Tag Archives: RPGs

Ninth Alternity “The Lighthouse” Session Summary Posted

Ninth Session (12 page pdf)  – Intrigue and staff meetings reign in our Alternity-based campaign aboard the Lighthouse space station as all the characters madly follow their own personal paths to power.  Little space monkeys infest the station, the station AI gets a little bent, and sneaky teleporting space Nazis visit the captain.  Some of the characters get ready to mess with some Thuldans, while Ten-Zil Kem pretty much concentrates on the chick from Bluefall.

This campaign was enjoyable, pretty much a freeform roleplaying riff by all the characters – we each played both of our characters this time.  There were some plot hooks – Thuldan arms, space monkeys, the station AI fritzing – but really we just kicked stuff back and forth, introducing new complications as much as we could.  I find this session summary hilarious, it captures the command staff banter, the places Ten-Zil found to bang Angela, the many annoyances our too-proactive station AI inflicts upon us, poor St. Cloud’s assignment as Animal Control Officer…

Personally I was happy; Markus walked away with a briefcase with 100k Concord dollars as commission from the illegal cyber deal, and Captain Takashi got to have his staff meeting.  Everyone gets what they want.

I’m sure next time it’ll be a killfest again but this was a great change of pace.

Ballad of the Monster Manual

This is totally sweet.  Check this Monster Manual music video from Dan Meth on Vimeo.

(via Topless Robot)

D&D Players: Online Predators or Online Prey?

The Thurston County Sheriff Department warns in this helpful posting [edit: they seem to have taken it down, but here’s the Google cached version] that those who indulge in “fantasy adventure games such as Dungeons & Dragons” are showing a warning sign of “possible computer crime problems.”  Along with an unusual vocabulary consisting of “computer terms, satanic phrases, sexual references…”  Or you have files ending in “GIF, JPG, BMP…” on your computer.  All this means you are likely to be victimized by online criminals.

What the hell?

Come on guys, the D&D players were the feared ones, the ones who were going to be the demented criminals, back in the ’70s and ’80s.  Who is wussing it up so much that we’re victims now?!?  That’s what we get for letting up on the Satanic killings.

To be fair this seems to be a pretty old posting.  So we still have time to reclaim the 2000’s as the bad guys and not as easy marks for Internet predators.  Roll a d20 and get out there and burn something down!  Quick!

(Courtesy Fark)

Pathfinder Adventures – The Future Is Bad Ass

They’ve announced some of the upcoming adventures and APs and there’s some crazy sweetness coming down the pike. (Note: “pike” is the correct use of that phrase, you illiterate monkeys.)

Paizo announced an adventure path for next year that makes me salivate – “The Serpent’s Skull“, set in Sargava and the Mwangi Expanse (Golarion’s Africa), dealing with the Pirate Lords of the Shackles, the Red Mantis assassins, the Aspis Consortium merchant guild, serpentfolk…  I was planning for the later part of the homebrew campaign I’m running now, Reavers on the Seas of Fate, to end up exactly there doing exactly that!   I’m sad that I’ll have to make up mine before they come out with theirs.  This AP will be hell on wheels, and I’m really excited about it.  It’s paired with a Companion about Sargava...  I hope the fabled Silverback King makes an appearance somewhere in all this!

The AP prior to that one should be fun too.  Once the current one, Council of Thieves, ends, the next one is called Kingmaker and is supposed to be more sandboxey, with the PCs looking to gain a kingdom of their own among the warlords and miscreants of the River Kingdoms.

Those who don’t like whole Adventure Paths aren’t left out.  Monte Cook is writing an adventure called Curse of the Riven Sky…  There’s one called From Shore To Sea that deals with the Azlant (Atlanteans) and their deep one heritage, and it’s being designed as an Open Design project and you can buy patronage and have input into it!  Or, even sooner, the Lovecraftian Carrion Hill.

Until those hit, the 3.x adventure landscape is still rich.  Goodman Games is rereleasing a bunch of 3/5e PDFs, including their Wicked Fantasy Factory line which I really liked.  And Sinister Adventures’ hotly anticipated mega-adventure The Razor Coast should be coming out before the end of the year.  3.x publishing is seeing a resurgence as companies realize that a) publishing for 4e, with the closed DDI and all, sucks and b) it’s not some small fringe that is going Pathfinder and/or sticking with 3.5e, but a pretty sizable market.

Reavers on the Seas of Fate – Fourth Session Summary

Our would-be pirates are at large on the streets of Riddleport in this, the fourth session of Reavers on the Seas of Fate – “Cheat the Devil and Take His Gold.”  [Warning: Spoilers for Second Darkness]

Fourth Session (11 page pdf) – First, I hand out fake pirate gold coins I bought at a party shop to represent each character’s Infamy Points!  I explain how they work (very powerful but rare hero points) and the group seems to like the idea.

