One of the things that any writer learns swiftly is that first drafts are usually a pile of crap. Put out quickly, in a fit of creative frenzy, first drafts almost always have massive flaws which only get fixed during the arduous, painful process of revision.
While working on WEGS products with El Willy, revision is the sum totality of my job. Not just for grammatical errors, mind you, but rather for content and context, to say nothing of the actual game mechanics themselves! I have something of a running joke with El Willy regarding the Dungeoneer from the "Ultimate Dungeon Party" due to the many versions of Hew and Jab we ran through.
When working with the other freelancers on "The Mythos Dossiers" for Cubicle 7, however, revision was a group effort. After completing a draft, we'd upload the document to a series of Google docs, which were then available for mark-up and changes as needed. Ideas and commentary ran freely, and I still have a whole series of e-mails, detailing commentary on ideas between writers.
And now, two sessions out from the end of my alpha testing for Cold Steel Wardens, I'm finding myself wondering how to go about revising this mess. While I have quite a few notes of my own, I'm finding the lack of conversation a little frustrating. While my players have been good about providing feedback, and I seem to be asking important questions, my time with them is limited and the "Q&A" portion of our sessions often comes at 10:30 at night, as we're heading out the door. That doesn't exactly make for great discussion, particularly if I've been up (as usual) since 6:30 for teaching.
I've thought about contacting a freelance editor--I have a few names that I'd go to, primarily contacts I've made through running games or talking with industry people--though I can't say that I have the cash to pay someone in that position. So, I'm figuring that my revisions will be a solo effort...
...which is fine. Really. Most of the drafting for CSW was done in July, meaning I'll be coming back at it with a fresh head, ready to tear it apart. In fact, that's just what's happening with my other ongoing writing project: The Pendulum Method. Yup! Pendulum! Remember that one? Yeah, I've been taking a look at that once again, with my eyes on expansion.
And, at the top of the list for that? A defense of "adverserial game-mastery"...
Thoughts on game philosophy, general geekdom, plot design, and the Dayton area gaming scene. Updating weekly!
Tuesday, November 29, 2011
Monday, November 21, 2011
In Which The Warlock Returns from the Void...
Apologies for the extended absence, amices. Both the PlatinumChick and I got sick last week and are just now starting to get over it! Between the hacking and coughing out here, we haven't had a chance much to game, though I've been working on my Hell on Earth one-off during the downtime at work.
What's new, though, is my technological edge! Through some means that I'm not privy to discussing (don't worry, they're legal means!), I found myself in possession of a brand-spankin'-new iPad 2!
While I'm obligated to use this iPad at work as part of a new initiative, the iPad is unequivocably mine and can be used for pretty much anything I see fit....including gaming! Obviously, my massive amount of PDFs will go into GoodReads and iBooks, but beyond that, I'm a little stumped.
I'm already familiar with a few 4e D&D and Pathfinder apps that exist, but I'm already on the lookout for more. While TheJourneymanGM's secret senior thesis isn't quite done yet--though I'll be sure to download it when it is!--I need some more!
So tell me, gamer nation--what should I have on my new device? What's proved useful, and how?
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| Old school gaming meets the technological age! |
While I'm obligated to use this iPad at work as part of a new initiative, the iPad is unequivocably mine and can be used for pretty much anything I see fit....including gaming! Obviously, my massive amount of PDFs will go into GoodReads and iBooks, but beyond that, I'm a little stumped.
I'm already familiar with a few 4e D&D and Pathfinder apps that exist, but I'm already on the lookout for more. While TheJourneymanGM's secret senior thesis isn't quite done yet--though I'll be sure to download it when it is!--I need some more!
So tell me, gamer nation--what should I have on my new device? What's proved useful, and how?
Labels:
4e,
Dungeon and Dragons,
Hell on Earth,
iPad,
Pathfinder
Sunday, November 13, 2011
In Which The Warlock Lets Slip the Crows of War!
It occured to me on Friday, as I was driving home, that earlier that evening was the first time I had run some WEGS in almost 6 months! The last time I'd lain out the battlemat to preach the Cold Roll Gospel was at Origins this past June--needless to say, it's been a while!
So, when the opportunity came up a few weeks ago to spend an evening throwing down the 2d10 and dd6, I took advantage of the opportunity. And, boy am I glad I did...it may well have been one of the best WEGS games I've ever thrown down.
I honestly wasn't expecting much on Friday--the attendance was a little sparse at first, as I sat outside our room with my minis case and my Copper Pot, but soon we picked up 5 players and got the game underway. I was running a WEGS classic--the Thanksgiving-themed "Hobgobble's Eve"--which I'd run numerous times before.
I decided, though, that in addition to the normal Arks--Warrior, Ranger, Trickster, Mage, and Sage--we'd also be pulling out the "Ultimate Dungeon Party". Pleased with this decision, they spared no time in pulling out the Monk, the Sneak, and the Dungeoneer. But that wasn't enough...no, no, no. Rather, MissAmber decided to pull out one of my playtest items--El Willy's beta Nekromagicker! Not willing to disappoint, we rolled on out!
As we wrapped up Arkreation, one of my players asked me, "How much Copper do we get?!" I smiled and replied, "None..." then proceeded to explain that the Arks tonight were convicts, all inmates of the Prison City of Ikksplat, who have escaped from the city walls into the surrounding Trollspittle Swamp. Fleeing from the Ikksplatian Guards and their relentless War Dogs, the Arks quickly found themselves hip-deep in swamp-water and in the prescence of some wild Turdragons.
It's at this point that I have to extol the powers of MissAmber's Nekromagicker, Pluto. Wielding some "Boneshaker" and "Boneblast", it seemed like every other round she was ripping out some poor Hobgob's skeleton or crushing his bones into powder! I don't think she failed a single "Sense: Undeath" roll in the entire game, and was able to pump off spell after spell, decimating my minions.
In the second encounter, she singlehandedly took on Granny Umm-Lumm, taking her out in two rounds, then going after Granny's beloved Fifi! The other characters did fairly well--aside from our lone Ranger, who couldn't seem to deal any damage whatsoever, and was constantly in threat of getting cornered. Pluto got even more deadly following a lucky draw from the Trove deck, picking up a Dragonscale Vest with two Resist skills, which really bailed her out in facing Grampy Umm-Lumm!
Oh, yes...the final encounter. Grampy Umm-Lumm's den was full of Hobgobs, including two cowardly 4/44 Rangers who had escaped down the stairs rather than face the wrath of Pluto and her minions! But the big story, of course, was Grampy himself, riding his massive War Turdragon and wielding his fiery spear, with his paired War Crows flapping in the midst of the melee.
The War Crows were the real story here. While they're basic 6/66 Tricksters, they have one thing going for them: the Eye-Peck. Instead of attacking as normal, the War Crows can attempt to gouge out an Ark's eye. They need a phenomenal roll to do so--only an 01% to 06% will do!-- but it's a devastating attack, which inflicts a Double Lost Action Phase and reduces an Ark's Ruggedness, Stealth, and Prowess ranks by 15...each!
In the midst of a chaotic melee, my dice decided to finally show up. Against our Dungeoneer, I rolled an 03, with only a fractional chance for him to avoid the War Crow's talons. With a 5 on the Damage Die, he was brought to nearly 0 Wounds with one shot, clutching his ruined eye socket! And, not two rounds later, I managed an 01 against our Monk! Again, a ruined eye!
But, as per the usual when I run WEGS, my minions fell. After pulling himself out of the Double Lost Action Phase, our Dungeoneer flew into a berserk rage, Hewing down both War Crows with a Wicked Success! However, it was Pluto who stole the show. After taking down the War Turdragon, she turned her attention to Grampy. But after Grampy fell, MissAmber came up with a glorious idea--use System Shocker to raise the War Turdragon!
I warned her, of course, that this would have a pretty sizable Spoint cost, and would take a pretty fantastic roll to pull off. But, she simply gestured to her sizable stack and picked up her dice. Wouldn't you know it...Wicked Success! With Grampy and his War Crows down, and Grampy's pet now a massive draconic skeleton under Pluto's control, the remaining Hobgobs simply surrendered, awaiting their fate.
What's best in gaming? Seeing your players come up from the table with all smiles, swapping stories of fantastic die rolls, heroic action, and potential characters for next time. That's the way it should be.
So, when the opportunity came up a few weeks ago to spend an evening throwing down the 2d10 and dd6, I took advantage of the opportunity. And, boy am I glad I did...it may well have been one of the best WEGS games I've ever thrown down.
I honestly wasn't expecting much on Friday--the attendance was a little sparse at first, as I sat outside our room with my minis case and my Copper Pot, but soon we picked up 5 players and got the game underway. I was running a WEGS classic--the Thanksgiving-themed "Hobgobble's Eve"--which I'd run numerous times before.
I decided, though, that in addition to the normal Arks--Warrior, Ranger, Trickster, Mage, and Sage--we'd also be pulling out the "Ultimate Dungeon Party". Pleased with this decision, they spared no time in pulling out the Monk, the Sneak, and the Dungeoneer. But that wasn't enough...no, no, no. Rather, MissAmber decided to pull out one of my playtest items--El Willy's beta Nekromagicker! Not willing to disappoint, we rolled on out!
As we wrapped up Arkreation, one of my players asked me, "How much Copper do we get?!" I smiled and replied, "None..." then proceeded to explain that the Arks tonight were convicts, all inmates of the Prison City of Ikksplat, who have escaped from the city walls into the surrounding Trollspittle Swamp. Fleeing from the Ikksplatian Guards and their relentless War Dogs, the Arks quickly found themselves hip-deep in swamp-water and in the prescence of some wild Turdragons.
