Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Wednesday, August 21, 2013

In Which The Warlock Tosses in Everything (Including the Kitchen Sink!)

(Aside:  Have you entered into my 400th entry contest yet?  Three simple questions might be all that's keeping you from a PDF prize pack!  Deadline is September 1st!)

This summer has been somewhat brutal on my gaming schedule.  In addition to our usual convention circuit, two of our usual crew have been finishing up their doctoral degrees, which has put a damper on our usual dice-slinging.  We've gotten in quite a few rounds of Sentinels of the Multiverse and Arkham Horror, but neither of those scratches that omnipresent itch to roleplay.
The Lady of Pain
Ruler of the City of Sigil

With ChaoticFrederick's 4e mini-campaign petering out, I offered to take up the reins for a foray into one of my favorite settings:  Planescape!  However, I decided to do something that flies in the face of traditional "game balance".  You see, I told my players that they could play anything they wanted, as long as they could relatively legally stat it up using d20 rules.

Most GMs, I'm sure, are slapping their heads right now.  And, truth be told, the usual suspects around my game table were taken slightly aback at the myriad of opportunities.  "Can I play Cthulhu?" one asked me.  "Why, yes.  Yes, you can.  Straight out of the book, even!" I replied, as I passed them the d20 Call of Cthulhu book.  "Can I play a Pokemon master?" another retorted.  "Sure.  Go for it," I responded.

Don't tell my players this, but their actual choices in character aren't going to matter much in the scope of the ongoing campaign.  Not to say that they won't have massive input (and plot hooks) hanging on their characters, but rather that the nature of Planescape's oddity will let them fit into the City of Doors with no ill effects at all.  Plus, it gives me a chance to flex my GMing acumen by accommodating a party of wild diversity in terms of both mechanics and background.

So, what did my intrepid players end up choosing?  Let's have a look, shall we?

  • A time-manipulating child, claiming to hail from the Lost City of Carcosa, which was drowned beneath the waves of Lake Hali.  With an air of innocence, he claims to know nothing of the sanity-blasting horrors which overtook that dread city in the name of The Yellow Sign. (Level 8)
  • A massively powerful centaur scout stricken inexplicably with amnesia, now following a pseudo-Buddhist philosophy of balance, passivity, and non-violence. (Level 26)
  • A shifter bard, alternating between charm and grace and phenomenal martial arts prowess, varying only on the beast within her. (Level 7)
  • Queen Lilioukalani, the last queen of Hawai'i, gifted with Pele's blessing to control fire and lava.  Lilioukalani believes herself to be the very embodiment of Pele herself:  a goddess given mortal form. (Level TBD)
  • Jim Bob, a non-descript farmer...who may have a unique destiny all his own. (Level 2)
My intent is to run "rings around the ring"--one session featuring each Sigil's noted factions, culminating with a chance to escape The Cage, while simultaneously providing a grand tour of Sigil itself.

What do you think, friends and neighbors?  Am I mad?  Am I biting off more than I can chew?  Time will tell, I suppose!

Friday, June 08, 2012

In Which The Warlock Wraps Up Origins 2012!


Whew!  I'm really running behind on this one!  The PlatinumChick and I scurried back from Columbus on Sunday evening, and I have yet to say a thing about our Origins weekend.  Man...I'm slacking!

The entrance for Origins 2012!
As I've said many times earlier, our trip to Origins was significantly abbreviated from its prior years.  Under normal circumstances, we'd drive out Tuesday night, get settled in, run games Wednesday through Saturday, then leave Sunday after the dealer hall closes.  This year, as I've been up to my eyeballs with students' finals and closing down my classroom--thanks to the date change, primarily--we were only able to attend half of the time, arriving on Friday afternoon and staying through Sunday.

However, this did afford us one luxury that we hadn't been able to enjoy prior to:  our own hotel room!  Yes, cats and kittens, the PlatinumChick and I actually managed to stay in a place to ourselves this time around.  Mind you, not that we did much sleeping....no, seriously:  we were up each night till around 3:00am or 3:30, either raising a glass with El Willy and the WEGSHogz or grabbing a bite to eat with the Journeyman GM!

The Events!

Friday evening started for me with another session of the D&D Next playtest.  Yes, I know what you're doing to say:  "But Warlock, you hated D&D Next!  You wrote this scathing review of it when you ran it, not three weeks ago!"  And, yes, you'd be right.  But, I figured that I'd give the game another chance, this time as a player--more particularly, as a player of the one character that wasn't represented at our home table, the human "laser" cleric. 

And, truth be told?  I'm still not impressed.  My cleric, with an 18 Wisdom, had all of two spells for the entire day.  Rather than heal, I focused on combat utility, eschewing the mediocre Cure Light Wounds for Spiritual Hammer, which more than doubled my potential damage output.  However, it was to little avail.  Our characters nearly suffered a TPK from a sliding stair trap, and our fighters--while admirable at damage output (but little else)--spent most of their time in single digit hp, falling in and out of unconsciousness constantly.  D&D Next has a long way to go before I'll be putting down money on a new edition.

My Saturday started much better, with a session of El Willy's newest release:  Pittsburgh 68:  a quick and dirty card game (edited by yours truly) emulating the old grindhouse horror classics, particularly Romero's quintessential Night of the Living Dead, which was set--you guessed it!--in Monroeville, PA, right along Pennsylvania Route 68.  I actually ran two sessions of this on Saturday, and a third on Sunday, to help take some of the strain off of El Willy and his crew as they pushed both WEGS and P68

Saturday was also seminar day for me, as I sat in on three separate seminars on game design, game development and genre emulation.  While listening to the gaming industry's self-styled "sublebrities" (as in, sub-celebrities) is always enlightening, the actual utility of these seminars has been...well, I'm not exactly sure.  Going to these gives me the chance to hobnob with some of the industry luminaries--I think Kenneth Hite may get sick of seeing me after all of this!--but their advice is only useful if I can actually put it into action!  That comes this summer, as I focus on finishing up oh-so-many projects. 

