Wednesday, October 06, 2010

In Which The Warlock Swings Both Ways...

So, in my (admittedly small and feeble) attempts to keep gaming fresh and inspired in the Dayton area, I believe I've finally stumbled across something that might just be a diamond in the massive slag pits of my brain.

And, believe it or not...it came to me in a dream!

While I was editing WEGS: Dice Rule!, one of El Willy's biggest points of discussion was that of adventuring structure. El Willy spends nearly a full chapter discussing the three primary forms of WEGSplay--"Wave" play (the standard, three encounter 'convention' game), "Chapter" play (an extension of Wave play, including three chapters of three waves each), and "Campaign" play (a combination of several chapters into an extended ongoing storyline).

El Willy's discussion is really a fantastic breakdown and review of standard plotting technique. WEGS runs hot and heavy on the "standard fantasy tropes", but does so intentionally, so that the GM/Kreator is free to place his tongue firmly in-cheek and provide fresh, WEGSified views on old classics. That's an advantage for WEGS (and games like it), but what if you want to push a little further?

Plot is typically outlined in a pyramidal format--the traditional dramatic structure of:
Freytag Dramatic Structure Pyramid
--exposition
--rising action
--climax
--falling action
--denouement
Typically, in a gaming adventure, the climax revolves around some "boss fight" against a BBEG, with the falling action and denouement becoming a stereotypical process of "save the princess, loot the bodies."

That's all well and good. But it's time to give it the chop!
"Down--still unceasingly, still inevitably down!

Rather, I've come up with a unique way of telling stories--one that really hasn't come before, especially in terms of adventure writing! Centered primarily around the build-up of tension leading up to a central, pivotal moment, the Pendulum method alternates between times or places, allowing (and even encouraging) players to blend in-character and out-of-character knowledge as they approach their final destinies. As the pendulum descends, who will rise?

I'm only in the early development stages of this idea--I have about 8 pages written, and am currently working on sample adventures that fit the Pendulum formula. Is it a replacement for the standard plot outline? No, absolutely not, but it's a fresh new direction in terms of plot generation and adventure writing that could really change things up, especially in the horror, fantasy, and sci-fi genres!

On a more serious note, though, I'm going to get up on my soapbox for a moment. Much like gamer nation, America as a whole has a tendency to fear change. It took us almost 100 years longer to abolish slavery than any other Western nation. Even then, racial and gender-based discrimination were the norm for over 125 years, until LBJ pushed forward the Civil Rights Act in 1968.

International Coming Out Day

Now, we face a new fight. The gay, lesbian, bisexual, and transgendered community fights unceasingly for the rights that millions of others enjoy without thought or consequence: the right to marry, the right to adopt, the right to be free of harassment or persecution for personal beliefs. Each year, the Human Rights Campaign sponsors National Coming Out Day to provide strength for all people, as we fight for equal rights in the community.

If you're among the GLBT community, have strength--we will continue the fight.
If you're a friend of a GLBT person, show us your support--we appreciate it more than you know.
If you stand against us, give a second thought--we only ask for the same rights as others already receive.

Wednesday, September 29, 2010

In Which The Warlock Tries to "Make it New"...

Bear with me here. Back in the day (the early 1900s, that is), when the Modernists roamed the Earth, poet Ezra Pound wrote "Make it New!". In the book, he set forth the concepts of a revolution of language and literature, in which even the smallest concepts are revisited, resulting in drastic changes to fundamental ideas. Pound himself was a devotee of Dante Alighieri, and produced his own Cantos centered around The Divine Comedy, but with massive alterations in structure and in metaplot.

Ezra Pound and T.S. Eliot

Therein lies the rub and, for that matter, our subject for today's blog: newness! If you've been following along, I've been working diligently on my Deadlands game, trying to blend it with Stephen King's Dark Tower mythos and his larger, gestalt world. You'd think that'd be an easy task--toss in an Overlook hotel here, a creepy sewer-dwelling clown there, and the task is complete, right?

Wrong. In the postmodern era, King himself has assembled a pastiche of thematic concepts that started with Robert Browning's Childe Roland to the Dark Tower Came, to the spaghetti westerns of yesteryear, to the venerable (and immensely gamed-out) Lord of the Rings, to Pound's Modernist buddy T.S. Eliot. Ask any "sane" reader, and an assembly of this magnitude seems schizophrenic on a good day.