![]() |
| Pluto, Goddess of Undeath, ready to cast and blast! |
In the second encounter, she singlehandedly took on Granny Umm-Lumm, taking her out in two rounds, then going after Granny's beloved Fifi! The other characters did fairly well--aside from our lone Ranger, who couldn't seem to deal any damage whatsoever, and was constantly in threat of getting cornered. Pluto got even more deadly following a lucky draw from the Trove deck, picking up a Dragonscale Vest with two Resist skills, which really bailed her out in facing Grampy Umm-Lumm!
Oh, yes...the final encounter. Grampy Umm-Lumm's den was full of Hobgobs, including two cowardly 4/44 Rangers who had escaped down the stairs rather than face the wrath of Pluto and her minions! But the big story, of course, was Grampy himself, riding his massive War Turdragon and wielding his fiery spear, with his paired War Crows flapping in the midst of the melee.
The War Crows were the real story here. While they're basic 6/66 Tricksters, they have one thing going for them: the Eye-Peck. Instead of attacking as normal, the War Crows can attempt to gouge out an Ark's eye. They need a phenomenal roll to do so--only an 01% to 06% will do!-- but it's a devastating attack, which inflicts a Double Lost Action Phase and reduces an Ark's Ruggedness, Stealth, and Prowess ranks by 15...each!
In the midst of a chaotic melee, my dice decided to finally show up. Against our Dungeoneer, I rolled an 03, with only a fractional chance for him to avoid the War Crow's talons. With a 5 on the Damage Die, he was brought to nearly 0 Wounds with one shot, clutching his ruined eye socket! And, not two rounds later, I managed an 01 against our Monk! Again, a ruined eye!
But, as per the usual when I run WEGS, my minions fell. After pulling himself out of the Double Lost Action Phase, our Dungeoneer flew into a berserk rage, Hewing down both War Crows with a Wicked Success! However, it was Pluto who stole the show. After taking down the War Turdragon, she turned her attention to Grampy. But after Grampy fell, MissAmber came up with a glorious idea--use System Shocker to raise the War Turdragon!
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| The fruits of Pluto's labor! |
What's best in gaming? Seeing your players come up from the table with all smiles, swapping stories of fantastic die rolls, heroic action, and potential characters for next time. That's the way it should be.
Tuesday, November 08, 2011
In Which The Warlock Plans Something Nefarious...
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| Welcome to the Wasted West, amigo! |
We started The Flood and, while they were a little disappointed that the archetypes from Hell on Earth weren't available, they've really been enjoying their excursions in the Weird West. However, I can't help but feel like they might have missed out on something...and that's something that I hope to remedy!
You see, friends and neighbors, I have a plan.
The Friday night group's just reached the halfway point of the Plot Point campaign in The Flood. They're about to have a huge info-dump of plot loaded on them, and the real quest to take down Reverend Grimme and the Church of Lost Angels will begin in earnest. As such, this makes the perfect spot for a dramatic interlude!
But, I don't want this to be any simple 'cut-scene'. No sirree! Rather, I have something bigger planned...
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| Stone's ready to turn Reno into a real "Boomtown"! |
While I'm still formulating the plot, the characters are slowly coming together and my outline will surely follow, I have a good feeling about this little foray into the Wasted West. The characters already have a "Seven Samurai" feel, and the defense of Reno will really make for a fantastic set-piece.
As always, I'll be sure to keep you updated on how things are going!
Sunday, November 06, 2011
In Which The Warlock Contemplates Gamer Type...
I've spent quite a bit of time in the past discussing the various "player-types", as put down by the inestimable Robin Laws. However, it seems that there's another kid on the block: BrainHex. BrainHex is a survey put forward by International Hobo, who's have been putting forward successful books on narrative in video games for several years now.
I found it interesting that their seven primary categories of gamer--Seeker, Survivor, Daredevil, Mastermind, Conqueror, Socialiser, and Achiever--are each linked to a separate element of the neural system, implying stimulation of a different area.
I can't say I was too surprised at my results: I ended up as a Conquerer (with a rating of 17), with Achiever and Mastermind following close behind (each at 14). When I play video games, I tend to focus much less on story or character interactions and more on strategy, as well as advancing the plot. All in all, pretty different from Laws' types!
What's more, the tendencies of the other gamers following my same mental type have tended to enjoy the same types of games as I--action/rpgs, full-on role-playing games (including my beloved Chrono Trigger), and real-time strategy games. Uncanny!
Take a few minutes to support these guys in their research--you'll enjoy it, I'm sure!
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| BrainHex: Where video games meet science! |
I can't say I was too surprised at my results: I ended up as a Conquerer (with a rating of 17), with Achiever and Mastermind following close behind (each at 14). When I play video games, I tend to focus much less on story or character interactions and more on strategy, as well as advancing the plot. All in all, pretty different from Laws' types!
What's more, the tendencies of the other gamers following my same mental type have tended to enjoy the same types of games as I--action/rpgs, full-on role-playing games (including my beloved Chrono Trigger), and real-time strategy games. Uncanny!
Take a few minutes to support these guys in their research--you'll enjoy it, I'm sure!
Thursday, November 03, 2011
In Which The Warlock Contemplates the Worst...
As I've mentioned in my effusive praise for Play Dirty, I take great pride in being a "Wickian" GM. My players appreciate a bit of sadism on my part, as I do my best to continually challenge their intellects, their characters' morality, and their own ability to cope with trying circumstances. And, I've got to say, there's a ton of enjoyment in making my players rack their brains on a situation that really pushes their comfort zone as players.
A few weeks ago, my Friday night Deadlands group was on the receiving end of such a 'rude awakening', as they've found themselves in the crossfire between rival Chinese-immigrant gangs in The Flood. Taking up the the mantle of Big Ears Tam's champion in an underground martial arts tournament, ChaoticFred's "scrapper" mowed her way through the competition--literally! As in, with a bionic buzz-saw arm! But, as Mary Ellen Hardigan ripped her way through her final opponent, her traveling companions were aghast--that kung-fu fighter was the very leader of the 37th Chamber, with whom the posse wrangled a peace treaty several sessions earlier!
While the posse's new doctor companion was able to save the martial artist's life, he neglected to realize exactly what Big Ears Tam would do to someone who attempted to take out his prize-fighter...and that's even worse! Needless to say, things didn't exactly end well for that fighter!
What really gets my attention, though, is when gamebooks facilitate this sort of GMing, providing possibilities to really challenge players, pushing even the most experienced, jaded gamer into action. In 3.5e D&D's heyday, the Ravenloft books (by White Wolf-subsidiary Sword and Sorcery Publishing) did a spectaculary job of this. In their setting material, the authors included several sidebars noted as the "Dread Possibility," each of which detailed the worst possible result for whatever plot element was being discussed.
The "Dread Possibilities" ranged from noted monster hunters going mad from lycanthropy, to patrons being allied with shadowy cults, to a noted wizard falling in love with a noted (and thoroughly evil) noblewoman. In all cases, though, these ideas push players to their utmost and, used in moderation, make for stories that no player will ever forget.
So, long story short, I 'appropriated' the idea. As I've begun making my way through the final stretch of Cold Steel Wardens, the majority of my time has been focused on my setting--an amalgam of Iron Age cities that I'm tentatively calling Greensburg. And, sure enough, I've included my own sidebars: "The Lights Go Out..."
Here's a sample section, from my information on Greensburg University Medical System, the area's premier medical provider...
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| Mary Ellen, perhaps? This cosplayer did a fantastic job! |
While the posse's new doctor companion was able to save the martial artist's life, he neglected to realize exactly what Big Ears Tam would do to someone who attempted to take out his prize-fighter...and that's even worse! Needless to say, things didn't exactly end well for that fighter!
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| A great resource for more "Dread Possibilities! |
The "Dread Possibilities" ranged from noted monster hunters going mad from lycanthropy, to patrons being allied with shadowy cults, to a noted wizard falling in love with a noted (and thoroughly evil) noblewoman. In all cases, though, these ideas push players to their utmost and, used in moderation, make for stories that no player will ever forget.
So, long story short, I 'appropriated' the idea. As I've begun making my way through the final stretch of Cold Steel Wardens, the majority of my time has been focused on my setting--an amalgam of Iron Age cities that I'm tentatively calling Greensburg. And, sure enough, I've included my own sidebars: "The Lights Go Out..."
Here's a sample section, from my information on Greensburg University Medical System, the area's premier medical provider...
The Lights Go Out…--Greensburg University Medical
So, the rumors are true. An underground union has emerged at Greensburg University Medical, and a massive walkout is in the works. The union is being led by an angry young janitor named Mark Holp, who has worked at Miatanka Hospital for 6 years. If the walkout and strike go as planned, GUM will be crippled, as nearly 1/3 to ½ of their workforce simply leaves.
What no one knows—not even Mark Holp himself—is that the would-be union leader is a metahuman, with a latent genetic anomaly allowing him to control light. Holp has been present at several “unexplained incidents” that were a product of his untrained, uncontrolled mutant ability. Triggered by intense emotions, these incidents have grown in frequency over the past few months, as Holp’s frustrations with GUM have reached a boiling point.
As such, the Heroes could face not one but two meltdowns—the utter disassembly of Greensburg’s premier health network, but also the emergence of a powerful metahuman with a grudge to pick against his employers. And, the longer it takes to get the fledgling union to the table with the GUM executives, the more lives are lost as Holp attempts to gain control of his out of control powers.
Labels:
Cold Steel Wardens,
Deadlands,
John Wick,
Play Dirty,
Ravenloft
Sunday, October 30, 2011
In Which The Warlock Thinks on a Tricentennial...
