Tag Archives: RPGs

RPG Superstar 2009: Villain Round 2

The third round of RPG Superstar 2009 is to redo your villain and add a stat block.  I have to say, I do not have the patience to wade through stat blocks, but let’s see who improved their villain and do a top level check for awesomeness.

Sharina, Legend Singer (Female human bard 6)

The bard who gives the party fame and danger to leverage fame for herself.  She’s not that much changed in fluff, but she’s grown on me in that I’ve internalized that there’s more description of her schemes beyond “she starts a war!”  I don’t think she was perfect enough not to brush up the fluff.  The writer uses a few more commas than good grammar can stand.   Stat block’s OK but unremarkable.  I approve of trying a low level villain, though.  Overall she’s decent but I would hesitate to say Superstar material.  5/10.

Kar-En-Helit, Vessel of Moeris (Male human ghost wizard 18 )

This guy’s totally reworked and I liked the previous fluff better.  Now he’s a guy who’s waiting to ensoul his Osirian god-emperor ancestor ghost.  Concept’s fine, but the execution is a little confusing.  Especially as it splits focus between before he emerges and after, and there’s not enough info on either.  As for the stat block, I’m pretty confused about what are Kar-En-Helit’s stats, what are Moeris’ stats, and what are the stats of Moeris-in-Kar-En-Helit.  3/10.

Vashkar, the False Maharajah (Male vampire rakshasa Monk 8/Fighter 1/Eldritch Knight 4) *

Reworked from “generic rakshasa” to “demented vampire rakshasa who kills vampires and rakshasas!”  Much, much more interesting.  He starts to fall into the trap of not being in enough conflict with the PCs however.  The stat block is just huge.  I’m not so sure about legitimacy of the Eldritch Knight levels boosting his spellcasting (which is purely racial).  Triple class nonhuman with a template may be pushing it complexity-wise.  And even for CR20 this is a little buff.  AC50, SR40, multiple DRs.  24 special abilities goes over my line for what I’d like to deal with.  I think being a vampire rakshasa monk would be more than enough, especially with the new bloodline.  But you have to respect biting off such a huge task.  7/10.

Aelfric Dream-Slayer (male human reincarnated wood elf lich druid 15)

Was one of my favorites from last time.  He’s a druid who wants to stop an aberrant dream invasion by killing anything that can dream.  Fair enough!  Fluff slightly reworked and seems not as tight as last round.  I feel like the addition of the Rovagug reference is to be gratuitously Golarionesque.  And the stat block is kinda messy and error-prone.  Hrm.  5/10.

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RPG Superstar 2009: Villain Round

The Paizo RPG Superstar 2009 second round is in, and you can go read and vote on the villain entries from the top 32!

I am disappointed in these, especially in comparison to last year’s excellent entries.

What is it with druids and bards?  The two lamest classes.  Whenever my gaming group fights a bad guy and realizes they’re a bard or druid (or monk), we laugh, relax, and get to spanking them.

And the motivations this year – jeez! Everyone was a cliche. “I like to kill because…”

  • I’m EVIL!
  • I’m INSANE!
  • I’m a CULTIST!
  • I want WEALTH and POWER!

Here’s my thoughts in depth.

Phenyekashi (3/10)
A bone devil that just meditates but leaks corruption into the area.  Seems more like a plot device than a villain.  Could be an artifact instead of a creature and have the same “corrupt the locals” effect.

Bricius, The Wrath of the Forest (2/10)
An anti-civilization druid.  Pretty standard really, I’ve seen a dozen just like him before.

Sharina Legendsinger (4/10) *
An annoying paparazzi.  More of a plot device than anything, as all the proposed schemes/plots require the DM to assume social engineering succeeds on a level way past a 6th level bard’s capacity.  “She starts a war!”  Really?

Paradigm Theoguard (4/10)
A forceful pacifist.  OK, at least that’s different…  The name is awful.  And you’d better have a *really* good-aligned party, or else they’ll just catch his  minions stealing something and terminate them (likely legal in most medieval municipalities).

Montellan Corey (2/10)
A generic serial killer.  I’ve never seen one of *those* before.