The Dark Tower

So, of course, on top of all of this, I'm trying to fit the themes of alternate history (a la Harry Turtledove) as well as elements from Deadlands' own canon. Difficult? Monumental! To say that one cannot serve two masters is something of a misnomer here, but it becomes a massive challenge to provide more than lip service to the combination of canon, inspiring works, and ones' own ideas.

But, it's gaming "work" that needs doing. I was originally drawn to Deadlands for its uniqueness in gaming--in a medium slavishly attached to fantasy cliche, it was a breath of clean winter air in my lungs. Similarly, while still in classic D&D, the Eberron setting inverted so many generic fantasy tropes that it could hardly be recognized as D&D until you broke out the d20s! World War II-era Berlin, dropped into a fantasy world? Zombie "Soviet" soldiers, marching to war against dinosaur-riding tribal halflings? Sentient robots fighting psychic spies aboard lightning-driven trains? Sign me up!

It's this concept of 'newness' and originality, even when (as a GM) you're pulling from other sources, that keeps people pulling up a chair to your gaming table every week. Games that center around only one central pillar, be it mechanical or thematic, are destined to fail, simply due to disinterest. Players want more, and it's our job as a GM to give it to them!

The same can be said for games that are linked too closely to the idea of 'canon'--which, in some ways, tips my hand in terms of my relationship with the RPGA. In a medium that supposedly values and rewards creativity, the "Living" campaigns reward mediocrity and repetition. Similarly, I have been openly lambasting Wizards of the Coast's D&D Essentials line for being overly slavish to nostaligic ideas, many of which were clung to without rhyme or reason. Instead of embracing the mechanical creativity of 4e--which, even within its own mechanics, had been evolving!--the design team took a deliberate step backwards, which will leave the game worse for the taking.

John, over at World vs. Hero expounds on this idea, as he was providing contest advice for some of the entrants on his website. There, John breaks it down in terms of a combination of "Originality" and "Allure". The neat thing is, though: originality does not necessarily mean 'without inspirations'. Rather, he elaborates that:

...originality is a rather fluid state, and we should not be paralyzed into inaction for fear of being unoriginal. When honesty precedes the presentation of creativity, the quality of “being original” becomes “being true to a fresh vision of old and new ideas,” and, under this definition, our art may be judged fairly for what it is...


John, brother--Ezra and Thomas would be proud!

The core of gaming, if it is to ever be taken somewhat seriously as an artistic medium (or to continue on into the "Twitter" era), is to blend new ideas with the fundamental archetypes that serve as the foundation of our collective hobby. Slavish devotion to canon, for whatever reason, leads only to stagnation and, eventually, dismissal. In the end, we're a jaded group. We've been there, and done that. We've killed the orc, taken his pie, and moved on.

Give me something new!

Six-Gun Alien Banner

Wednesday, September 22, 2010

In Which The Warlock Rebuilds The Weird West...

As I've been raving about in my last few posts, I've been really jazzed about my new Deadlands game, which I'm now two sessions into over at Wittenberg. The players that I have are genuinely engaged in both their characters and the burgeoning plot.

One of the biggest reasons that I was drawn to Deadlands in the first place is the creeping element of horror built into the metaplot. The Weird West, in addition to being untamed of its natural obstacles, is the province of horrific creatures that exist only to prey upon man's fear.

But, the one thing that Deadlands didn't have was the one influence I really wanted to build in: Stephen King's Dark Tower saga. Similarly filled with creeping horror, King's masterwork has mysticism and dreamscape elements that just aren't found in standard Deadlands. Plus, I wanted to avoid certain canon elements in Deadlands that seemed a little much...after all, it's a bit much to think that all of the major NPCs have evil, supernatural powers!

As such, I find myself using a tool that I've experimented with earlier--when I was running "Pirates of the Underdark"--an Obsidian Portal wiki.

Obsidian Portal Logo

I had made the mistake of attempting to start the "PotU" wiki mid-campaign, which made it difficult to keep up with all of the backlogged information. With a fresh start in this campaign, I was able to easily upload images, files, and information on the setting of the campaign, as well as on major NPCs. Plus, I can also include various setting changes, like going "todash" and information on The Beams and the like. Woot!