It never ceases to amaze me that this blog has lasted as long as it has. In the midst of all of my ongoing projects and my numerous game nights, I've always managed to come back to this...my little corner of the web.
As the foliage slowly grows brighter, before fading out for the winter, I find myself reflecting on all of the great games that I've been a part of over the years.
I started this blog when the PlatinumChick and I were back in Fairborn, playing in her Eberron game. My dwarven sorcerer Harrigan "the Horrible" made his way across the wilds of Xen'drik and into the farthest reaches of Khorvaire, trying to collect the Destiny Arms. From there, I took over the GMing reins, taking our regular group--Chris the 0th, L-Train, CincinAdam, and ChainMailSarah--into the depths of Saltmarsh. I remember that group really fondly, crammed in the living room of our tiny apartment.
Tikka was just a tiny kitten back then...now, she's a pudgy cantankerous kitty of 5 years old!
Since then, our group has changed and rechanged over the years. We've switched editions and games, we've run lengthy epics and campaigns that have failed after only a few sessions. Our game (and our comics collection, really!) has expanded enormously, overflowing the shelves of our gaming/dining room. Since then, we've been to conventions all over the Miami Valley and beyond, making friends all over the country.
But what do I enjoy most out of all this? Why do I keep coming back, year after year? Why spend so much on books and dice, when there are any number of other things I could be doing?
I love it when the dice find a way to be ironic, even though they're as impartial as could be.
I love it when one of my players comes up with a plan that no one else at the table saw coming...and it works.
I love the well-placed critical--be it success or fail--that can bring a table to cheers with a single die roll.
I love having jaded players...who I still manage to creep out, despite their cynicism.
And, what's most? I love the feel of having designed something that others are able to enjoy. From a well-crafted encounter, to a uniquely built plotline meant to interact with a character's background, to an entire game itself: I love the feeling when everyone gets up from the table saying "I had a lot of fun tonight...on for next week?"
And yeah...we're on for next week.
As the foliage slowly grows brighter, before fading out for the winter, I find myself reflecting on all of the great games that I've been a part of over the years.
I started this blog when the PlatinumChick and I were back in Fairborn, playing in her Eberron game. My dwarven sorcerer Harrigan "the Horrible" made his way across the wilds of Xen'drik and into the farthest reaches of Khorvaire, trying to collect the Destiny Arms. From there, I took over the GMing reins, taking our regular group--Chris the 0th, L-Train, CincinAdam, and ChainMailSarah--into the depths of Saltmarsh. I remember that group really fondly, crammed in the living room of our tiny apartment.
Tikka was just a tiny kitten back then...now, she's a pudgy cantankerous kitty of 5 years old!
Since then, our group has changed and rechanged over the years. We've switched editions and games, we've run lengthy epics and campaigns that have failed after only a few sessions. Our game (and our comics collection, really!) has expanded enormously, overflowing the shelves of our gaming/dining room. Since then, we've been to conventions all over the Miami Valley and beyond, making friends all over the country.
But what do I enjoy most out of all this? Why do I keep coming back, year after year? Why spend so much on books and dice, when there are any number of other things I could be doing?
I love it when the dice find a way to be ironic, even though they're as impartial as could be.
I love it when one of my players comes up with a plan that no one else at the table saw coming...and it works.
I love the well-placed critical--be it success or fail--that can bring a table to cheers with a single die roll.
I love having jaded players...who I still manage to creep out, despite their cynicism.
And, what's most? I love the feel of having designed something that others are able to enjoy. From a well-crafted encounter, to a uniquely built plotline meant to interact with a character's background, to an entire game itself: I love the feeling when everyone gets up from the table saying "I had a lot of fun tonight...on for next week?"
And yeah...we're on for next week.
Monday, October 24, 2011
In Which The Warlock Surmises on Shopping...
Something strange, friends and neighbors. After all these years, it becomes painfully apparent to me that for a blog meant to discuss the Dayton area gaming scene, I've never really spoken much about the friendly local game stores in the area.
Well, after the Guild's monthly trip to one of our FLGSes, I think that it's high time to change that!
The Mainstay: Bookery Fantasy (Fairborn, OH)
This is the big one--my personal favorite, and my store of choice. This is where I have my comic file, this is where I get the majority of my gaming supplies, and this is my "home store".
Bookery boasts over a 25 year history in games and comics, dating all the way back to a little video rental shack, which is still owned and operated right next door. With over 16,000 square feet of combined space, spanning 4 storefronts, Bookery claims to be the largest comics/gaming store in the United States and I don't doubt them for a second. And, as you might imagine, a store doesn't get that big or last that long as an accident. Their continual discounts--10% on any new gaming material or trade paperback--and their friendly staff put forward a good business model that keeps people coming back. Plus, Bookery keeps a massive "warehouse" of used comics and graphic novels alongside their games section, where some real treasures can be had! On a whim, I had picked up a pretty rare one-shot--Doctor Strange/Doctor Doom: Triumph and Torment--only to find out that I actually had grabbed a copy autographed by Mike Mignola himself! For only $5! Woot!
Bookery has always been one of the greater supporters of the Guild and of WittCon, as well, even though they don't have a convention prescence themselves (which is a damned shame, if you ask me!). They've provided donations for our costume contest and free advertisement for at least the last 5 years, probably longer.
What's more, Bookery Fantasy is nestled in the "Historic Osborn" section of Fairborn--a historic district located just off of Wright-Patterson Air Force Base. The whole strip there is very walkable, particularly around Halloween, when the Foy's Halloween Stores are in full-swing and the entire street is decorated with ghouls, skeletons, and even a massive 9' tall spear-wielding skeletal ogre! Do yourself a favor and head there sometime soon; you won't be disappointed!
The New Hotness: Epic Loot (Centerville, OH)
Out of all of the stores I'll be mentioning, Epic Loot is by far the newest. Just off of Route 48, Epic Loot is located in a strip-mall, but don't let that shy you away--these guys know what they're doing.
The Guild's most recent game-store run came here, and I was eager to go, primarily because I'd only been to Epic Loot once before. While open since July, Epic Loot's managed to fill their store with material, present it attractively, and attract a huge base of regular players--their spacious gaming area is usually pretty hopping! On a Saturday afternoon, they had a few tables open, but not many--even as we wandered through, a Magic: the Gathering tournament was in full swing, and several other tables were taken up by board-gamers.
Epic Loot just implemented a pretty novel reward system, based on etched dice with their logo, and offers regular discounts on certain items. Also, they have a neat system that I haven't seen elsewhere--a locker/storage system! For the low price of $15 a month, you can rent a locker in their gaming room--the room itself used to be a firing range for a sporting good store--and leave your games there in complete security. Pretty spiffy!
I see some really good things in Epic Loot's future. They have a great location, a friendly and helpful staff, and a good amount of saleable product. Check them out, if you're south of the city!
The Con-Goers: Superfly Comics and Games (Yellow Springs, OH) and Bell Book and Comics (Dayton, OH)
I'm lumping these two together, as they're both regulars on the convention circuit and are both fairly similar, even though their locations are pretty disparate.
Superfly is somewhat newer, getting their start in 2007 as the offshoot of Yellow Springs mainstay bookstore Dark Star. With a youthful, energetic staff, Superfly's put forward quite the showing, particularly at larger conventions throughout the Miami Valley and even beyond. Superfly's been at Origins for at least the last 2 years, and we were even shocked to see them two years ago all the way at C2E2 in Chicago! They're eager to get their name out there--even Gail Simone is a fan, calling them in the midst of their 4th anniversary celebration/DC reboot party.
Bell Book and Comic has been around somewhat longer--in their current location since 2003--and also makes their rounds at the convention circuit, though on a somewhat smaller scale. BB&C's been focusing on the smaller conventions--FOPCon, Gem City Comic Con and the like--while Superfly's been trying on the bigger scenes.
What's also notable about both of these is their utter lack of space. Bell Book is crammed into a tiny, narrow storefront, making it difficult to navigate through without running into other browsing customers. While they have significant space for gaming, it's in a back room that's...well, dank, at best. Superfly doesn't even have that much room--only two tables that would, if full, be a massive pain for anyone to actually move around. While no game store can have everything--well, Bookery and Epic Loot seem to be pretty close!--this is a pretty dire need, if you want to keep people in your store for longer periods of time.
The Rest--Krystal Keep (Kettering, OH) and Main Street Comics and Games (Springfield, OH)
I'll be honest, though. Not all of the game stores in the region are of the premier variety. These two, unfortunately, have some pretty glaring flaws.
Krystal Keep rose out of the ashes of the former Wexford Hills Hobbies, taking over its remaining stock and former location, albeit with some pretty sizable renovations. Krystal Keep, unlike Bell Book or Superfly, has ample gaming space--they even bought up several restaurant booths for gamers to use for board-games, freeing up space for their numerous minis tournaments. But, what Krystal Keep makes up for in space, they lack in stock. While previously boasting a huge selection of miniatures from all sorts of games, Krystal Keep has near-empty shelves and little to actually be sold.
The staff has countered this with the perennial offer of "We can order it for you!" but that's little consolation. I patronize a FLGS for the sake of patronizing a local business. If I wanted to order a product and wait for it, I'd do it myself through Amazon or the like, getting a substantial discount in the meanwhile.
This problem is even worse at Main Street Comics and Games. The sponsor of Champion City ComicCon, Main Street's original store was a cramped, tiny alley, unfit for a business that needs a fair amount of space. Their new location, while better, has almost nothing in the way of basic store necessities: shelves, tables, and displays. Stock is strewn about the room, with boxes of comics sitting on the floor, and a pitiful bookshelf half-filled with graphic novels. The majority of the store is simply empty space, with no purpose or designation. There are no customer incentives or scheduled games, and the store has the feeling of being run by someone more concerned with saying "I run a comics and game shop" than actually running said business.