Kar-en-haris (6/10) *
A thinking man’s cultist right out of one of the Mummy movies.  Still a bit of a stock character, but at least he has an agenda more interesting than “kill.”

Haldon Valmaur (4/10)
Well, it’s a little more colorful to want to kill elves rather than just kill.  But only a little.

Varrush (2/10) *
A generic rakshasa that sounds like every other rakshasa in the world.  Declaring a villain a mastermind doesn’t really make him more interesting.

Aelfric Dreamslayer (8/10) *
A pro-elf druidical lich.  OK, that’s interesting.  Heck, it might make Haldon an interesting character to be used as a foil.  Good staying power.  I like it!

Zelicia (6/10)
Crazy hot scorpion lady.  Interesting and memorable, though seems like a one trick pony for a standard adventurer “kill your way up the food chain” adventure.

Volner Tain (5/10) *
I liked the setup backstory but then he turned into “generic evil undead guy.”

Count Falconbridge (6/10) *
Hmm.  The execution’s not all I’d want, but I like the idea here, especially if unwound gradually enough and with enough plausibility to get the PCs initially on his side, ask themselves some hard philosophical questions…

Zavanix (1/10)
A killer pixie.  Like a generic serial killer but with more cliches sprinkled on him.  No thanks.

Boemundo (2/10) *
Just a monster, really.  “He used to have a personality, but now that he’s a wraith he done forgot all that.”

Derinogen (3/10) *
A good kernel of an idea that could have been very Nip/Tuck but instead just got boring.

Malgana (7/10) *
OK – more of a plot device or even object than a villain, and more helpful than really a villain, but it’s just so much FUN!  Assemble your own undead goblin!  She needs a better endgame than the lame “and then she’ll kill them” however.  Though I agree with all the other judges’ comments, this one at least interested me, unlike 90% of the other entries.
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Second “Empire of Ashes” Session Summary Posted

In our second session of Chuck‘s Savage Worlds game, we kill and kill and kill our way towards Valix Drogue the plumpy rogue.  Read the session summary for the gruesome details.

We’ve gotten used to the system now and it’s going smoothly.  We had seven players, however, so the card-based initiative was a little problematic with getting cards to and from people down a long table and seeing when they need to go in combat – admittedly, mainly a problem because some players were too busy discussing Robot Chicken episodes to pay sufficient attention to the game.  I fully support Chuck using a Taser on any player that needs it.

Also, we’ve earned two advances and have spiffed our characters up some.  As an archer, I’m finding there’s not many good edges for novice Archers to take so I’m focusing on bumping my stats and skills until we get to the Seasoned “rank.”

Bruce the Mostly Absent was here this time.  It was nice because his character was more “good” than the rest of us so it provided a suitable foil (no one else really minds when I have a Muppaphone constructed from the heads of our dead opponents).   Once we beat Arturo the Fence, he was cooperative so I was going to let him go with only the penalty of chopping off one of his hands for being a filthy filthy thief.  I was even letting him choose which hand!  What more could you ask for?  Bruce’s Vashaen was like, “That’s monstrous!”  Paul’s Thul-Eth said “What, you’re going to let him live!?!”  Call me the happy medium.

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First Curse of the Crimson Throne “Escape From Old Korvosa” Session Summary Posted

In Part I of Escape From Old Korvosa, the third chapter in the Curse of the Crimson Throne adventure path, we defy the Queen’s quarantine of Old Korvosa to get to the bottom of some things!  The first thing we get to the bottom of is the taste-meter, as this session has 200% more bestiality jokes than usual.  And then, we liberate Old Korvosa from its most proximate oppressor, a new local crime lord.  We took him seriously until we found out he was really a bard with a pet gimp.

Then, after dealing with the local decadent aristocracy, we go looking for our buddy (and Annata’s would-be squeeze), Vencarlo.  His fencing school’s been burned down, and his house seems like it’s been abandoned just minutes before we arrived.  And then the ninja bug-men attack!