What might be lurking in the Jaegretty Gulch mine?

For now, my players are just outside of Amarillo, in the dying boomtown of Jaegretty Gulch. They're trying to lay low, after getting into a barfight with Josiah "Josey" Riggins--the son of mining mogul and Circuit Judge George Riggins. But, as they explore an "abandoned" mine rumored to be the home of Mexican banditos, the PCs find that other 'things' may be present in the mine...

All of this world-building (or, re-building, as it may be), reminds me! I'm judging a contest!

World vs. Hero!

John Fiore, over at World vs. Hero, asked me to judge a world-building contest along with several other game designers/editors/cartographers/artists. The challenge? Using the guidelines in his one-on-one roleplaying brainchild World vs. Hero, design a campaign setting in less than 200 words. Get cracking, though, kiddies! The deadline is September 24th!

Up for the challenge? Get all the details on John's contest here: World-Building Contest at World vs. Hero

Wednesday, September 15, 2010

In Which The Warlock Tosses Dice for a Full Day...

If there’s one bad side about livin’ “la vida gamer”, it’s that you occasionally have a weekend or so where all you do is sling the dice. Not that that’s a bad thing, necessarily-—heck, we play how many dollars a year to do just that, at Origins and GenCon (well, not really, now that I think about it…I haven’t paid to go to Origins since the first time I went). But, it does tend to make for exhausting days and long nights—much like this past weekend!

You see, gamer nation, this weekend marked the first real weekend for the Witt RP-Guild to be back in full swing. And, with it, we had a whole slew of events on deck, leaving your Friendly Neighborhood Warlock pretty drained!

This Friday got things off with a bang. With our weekly “Tear of Ioun” game cancelled, the PlatinumChick and I were free to join some of the newbies in Kat’s intro game—a variation on Dragon magazine’s “Dead By Dawn”. Our 2nd level heroes took on the horror of the classic zombie-survival movie, as we were besieged by undead on all sides. My paladin, Alain, was up to his eyeballs in heresy to smite!

Friday Night: "Dead by Dawn!"

The game ran particularly well, especially considering the number of players at the table. D&D, much as I love it, tends to break down with more than 6 players, and the 8 we had around the table did slow things down a touch. However, Kat kept the game moving efficiently, which did a lot to keep people active and enjoying. My only real complaint would be that the pre-gen characters were a little underwhelming; the half-elf ranger had a feat that he couldn’t even use, and both my paladin and the cleric were utterly inept at the Religion skill! But, these were minor quibbles in the midst of a grand time.

The next day meant an early rise, so that I could get prepped for a day of WEGS demos at Champion City Comic Con in Springfield. I’ve typically enjoyed CCCC, as it’s staffed by great people who have a real commitment to providing an excellent con experience. The vendor hall, much like last year, was fully stocked, though I must say, I didn’t find much that I really wanted from them. But, then again, I didn’t come to CCCC just to buy comics—there were Cold Rolls to throw down!

Saturday, all-day: Champion City Comic Con--2010

Throughout the day, I ran 3 of my 4 scheduled WEGS demos—providing two groups of unlucky Arks a confrontation with a dragon, while another group headed down to the Tongue o’ Dung for for some rest, relaxation, and pyromania. This was the first time since Origins that I ran game using the revised rules and, man, do they make things easy on the Arks! Both groups managed to take down my Dragon with few problems. So much for that vaunted 88% Invulnerability! It's time to up my game!

I did manage some better luck in “Dwarf Walks…”, as the Mage player set off a Molten Storm in the midst of the bar! No self-lovin’ Ogwhump is ever gonna let that stand! In fact, as the Mage was running from the Ogwhump, he managed to get cornered by Borkfu, and splattered all over the wall! Off to the Spheres you go, mon ami!

I must have been doing something right, because two of the demo players stuck around after the Con for a delve into madness in my playtest debut of “WEGS + Cthulhu = WEGSthulhu!” Joined by Savage Chris, Will the ManMan, and Jake the Frosh, we broke out the d10s and d6s once more…

I’ve gotta say: I’ve played a lot of WEGS in my day. I’ve been on-board since 2005, and have played almost every scenario El Willy’s put out on the con-circuit. This one, WEGSthulhu, is going to be a classic, up there with “Dwarf Walks…”, “The Yawlamoo,” and “Dingbitt’s Dunge-o’-Doom”. The Hero/Cultist mechanic worked perfectly, providing just the right dash of Paranoia to the game. All hail Friend Cthulhu!