Both of these stores are suffering major flaws that need to be overcome, if they want to be sustainable as businesses. In-store events, customer promotions, and good advertising all go a long way towards establishing a regular customer base, willing to spend money on what are, essentially, luxury goods. In a recession/depression, convincing people to part ways with their money for a book, a box of miniatures, or a pack of cards is pretty difficult. But not even offering those items, much less at a discount or as part of an ongoing in-store game, makes for bad tidings. Don't get me wrong--I don't want either of these two stores to fail. The more game and comic stores in the area, the better! But, if they want my business, they need to bring something to the table.
The Unknowns: Heroes 4 Sale (Vandalia, OH) and Another Fearless Readers (Englewood, OH)
These two, ironically in my own backyard, are the two I know least about. I've never been to either, though I've heard good things about Heroes 4 Sale from a friend of mine (then again, that friend loved the Green Lantern movie, and thinks the DC reboot is genius, so I take his recommendation with a mound of salt).
I'll be eager to see what these two have in store, considering their proximity. With any luck, I might just have some new places to browse the stacks...
Well, after the Guild's monthly trip to one of our FLGSes, I think that it's high time to change that!
The Mainstay: Bookery Fantasy (Fairborn, OH)
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| Bookery Fantasy--Comics side! |
Bookery boasts over a 25 year history in games and comics, dating all the way back to a little video rental shack, which is still owned and operated right next door. With over 16,000 square feet of combined space, spanning 4 storefronts, Bookery claims to be the largest comics/gaming store in the United States and I don't doubt them for a second. And, as you might imagine, a store doesn't get that big or last that long as an accident. Their continual discounts--10% on any new gaming material or trade paperback--and their friendly staff put forward a good business model that keeps people coming back. Plus, Bookery keeps a massive "warehouse" of used comics and graphic novels alongside their games section, where some real treasures can be had! On a whim, I had picked up a pretty rare one-shot--Doctor Strange/Doctor Doom: Triumph and Torment--only to find out that I actually had grabbed a copy autographed by Mike Mignola himself! For only $5! Woot!
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| Bookery Fantasy--Games side! |
What's more, Bookery Fantasy is nestled in the "Historic Osborn" section of Fairborn--a historic district located just off of Wright-Patterson Air Force Base. The whole strip there is very walkable, particularly around Halloween, when the Foy's Halloween Stores are in full-swing and the entire street is decorated with ghouls, skeletons, and even a massive 9' tall spear-wielding skeletal ogre! Do yourself a favor and head there sometime soon; you won't be disappointed!
The New Hotness: Epic Loot (Centerville, OH)
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| Epic Loot's Logo |
The Guild's most recent game-store run came here, and I was eager to go, primarily because I'd only been to Epic Loot once before. While open since July, Epic Loot's managed to fill their store with material, present it attractively, and attract a huge base of regular players--their spacious gaming area is usually pretty hopping! On a Saturday afternoon, they had a few tables open, but not many--even as we wandered through, a Magic: the Gathering tournament was in full swing, and several other tables were taken up by board-gamers.
Epic Loot just implemented a pretty novel reward system, based on etched dice with their logo, and offers regular discounts on certain items. Also, they have a neat system that I haven't seen elsewhere--a locker/storage system! For the low price of $15 a month, you can rent a locker in their gaming room--the room itself used to be a firing range for a sporting good store--and leave your games there in complete security. Pretty spiffy!
I see some really good things in Epic Loot's future. They have a great location, a friendly and helpful staff, and a good amount of saleable product. Check them out, if you're south of the city!
The Con-Goers: Superfly Comics and Games (Yellow Springs, OH) and Bell Book and Comics (Dayton, OH)
I'm lumping these two together, as they're both regulars on the convention circuit and are both fairly similar, even though their locations are pretty disparate.
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| Superfly Comics & Games |
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| Bell, Book and Comic |
What's also notable about both of these is their utter lack of space. Bell Book is crammed into a tiny, narrow storefront, making it difficult to navigate through without running into other browsing customers. While they have significant space for gaming, it's in a back room that's...well, dank, at best. Superfly doesn't even have that much room--only two tables that would, if full, be a massive pain for anyone to actually move around. While no game store can have everything--well, Bookery and Epic Loot seem to be pretty close!--this is a pretty dire need, if you want to keep people in your store for longer periods of time.
The Rest--Krystal Keep (Kettering, OH) and Main Street Comics and Games (Springfield, OH)
I'll be honest, though. Not all of the game stores in the region are of the premier variety. These two, unfortunately, have some pretty glaring flaws.
![]() |
| Krystal Keep Games & Hobbies |
The staff has countered this with the perennial offer of "We can order it for you!" but that's little consolation. I patronize a FLGS for the sake of patronizing a local business. If I wanted to order a product and wait for it, I'd do it myself through Amazon or the like, getting a substantial discount in the meanwhile.
![]() |
| Main Street Comics and Games (Former location) |
Both of these stores are suffering major flaws that need to be overcome, if they want to be sustainable as businesses. In-store events, customer promotions, and good advertising all go a long way towards establishing a regular customer base, willing to spend money on what are, essentially, luxury goods. In a recession/depression, convincing people to part ways with their money for a book, a box of miniatures, or a pack of cards is pretty difficult. But not even offering those items, much less at a discount or as part of an ongoing in-store game, makes for bad tidings. Don't get me wrong--I don't want either of these two stores to fail. The more game and comic stores in the area, the better! But, if they want my business, they need to bring something to the table.
The Unknowns: Heroes 4 Sale (Vandalia, OH) and Another Fearless Readers (Englewood, OH)
These two, ironically in my own backyard, are the two I know least about. I've never been to either, though I've heard good things about Heroes 4 Sale from a friend of mine (then again, that friend loved the Green Lantern movie, and thinks the DC reboot is genius, so I take his recommendation with a mound of salt).
I'll be eager to see what these two have in store, considering their proximity. With any luck, I might just have some new places to browse the stacks...
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.
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:
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!
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.
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| "Who knows what the future for D&D holds?!" |
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!
Labels:
Dungeons and Dragons,
HeroScape,
Icons,
Planescape,
Predictions,
Ravenloft,
Warhammer
Thursday, October 13, 2011
In Which The Warlock Refocuses His Ire...
In a few past blog entries (mainly here and here), I've spent some significant time discussing--let's be honest, reputing--a series of articles by Mike Mearls, made as part of the "Legends and Lore" series on Wizards of the Coast's D&D site.
Well, for those of you that have been following their site, you may have noticed that the column has changed hands. In a somewhat baffling move, WotC has handed this column off to a new/old staffer--Monte Cook.
Those of you that played 2nd or 3rd Edition D&D probably know Cook very well. Cook was one of the lead designers on 3e, and spent a fair amount of time with TSR, particularly on the glorious Planescape campaign setting, which tossed Victorian-era philosophy and conspiracy into the planar backdrop of the Great Wheel.
Unfortunately, Cook's return to WotC has been...well, rough, to say the least.
Cook's first article showed almost a complete lack of understanding of the 4e skill system. While Cook could be excused for this, if he were working on Pathfinder or on a product for his own company--Malhavoc Press--this is the company that wrote 4e! For Cook to actually have the gall (or ignorance) to put forward the idea of "passive perception" as a new concept--which has existed in D&D for the past 4, almost 5 years--shows a lack of understanding of one of the basic skill systems in the game. Further, for something like that to pass by WotC's editorial staff is almost embarrassing. Was no one really aware that he said something like this? That's almost unfathomable...
Unfortunately, Cook's two most recently articles aren't much better in quality. Cook expounds upon the nature of magic items, as well as waxing nostalgic about Gygax's original concepts of a team-based game. But neither article provides many new ideas or innovation; rather, they simply rehash ideas that have been discussed at length again and again, on role-playing blogs, on forums, and even by these authors themselves.
However, all of this raises a greater question: why is Cook back with WotC? What benefit does it bring them to have him back in the fold?
Therein lies the rub. According to currently circulating rumors, Cook was brought on board for a new version of D&D, set to hit playtest in 2012. Margaret Weis apparently thinks so, and it's a little odd for a company like WotC to utterly deny access to a fairly prolific game designer. But, on top of this, WotC's release schedule is currently blank--there are no products on the calendar for 2012 whatsoever. Even WotC's monthly "In the Works" column has been shifting decidedly away from actual previews and more towards subsidiary material--statuettes, comic books, and other paraphernalia.
If this is the case--as I believe it is--I'm going to go ahead and make my prediction here and now:
Cook has been brought on board to write 5th edition, which will be announced at GenCon 2012. This edition will be billed as "D&D Anniversary Edition" and will premier in the summer of 2013--5 years after the debut of 4e.
And, if I'm wrong...well, we'll see, eh?
Well, for those of you that have been following their site, you may have noticed that the column has changed hands. In a somewhat baffling move, WotC has handed this column off to a new/old staffer--Monte Cook.
Those of you that played 2nd or 3rd Edition D&D probably know Cook very well. Cook was one of the lead designers on 3e, and spent a fair amount of time with TSR, particularly on the glorious Planescape campaign setting, which tossed Victorian-era philosophy and conspiracy into the planar backdrop of the Great Wheel.
Unfortunately, Cook's return to WotC has been...well, rough, to say the least.