In the wake of that, we find out that the old seneschal, one of the few people with the legal power to thwart the evil Queen’s plans, may still be alive and in Old Korvosa!  And we also find an outfit of Vencarlo’s that reveals an awesome secret…

RPG Superstar 2009 Round One – Results Are In!

Paizo Publishing is holding their second RPG Superstar contest to find some new talent out there in gamer-land.  The first round, where hundreds of folks submitted wondrous items for the judges’ perusal, is over and the top 32 have been selected!  Go check ’em out.

Sadly, I’m not one of them.  So to avoid waste, here is my entry!  Taking prisoners is always so hard in D&D.  If someone may be a spellcaster, it’s hard to argue that they can be safely kept alive.  I’ve been in many a party that’s tried to interrogate a captured enemy; bound hand and foot, with a dagger to their throat in case they utter any arcane syllable.  Then can you really leave them lying around?  This item helps solve that problem.

SHACKLES OF SUBMISSION
Aura moderate abjuration, enchantment; CL 6th
Slot hands, feet; Price 13,000 gp; Weight 5 lb.

Description:
This linked pair of adamantine masterwork wrist manacles and ankle fetters traditionally has the symbol of Abadar stamped deeply on each of its four cuffs.
A creature bound by the shackles is considered to be entangled. These shackles magically silence a bound creature; this effect may be turned on and off by their captor at will. When not silenced, the bound subject is forced to give only truthful answers to questions as if inside a zone of truth. Lastly, the individual binding the wearer can issue suggestions (as the spell, with a six hour duration but no save) to the bound creature at will. These magical effects still function even if the leg fetters are removed (or both cuffs attached to one leg, a usual solution if the bound creature is required to travel under its own power).
They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.

Construction:
Requirements Craft Wondrous Item, silence, zone of truth, suggestion; Cost 6,500 gp

Aces & Eights – Still Kicking!

The Kenzer & Co. Wild West game Aces & Eights has been keeping a low profile despite taking Origins RPG of the Year and the silver Best RPG ENNie.  I got the game once it came onto my radar screen and was very impressed.  But I’ve been wondering where the game’ll go – I hear zero buzz on it, and there’s only a couple products out so far.

But on the Kenzer forums, good news is heard – loads of new products!   In fact, David Kenzer says “2009 is mostly about Aces & Eights product.”  In the hopper are:

  • The Shootist’s Guide (aka target silhouettes and hunting book)
  • GM Shield (likely a [faux] leather shield)
  • Trouble on the Sequoyah Star (train adventure)
  • Fool’s Gold (adventure)
  • Men of Sloan (adventure)

I can’t wait!  I declare 2009 Year of the Western.  It is really a very good game and the genre hasn’t gotten much love lately.  I wish Kenzer and the game the best, and will try to corral some folks into playing it soon!

First “Empire of Ashes” Session Summary Posted

We’ve been stuck in the D&D Ghetto too much lately, so Chuck put together a new Savage Worlds game!  We’re all nonhuman freaks in a dark fantasy setting of his conception.  All the details are on the session summary page!

I enjoyed the system.  The card-based initiative and the bennies were nice.  Combat definitely went faster than in D&D – we started late, took some time finishing up our characters, etc. but still went through adventure initiation and four combats in one session.  As session scribe, I was having trouble keeping up with the action (not a problem in our D&D combats).

The main dice mechanic is still a little fiddly; I’m sure it’s because we’re not used to it yet but it’s still reasonably crunchy with the different difficulty numbers and “raises” if you beat your to hit by 4 and all that.  The bit that slows it down the most is that you don’t know the difficulty to hit, so there’s a lot of back and forth about “did I hit, did I get a raise?”  As I was an archer (ranged weapons hit on a flat 4) it was easier.

I liked Chuck’s setting, a bunch of weird new PC races is always nice,and I’ve been wanting a good gritty Thieves’ World kind of character lately. Something about settings with character flaws always encourages us to take loads of them, and then to become some horrendous scallywags.  This was no exception.

Anyway, check out the full session summary!    We all had a good time.

The Threat Of Intellectualism

Smart people thinking complex thoughts.  Do they hate you personally, or do they just want to ruin your life for their own abstract, probably atheistic reasons?