Unfortunately for the Arks (or fortunately, depending on how you look at it!), the Arks failed to stop Randolph Carter from opening the portal in Carcosa—apparently he was a Cultist the whole time! Who knew?!—and Mighty Cthulhu rose up. Carter, of course, was awarded the highest of honors: being devoured first! Due to a well-placed “Fear My Lyrd” spell by Will’s (secretly Cultist!) sage, the heroic Arks could only flee for their lives before the combined cultist might.

Even after a late night—we wrapped up around 12:30am—I was up the next day, dice and poker chips in hand, for our first session of Deadlands. After rolling up characters, which was surprisingly fast, considering that over half of the group has barely played in Savage Worlds and were starting with “Seasoned” characters.

Sunday Afternoon: Deadlands--"Doomtown or Bust!"

After only about an hour, the group was ready to throw down. Starting off in The Busted Mug Tavern and Saloon, in Amarillo, the group made the unfortunate acquaintance (via a botched Spellcasting roll as the PlatinumChick attempted to cheat at poker) of Josiah Riggins, a self-absorbed layabout way too eager for a bar-fight.

For “disturbin’ the peace”, the group found themselves all together in the Amarillo drunk tank, cooling off, while Deputy Wingard wrangled some favors to avoid having charges pressed against the group. Released in the morning, we'll see exactly how much trouble they can get up to next Sunday!

By the by, I've already started an Obsidian Portal wiki to chronicle all of our intrepid gunslingers' actions. Check it in the links tab on the right side, or at the following link: Deadlands--"Follow the Walkin' Man"

Wednesday, September 08, 2010

In Which The Warlock Shoots for a Straight, but Flops a Full House...

So, remember a few entries ago, when I was wondering about which game to run? I really ended up in a dead heat with the two ideas, tossed between the conspiracy-horror of Delta Green and the gritty, street-level superheroes of DC Adventures. I honestly was having a hard time deciding between the two. Friends and fellow gamers recommended both in almost equal measure, eager to roll up their FBI agent, their power-suited vigilante, or something in between.

Deadlands: Hucksters and Hexes

And so, I debated. I wrote promos for each game. I blogged, obviously. And, in the end, it came down to...none of them.

You see, in amongst the rest of the game ideas I've had, I've had a new love. It's gritty, it's pulpy, and it's got so many plot ideas built in. It has all the elements I love in a game: horror, alternate history, characterization, and deep moral intregue.

As such, I find myself with a full table, ready to run Deadlands Reloaded.

I've been slowly developing an affection for Savage Worlds for a year or two now, with its free-form character development and its speedy, creative combat. But, for whatever reason, Deadlands had always eluded me. Back when I was at Wittenberg, BLoff and his brother had tried to get us to play it, but it lost out in favor of Call of Cthulhu and D&D.

I suppose it's been building in me for a while. I adore Stephen King's Dark Tower saga, and love the creeping horror found in the Weird West. After one read-through of Will the ManMan's Deadlands: Player's Guide, I was hooked. Plot ideas were flowing through my brain like wine, and they had to get out somehow! And so, a new campaign was born.

As such, I have a full table waiting for me on Sunday afternoons: "Follow the Walkin' Man, a King-inspired tale of the Weird West, where the players will start off in Amarillo, and head out on a dark adventure to find out the secrets behind Maerlyn's Rainbow and the Man in Black known only as "The Walkin' Dude".

Stay tuned here to find out more!

One last thing before I let you go for the evening: I'll be running WEGS: Old Skool Redux demos all day at Springfield's Champion City Comic-Con. Swing by between 10am and 6pm for a run through one of two classic WEGS demos: "Dungeons OR Dragons" and "Dwarf Walks Into a Bar". Alternatively, stick around after 6pm for a run through the exclusive debut of my module "WEGS+Cthulhu=WEGSthulhu!" Catch it before it hits this year's WittCon and next year's Origins Game Fair!

Hope to see you there!

Wednesday, September 01, 2010

In Which The Warlock's Friends Gain Some Friends...