Unfortunately, I wish I could say that my third seminar, featuring Lou Zocchi, would have been more useful.  Zocchi's "insider" information brought several useful tidbits, but most of these were minutia, not applicable to most current situations.  Further, Zocchi's source information was woefully out of date, attempting to tell the audience about Kickstarter and DriveThruRPG, as if they had just come about and were some experimental force in publication!  I'm not sure whether it's a matter of his tendency to avoid computers or a genuine unknowingness, but Zocchi's information probably wasn't worth my time.

Sunday, the PlatinumChick and I spent most of our time trolling the dealer hall, but also spent a good bit of time with a Myrmidon's "Zombie Containment Rally"--a fun little zombie-killing romp, using heavily modified OGL rules for quick, streamlined mechanics.  Teaming up on the far side of the map, we managed to seal one of the four rifts in the complex and come in, guns a-blazin', to save the rest of our team.  It made for a fun game, in all, and a great way for us to wind down our convention.

The Swag!

The Origins 2012 Swag Shot
Not much this year...maybe next?
Not too much in the way of swag this time around, all told.  I was hoping to pick up a copy of All for One:  Regime Diablolique while there, but no retailer actually had a copy!  I did manage to pick up a copy of Unspeakable Words for $10 as well as winter-themed set of Dungeon Tiles for $6--can't beat those for prices!  The biggest bit of swag, though, is the mace I purchased from Edhellen Armory.  Yes, friends and neighbors, the first piece of my Man-at-Arms cosplay is in place.  I'm hoping to pick up the helmet and the blaster next in July, then the armor (football pads) and Wonderflex in August.  If all goes well, I should be able to have a costume in time for Halloween!

The Observations!

As predicted, this year's Origins was a ghost town in comparison to years prior.  While GAMA has yet to release the official numbers, you only had to walk around for a few minutes to note the sheer lack of attendees.  The convention center food court, which normally would be jam-packed at dinner hour on Saturday, was deserted:  many restaurants had no lines whatsoever, and seats were plentiful.  The Hyatt Grand Ballroom, which was reserved for RPGA games and D&D playtests, was barely one third full during a prime gaming hour:  Friday, at 7pm. 

Speaking to several dealers, sales were down at this year's show as well.  El Willy noted several times that the weekend "felt like a Thursday" from prior years, with a significantly lessened gamer density.  Luckily, Origins will be moving back to June next year--well after the vast majority of schools have let out, allowing educators and families with children to come back.  With any luck, they will. 

You know, it's weird.  While still running demos of P68, I find myself missing the act of running RPG sessions for the convention crowd.  The only issue I'm going to run into next year, though, is what to run?  I could easily continue running the games I love:  Deadlands (especially with Hell on Earth coming out at GenCon!), ICONS, and many others.  I could easily also run sessions of the games I've helped to write or edit for, like The Laundry or WEGS.  But, I'm also trying to keep a weather eye to Cold Steel Wardens...which means running demo sessions and showing off what I have.  And that's to say nothing of my board games!  So many decisions, and only a year to do it in!

Sunday, May 27, 2012

The Warlock's (P)Review: D&D Next Playtest Rules (Actual Play!)

It's been buzzing all over the web that the D&D Next playtest rules--the next incarnation of the most storied RPG in history--are now available online.

The playtest begins...
Truth be told, I haven't been following the updates on 5e as diligently as I had 3e, 3.5e, or 4e, despite the numerous ways to keep updated on the rules.  After running several lengthy 4e campaigns, I was a bit burned out on D&D, frustrated at the release of Essentials, and not really willing to continue chipping in money on a product that wasn't satisfying.  Other games--most notably Savage Worlds and its numerous settings--have been providing more entertainment for my table, with less numerical crunch, more interesting and flexible mechanics, and more unique settings.

However, I still remained on the mailing list for Wizards of the Coast's upcoming playtest and, when it went live, I figured that I had nothing to lose:  just this past Friday, my home group had a sesssion off (as two players were AWOL), so the rest of us threw together a quick session of D&D's newest incarnation, using 3rd level versions of the playtest characters in section K:  "The Caves of Evil Chaos" in the provided adventure.

The result of that session?  A resounding 'meh'.  The current mechanics for D&D Next are a Frankenstein's Monster of grafted together mechanics, combining seemingly random mechanics from prior editions while adding few new or innovative mechanics of its own.  Billed with the expressed intent to unify gamers, these current rules will do little to placate any of the fractious factions in gaming. 

Truth be told, D&D Next most reminded me of Heroes Unlimited from Palladium Games.  Kevin Siembieda's system was a loosely cobbled-together amalgamation of rules from early editions of D&D, GURPS, and a host of other homebrew systems.  While it was fully playable as a system, its flaws were numerous and its mechanics were incredibly fiddly.  While using d20s for its combat mechanics--which were culled right from AD&D, minus the THAC0--Heroes Unlimited used a percentile-based mechanics pulled straight out of Call of Cthulhu's first edition.  This schizophrenic feel carries over directly into D&D Next to great detriment.
We'll start with what hasn't changed with D&D.  The standard races, classes, and six ability scores are all there, with little change between them.  In addition to class and race, each character also gets a Background (a combination of mechanical element from 4e and a pre-determined choice of 3e feats) and a Theme (almost identical to a Kit from 2e).  While these are nice touches, they serve as little more than cursory elements--chosen once, with little variation or customization to come.  While WotC has claimed to be shooting for a "modular" rules-set, there is little evidence of such in play currently. 

But, it's still D&D at its core...just a mish-mashed, unenthused version of D&D, pulling its mechanics from prior editions like Herbert West pulling bodies from a grave.  Elves still get bow proficiency and a dexterity bonus, halflings and dwarves still get a speed penalty, and fighters still suck out loud.

While printing the materials for the playtest, I couldn't help but note that where every other character--two clerics, a wizard, and a rogue--each got a two-page character sheet, the fighter's entire information fit on a single sheet with room to spare.  Hands down, the fighter received less interesting mechanics, less diverse options, and few things to do aside from say, round after round, "I hit it with my axe."  ChaoticFrederick--as open-minded and creative a player as I could imagine--had an incredibly hard time staying interested with his character. 