Then, the PCs wander around Riddleport and I take the opportunity to introduce various local NPCs.  Snake meets Samaritha Beldusk outside the Cypher Lodge and they hit it off.  Tommy and Ox go to the temple of Calistria (aka whorehouse); Tommy gets real friendly with the tiefling prostitute Lavender Lil, and Ox gets requested by Selene.  Faithful readers will remember Selene was the captain’s woman aboard their last ill-fated voyage; she was a hooker before meeting the Captain and so it’s back to the life of a working girl.  Sindawe goes to find an altar to his god Shimye-Magalla; he finds something that looks kinda similar (the Mwangi worship a janiform incarnation of the god of wind and wave Gozreh and goddess of dream Desna) and has a bad string of luck – a stirge discovers him, and when he tosses himself into Riddleport Harbor to get it off, a swamp barracuda takes notice.  It chased him to shore and then chased him onto shore; there was an entertaining chase scene with both of them only moving like 10 feet a round (uphill in mud for Sindawe, and swamp barracuda aren’t all that fast out of water).

I open up “Shadow in the Sky,” the first installment of the Second Darkness Adventure Path, for the next part.  Tommy knows a local guy named Saul Vancaskerkin who owns a gambling hall; they go to his big devil-themed gambling festival “Cheat the Devil and Take His Gold” and end  up thwarting an armed robbery by two colorful miscreants and their gang of thugs.  I took Thuvalia’s opening line from the restaurant robbery in Pulp Fiction; our session scribe didn’t get it quite right in the summary but close enough.   I decided it would be fun to kinda base the two principals on Pumpkin and Honey Bunny from that fine film.  A more notable omission is that Sindawe used one of his Infamy Points to run across the heads and shoulders of a bunch of patrons to jump-kick Thuvalia and take her out before she escaped. Also, Wogan got to use his gun (and my firearm rules) for the first time – and the damage dice exploded; he shot Angvar right through the heart.  They end up being recruited by Saul to help run the Gold Goblin and, perhaps, some “side jobs” as well.

A lot of the session was spent getting introduced to Riddleport, the staff of the Goblin, et cetera, so not much action, but everyone had a good time role-playing!

Paizo Playtest of New Pathfinder Classes Starts Today

Paizo is working on an “Advanced Player’s Guide” for the Pathfinder RPG.  It will have six new character classes in it.  In their usual open and enlightened manner, they are going to be opening those classes up for playtest and comment by the gaming community before going to print.

Here’s the schedule – the Cavalier and Oracle should be up sometime right around now for you to check out!

  • Group 1 (11/13–11/29): Cavalier and Oracle
  • Group 2 (11/30–12/13): Summoner and Witch
  • Group 3 (12/14–12/27): Alchemist and Inquisitor

Enjoy!  Our group is loving the Pathfinder RPG, also known as “the real new edition of D&D,” and I’m looking forward to seeing what these have to offer.

FreeMarket (aka Project Donut) In Free Beta

It’s been a long time, but the new game by Jared Sorenson (octaNe, InSpectres) and Luke Crane (Burning Wheel) is out in public beta.  The game, which was referred to as “Project Donut” for some time, is now called FreeMarket.  It’s a colorful game of transhumanist life aboard a 80,000+ person space station.  It’s a more lighthearted take on the other new game in that genre that’s on my radar, Eclipse Phase (and what came before: Underground, GURPS Transhuman Space…).

Anyway, if you go register you can d/l the beta (if you’re one of the first 1000, they’re at 288 now).  It looks interesting – it’s definitely an “indie RPG.”  Character generation has a lot of “tagging” (in the Web 2.0/Spirit of the Century sense) and the mechanics are part board game, part RPG.

I’ll post more once I’ve had time to digest the mechanics, but here’s the basics.  In general, on the station everyone’s basic needs are taken care of and you’re trying to get “flow” – think of it as in-world “rep” or “karma” like on a forum.  Even death is pretty much always reversible in this super high tech world, mainly you kill someone just so they lose some short term memories.  Combat is not distinct in the rules from other conflicts (from memetic hacking to agriculture) which are commoditized into “Challenges”; a special card deck and tokens are used to resolve those.  Your and your group’s flow is raised or lowered thereby.

Your character is in a group called a MRCZ (pronounced “mercy”) which is a voluntary birds-of-a-feather organization like an online clan or guild.  You are good at things like “wetwork,” “ephemera,” and “thin slicing” – yes, there’s a big glossary included.  It seems fun and not as complex and heavy as Eclipse Phase or GURPS: Transhuman Space.