If it's one trend that tends to happen in Wittenberg-run games, it's that groups have a tendency to pick up NPCs. Games almost turn into harems, with hangers-on, henchmen, followers, and friends following the exploits of the PCs in any given game.

The Enigmatic Mr. Ebbs, I believe, first experienced this when he ran a Mutants and Masterminds game a few years back. In that game, the group gathered up NPC after NPC, with an angelic-origin PC nearly becoming pope! She had a full cult surrounding her, believing she was of divine origin and would bring about The Rapture!

This continued as EEE GMed us into the "Pyramid of Shadows"--one of the Wizards of the Coast-published 4e D&D modules. Trapped in the titular pyramid, our heroes began recruiting civilians and other humanoids who became entranced by the psionic call of the pyramid. It's from these humanoids--replete with randomly rolled stats--that we ended up with such luminaries such as Clevon Washington and The Goddamned Jim-Bob!

In fact, I even mandated the trend while running "Pirates of the Underdark", with each PC creating an NPC to serve above their ship, the Red Mourning. Details on all of those NPCs can be found in some of my earlier entries. The enigmatic wizard Durgrek, the mysterious investigator Nalen the Lesser, and Mathir's 'slave-boy' Elkantar all came from PotU.

And, so it goes with my weekly "Tear of Ioun" game. At first, it was merely one NPC. The players picked up Elladan Red-Hand, after he saved them from imprisonment during the Siege of Wellspring. His "Liberace meets Jack Sparrow meets Chairman Kaga, then becomes The Doctor" personality immediately endeared him to Lupin--the group's Banite battlemind/paladin--and Elladan's followed them ever since.

Following this, when we picked up a new player--Jess--she took on the role of Shantira, the lone Stormcrow that the group was able to save from the Forlorn Tower. A pyromaniacal eladrin warlock, Shantira's added ranged damage, numerous ritual castings, and a love interest for Lupin as the group entered the Shadowfell.

But were they done there? Oh, no. Rather, our runepriest--Russell--is out for his own kingdom! After his own clan was sundered, Russell received word from Thorgrim, his clan-brother, that a new delve was being founded back on the Prime Material plane, and needed his guidance! Russell, ever the pragmatic priest of Kelemvor, has decided to take it upon himself to lead his clan back to glory...

And what's best? I still have one great NPC in reserve. You see, Vaymeer (the Harrowfolk barbarian that started all of this mess) is still in the picture. Beaten twice, thrown into the Shadowfell by Lupin's githyanki blade, and marooned without his tribe, he's got an axe to grind with the party...and it's already sharpened and waiting.

Then again, one has to wonder...what happens when one sunders a githyanki silver blade? Lupin, Russell and company are about to find out! :D

Wednesday, August 25, 2010

In Which The Warlock Assembles the Dream Team...

Something I managed to skip--don't ask me how!--were my remarks on my GenCon experience this year. Yes indeedy, the PlatinumChick, Will the ManMan, BoardGame Karen, and yours truly found ourselves at GenCon Indy this year.

I will be honest, though. I didn't get to see much of the show. I did manage to swing by the GameWick booth to say 'hi' to El Willy and his crew, but I almost immediately had to ship out to my game--a private Eberron game run by none other than Keith Baker, the creator of Eberron. Little did I know, though, that we would be joined by C.A. Suleiman (author of Dragonmarked and several other Eberron books) as well as E, the infamous blogger from Geek's Dream Girl!

After a brief meet-and-greet, Keith got the game started. Our characters were all members of the Order of the Ebon Skull--a military order in Karrnath which was defamed and banned at the end of the Last War. However, this involved a pretty major twist--all of our characters were either undead or necromancers! I ended up playing Mandible, a former con-artist turned flameskull. Keith really did a smashing job making these characters unique and interesting, while keeping the "feel" of 4e.

All told, the game was really a blast, but it got me thinking. I got to game with some of the big names of the gaming industry, in their own setting. But if I could game with any celebrity--whether they're an actual gamer or not--who might it be? As such, my lovely readers, here's my list!

Stephen Colbert: This one's almost cheating, as Colbert's a self-professed gamer on his own, back in the days of 1e and 2e. He's just got such a sharp wit and a conviction about him, both in real life interviews and in his 'show persona', that I had to include him. Classwise? He'd make for a perfect Paladin or Warlord, leading the charge into battle with carefully crafted repartee.