I'm fully aware of the continual argument over the fighter in terms of D&D--some believe that fighter should be the "simple" class, given to newbies and those players who prefer limited or simplistic options, while others (myself included) relished tactical elements, enemy placement, and holding aggro.  However, the fighter present in the D&D Next playtest was dumbed down to the point of disinterest. 

The frustrating portion of the playtest, for me, was the fact that the PlatinumChick's "guardian" cleric served a better job as a fighter than the actual fighter did!  She had 3 higher AC, dealt almost as much damage with a one-handed weapon and a single buff spell, and still was able to buff the party and provide out-of-combat healing!

Unfortunately, while the PlatinumChick's cleric out-fightered the fighter, it absolutely failed at fulfilling its own archetype of sagacious healer!  The playtest packet contained two clerics--one "tanked" cleric and one "laser" cleric--in order to show off the 'versatility' of the cleric class, though it only went to show that the clerics provided could do precisely one thing well--fight in melee, heal/cast as a spellcaster, etc.  The actual class differences between the two clerics, however, came only in spell choices and in their choice "Channel Divinity"--a holdover from 4e, which relied on the use of Turn Undead attempts.  If real difference and variety is the end goal for clerics, why not replace Turn Undead entirely and give a domain-related ability?

The wizard and rogue, thematically, were closest to their archetypal roots, though they weren't without their own issues.  Both clerics and the wizard were given at-will attack spells (coming straight from 4e), though both relied on Vancian-style 2e spellcasting.  However, either the wizard's spells were incredibly underpowered or the rogue's Backstab ability was massively overpowered.  After achieving stealth (possibly every other round, as the rogue could hide behind his own party members!), the rogue could pull off a ranged backstab dealing 1d8+3d6+ability mod!  Every other round!  The poor wizard, on the other hand, could only manage such damage maybe twice a day, using his Arc Lightning spell.  Our wizard and rogue player--FridayNightWill and Chris I, respectively--probably had the best time of the group, but even they were left dissatisfied.

As a GM, I had similar problems with running the adventure.  A revamp of the old 1e adventure, "The Caves of Chaos", the session brought next to no actual opportunity to role-play, eschewing characterization and interesting NPCs in lieu of dungeon-crawling and combat.  Okay, I can understand that on some degree, as the playtest is meant to exercise the combat rules.  But, the adventure's set up and organization was amazingly miserable.  Monster mini-stat blocks were tossed into the adventure at seemingly random points, and did not include basic, vital information like initiative bonuses or special defenses.  I had to keep referring back to the Bestiary packet, which defeats the entire purpose of having mini-stat blocks in the adventure!

That said, the game wasn't entirely a wash.  Here and there, the game managed to shock me with a novel concept or idea which really made for an elegant change.  The "Advantage/Disadvantage" mechanic provided a quick and easy way to adjucate basic benefits and drawbacks, and my group didn't have the seeming "Advantage-fishing" issue that some other playtest groups seemed to have had.  While the mechanic itself is a little "swing-y" in terms of mathematics, it makes for a spectacular way to toss out bonuses and penalties. 

Similarly, the replacement of Fortitude/Reflex/Will saving throws with saves based directly on the core 6 ability scores made for a novel and intuitive change.  However, I worry about how these will hash out at higher levels, particularly if the dreaded "Christmas Tree" effect of prior editions carries over.  Skills actually work almost identically to Saving Throws, as well, which makes for an awkward sense of understanding.  Coupled with that, there are few ways to customize ones' skills, as they're intrinsically linked to Themes and Backgrounds.  As such...yeah.  Skills are almost negligiable in this edition.

All told, we did not have fun with D&D Next.  The enjoyment we had at the table really came only from our own table-banter and from another's company, which we could do with almost anything.  Not saying that's bad, but the D&D Next playtest failed to engage my group on almost every level.  There's a lot of work to be done on this edition before release...and a lot to be done to win us back over from the numerous other games that we're enjoying.

Wednesday, January 11, 2012

In Which The Warlock Totally Called It...

A few posts ago, you may recall The Journeyman GM and I making some predictions as per the potential of an upcoming edition of Dungeons and Dragons.

Well, lo and behold:  it looks like we were right.  In the latest "Legends and Lore" column, Mike Mearls officially outed the current development of a new edition of D&D.

As you can imagine, I'm not particularly surprised.  When Monte Cook came back on board and the 4e release schedule slowed to a crawl--much as it had at the end of 3.5e's run--it was fairly easy to tell that something was amiss over in Seattle.  When word started creeping in by other industry insiders, such as Margaret Weis, it's hard to deny that something isn't going on.

Honestly, I'm sort of looking forward to a new edition.  While I love many things about 4e--the rise of the non-caster character, archetypes such as the warlord getting their due, and the entire ritual system--I almost can't bring myself to play the game anymore.  The reliance on minis-based combat, the similar-feeling powers, and the labyrinthine character sheets (particularly in Paragon tier and beyond) just got to be too much.  When a character sheet hits 8 pages, there's simply too much to go through!

My biggest worry, however, is summed up best here:  in an article for the New York Times by Ethan Gilsdorf.

When 4e came out, the gamer market fractioned.  For over a year, Paizo's Pathfinder has either matched or outsold D&D, as disgruntled fans sought their fix elsewhere.  I've been a devoted D&D player since 7th grade, and I haven't touched the game since this past Origins.  Before that?  Almost six months prior.  Other games--which tend to have a longer shelf life, simpler rules, and faster play around the table--have attracted my attention.  I don't see that changing, to be honest.

It's been stated over and over in the few days since the new edition's announcement that the hope is for a "reunification" of the fractured gamer community.  I can only hope that this is going to be the case...

Tuesday, October 18, 2011

In Which The Warlock Accepts a Journeyman Challenge...