Cook's first article showed almost a complete lack of understanding of the 4e skill system. While Cook could be excused for this, if he were working on Pathfinder or on a product for his own company--Malhavoc Press--this is the company that wrote 4e! For Cook to actually have the gall (or ignorance) to put forward the idea of "passive perception" as a new concept--which has existed in D&D for the past 4, almost 5 years--shows a lack of understanding of one of the basic skill systems in the game. Further, for something like that to pass by WotC's editorial staff is almost embarrassing. Was no one really aware that he said something like this? That's almost unfathomable...
Unfortunately, Cook's two most recently articles aren't much better in quality. Cook expounds upon the nature of magic items, as well as waxing nostalgic about Gygax's original concepts of a team-based game. But neither article provides many new ideas or innovation; rather, they simply rehash ideas that have been discussed at length again and again, on role-playing blogs, on forums, and even by these authors themselves.
However, all of this raises a greater question: why is Cook back with WotC? What benefit does it bring them to have him back in the fold?
Therein lies the rub. According to currently circulating rumors, Cook was brought on board for a new version of D&D, set to hit playtest in 2012. Margaret Weis apparently thinks so, and it's a little odd for a company like WotC to utterly deny access to a fairly prolific game designer. But, on top of this, WotC's release schedule is currently blank--there are no products on the calendar for 2012 whatsoever. Even WotC's monthly "In the Works" column has been shifting decidedly away from actual previews and more towards subsidiary material--statuettes, comic books, and other paraphernalia.
If this is the case--as I believe it is--I'm going to go ahead and make my prediction here and now:
Cook has been brought on board to write 5th edition, which will be announced at GenCon 2012. This edition will be billed as "D&D Anniversary Edition" and will premier in the summer of 2013--5 years after the debut of 4e.
And, if I'm wrong...well, we'll see, eh?
Monday, October 10, 2011
In Which The Warlock Finds Little to Talk About...
I find myself in a weird pickle, oh lovely readers. That is, there's just not a whole lot for me to say right now, regarding gaming or the like.
Weird, right? My weekly Deadlands game is finally kicking back into gear, with the table filling back up and a massive kung-fu battle royale taking place during an underground martial arts tournament in Shan Fan. Plus, with the PlatinumChick's schedule set to change after Halloween, she'll be able to bring back Paqua, her Hopi shamaness, just in time for for a massive plot dump!
Unfortunately, my Cold Steel Wardens playtesting has hit something of a roadblock. I've officially decided to cancel my Saturday group, consolidating those players with those in my Wednesday group. While my Wednesday group has been busy, deliving into the murder of Vincent "Vinny Legs" Moretti, in the hopes to stave off a gang war between the Genovese family and the White Russians, I have yet to even have a real session with my Saturday players.
I haven't actually had a chance to play any games recently, as I haven't even been able to make one of the weekly Wittenberg game nights. Between grading and prep for my own games, it'd be a treat to actually play, rather than have the responsibility of running game for a while. While we got a few rounds of Arkham Horror in while we were down a few players on Friday night.
More specifically, I've had a hankering to play a specific game--one that DigitalKat turned me onto a few weeks ago: Lady Blackbird--Adventures in the Wild Blue Yonder. With a simple, easily understood advancement system and inobstrusive rules, Lady Blackbird has all of the makings for a heavily character driven, rollicking good time. My issue is...who would run it? Or play in it for that matter? I'd love to be able to break it out at my table, but it's the sort of game that I'd want to have a handpicked group for--one that really could 'grok' the setting and characterization.
I can't even say that there have been that many great gaming releases recently. There's been little that I've been wanting to pick out of the stacks recently, though word's been slowly coming in on the next Deadlands plot point campaign, as well as the assorted "Trail Guides".
So, yeah...not much out there, fellow gamers. I'll be honest, I've been contemplating taking entries down to one per week again, at least until things pick up out here on the gaming front. Let me know what you think!
Weird, right? My weekly Deadlands game is finally kicking back into gear, with the table filling back up and a massive kung-fu battle royale taking place during an underground martial arts tournament in Shan Fan. Plus, with the PlatinumChick's schedule set to change after Halloween, she'll be able to bring back Paqua, her Hopi shamaness, just in time for for a massive plot dump!
Unfortunately, my Cold Steel Wardens playtesting has hit something of a roadblock. I've officially decided to cancel my Saturday group, consolidating those players with those in my Wednesday group. While my Wednesday group has been busy, deliving into the murder of Vincent "Vinny Legs" Moretti, in the hopes to stave off a gang war between the Genovese family and the White Russians, I have yet to even have a real session with my Saturday players.
I haven't actually had a chance to play any games recently, as I haven't even been able to make one of the weekly Wittenberg game nights. Between grading and prep for my own games, it'd be a treat to actually play, rather than have the responsibility of running game for a while. While we got a few rounds of Arkham Horror in while we were down a few players on Friday night.
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| Lady Blackbird: Adventures in the Wild Blue Yonder |
I can't even say that there have been that many great gaming releases recently. There's been little that I've been wanting to pick out of the stacks recently, though word's been slowly coming in on the next Deadlands plot point campaign, as well as the assorted "Trail Guides".
So, yeah...not much out there, fellow gamers. I'll be honest, I've been contemplating taking entries down to one per week again, at least until things pick up out here on the gaming front. Let me know what you think!
Labels:
Cold Steel Wardens,
Deadlands,
Lady Blackbird
Tuesday, October 04, 2011
The Warlock's Review: "The New Death and Others"
Being so hectic out here, I’ve had a hard time even getting enough time to keep up with this blog! Between playtests, grading and my anniversary (2 years for the PlatinumChick and I!), I’ve been somewhat slacking on my blogging duties.
As you might imagine, my opportunities to read fiction anymore are even slimmer. While I typically read before bed, I’ve been taking that time to do “research” for Cold Steel Wardens—Iron Age comics, other superhero role-playing games, and even a series of essays entitled The Psychology of Superheroes, which I picked up at Half-Price Books a few months back. While these have been enlightening, as I’ve been working my way through the GameMaster and setting information for CSW, they’re not exactly pleasure reading—at least not in this context.
So, when the opportunity arrived to review James Hutching’s new e-book, The New Death and Others, I decided to leap on the opportunity with both feet, and I can’t say I was too disappointed my decision.
The New Death and Others is unique in that it is a series of short stories, mock parables and poems that bring together three very different styles, each of Hutchings wields with skill. As a whole, The New Death and Others brings together a scathingly funny degree of social satire with elements of the fantastic and imaginative, providing for a quality read.
Hutchings is at his best in a series of Gaiman-esque parables—featuring primarily Death, Fame, and Justice, among others—which expound upon the modern condition. One particularly novel snippet comes in “The Doom That Was Laid Upon Fame”, which lambasts reality television. An even better one comes later, called “Temptation”, which twists a familiar story in such a way that it only becomes apparent at the very end. The titular story, “The New Death” is particularly good, showing a meeting of the minds between the incarnation of Death on Earth with his counterpart from an alien world. “The Jeweled City”, as well, provides a sarcastic smirk and a wave towards struggling writers everywhere, just as it tears down the minaret-studded towers of pseudo-Arabian fantasy.
Hutchings also tries his hand at establishing a sandbox setting in his city of Telelee—which sounds just a touch close to a shoggoth’s cry of “Tekeli-li!” for my taste—to varying results. The descriptions in Telelee are of quality, and put forward the feel of a pseudo-Lovecraftian city in The Dreamlands, somewhere that Abdul Al-Hazred might have wandered freely, expounding upon strange aeons and the deaths within. However, the tales themselves are of mixed quality, with stories like the nearly nihilistic “The God of the City of Dust” overshadowing others, like the somewhat forgettable “Sigrun and the Shepherd”. An early story, "How the Isle of Cats Got its Name" is a particular gem, reminding a reader greatly of Lovecraft's "cats of Ulthar" without being plagaristic--Hutchings takes the creatures in a new direction, both creatively thought-out and well-described.
Unfortunately, The New Death and Others isn’t without its foibles. Hutchings’ poetry, by and large, failed to impress. While most of his poems come from impressive source material—the “weird tales” of Lovecraft, Howard, and Smith, among others—there’s just something off-putting about hearing of the wanderings of Kull put into rhymed couplets. Hutchings’ voice tends to get overpowered by the source material providing his inspiration, thereby shutting out his unique, snarky intonation. Hutchings’ more original poetry, such as “Weary Love” and “The Apprenticeship” are of generally higher quality, though still leave something to be desired and don’t stand up to the parables mentioned earlier.
Overall, Hutchings' work is interesting, provocative, and worth a quick read. Plus, for it's asking price--99 cents on Amazon or Smashwords--it's well worth the cost. If some post-modernist satire with some whiffs of the Necronomicon sounds like it'd be up your alley, give it a download--you won't be disappointed.Amazon.com: The New Death and Others
Smashwords: The New Death and Others
Tuesday, September 27, 2011
In Which The Warlock Postulates on Punctuality...
Okay, fellow gamers...I've got to get this off of my chest.
I haven't gamed in over two weeks, and it's driving me nuts.
Note that this isn't for a lack of trying, friends and neighbors. As you probably know, if you've been following this blog, I'm currently GMing three games a week--two sessions of Cold Steel Wardens, which is making its way through the paces of alpha testing, as well as a weekly session of Deadlands, as my Friday night group makes its way through "The Flood".
For the most part, the prep for these hasn't been too overwhelming. "The Flood" is a pre-made campaign, which means that stats, plotlines and the like are already generated; it's just a matter of executing the game, and making it amusing at the table. My CSW campaign, by and large, is running primarily on cliches--while I do have to stat up adversaries and the like, the plotlines that my Heroes are working their way through are deliberately stereotypical for the Iron Age, meant more to put the system through its paces than to put forward a "masterpiece" campaign.