At least, that’s how the discussion seems to be framed sometimes whenever someone wants to think about RPGs at a level deeper than “Is my lucky d20 really lucky” or “But why *can’t* I kill the goblin children?”  Seems like if anyone tries to talk about RP theory it brings the pro-tard forces out of the woods.  “I just likey the fun!  How dare you try to analyze it?  Bulk Smash!”

If you agree with Bulk there, then you’ll hate the new International Journal of Role-Playing, which has just released its (free) first issue.  It’s a pretty stock academic journal in format, and includes articles like “A Hermeneutical Approach to Role-Playing Analysis.”  But if you like rubbing the occassional two brain cells together, you might like it!

In the same vein is the slightly older Push: New Thinking About Roleplaying.  Volume 1 is available free in PDF and there’s allegedly a Volume 2 in the works. Less scholarly but still fun.

The Finns are heavily represented; for whatever reason they are all about the RP theory.  Go Team Nordic!

All this isn’t really new.  Even in other geek circles, there’s loads of books that do nothing but philosophize about things norms enjoy for fun.  Take Star Wars On Trial, a collection of essays (David Brin stars) about the politics, gender bias, etc. etc. of Star Wars.  Heck, books like that especially for Star Wars and Star Trek are a whole genre.  Firefly can boast two essay collections, Finding Serenity and Serenity Found.  Orson Scott Card weighs in!  Heck, here’s a representative list of books in the “Smart Pop” series with serious essays on Angel, Buffy, Spiderman, the Matrix…

It’s rare in the RPG world, except for the marginalized FORGE/Edwards wonks, probably due the the “D&D Ghetto” effect.  But I think it’s worth thinking about RPGs more critically and analyzing them at a level higher than “what about the probability distribution of 3d6”?

There’s No Escape From D&D Insider

It’s not often that D&D news makes its way into the mainstream media.  We had a bunch last year with the death of beloved curmudgeon E. Gary Gygax.  What’s next?

Well, in this case, Hasbro getting told off in the Consumerist about making it impossible to get out of D&D Insider.  Seems that it likes to get your credit card info and never let it go.

Luckily a brave blogger has figured out the right procedure to cancel and shared it.  If the java.lang.RuntimeExceptions don’t thwart you that is.

That’s corporate SOP; try to hook customers on your crap and don’t let them get out.  And the economy is making companies desperate to try this.  At work, many of our suppliers are trying to crank up their maintenance fees up to double the previous year’s in order to make up for down sales, hoping they have you over a barrel, with too much money already invested in to be able to jump ship.

But it’s not too late!  Those of you who’ve been decieved into thinking that 4e D&D is really Dungeons & Dragons but are slowly learning the horrible truth – escape now!  You can only be a couple hundred dollars into it so far.  Escape while you still can!

Fourth Curse of the Crimson Throne “Seven Days to the Grave” Session Summary Posted

We wrapped up the chapter in Seven Days to the Grave, Part IV.  It was a little disjointed, as we left and returned to the warehouse/dungeon sooo many times.  I halfway hoped the nurse that fled would bring down the Queen’s goon squad or something so that we didn’t have unlimited back-and-forth access.  It becomes too tempting to play it safe (clear a room, rest, clear a room…)

We fought Nosferatu.  Not sure if that is what it was called, but its pic was a total copy of the original from the movie.   Then we leave, and go back to free the ocarina player, then leave, and go back to clear the place.

I was a little unhappy with the writing towards the end, though.  In both chapters there’s been some “Korvosa is totally rioting and there’s starvation!  Well, not really.  Plague has closed down the city!  Well, not really.  They all hate the Queen!  Well, not really.”  Last we heard, the city was in flames because of the city being enraged that this new Queen was now in charge, but when we come up with proof that her own hand-picked SS guys and goon squad are behind the plague, Guard captain and populace alike are all “Oh, must be a coincidence.”  What!?!  But to no useful end, since immediately afterwards, in a cutscene we’re not there for, she reveals herself as evil anyway.  It seemed like a big “fuck you” to the players.