Last entry, my good friend over at The Journeyman GM (also known as Will the ManMan, my compadre from Witt, who's been throwing down the bones with me for almost 4 years now), issued me a challenge.  After reading some ongoing rumors regarding Monte Cook's return to Wizards of the Coast, I put down my official prediction for the new edition of D&D.  Will challenged me to put down a few predictions for what I expect to see in said upcoming edition.  So, without further adieu...here goes!

One of the more popular changes for the role-playing games industry has come in the resurgence of the "boxed set" as a concept.  Fantasy Flight Games experienced great success with this in Warhammer Fantasy, as did Cubicle 7's Doctor Who:  Adventures in Time and Space, carrying over their tendency to include "fiddly-bits" from their massively successful board games.  WotC has tipped their hand in this regard, with most of their 2011 releases being produced in some form of boxed set, usually complete with an element that couldn't be packaged separately:  Madness at Gardmore Abbey, for instance, comes with the Deck of Many Things--a product that may not sell well individually, but when coupled with a mini-campaign-length adventure, makes for a positive price point.  I expect that 5e/Anniversary Edition will consist primarily of boxed rules, with "advanced" classes coming out via additional boxed sets.

"Who knows what the future for D&D holds?!"
Further, I'm finding that D&D--and rpgs in general--are starting to trend away from the tactical, rules-heavy concepts that have been in dominance since 3e D&D.  It's because of this, I believe, that WotC decided to discontinue their D&D minis line, as well as HeroScape--they simply weren't profitable, based on the numbers of miniatures being sold, when compared to the investment necessary to produce the minis.  Coupled with a general trend away from minis-heavy games--look again to Warhammer Fantasy--I expext that 5e/Anniversary Edition will provide only rudimentary rules for miniatures use, but include later conversion rules for a D&D-themed "Chainmail-esque" minis game....which will fail, repeating the cycle of minis-based D&D games all the way back to 2e.

Coupled with the shift away from rules-heavy, minis-necessary gameplay, I believe that streamlined concepts will be on the horizon.  As part of a modular-based, box-expansion style game, the base game itself must be kept simple enough to attract new players, while expansion boxes provide options for more experienced, "hooked" players.  One example of this, I believe, will manifest in the 'skills' system, which will seem like a bare-bones system at release, but then have substantial expansion in subsequent expansions.  However, I do see this skill system being more closely tied to abilities--numerous articles have posited the actual necessity of having skills, when the focus on ability scores or raw stats is so high.  Believe it or not, I think that D&D could take a lesson or two from ICONS, in terms of skill development--they greatly resemble 2e D&D's "proficiency" system in importance, and provide reference back to the all-important 6 scores, rather than cluttering a character sheet with more numbers and values.

A few other quick predictions:
  • No more powers.  I see a great return to class abilities--particularly ones that can be defined/explained in less than a sentence, and won't require an 8+ page character sheet.
  • No feats--at least not in the sense that we understand them now.  They'll be too much bookkeeping for a simple, dungeon-crawling game.  I see them creeping back in around Year 2.
  • Themes will be back, in a big way.  I see themes providing archetypal support beyond that found in the typical race/class combination, and the rules for them provide great modularity.  Plus, they were implemented towards the end of 4e's run, and the later themes have been much less rooted in 4e's design philosophy...
  • No more dragonborn.  For that matter, no tieflings, either.  I see a philosophical return to the classic quartet of human-elf-dwarf-halfling, with other races coming through expansion materials.
  • Additional settings with additional rules.  While I could only wish to see a resurrection of Planescape--which might not be out of the question, if Monte Cook is back running the show--I anticipate that we'll see Forgotten Realms, Eberron, Greyhawk and even Ravenloft (especially since the 4e version got cancelled).  Unfortunately, I don't see any new settings coming out any time soon.
  • A split convention prescence.  I mentioned above that I anticipate WotC putting out a concurrent minis game to accompany D&D, which I see providing a two-pronged attack for major gaming conventions.  The key, though, is to make the minis game appealing to the more "tactically minded gamer" while maintaining involvement on the role-playing side.  Unfortunately, as I mentioned as well, I don't see this going well.

All told, I really do think that a new edition will have quite a bit of merit, but I'll have to see how it hashes out before I invest in another round of D&D books.  Time will tell, I suppose!

Sunday, August 28, 2011

In Which The Warlock Muses on the Future...

Last night was Wittenberg's first game night, which is always exciting for us.  It's spectacular to be able to meet a whole legion of incoming gamers and share with them all of the exciting events that the Guild puts forward, all of the events and systems that we run, and the cameraderie of slinging dice with your fellow man.

There's really nothing like the first time that you sit down to experience a game.  The 'first impression' that one gets just can't be replicated.  The first time I slung out the d10s and d6s in WEGS, for example, was a game unto itself.  The first time we broke out Arkham Horror, while frustratingly long, got us immediately hooked.  The first time we watched someone's dice 'ace' two and three times at a clip in Savage Worlds...it caught the eye like none other. 

What to write, what to write?!
But keeping that newness?  It's hard!  The longer one plays a game, the more apparent the flaws are in the system and the more 'rote' things become.  The Journeyman GM and I discussed this tendency on our way home from GenCon this year.  By this point, he had run his Blackbeard-based Doctor Who game nearly 12 separate times for various groups across the Miami Valley.  I'd been pinging my "WEGSthulhu" adventure and "Westbound on the San Juan Express" just as often.

As such, with the close of the convention season, it comes time for us gamers to think about what comes next:  what one-shots are on deck for the coming 2012 season, for the Friday Night One-Shot series at Witt, and what we're excited about.  But, that leaves me with a major question:  with so many options, what do I write?!

Obviously, my first and biggest option (and my biggest priority!) is my campaign of Cold Steel Wardens.  I'm running my alpha test--a campaign that I'm calling "Hard Rain"--at Witt this year, with my tentative players' Heroes making their way into the (ideally forthcoming) book as sample characters.  But, one-shots?  I have no issue running them at Wittenberg, but I'm not sure if the rules-set is ready for the convention circuit yet.

Last year, I built a series of Deadlands characters specifically for the purpose of using them on the convention circuit.  As such, I'm very tempted to bring back those characters for another go.  However, I'm at somewhat of a loss of what I'd like that adventure to look like.  I'm loathe to put forward another "train-based" adventure, and would like to lean towards something a little more investigative.  However, that's the furthest I've managed to think this one out.