If I have one major concern, it’s the same concern shared with a lot of indie games – they come up with an interesting setup, new way to conceive a character, an innovative mechanic – and then leave coming up with scenarios totally up to you.  Some of this is in the name of being player driven, but I’ve seen groups have a hard time with just “here’s a cool character and cool setting, go…”  More adventure seeds and “things that could happen” are needed – they really only tangentially brush on that in 2 pages of the 150 in the rulebook.  I would recommend sitting down and generating at LEAST 5 pages of that kind of thing, and more setting detail too.  There’s some basics but for such a complex location it’s quite bare bones.  You don’t have to go “full trad” and have a keyed map of the station, but an example street (if that’s what they have there) with interesting locations/people/etc. would be a huge boost to not just reading the game, thinking “clever!” and playing it once, but actually trying to use it for real ongoing gameplay.

White Wolf – Dead Yet?

For those of you not “up” on White Wolf, news is bad for the company that brought a lot of vampiness to the RP scene – some love it, some hate it, but none can deny it changed the RPG landscape profoundly.

They made a pretty big step – and many would say mis-step – in recently rebooting all their monster lines, forming the “new” World of Darkness.  Then they got bought a while back by CCP, a computer game company.  How does this bode for their RPG lines?  Well, in a Gamasutra interview, none other than Ryan Dancey, former Great White Hope of D&D/OGL and now CCP Chief Marketing Officer, disses them pretty hard:

“Q: Can you fill me in on the status of White Wolf, the physical game company CCP acquired in Atlanta?

A: It’s just an imprint… White Wolf used to have a fairly large staff. It doesn’t anymore. It’s focusing primarily on the World of Darkness RPG products. It’s not doing some of the things it used to do; board games and other card games and things. The focus of the company [CCP] is on making MMOs and our legacy table top business is a legacy business.”

Legacy business, ow.  That’s business speak for “we’re not killing them, but those bitches are going on an iron lung and there will be no reinvestment in them.”

Meanwhile, White Wolf is making some announcements of their own.  They seem to be twisting in the wind a little and stepping back from their RPG business too.  They want you to “explore the deepest shadows of the World of Darkness,” but specifically cite “our board games and card games and the Machiavellian surprise behind the latest Mind’s Eye power struggle.”  RPGs notably absent.  Which is funny because Dancey says they’re cutting the board and card games.

They’re also planning to lighten up their terrifically restrictive fan site policy, which is welcome news.  And go for a digitial initiative-esque thing for you to “manage your Chronicles online,” which sounds as thrilling as everyone else’s digital initiative (which is to say, it gives me diarrhea).  And a new “content management system” for their Web site, which hopefully will address how bad it is.  And I don’t understand all their Camarilla stuff (it’s their fan club, like the RPGS but you have to pay) but it is clear they’re saying “OK, OK, you can play the old World of Darkness again, we get that many of you hate the new one.”

My translation: “Screw it, we’re getting old and have cashed in with this CCP deal, just leave us alone to LARP.  You can’t see me!  <crosses arms>”

Dragon Age – Really Something?

I have to admit, when Green Ronin was all abuzz about their new RPG, Dragon Age, I was unimpressed.  “Oh yay, some CRPG license, who cares,” I mused to myself, even though I generally trust them (I love Freeport and Mutants & Masterminds). CRPGs are a dime a dozen, and WoW has been the only one to get any real market share for a long time.

But they seem to have beaten the odds and Dragon Age: Origins is going to be actually good.  The trailers out for it are bad ass and the reviews are top notch.  Check it out:

As a bonus, they have a downloadable character creator you can use to make your characters even without owning the game.

And again!

Sanity Rules for Pathfinder from KQ

Kobold Quarterly has published some bonus material for their eleventh issue that has madness and sanity rules for Pathfinder/3.x!  Check them out.  [Edit: Part 2 is out too.]

I’ve used Sanity in D&D before.  I think these rules are OK, but there are three problems I have with them.

1.  A minor gripe – the Mind stat being the “best of Wis/Int/Cha.”  That’s a holdover from this being a conversion from a 4e article, you never do that “best of” stuff in 3.5.  I always used Wisdom exclusively.

2. They try to hew just a little too close to the Call of Cthulhu Sanity rules.  I like those rules, in fact when I do sanity I do it “largely” that way – 5xWIS.  But then they carry over some things I feel like don’t make sense in the average D&D game.  Penalizing starting WIS because of Knowledge skills is an example of “too much rules” and it’s even going overboard from Cthulhu- in CoC you only get this penalty for Mythos Knowledge, not just any occult knowledge.

