjusted out there, where people are just acting disruptively or whatnot.  But in a game for grownups, it has its place.