The Laundry, similarly, is an appealing option.  While I'm more than proficient in the BRP Call of Cthulhu game, The Laundry has its own unique style that makes for a strange balance between absurdist comedy and deadly serious spy-drama.  But, that same balance makes it particularly difficult to GM appropriately.  Even for a skilled GM, it becomes difficult to shift gears so quickly between tones.  I'd been also thinking up a basic Call of Cthulhu adventure based around Shakespeare's "Scottish Play", but that's still in development.

Coming to a game convention
near you in 2012?
I'd also been thinking about potentially revisiting one of my all-time favorite heroes:  the Masters of the Universe in the role-playing arena.  However, I'm really not sure what system I'd use.  While I'd be tempted towards picking up Cartoon Action Hour, I actually think that ICONS would work really well for emulating the over-the-top action.  But, again, I haven't really thought out what the adventure would entail, or any plot ideas beyond the simple "He-Man and crew have to team up with Skeletor to take out a greater threat". 

And then...there are other options.  While I'm swearing off D&D for a while, my gaming stack's still full-up.  I'm planning on picking up All For One: Regime Diabolique in the near future, and I just found a copy of Wild Talents at Half Price Books for $5.  Also, The Journeyman GM still has my copies of Hell on Earth, while my regular Friday night group is chomping at the bit for some post-apocalyptic action.  Oh, and there's always WEGS, particularly with the Ultimate Dungeon Party out now, and the official printing of Dingbitt's Dunge-O'-Doom on the horizon. 

So many options, so little time, fellow gamers!  What should I run?  What would you like to see at WittCon, FOPCon, and all the rest in the next year?!

Sunday, August 21, 2011

In Which The Warlock Contemplates Something Odd...


A few days ago, while trolling around RPG.net, I came across a pretty standard thread in their d20/D&D forums.  Quite simply, the thread posted the question "What's the best setting for D&D?"

Immediately, I started running down my favorites in my mind, about to post my opinions.  I contemplating picking Planescape, then Ravenloft, then Dark Sun.

But as I deliberated between my options, weighing what I liked and didn't like about each, something strange occurred to me--something that I never really considered throughout all of my years of gaming.


You see, friends...I don't think I actually like Dungeons and Dragons.


I can hear you gasping from here.  Please, take a deep breath.  You're probably asking, "But, Warlock, you've been playing D&D for years!  You constantly regale us with epic exploits, thoughts on your new campaigns, and the like!  How can you possibly not like D&D?"

It was about as shocking to me, as well.  I've been playing some variation of D&D for over 15 years now, in any number of campaigns and one-shots.  But (bear with me here!), I don't think I was actually enjoying D&D.

Not your "typical"
D&D adventurer...
My favorite thing about Planescape isn't the D&D elements to it.  Rather, it was the pseudo-Victorian age philosophy, used to justify the archaic D&D alignment system.  I love the idea of "good" nihilists in The Doomguard, and the "survival of the fittests" ethos of The Fated.  I loved the idea that the "standard fantasy" archetypes were utterly flipped on their head. 

My favorite thing about Ravenloft isn't the fact that it's D&D.  Rather, it was the vulnerability of the heroes, as they made their way in a world ruled by Hammer movie monsters.  I loved the investigative nature of things, the rarity and superstition surrounding magic, and the swashbuckling-action-meets-creeping-horror feel.  Again, the "standard fantasy" was thrown overboard.

All of the things that I enjoyed about D&D....were the very things that made them not D&D. These settings were set apart because of their individuality, and TSR/WotC even made significant efforts to keep them separated. Dungeon Masters were encouraged to keep the settings and rules separate, due to their massive differences, while they simultaneously put out game material like Spelljammer, which meant to link them all...

I cut my teeth on Dragonlance, back when I was in high school, but by the time I hit college, I'd all but dropped the series.  There were no ethical questions to be explored, no tension-filled investigations to be had, and no inversions to keep me interested.  Elves, dwarves and humans were good, kender were irritating, and dragon-men were bad.  Everything was so...cut and dried.

Great game...but not for me.
To be honest, I have absolutely no interest in Cubicle 7's The One Ring rpg, despite a beautiful-looking book, and a creative game mechanic.  I just have no interest in doing the typical fantasy setting any longer.  And D&D?  Well, that's what it tries desperately to emulate...and I just don't care for it any more.

While I'd love to revisit Ravenloft sometime, I can tell you right now, I don't think I'd ever use any form of D&D mechanic to run it.  Rather, I'd probably use All For One--Regime Diabolique, by Triple Ace Games.  If I wanted to play some Dark Sun, I'd probably just use Savage Worlds.  For Planescape?  Well...I haven't quite figured that one out yet...

But still, there's a bit of an empty void in me right now, realizing that in all actuality, I may never have enjoyed the fundamental game that started the hobby that I love, cherish, and hope to work (more) in.  It's a strange feeling....

Monday, August 15, 2011

In Which the Warlock Defies the Odds...

Call it a gamist point of view, but I love games that bring a degree of chance to the party.  It's all well and good to tell a fantastic story, but if you can't totally throw that story off of the rails with a well-placed die roll...well, then go write a novel. 

Pull up a chair, friends and neighbors, it's storytime: 
Essex Sho-Toran:
My lucky psion...

Once upon a time, when I was still a freshman at Wittenberg, I played in a D&D 3e game run by a friend of mine named Silas.  In the first session of that game, I was utterly worthless.  Playing a psion, I managed to knock myself out from psionic feedback in the first round of combat, and spent most of our first session unconscious.  However, at the final end battle, I managed to pull off a phenomenal feat...a lucky blow that turned my character from a feeble level 1 caster into a powerhouse of psionic might.  After rolling no higher than an 8 all night long, one well-timed Natural Twenty manged to slay a foe far beyond our scope, and turn Silas's campaign on its ear.

So, let's fast forward to our Deadlands game from last week. 