Neither campaign has gone anywhere in nearly 3 weeks.
This doesn't bother me, under usual circumstances. I'm well aware that life gets in the way of gaming many times, and that sometimes you just have to call it a day. But, these past few weeks, the circumstances surrounding our cancelled sessions have been beyond frustrating.
Mostly, this is because of an utter lack of notice. I don't have any problem with a player missing a session, but when we're around the table, asking each other "Hey, does anyone know if Jim Bob is coming?", that brings the action to a grinding halt and starts us looking for other plans. This has been the case twice in a row our Friday night game, and has left us looking for alternate entertainment. I'm lucky enough to have a large enough game library to accomodate spur-of-the-moment games, but still...I want to run Deadlands!
Worse still is when this happens in my Saturday session, as it did this past Saturday. I got a text message from one of my players just after I woke up, which was fine--I had four other players, which would make for a perfectly viable session. As such, I packed my materials and headed over to Wittenberg...
...only to get a second text message, as I sat waiting for security to unlock the door to the classroom we use. Another player gone. Waiting patiently for the other three...only one showed up. Kung-Fu Jake told me that he'd heard that a second of our players was going to be running significantly late. Our last player was nowhere in sight. After fifteen minutes of waiting, I called the session.
Listen, this is absurdity. If you can't have the common courtesy to at least tell someone when you're running late or can't make a session, why should you expect me to run game for you? I'd love to be able to roll out the chase rules or the other investigation forms for Cold Steel Wardens, but right now I can't even get enough players together for a single session! Hell's bells!
Sorry. I really needed to get that off of my chest. If you have some advice or some ideas on how to change things up, by all means, comment for me!
Oh, and since there's no media for this entry, here's a great perspective on the DC reboot that the PlatinumChick had on her Facebook page. Enjoy:
A 7-year-old girl responds to the DC Reboot
I haven't gamed in over two weeks, and it's driving me nuts.
Note that this isn't for a lack of trying, friends and neighbors. As you probably know, if you've been following this blog, I'm currently GMing three games a week--two sessions of Cold Steel Wardens, which is making its way through the paces of alpha testing, as well as a weekly session of Deadlands, as my Friday night group makes its way through "The Flood".
For the most part, the prep for these hasn't been too overwhelming. "The Flood" is a pre-made campaign, which means that stats, plotlines and the like are already generated; it's just a matter of executing the game, and making it amusing at the table. My CSW campaign, by and large, is running primarily on cliches--while I do have to stat up adversaries and the like, the plotlines that my Heroes are working their way through are deliberately stereotypical for the Iron Age, meant more to put the system through its paces than to put forward a "masterpiece" campaign.
Neither campaign has gone anywhere in nearly 3 weeks.
This doesn't bother me, under usual circumstances. I'm well aware that life gets in the way of gaming many times, and that sometimes you just have to call it a day. But, these past few weeks, the circumstances surrounding our cancelled sessions have been beyond frustrating.
Mostly, this is because of an utter lack of notice. I don't have any problem with a player missing a session, but when we're around the table, asking each other "Hey, does anyone know if Jim Bob is coming?", that brings the action to a grinding halt and starts us looking for other plans. This has been the case twice in a row our Friday night game, and has left us looking for alternate entertainment. I'm lucky enough to have a large enough game library to accomodate spur-of-the-moment games, but still...I want to run Deadlands!
Worse still is when this happens in my Saturday session, as it did this past Saturday. I got a text message from one of my players just after I woke up, which was fine--I had four other players, which would make for a perfectly viable session. As such, I packed my materials and headed over to Wittenberg...
...only to get a second text message, as I sat waiting for security to unlock the door to the classroom we use. Another player gone. Waiting patiently for the other three...only one showed up. Kung-Fu Jake told me that he'd heard that a second of our players was going to be running significantly late. Our last player was nowhere in sight. After fifteen minutes of waiting, I called the session.
Listen, this is absurdity. If you can't have the common courtesy to at least tell someone when you're running late or can't make a session, why should you expect me to run game for you? I'd love to be able to roll out the chase rules or the other investigation forms for Cold Steel Wardens, but right now I can't even get enough players together for a single session! Hell's bells!
Sorry. I really needed to get that off of my chest. If you have some advice or some ideas on how to change things up, by all means, comment for me!
Oh, and since there's no media for this entry, here's a great perspective on the DC reboot that the PlatinumChick had on her Facebook page. Enjoy:
A 7-year-old girl responds to the DC Reboot
Labels:
Cold Steel Wardens,
DC Reboot,
Deadlands,
Rant
Thursday, September 22, 2011
In Which The Warlock Wants a Frost Reaver...
A few months ago, you may remember some comments that I made about Diablo III's runestone system, and how it could be applied to a potential D&D skill system. As you might imagine, I'm a bit of a Diablo fanatic. While I don't care much for either of Blizzard Entertainment's other titles, the Diablo series (particularly Diablo II and its expansion pack, Lord of Destruction) managed to walk that wonderful line between action game and role-playing game in a deep, horrific environment.
I've been specifically excited for the information coming out on Diablo III as it's finally managed to hit its public beta test. While my actual chances of getting into the beta might as well be infinitesimal, the footage from the beta that's been pouring in looks utterly spectacular, and I find myself desperately hoping that the game manages to surface this year, despite Blizzard's continual affirmations that the game will release "when it's ready."
Among the screencaptured pictures and streaming beta footage, Blizzard has also updated their primary Diablo III website, including a skill calculator--complete with all runestone combinations for each skill!--and a database of all the glorious gear that can drop, as your character eviscerates the minions of the Lord of Terror.
And, oh, my! So much gear! So many items and so many modifiers! Armor for defending! Weapons for bashing! Wanga dolls and fetishes for...well...who cares?! They look great!
Flipping through the numerous Legendary and Set Items, something occurred to me: there's a distinct difference between certain role-playing games. Some games are fundamentally gear-driven--the D&Ds of the world, primarily, while others place almost no emphasis on gear.
There's nothing wrong with either approach, really. There's something to be said about finding a truly unique weapon or a relic that's been the subject of a massive quest spanning numerous game sessions. Items like the Eye and Hand of Vecna, the soul-sucking rune-sword Blackrazor, or the infamous Deck of Many Things provide definition and opportunity for character development, centered around not just the acquisition of said items, but also the use of them. After all, who hasn't had a campaign derailed when someone's taken an unfortunate draw on that Deck of Many Things?
One of the criticisms that I've seen tossed towards 4e D&D is the element of "Christmas Tree syndrome"--characters are expected to have certain elements of gear at certain levels, resulting in a laundry list of items, few of which have any real meaning or campaign relevance. This, I think, may be one of the reasons that I've somewhat dropped D&D for a while.
On the other end of the spectrum is my current games of choice, Savage Worlds and ICONS. Gear, while not quite irrelevant in Deadlands, only becomes important as a plot point--items like Maerlyn's Grapefruit, the Riggins Hellfire Carbine, and the like were grippingly vital, but mundane weapons and the like are glossed over. ICONS, on the other hand, doesn't even have rules for equipment! It's entirely left to the imagination! Any gear that's listed becomes a plot point, usable for the GM (and the PCs, in some cases) to break the rules!
Neither way is bad, per se, but the key is to make gear matter. A hero's choices should be vital to their core. And, as always, it should look cool...
![]() |
| Can we get a release date yet? Please? |
Among the screencaptured pictures and streaming beta footage, Blizzard has also updated their primary Diablo III website, including a skill calculator--complete with all runestone combinations for each skill!--and a database of all the glorious gear that can drop, as your character eviscerates the minions of the Lord of Terror.
And, oh, my! So much gear! So many items and so many modifiers! Armor for defending! Weapons for bashing! Wanga dolls and fetishes for...well...who cares?! They look great!
Flipping through the numerous Legendary and Set Items, something occurred to me: there's a distinct difference between certain role-playing games. Some games are fundamentally gear-driven--the D&Ds of the world, primarily, while others place almost no emphasis on gear.
![]() |
| Pick a card, any card... |
One of the criticisms that I've seen tossed towards 4e D&D is the element of "Christmas Tree syndrome"--characters are expected to have certain elements of gear at certain levels, resulting in a laundry list of items, few of which have any real meaning or campaign relevance. This, I think, may be one of the reasons that I've somewhat dropped D&D for a while.
![]() |
| Johnny Blaze loves his Hellfire Shotgun |
Neither way is bad, per se, but the key is to make gear matter. A hero's choices should be vital to their core. And, as always, it should look cool...
Sunday, September 18, 2011
In Which The Warlock Comments on Continuity...
I'm going to start this little discussion off by making a disclaimer: while I'm obviously a comics fan, I'm really more of a Marvel than a DC. My favorite characters--Iron Man, Ghost Rider, and Doctor Strange--are all Marvel mainstays, and the books that I collect are typically the Marvel 'teams': Fantastic Four, The Avengers, and the like. The PlatinumChick is the resident DC fangirl in the house, cosplaying as her favorite characters: Huntress and Black Canary.
That said, DC's been making all sorts of headlines with their "New 52"--a complete overhaul and refinement of the core DC books. Note that I didn't say "reboot", even though that term is probably the most applicable here--major changes are being made, major characters are being altered, and major plotlines are being dropped in favor of entirely new plotlines.
There are a lot of things that upset me about how DC's dealt with this reboot. I could talk about the utter dishonesty and duplicitousness that DC's has treated some some of the newest, most original blood in the comics industry. I could talk about DC's hypocritical policy regarding depictions of women in comics, in that "all women must have pants", but characters are continually being shown as nothing more than cheesecake. I could talk about how the editorial staff at DC has treated their fans, when said fans have questioned DC on their continual gender issues.