I am not allergic to story – all the “sandbox” or “old school” gamers out there say “story baaaad!”  Not me, I like me some story.  But this is really the first time in the APs I’ve felt like they were more in love with their own story than the PCs’ part in it.

Sure, Paul our DM hews very close to the written word and you could say he should just change it, but having to change it reveals a weakness.

Anyway, in the end it’s a minor nit – the chapter was still enjoyable overall – but it seems to me a bit of a warning sign.  Interesting characters and driving plots are great, but should never threaten the primacy of the PCs in the story.

Best session quote:

We find an operating room, and cells beyond with more hapless Varisians.  As Annata tries to calm them in Varisian, Thorndyke demands, “Stop speaking that dog language!”

Next time – Escape from Old Korvosa!

Role-Playing Mastery?

Lamentations of the Flame Princess is doing a great, in-depth many-part series on the Gygax book “Role-Playing Mastery.” I strongly recommend it.

I still have this book.  I can’t say I like it.  In fact, reading it was a bit of a watershed moment for me; it’s when I decided to bail on D&D.  I came back eventually, with the launch of 3e, but basically reading the book made me think, “If this is what D&D is really about…  I am going to try some of these other games I’ve heard about instead.”

It took a bit of playing other games and learning some other things to have the self-possession to say “Well, I’ll come back to D&D and play it how I want, instead.”  LotFP links to a rpg.net review that about sums up my take.   And in the non-Internet world, I didn’t know about the Gygax break with TSR, to me and other gamers in small town Texas, Gygax was D&D and his word was law.  And now reading him hold forth at greater length than ever before about what D&D is/should be – I rejected it.

What Gygax presented as being the acme of roleplay – essentially, gamist group competition – was not what I wanted.  I’ve done some RPGA over the years and those are always my least favorite RP experiences by far.   There are loads of small details of advice in the book, some good, some bad, but its overall zeitgeist was that- rule mastery, overcoming challenges – this is the acme of role-playing mastery.  I had even at that tender age started to value world realism, plot, character immersion…  None of which were reflected at all in his screed.  I reckon I figured you had to take it all or not, so I chose not.

I started obsessively collecting RPGs.  You don’t even want to know how many I have.  I wanted to do different things, and decried friends who wouldn’t play anything else as “D&D whores” stuck in the “D&D ghetto.”

Older and wiser, having learned much (I hesitate to call what I learned “role-playing mastery,” but IMO it was more worthwhile than what the book claimed under that rubric), I returned to play D&D.  Though to be honest, I’d prefer for it to be about 30% of my gaming diet, and it’s much more than that.  “I’m taking it back!”

So it all turned out all right.  With perspective, I regained my appreciation of D&D and Gygax.  Years later, after the rise of the Net, Gygax himself flamed me as “fatuous and jejeune” on his mailing list for daring to say… his game with lots of j’s in the name, I forget which one, there were a couple… was pretty derivative of D&D.   Sure, I thought “Deal with it, you coke-snorting old hack,” but it was with fondness.  (After looking up WTF “fatuous” and “jejeune” meant.)

Why the Rule of Cool Is Not Cool

I’ve been following the debate about the so-called “Rule of Cool.”  It’s a “TV Tropes” concept extended to RPGs by  the Chatty DM, (original post “The Rule of Cool” here, and clarification “The Rule of Cool Takes Flak” here).  A number of people gave it drive-by disses, but I think the most on topic one is from 6d6 Fireball, with Rule of Cool – Only for Idiots and Of Coolness and Idiocy.

In short, the Rule of Cool states “The limit of the Willing Suspension Of Disbelief for a given element is directly proportional to its degree of coolness. Stated another way, all but the most pedantic of viewers will forgive liberties with reality so long as the result is wicked sweet and/or awesome. This applies to the audience in general, as there will naturally be a different threshold for each individual in the group.”