After destroying Rock Island Prison while searching for the mysterious "Heart of Darkness" diamond, we found ourselves in the Lost Angels Cathedral on the infamous Bloody Sunday.  Reverend Ezekiah Grimme, leader of the Church of Lost Angels, called down hellfire and brimstone...quite literally.  Demons swarmed through the cathedral, killing innocents by the score, with our heroes in the crossfire! 

Okay, so The Journeyman GM has been using the Savage Worlds Adventure Cards for this game.  Each game, we get 5 cards that provide a one-time benefit, of which we may choose 2 to keep.  My selections were pretty lackadaisical this time around, aside from one named "Make No Mistake":  "Play when facing any kind of creature with Immunity or Invulnerability.  One character may ignore those special abilities of the creature for the duration of the combat."

I looked at The Journeyman GM and said, "You know what I will be doing with this...should I take it?"

His reply, "It's the Weird West.  That's all I'll say..."

As carnage broke out in the Lost Angels Cathedral, Ramon Perez Francisco Villa-Nueva leapt atop a pew, drew the Cutlass of Estevanico, and challenged Grimme to pay for the crimes he had perpetrated at Rock Island Prison. 

From there, things went downhill steadily.  Ramon spent the next several rounds being swarmed by demons, hovering around two wounds and trying to throw off his "Shaken" result.  Grimme himself, though, answered the challenged, attempting to use a hideous rite to snuff out Ramon's life-force.  However, Ramon persevered, took some healing from the PlatinumChick's "gun-nun" Maria Pilar Vasquez, and then lunged for Grimme...

An ace!  Not familiar?  In Savage Worlds, if your die roll on a skill or ability test gets the highest possible result (a 10, on a d10, in this case), you roll it again and add the results.  Raising his cutlass high, Ramon slashed downward through Grimme with a 19 to hit, and an absurdly-massive 46 points of damage--resulting in Shaken and 9 Wounds, penetrating Grimme's Invulnerability and slaying him instantly!

Ramon Perez Francisco Villa-Nueva
rides into the Wasted West...
Okay, yeah...I know it's the Weird West and all...and the metaplot of Deadlands somewhat mandates that Grimme hangs around for a while longer, but still!  Wow!  My avenging fencer took out the Servitor of Famine in a single, massive blow!  Between that, the destruction of Rock Island Prison, and Ramon's old friend Morton "Four-Eyes" Marker heading back to his Texas Ranger brethren with incontrovertible proof of Grimme's villainy, Lost Angels may soon lie in the hands of the Confederacy!

It just goes to show that the dice are a fickle, fickle mistress.  Sometimes they hate you, and sometimes they give you a gift that'll provide for "gamer-stories" for years to come...

We just managed to finish the last segment of the "Devil's Tower" plotline this evening, with Ramon (and the huckster companion, Skippy, that the posse broke out of Rock Island) escaping far into the future, with the dangerous Stone in hot pursuit.  While the Weird West was saved, and the future altered, who knows what dangers await Ramon in the not-so Wasted West?!

Wednesday, August 03, 2011

In Which the Warlock Contemplates Game Against Story...

Okay, fellow gamers.   Bear with me for a tick, once more, as I do some rambling.

The games that I tend to enjoy stem from a fairly diverse number of systems and fundamental game theories.  But, the systems that I tend to favor most recently all have one major thing in common:  the ability to manipulate and even to defeat luck.


The Copper Pot collects some fate...
In WEGS, every Ark comes ready-equipped with a number of Spoints, which can be used on nearly any percentage roll in the game, and even on some non-percentage rolls.  It's entirely possible--and sometimes more than desirable!--to use Spoints to achieve a percentage-chance of success that exceeds 100%.  While this all but guarantees success--barring a really horrible Bad Shot or a Wicked Failure--luck has effectively been removed from the equation.  The spell goes off, the sword strikes true.

In Savage Worlds and its numerous settings, every hero comes equipped with Bennies (or, Fate Chips, if you're playing Deadlands), which can turn a seemingly lethal blow into a near miss, or allow for complete and total re-rolls on skills.  In ICONS, heroes get Determination, which allows them to create power stunts, achieve massive levels of success (regardless of dice roll), and even "retcon" details in a scene, changing the narrative.

Not all games include such a system.  Aside from a brief flirtation with them in Eberron, D&D has never used such a mechanics.  Action points in 4e rarely grant anything but an extra action.  Call of Cthulhu and other "atmospheric" games don't use such a mechanic.

So, as I continue working on Cold Steel Wardens, a major question arises.  Do I put such a mechanic into the game, or do I "let the dice fall where they may"?

Representation of GNS Theory
I believe that the rub lies in what's referred to within game design circles as GNS Theory or, later, The Big Model.  Ron Edwards--creator of the Sorcerer RPG--created this theory as an ongoing set of theory regarding social interactions through role-playing games.  It's been one of the longest running controversies within game design circles since Edwards came up with the idea, but for me at least, Edwards' ideas run true.  Edwards claimed that players (and the games that they prefer) typically would fall within a given category--Gamist, Narrativist, or Simulationist.

My main impetus in creating Cold Steel Wardens echoes a fundamentally Simulationist.  As a representation of the Iron Age of Comics, CSW is built to emulate a certain era of comics, including all of the conceits and hallmarks of that era.  As I told ChaoticFrederick--whose commentary and revisions have been invaluable as I've moved forward!--I expect there to be ninjas, I expect there to be lots of guns, and I expect there to be mafia bosses.  Those are all stereotypes that are hallmarks of the Iron Age of Comics, for better or worse, and they tend to appear quite often.

However, I have a strong desire towards specific Narrativist goals.  The system for Aspects, Motivations, and Stances--which I'm about 2/3 of the way through!--encourages players to test their Hero's assumptions about ethics and morality.  While this stems from such storylines like Miller's Daredevil: Born Again and O'Neil's run on The Question, it's a fundamentally Narrativist idea.  Further, the investigative nature of the material itself lends itself towards storytelling, on the player level, the GM level, and the table-wide level.