But none of those are my biggest issue. Rather, my biggest issue comes from two relatively minor characters in the DC universe: Batgirl and Amanda Waller.
One of the seminal arcs of the Iron Age of Comics was Alan Moore's limited Batman series, The Killing Joke. (Spoiler Alert! Spoiler Alert!) In it, the Joker attempts to drive Commissioner Gordon mad by shooting and kidnapping his daughter, Barbara, then forcing him to view the images of his bleeding daughter as he travels through a Joker-fied funhouse. Moore's run from this comic was timeless, as it showed not only the strength of Jim Gordon in resisting the Joker's efforts to drive him mad, but also in the fact that Barbara Gordon's injury became canon. In later arcs, Barbara reinvented herself, becoming the "mission broker" and information expert for the Justice League, known as Oracle.
Here, we have a character who refused to give up. She experienced powerful internal conflict in coming to terms with her injury, and managed to find a new (and unique!) way to contribute to the continual war on crime, despite a "career-ending" injury. But, instead of allowing that character to thrive in her chosen role, the editorial staff at DC have all but removed any reference to Moore's seminal arc, to say nothing of the internal conflict that drove Barbara Gordon for so long! While author Gail Simone (already a legend amongst comics writers, male or female), does her best with Batgirl #1, the fact remains that twenty plus years of character development have been tossed out the window, simply to make Batgirl more "accessible".
A similar thing has happened to DC supporting character Amanda Waller. Nicknamed "The Wall", Waller's attitude, stubbornness, and ingenuity have allowed her to stand up to even the most powerful members of the Justice League, particularly in the Timm/Dini animated universe, where Waller literally stepped out of her shower and stared down Batman. A tough, no-nonsense woman, Waller ran both Checkmate--a government intelligence organization dealing with vigilantes and metahumans, as well as the Suicide Squad--a metahuman 'recovery program' meant for supervillains to work off their jail sentences.
Waller was unique in that she wasn't a stereotypically 'beautiful' woman, in the typical sense. She didn't carry an hourglass figure or a bountiful chest; rather, she was broad-shouldered and squat, and carried quite a few additional pounds. And now....she looks like everyone else. To this, I ask..."Why? To what end is this a good idea?" What benefit could such a change possibly have, aside from matching the depiction of Waller from the Green Lantern movie which was a travesty in its own right? It's an unnecessary change, meant to make Waller more "accessible" by taking away something that made her unique in the comics world.
While I don't know much about making comics, I do know a lot about running campaigns. And I know that if, at my table, I started changing the names of characters, changing what they looked like, or changing minor details about established facts, I would very quickly have an empty table. And, for that matter, if I started totally disregarding entire character arcs or the character development that my players have put into the story....my table would be in open revolt, and that's not worth the 'potential' new player that might like what I'm doing.
That said, DC's been making all sorts of headlines with their "New 52"--a complete overhaul and refinement of the core DC books. Note that I didn't say "reboot", even though that term is probably the most applicable here--major changes are being made, major characters are being altered, and major plotlines are being dropped in favor of entirely new plotlines.
There are a lot of things that upset me about how DC's dealt with this reboot. I could talk about the utter dishonesty and duplicitousness that DC's has treated some some of the newest, most original blood in the comics industry. I could talk about DC's hypocritical policy regarding depictions of women in comics, in that "all women must have pants", but characters are continually being shown as nothing more than cheesecake. I could talk about how the editorial staff at DC has treated their fans, when said fans have questioned DC on their continual gender issues.
But none of those are my biggest issue. Rather, my biggest issue comes from two relatively minor characters in the DC universe: Batgirl and Amanda Waller.
![]() |
| Character depth! Novel concept, that! |
Here, we have a character who refused to give up. She experienced powerful internal conflict in coming to terms with her injury, and managed to find a new (and unique!) way to contribute to the continual war on crime, despite a "career-ending" injury. But, instead of allowing that character to thrive in her chosen role, the editorial staff at DC have all but removed any reference to Moore's seminal arc, to say nothing of the internal conflict that drove Barbara Gordon for so long! While author Gail Simone (already a legend amongst comics writers, male or female), does her best with Batgirl #1, the fact remains that twenty plus years of character development have been tossed out the window, simply to make Batgirl more "accessible".
![]() |
| This is Amanda Waller... |
![]() |
| ...not this! |
While I don't know much about making comics, I do know a lot about running campaigns. And I know that if, at my table, I started changing the names of characters, changing what they looked like, or changing minor details about established facts, I would very quickly have an empty table. And, for that matter, if I started totally disregarding entire character arcs or the character development that my players have put into the story....my table would be in open revolt, and that's not worth the 'potential' new player that might like what I'm doing.
Tuesday, September 13, 2011
In Which The Warlock Features Flaws...
It's been a while since I've talked about these guys, so it's high time that I devote them a little space: I absolutely love my Friday night game group. For most of the summer we were on something of a hiatus, with ChaoticFrederick and CincinAdam scattered across the U.S., but we're finally starting to get back in action as the seats at our table fill back up. Wanting a change from our usual fare, I've kicked up a series of The Flood, the first of four plot point campaigns for Deadlands: Reloaded.
One of the neatest things to come of this game was a sequence involving ChaoticFrederick's character--the cybernetic 'scrapper' Mary Ellen Hardigan--and Chris I's character, the "new scientist" Dr. Noble. After being rescued from Lost Angels by the posse, Mary Ellen had just been given a cybernetic arm by the enigmatic Dr. Darius Hellstrome, but became addicted to morphine in dealing with the pain of amputation. As such, she's been having to deal with the "Habit--Major" hindrance. This was fine, until a rough combat with some Guardian Angel bounty hunters left Dr. Noble with a broken jaw! When Chris I asked if he could use his Healing skill to fix up his jaw, I said 'no' at first...but then ChaoticFrederick put forward the idea of using the morphine to dull the pain. One Vitals roll of "snake eyes" later, and Dr. Noble was well on his way to becoming a morphine addict...
Obviously, this type of game isn't for everyone, but it raised a great plot point for us--that hindrance is going to be biting them in the butt for sessions to come!
Now, before we get much further, let's get something straight. One of the things I love most about role-playing is the concept of the "flawed" hero. Flaws, for me, make heroes more realistic and more interesting to role-play. What would my old huckster-fencer, Ramon, have been without his "One-Arm" hindrance? Where would Actorios have been, without his lust for power and his tragic past? And, those are only a few from my recent games; would Indiana Jones have been the same without his fear of snakes? Would Batman be anywhere near as interesting without his psychological drive to avenge his parents, or Tony Stark without his narcissism and alcoholism? And my Deadlands posse from earlier? They just wouldn't be the same without their flaws...the aforementioned addiction, FridayNightWill's "Mean" demeanor, and Chris II's "Ugly As Sin" gunslinger...
Certainly, these flaws make all the difference! Flaws give these characters depth, to say nothing of something to conquer above and beyond Mook #473. They bring another dimension of conflict beyond 'man vs. man' or 'man vs. society'. Rather, they bring in that millenia-old conflict of 'man vs. self.' The worst enemy a character could have, truly, is their own reflection. Character flaws, regardless of media, put this on full display and allow us to achieve catharsis through those heroes...
...which brings us to Cold Steel Wardens. When writing the rules-set, I debated even including flaws and the like to the rules, not wanting to slide too close to Savage Worlds or Champions, both of which feature flaws or disadvantages as mechanical balancing points. However, vision mattered more. The heroes of the Iron Age of Comics are meant to be deeply flawed individuals, exploring philosophical and ethical questions just as they take to the streets to fight criminal scum.
In the end, I decided to take up what may be a controversial stance. Rather than exclude flaws in general, I decided to make them mandatory. At character generation, every would-be Hero must take at least two Flaws, to round out their character. Further, a Hero can take on additional Flaws, gaining 3 additional points per Flaw taken, adding to that Hero's Skills, Masteries, and even Powers.
While some gamers might object to this, those Flaws have massive importance for one of the other mechanics of the game--the Hero Pool. Each Flaw that a Hero takes, when manipulated by the GameMaster, adds dice to the Hero Pool, allowing all Heroes at the table a better chance of making a critical roll, taking down a rogue metahuman, or even completing their investigation.
Therein lies the rub--while many games leave flaws or disadvantages in the purely mechanical realm, Cold Steel Wardens aims to push them to the forefront, making them active, important aspects of a player's character. So far, things have turned out pretty well in that regard...but only more playtesting will tell!
One of the neatest things to come of this game was a sequence involving ChaoticFrederick's character--the cybernetic 'scrapper' Mary Ellen Hardigan--and Chris I's character, the "new scientist" Dr. Noble. After being rescued from Lost Angels by the posse, Mary Ellen had just been given a cybernetic arm by the enigmatic Dr. Darius Hellstrome, but became addicted to morphine in dealing with the pain of amputation. As such, she's been having to deal with the "Habit--Major" hindrance. This was fine, until a rough combat with some Guardian Angel bounty hunters left Dr. Noble with a broken jaw! When Chris I asked if he could use his Healing skill to fix up his jaw, I said 'no' at first...but then ChaoticFrederick put forward the idea of using the morphine to dull the pain. One Vitals roll of "snake eyes" later, and Dr. Noble was well on his way to becoming a morphine addict...
Obviously, this type of game isn't for everyone, but it raised a great plot point for us--that hindrance is going to be biting them in the butt for sessions to come!