3.  And then they put a lot of SAN loss – too much – for only mildly horrific creatures.  1d8 for dragons, outsiders, and undead and 1d12 for aberrations…  Even Mythos creatures generally did less. In CoC, undead are d4 to d8, byakees and Deep Ones are only d6…  It’s the Old Ones etc. themselves that have big SAN losses.  I think this approach makes it too much like “mental hit points” and doesn’t get the feel you get from CoC, where little stuff gets you a little, basically softening you up for the big horrid outer god.  I know it’s hard to do in an article but they need to vary it more, a musteval guardinal is going to hit you for way less SAN than some gnarly daemon thing.  The default SAN losses by creature type are way too high. Jesus, in d20 CoC the Dark Young of Shub-Niggurath are only d10, less than a carrion crawler apparently.

It’s not their fault, it’s just that the types are used too gratuitously in D&D.  There’s these Medium lobster critters in Golarion called reefclaws.  Dangerous, sure.  But they are aberrations instead of being magical beasts or whatnot.  Screws the rangers and now they are supposed to be super sanity blasting?  Maybe  if you don’t have any melted butter…

I do think the atrocity level of SAN loss is appropriate.  I’d like to see the list expanded; in my experience this is the best place from a storytelling point of view to deal with Sanity.  The list seems to “wuss out” and eliminate bad things characters can do.  Witnessing a murder or being tortured gets a SAN loss, but what about murdering or torturing?  One of the main points of using SAN is to show the consequences from being a big ass evil freak.

Six Great Places To Use In Your Game

As usual, courtesy of Cracked Magazine, The 6 Best Towns To Live In (If You Have A Death Wish).  You don’t need magic or “gateways to the elemental plane of fire!” to have a twisted Hellscape.  Dallol, Ethiopia is my favorite.  Acid lakes right below the surface!  148 degree heat! Although the place in Chile where it never rains and the little ground water is poison but the natives are immune is neat too.

These places will definitely have you breaking out the hostile environment modifiers from Sandstorm, Stormwrack, Spires of Xin-Shalast, and the like.

Preparing Image Visual Aids For Your Game

Last time, we talked about using character standees as visual aids in your game.  Well, I found out to my horror that it’s not all that easy to extract and prepare them, which is a pain.  Even images that are supposedly “player handouts” are often mixed in with text, rendered very small, or otherwise not very suitable (and though most of us have color printers now, who the heck has a color printer or even a scanner?).  And naturally, even if you’re rich and have the full Adobe Acrobat, most of the PDFs are password protected so you can’t just edit them and get stuff out (lame!).

Here’s the combination of free software and prep steps I use.  Don’t worry, I’m worthless when it comes to graphics stuff, I can’t make a good looking image to save my life.  But the manipulation you need to do here is extremely basic.

First, extract the images from the PDF.  I use the free program Some PDF Image Extractor.  It extracts everything, which is annoying – mixed in with the real images you’d like are a hundred images that are little bits of page decoration and whatnot.  But, it’s easy enough to delete them all.  Use Thumbnail view in Windows Explorer.

Now in many cases the extracted images will mostly be JPGs but there will be more annoying formats like PPM/PBM that Explorer thumbnail view, Picasa, etc. don’t understand.  Especially for player handouts, it seems.  I use the free program ImageMagick (available on Windows and Linux) to do bulk conversions.  “convert *.ppm pic-%d.jpg” converts all the ppms to sequentially numbered jpgs (I haven’t figured out how to do what should be the base case, which is just bulk convert every name.ppm into the same name.jpg without writing a loop in a script or something).

Oh, you’re not done yet.  A lot of the extracted images have black backgrounds.  Don’t know why.  I use the granddaddy of all free graphics programs, GIMP, to fix that.  It’s like Photoshop but free (available on Windows and Linux).  Anyway, you pull in an image that looks like this:

Void Images-500

And then you use the fuzzy select tool (magic wand) to select all the black and hit delete.  Play with the threshold to get as much of the black without getting any of the main image.  You may have to go select other black subregions (like the ones between clumps of hair in this case).  Clean up stray black pixels with the eraser.  Quickly you get:

Void Images-500Perfect.  I then slap them into Word, add a caption, and print.  I like to put it in landscape and use multiple columns, so I get 2-3 vertical strips when cut.

It’s a bit of work but generally you only have to do it once per adventure, and you get to reuse the NPCs a lot. Heck, once the Bestiary is out I’ll make one for each monster and those will get loads of use.

Sometimes you can do a quicker capture of one or two things simply by alt-print screening the Acrobat window, tossing into Microsoft Paint, and cleaning it up. You can also use the same general approach to make paper minis.

Anyway, power tips from the rogue’s gallery are welcome… This process is a bit involved and I bet there’s ways to do it in a more streamlined way.

I wish companies would provide galleries – a zip of jpegs, or at least an easy to consume PDF appendix.  All the beautiful art is getting seen only by the GM 90% of the time.  And having the image handouts, paper minis, etc. adds so much to the usefulness of the product.  And it’s not like there’s a reason to protect the stuff; you can get it if you want it but of course you’d expect to get in trouble if you reused it illegally in a product or whatever.