However, the mechanics of CSW also provide for a degree of system mastery and "optimal build", which are hallmarks of the Gamist idea.  There's a strong desire for me, as a designer and as a gamer, to try to build "The World's Greatest Detective" or "The Martial Arts Master" in this system.  And, as with nearly every system out there, I've spent more than my share of time dealing with combat at this point--the "throne room" of the Gamist player.  Plus, the ideas that I've been kicking about, regarding a system for in-depth investigation, are solidly gamist--it's a matter of how well the Heroes can access the clues, and how well the Players can put them together.

So, where does this leave us?  Well, with the Hero Pool.  This is to say, the fate-defying mechanic I'm debating building into Cold Steel Wardens.  It's a simple mechanic--a pool of d8s equal to twice the number of players, which can be used to add to any test.  They're one use only--once they're gone, they're gone, unless the GM refreshes them (usually by challenging the PCs in underhanded ways). 

One might say that it's a fundamentally Gamist mechanic--it's something built in to defeat luck, and can be exploited.  It doesn't add much to the story, says the Gamist, but it lets us hit once in a while.  The Narrativist would probably disagree, adding that it adds more creative control to the minds of the players, and allows the Heroes to add in that "last-ditch effort" on a test that really requires a success.  A Simultationist might decry such a mechanic, due to lack of "realism", but simultaneously uphold it as a fitting representation of the genre. 

So, again, where does this leave us?  I'm not really sure.  I wouldn't be so arrogant thusfar as to say that CSW is going to be the mystical Zen-center of the GNS spectrum, but it's raised quite a few questions in my mind, as to where CSW is going.  Let's see how playtest rolls out, and we'll go from there...

A few links for you, in case you're curious:

Saturday, June 25, 2011

The Warlock's Origins 2011 Live Blog--Friday!

Okay, so remember how I mentioned being exhausted yesterday?  Yeah, after an 18+ hour day of hardcore gaming, I am wiped out!!!  But, it's all worth it when you're really enjoying what you do.  Today was one of those days.

ChaoticKarl and I started the day off at an RPGA game:  "Secrets and Shadows".  After last year's mess and massacre, I was truly skeptical about going through another game.  I even went so far as to make the PlatinumChick and the Enigmatic Mr. Ebbs serve as witnesses that, should this game not go well, I would forswear the RPGA for good.

Karl and our RPGA GM share a laugh...
But, you know what?  I really had a good time today.  The scenario structure was particularly well-designed, and had significant variants that depended on various ongoing campaign rewards.  Further, the GM was flexible and well-versed in keeping players interested.  The game ran spectacularly, with tons of opportunity to actually role-play and interact with both NPCs and the other party members.  Further, the other gamers at the table were both interesting and engaged with the plot.  Truly, this game reaffirmed my faith that the RPGA isn't a lost cause of gaming.  Just like anywhere else, sometimes you get poor games and poor scenarios, and other times  you get gold.  This time, we got some real gold.

Making their way through the Wasted West....
Afterwards, I had to rush to get prepped for my first of two games: another session of "Westward on the San Juan Express."  This time around, though, I got a unique opportunity--I got to throw down with some actual, honest-to-god Deadlands players!  All of the little homages that I put into the scenario--the little references and details--made for a spectacular game.  Honestly:  more gold.  The game ran spectacularly, with the players taking a totally different route through the game than I had expected, and poor Sam Clemens almost getting taken out by one of the NPCs!  Plus, my old buddy Nigel Worthington-Smythe's dirty secret came out...I won't spoil it here, but it's a doozy!

The whole gang, at Buca di Beppo!
Today was another big dinner for us, this time at Buca di Beppo.  While most of our meals are all individual, this one is all about the family-style dining.  With four massive entrees, and three appetizers, we ended up with even more than our 10-strong gamer flock could manage!  Not that that's a problem...the Drury has a mini-fridge, which means that our leftovers won't go to waste!  In amongst all of the chaos of tomorrow, I'll actually be able to grab some lunch!



Minnesota Steve moves into position!
We needed to rush just a touch, but we managed to make it just in time for our games at 7pm, and my Origins debut of "WEGS+Cthulhu = WEGSthulhu!"  And, really, this scenario really blew me away.  while WEGS is a little on the light side in the way of role playing, this game really managed to take the cake.  One of my 4 new WEGSHogz, working their way through Miskytoonic Academy with Minnesota-Steve (a veteran WEGSHog!), ended up negotiating with High Scholar Armitage, to try to get a better deal for her church!  Fantastic!  Unfortunately for that player, the final encounter ended in a massive tragedy as both she came out of Ethereality right in the middle of Randolph Carter, causing both of them to fuse together into a Sanity-warping beastie!  Cthulhu emerged, and the few cultist players pulled out a triumph--Ia! Ia!

Today's been a lot of win, but finally, I managed the biggest win:  El Willy and his crew, and our WittKids have been trying to manage to wrangle a time to raise a glass together at the Big Bar on 2, in the Hyatt.  We've only managed it once, in 4 prior years, and we'd been trying unsuccessfully since Wednesday.  Tonight, we finally managed it--hence the late hour of this post!  And, you know what?  Just being able to sit around with some good friends, particularly ones so distant for most of the year, makes it all worthwhile.

Tomorrow brings some more WEGSing for us, as I'm jumping in on Willy the 2's "Ultimate Dungeon Party" demo game, then back to the GM screen for me, with a session of ICONS and another "WEGSthulhu!"  It's going to be a blast, and I'll keep you updated on all the carnage as it goes down!

To take a look at my pics from both Thursday and Friday, take a look at the Facebook album!

Monday, May 30, 2011

In Which The Warlock Continues to Muse on Skills...

I wanted to continue the discussion on skills/powers use into this week's entry, as I find myself looking at something very old, to come up with something very new.

Play this game!  Why aren't you playing it yet?!
You see, friends and neighbors, I've been playing Chrono Trigger again.  Now that it's out on the Wii Virtual Console, and the school year's been winding down, I've actually found some time to sit down and enjoy one of the true classics of console RPGs.  What?  You haven't played this yet?  Seriously, if that's the case, shut down the browser, go buy a PS1/DS/Wii and play this game--you owe that much to yourself.