If you interpret it very loosely as “Hey, toss in some cool stuff to spice up your game” it’s fine.  But the way it’s stated is setting up “cool” as being carte blanche to roll over realism/suspension of disbelief.  “If it’s cool enough, it can be incoherent and it’s all good.”  This naturally bugs the pretty large contingent of people that have suffered through movies, TV shows, or games that were intolerable because they followed this rule.  For most people, there’s only so much incoherence that coolness can cover over, and also often people overestimate how cool their “cool things” are.  Let’s use Mortal Kombat II (the film) as an example.  MKI successfully used the Rule of Cool.  It had cool, and though the plot was tenuous you knew what was going on at least.  And as a movie based on a video game, you weren’t expecting a lot in the realism department.  MKII tried to forgo any coherence at all, and simply crank up the CGI stunt/explosion factor to make up for it, and it sucked hard.

But most of the discussion about this ignores the fact that media (TV/film/comic/etc), and especially RPGs because of the social contract involved, really work off an agreed-upon level of realism.  People expect the level of realism (versimilitude, for you pedants) to be constant throughout a work, generally.  If you’re watching Naruto, you expect mystic ninja shit.  If you’re watching The West Wing, you don’t.  (There are exceptions for parodies, which derive humor from the sudden shift, or deliberate “reality gets weird” transitions like The Matrix.)  And you get pissed off if that is violated.

Some people complain that “Oh, but I find political intrigue ‘cool.’  Sure, but the Rule of Cool, if you go read it and see all the examples on tvtropes.org, is very not about that.  The “cool” it’s talking about is usually worded as “kewl” in polite circles.

Anyway, the point is that people expect a certain level of cool-to-realism that you should understand and not jack with.  And it can vary from game to game/campaign to campaign.

As an RPG example, I love the game Feng Shui.  It’s a game largely based on the Rule of Cool, and its system encourages cool, its characters are based around cool, etc.  When you are playing Feng Shui, you are explicitly allowing “running up a stream of bullets and kicking you in your bitch ass face” as part of your worldview.  And I have lots of fun doing that.

However, there are other games that are set up to be more realistic or “serious.”  If you tried to run up a trail of arrows in Warhammer FRP, the only “cool” you’d get is a lengthy description of how your new groin wound drips a variety of interesting liquids.  In my group’s current campaign, the Curse of the Crimson Throne, our gaming metaphor is reasonably simulationist, enough that though there are certainly “cool things” in it, small plotting problems and inconsistencies do get to me.

D&D presents a special problem.  The vast majority of gamers are stuck in what I call the “D&D Ghetto.”  It’s the only game they know, or the only game they’ve played, or the only game they can find a group to play.  It is the alpha and omega of roleplaying and cannot be escaped.  As a result, many different groups try to get their favorite jones – deep immersion, or gritty realism, or cinematic cool, or gamist challenge – using it.  There’s a surprising amount of difference between many D&D players and groups’ styles.  So realism junkies that love “sandbox” gaming see the Rule of Cool as a burning bag of poo that would run their game,and it is.  (As it’s stated as a “rule,” and not a “hey if you want this kind of thing here’s what you can do…” it deserves the criticism.)  If you take an existing game full of “Gygaxian naturalists” and ladle in a bunch of exploding ninjas, they are going to think you’re an assmaster.

In fact, I think the biggest failing of the Rule of Cool is it setting up plot/realism/consistency and cool as opposing pairs.  They’re separate factors that different media have more or less of, and there are other factors.  In a way, it’s just saying that “any medium, to be enjoyed, needs *something* enjoyable in it.”  Maybe that’s “wrestling a panther under water, driving a motorcycle on top of a train and jumping out of a burning aircraft with a rocket launcher and somehow managing to turn around and blow up several missiles headed straight for his ally’s helicopter with it.”  Maybe it’s a tight, coherent plot.  Maybe it’s some hot ass babes.  Maybe it’s compelling characters.  Whatever.  You can decide to work with some of these at the expense of others.  But in general, people want/expect a certain level of it, based on their impressions going in.  Trying to mess with the cool/disbelief ratio, either up or down, will get people upset with you.

So run a game with high Cool, or something else compelling – but know your group, and make sure people have aligned expecations about the tone of the game.  I like high Cool and high realism in turn, as long as I’m in the right mode.