![]() |
| "Snakes...why did it have to be snakes?!" |
Certainly, these flaws make all the difference! Flaws give these characters depth, to say nothing of something to conquer above and beyond Mook #473. They bring another dimension of conflict beyond 'man vs. man' or 'man vs. society'. Rather, they bring in that millenia-old conflict of 'man vs. self.' The worst enemy a character could have, truly, is their own reflection. Character flaws, regardless of media, put this on full display and allow us to achieve catharsis through those heroes...
![]() |
| Tony Stark tells a Congressional Sub-Committe where they can get off... |
...which brings us to Cold Steel Wardens. When writing the rules-set, I debated even including flaws and the like to the rules, not wanting to slide too close to Savage Worlds or Champions, both of which feature flaws or disadvantages as mechanical balancing points. However, vision mattered more. The heroes of the Iron Age of Comics are meant to be deeply flawed individuals, exploring philosophical and ethical questions just as they take to the streets to fight criminal scum.
In the end, I decided to take up what may be a controversial stance. Rather than exclude flaws in general, I decided to make them mandatory. At character generation, every would-be Hero must take at least two Flaws, to round out their character. Further, a Hero can take on additional Flaws, gaining 3 additional points per Flaw taken, adding to that Hero's Skills, Masteries, and even Powers.
While some gamers might object to this, those Flaws have massive importance for one of the other mechanics of the game--the Hero Pool. Each Flaw that a Hero takes, when manipulated by the GameMaster, adds dice to the Hero Pool, allowing all Heroes at the table a better chance of making a critical roll, taking down a rogue metahuman, or even completing their investigation.
Therein lies the rub--while many games leave flaws or disadvantages in the purely mechanical realm, Cold Steel Wardens aims to push them to the forefront, making them active, important aspects of a player's character. So far, things have turned out pretty well in that regard...but only more playtesting will tell!
Sunday, September 11, 2011
In Which The Warlock Ponders Playtesting...
As I mentioned last post, I've finally begun my alpha testing of Cold Steel Wardens this week, running two sessions at Wittenberg: one on Wednesday evenings, and another on Saturday afternoons. Beginning the playtest has been a bit daunting, all told. Each week, I have to focus on new rules, new items, and new situations to test out, that way I can make it through the full rules-set before the semester ends.
What I wasn't expecting was such a disparate set of characters to start the game. Our first session was primarily a character generation session, followed by a sample combat so that the players could get their feet wet.
My Wednesday group was a little shocking. Starting at 6, we ended up with only four players, one of which has never played an rpg in any sense of the word. What's more, this group was particularly low-powered, spending most of their character-creation points on Masteries and Skills. In fact, only one player took any powers whatsoever, and only Sense at that--a power that grants the chooser some form of super-sense such as night-vision or exceptional hearing. Even more shocking were the actions of one of the Heroes during our sample combat! With one of her allies in over his head against some of The White Russian's gun-runners, she simply walked away...leaving him to his fate! Yeesh...some heroism, right?
In contrast, my Saturday group consists almost entirely of long-time dice-chuckin' veterans, ready to throw down some d8s with the best of them. While I had mentioned that the prior group had very few powers, I was more than shocked to see every player in the group take at least one power! What's more, the themes of each Hero's powers were particularly different. We ended up with a cybernetically augmented hacker (formerly of the Tech Support gang), a knife-wielding teleporter, and even a multi-armed alien!
Already, though, I've begun to find some rules that just don't work. While CSW is fully meant to create flawed, vulnerable heroes, the sheer amount of Flaws that players started with (in both groups) was a bit exorbitant. While I expected some to end up with 4-5 Flaws, especially since Heroes are mandated to have 2 Flaws to start the game, I hadn't expected every player to do so, and more!
Further, it became immediately apparant that my rules regarding critical hits weren't quite right. While critical hits were still fairly uncommon--despite the fact that my first 'mooks' were beyond underpowered--the Mental Strain associated with viewing a critical hit was just way too much. In both sessions, Heroes nearly went mad from blows that they, themselves inflicted! While I still want to assess some degree of Mental Strain for such blows, it definitely needs scaled back.
Next week, I'll be taking a look at our first real Investigation--a concept-map style case, involving a coming storm between two rival crime families. I'm hoping to really hit home the fact that CSW isn't meant to be a 'super-brawl' sort of system; rather, it's meant to emulate tense investigation and gritty, dark choices. With at least one player in each group focused solely on combat, this could be just a touch difficult...
We'll see, friends and neighbors! The work is never done!
What I wasn't expecting was such a disparate set of characters to start the game. Our first session was primarily a character generation session, followed by a sample combat so that the players could get their feet wet.
My Wednesday group was a little shocking. Starting at 6, we ended up with only four players, one of which has never played an rpg in any sense of the word. What's more, this group was particularly low-powered, spending most of their character-creation points on Masteries and Skills. In fact, only one player took any powers whatsoever, and only Sense at that--a power that grants the chooser some form of super-sense such as night-vision or exceptional hearing. Even more shocking were the actions of one of the Heroes during our sample combat! With one of her allies in over his head against some of The White Russian's gun-runners, she simply walked away...leaving him to his fate! Yeesh...some heroism, right?
![]() |
| Character Creation on Saturday Afternoon |
Already, though, I've begun to find some rules that just don't work. While CSW is fully meant to create flawed, vulnerable heroes, the sheer amount of Flaws that players started with (in both groups) was a bit exorbitant. While I expected some to end up with 4-5 Flaws, especially since Heroes are mandated to have 2 Flaws to start the game, I hadn't expected every player to do so, and more!
![]() |
| Running the sample combat... |
Next week, I'll be taking a look at our first real Investigation--a concept-map style case, involving a coming storm between two rival crime families. I'm hoping to really hit home the fact that CSW isn't meant to be a 'super-brawl' sort of system; rather, it's meant to emulate tense investigation and gritty, dark choices. With at least one player in each group focused solely on combat, this could be just a touch difficult...
We'll see, friends and neighbors! The work is never done!
Thursday, September 08, 2011
In Which The Warlock Requests a Schedule Change...
It's occurred to me that since my Cold Steel Wardens playtests are going to be occuring on Wednesdays and Saturdays, it's probably not going to be feasible for me to blog on those days.
As such, I'm going to be amending my schedule slightly. While I'll still be updating on weekends--usually on Sunday afternoons or Saturday evenings--I'll now be updating this blog on Tuesdays, instead of Wednesdays.
Look for some of my playtests notes this weekend, as well as impressions on that time-old tradition of character creation! See you then!
As such, I'm going to be amending my schedule slightly. While I'll still be updating on weekends--usually on Sunday afternoons or Saturday evenings--I'll now be updating this blog on Tuesdays, instead of Wednesdays.
Look for some of my playtests notes this weekend, as well as impressions on that time-old tradition of character creation! See you then!
Sunday, September 04, 2011
In Which The Warlock Previews His Introduction...
Since today is our big Labor Day party, this one's going to be a quick post for me, with some more preview material for Cold Steel Wardens.
Here's the brief fiction interlude, right at the start of the book--Enjoy!
It’s always raining here. A cold wet drizzle pours down, desperately trying to wash away all of the filth and shame that seems to work its way out into the streets. Even the streetwalkers have decided to pack it up, going back to whatever hovel their pimp has them sleeping in tonight. The gangers are still out, trudging through the rain-slicked streets, but even they’re quiet.
I took out four of them earlier, down in New Corinth. They were hassling a push-cart vendor, because someone didn’t like his pita bread. I broke one’s jaw, and at least one of the others won’t be walking for another three months. Fucker deserved it. He pulled a knife on me. The other two were smart enough to run away—I let ‘em go. They didn’t get into the poor guy’s cash register, at least. Achmed gets to take home his cash box for another day.
I headed back up Sixteeenth Street, and then climbed the Grandview Building. One of those bastards must have gotten a good shot in; my shoulder felt swollen and tender. At least that one didn’t have a knife. I was out of commission for almost two weeks, when one of the Rojo Bastardes caught me in the back with a switchblade.
Here's the brief fiction interlude, right at the start of the book--Enjoy!
It’s always raining here. A cold wet drizzle pours down, desperately trying to wash away all of the filth and shame that seems to work its way out into the streets. Even the streetwalkers have decided to pack it up, going back to whatever hovel their pimp has them sleeping in tonight. The gangers are still out, trudging through the rain-slicked streets, but even they’re quiet.
I took out four of them earlier, down in New Corinth. They were hassling a push-cart vendor, because someone didn’t like his pita bread. I broke one’s jaw, and at least one of the others won’t be walking for another three months. Fucker deserved it. He pulled a knife on me. The other two were smart enough to run away—I let ‘em go. They didn’t get into the poor guy’s cash register, at least. Achmed gets to take home his cash box for another day.
I headed back up Sixteeenth Street, and then climbed the Grandview Building. One of those bastards must have gotten a good shot in; my shoulder felt swollen and tender. At least that one didn’t have a knife. I was out of commission for almost two weeks, when one of the Rojo Bastardes caught me in the back with a switchblade.
I think I’m going to start carrying a gun. It’s worked for Double-Tap. Hell, we’re all criminals anyway. The Nornsby Act’s seen to that. When they catch me, I’m looking at 10-12 in Solitary. Double-Tap will probably get life—he gunned down a cop, trying to get back to headquarters. Serves them both right: Double-Tap for being stupid, and the cop for trying to take down one of the good guys. At least the cop lived—he’ll just be in a wheelchair for the next few decades.
At least the gun will mean a little more protection. This Kevlar plate only goes so far, and it’s kind of hard to punch a guy when he’s pumping off .38 rounds into your chest. After all, I don’t have to use it…right?
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