One of the neatest things about Chrono Trigger was its Tech/Combo system.  While each character had a list of 9 or 10 skills they could access--ranging from magic or physical attacks, to healing and buff skills, to more situational skills--these skills could be combined for greater, more powerful effect.

Case in point:  Crono, the main character, gets a basic sword attack called SpinCut.  By itself, it typically deals twice as much as a normal attack, with a better chance of landing.  However, when combined with Lucca's Fire attack, you could access FireSword:  Lucca lights Crono's sword aflame before he strikes, dealing a signficantly larger amount of damage than either SpinCut or Fire alone.  In order to do so, you needed only have Crono and Lucca act together, rather than separately, and ensure that you had enough magic points to fuel both Techs.

These Double and even Triple Techs ran through all 7 major characters, ranging from the lowly, yet effective X-Strike (Crono and Frog, available at level 7 or so), all the way up to the mighty Triple Raid (Crono, Frog, and Robo, available around level 25ish).  The more powerful the individual techs, the more impressive the overall result. 

In all of my years of gaming, I've never managed to come across a single system that allowed for the combining of abilities like Chrono Trigger.  Admittedly, the bounds of player imagination are difficult to balance, but a good GM can self-balance by apply continual threat.  After all, how can Marle manage to pull off IceSword 2 with Crono, if she's busy casting Haste and Cure 2?  A Double or Triple Tech is meant to be a spectacular attack, unleashed at pivotal points.  Perhaps limit it through Action Point usage, or though a Power Point system similar to the psionics rules?

While this would take a ton of work, in some regards, allowing players to come up with their own Techs and Combos between Encounter and Daily powers would allow for some really neat buy-in from players and some intreguing creative results.  After all, who wouldn't want to perform the classic "Fastball Special" made famous by Wolverine and Colossus?


The "Fastball Special"
Okay, truth in blogging:  I did have some players try this once.  In a near-epic level mini-campaign I ran, the players fought an evil druid creature in the roots of Yggdrasil.  The infamous Nick, playing a necromancer, raised one of the druid's henchmen--a dire wolverine--from the dead, while EEE's artificer instructed his contruct minion to pick it up and throw it at the druid.  Who knew, friends and neighbors, that an undead dire wolverine weighed as much as a VW bug?!

Again, it's not likely to see this sort of thing come into play any time soon, but a gamer can dream, can't he?

Thursday, May 26, 2011

In Which The Warlock Needs Larzuk to Socket his Weapon...


One of the biggest attractions for me in terms of 4e D&D is the varied and unique nature of the power system.  When nearly every class gets new Encounter and Daily powers at various levels, one would think it would become hard to itemize all of the different bonuses, cookies, and wound dice that get tossed around between powers. 

To be honest, for all of the flak that they take (from yours truly, even), the guys at Wizards of the Coast have done a pretty solid job of both keeping things balanced and in maintaining the flavor of each class.  A fighter gets powers that mark and punish enemies for moving away.  A paladin, while in the same role, gets more healing and buff cookies, and deals a lot more radiant damage--fitting, for a holy warrior.

But, there are other good ideas out there, too...what say we come up with some creative plagiarism, shall we?

A game that I've been slowly, agonizingly anticipating is Blizzard's upcoming Diablo III.  Yes, friends, I was a DII junkie--I still have a level 70-something Holy Shock paladin around here somewhere, decked out in uniques and rares.  Last night, though, Blizzard debuted some new videos demonstrating a new mechanic to Diablo III:  that of skill-based runestones.  You can check out the full series of videos here (Diablo III--Runestones)  to get an idea of how this works.

Diablo III's Witch Doctor casts an Acid Cloud
Essentially, each type of runestone changes trappings and effects of the skill.  While remaining mechanically similar--in each case, the Acid Cloud deals ongoing damage acid damage, followed by an additional, smaller effect--the change in the cookies makes all the difference.  One rune changes the skill to a puked-out cone of acid, while another turns it into an immediate burst, stemming from an exploding corpse!  While in all cases, those cookies are still a tasty delicious treat, it's like replacing your chocolate chip with white chocolate and cranberries!

Imagine, my lovelies, if D&D could manage to work this way!  Rather than taking a set Encounter power at each level, you could instead assemble your own from a table.  The runestones in Diablo III are separated into seven tiers of quality...much like D&D has Encounter powers at levels 1-3-7-13-17-23-27.  Let's say that, for example, you're building a level 1 Wizard.  You might start with a base level 1 Encounter power that deals 1d8 damage of a specific type...call it lightning, for the time being.

Then, you'd get to pick a an option or two from a table of choices, based on what you'd like that power to do.  Among other things, perhaps you could:
  • Push X squares.
  • Daze the enemy
  • Deal an extra d8 damage.
  • Make the attack into an Area Burst 1 or a Close Blast 3.
  • Slow the enemy.
  • Attack two creatures, rather than one.
In each case, no two powers would look alike!  You could easily start off with a "Chain Lightning" type spell that attacks two creatures, dazing them, or turn the spell into a more druidic "Call Lightning", calling down a column of lightning from the heavens in a burst, knocking enemies backwards.  Two spells, relatively equivalent in power, that come from the same pool...and the options are left in the hands of the player.

At higher levels, you'd get more "sockets" that you could use for customizing your powers, as well as be able to pick from "better" tables.  You'd still be able to pick from lower tables, but would be able to name, customize and prioritize your powers based on what you want!  Naturally, the table should be customized for each "archetype"--a rogue-type would probably have to make a much more significant investment to be able to teleport than a mage-type would, simply because it's out of their purview. 

While I really love this idea for its customizability and its flexibility, I can't imagine ever seeing something like this take effect.  It's simply too flexible, too individualized to fit into tournament-style or "sanctioned" play.  Unless there were a way to standardize the selection process--which a good solid Character Builder could do, but I don't think that's going to happen anytime soon--it'd be too difficult to implement.

But, maybe...someday...