Bruce Timm: This is a guy who needs no introduction. As one of the masterminds behind the DC Animated Universe, Timm's writing skills and creativity are without peer in the Western animated world. In the interviews I've seen with him, both live at conventions and recorded on the DVD releases of his animated series, Timm displays a craftiness and a deep knowledge of his subject material. He'd make for about the most epic wizard I could imagine, building plot upon plot, contingency upon contingency.

Lady Gaga: Shocked by this one? Don't be. Of all of the musical minds out there, Gaga's got to be one of the most creative of the modern era, and she's not afraid to make a statement. It's likely that she's never slung dice in her life, but I doubt that would stop her! I'd love to have her at the table, dicing up baddies as a Red Sonja-esque barbarian or avenger-chick, replete with the most fashionable chainmail-bikini that gp can buy!

Ben 'Yahtzee' Croshaw: Yahtzee is the mastermind behind the tongue-impaled-in-cheek web-series, "Zero Punctuation", which is hosted on "The Escapist" web magazine. While I doubt that Yahtzee would be willing to descend "back into the basement" for a session of D&D, I could easily see him joining the party as a snarky, dagger-slinging rogue or a sardonic warlock.

Mario Batali: For those of you longtime followers of my blog, you'll know that I'm a self-proclaimed foodie. I love small, family-owned restaurants, and I follow Food Network and the like as if it was my job. My favorite celeb chef of all time has been Mario Batali: the Rutgers-educated, clog-wearing, maestro of Italian cuisine. In addition to his affable nature and personality, Batali absolutely looks the part of a classic Viking warrior. I've joked before that, as an Iron Chef, he carves turkeys with a battle-axe. Having him jump in as a straight-up, sword-and-board fighter or warden would round out our group perfectly.

So, how about you, gamer nation? Who would you ask join your table for a night of dice-slinging action?

Wednesday, August 18, 2010

In Which The Warlock Contemplates The Next Step...

Now that our yearly convention season (and my delicous summer break!) is at an end, the WittKids and I are in a bit of convelescence. After traveling all summer, running games at Origins and the other conventions, and running our weekly games in-between, it's made for a really hectic season. I'd say I'm almost looking forward to getting back to work, but we all know that's a joke!

Rather, I'm more looking forward to the start of the new semester and the resurgence of games over at Wittenberg. With a new batch of freshmen on deck, and a really fantastic group of upperclassmen executives, this year looks to be a really positive one for the Guild.

However, I find myself in something of a quandary. Thanks to a much less hectic schedule--no wedding planning this year, and a much easier series of prep at school--I'm actually planning on running a game during the week at Wittenberg. I attempted doing one last year, if you'll recall: a 4e D&D game, set in Eberron. Unfortunately, due to my multiple engagements, it fell through. With a freer schedule, I shouldn't have as much problem with a weekly game, though I do want to avoid the idea of setting up tiles, minis, and the like. I'm not averse to them, but they're just a pain to haul over to Witt, only to pack up again a few hours later.

I've narrowed my game ideas down to two, which you can find below. What do you think, gamer nation? Which one should it be?

Delta Green: Die Karotechia, Die!
System: d20 Modern/d20 Call of Cthulhu
Genre: Cosmic Horror/Conspiracy

There are many things that man was not meant to know. Sometimes, these are the secrets of the universe. Sometimes, these are the secrets held by your government. Sometimes, these are the very things right in front of you. You know these secrets. You've watched them unfold before you like the yellow envelopes you receive every so often. You know the truth about the world around you, and you fight against it every day. You're Delta Green, and you won't go down without a fight.

A shadow ops group working outside of the government, Delta Green stands on the tiny precipice between the world we know and utter chaos and blasphemy. The remnants of Nazi Germany's occult program, the machinations of aliens from Pluto, even the corruption and naivete of your own government stand against you. But you're Delta Green, and you won't go down without a fight.

Your day job is a cover, working within the United States government. By night, you dig deep into things that 'man was not meant to know'--things that your government has lied to the public about. Things you have been lied about. You see, the War isn't over. Never will be. It's just gone rogue...and that's a war you've prepared for.

Gotham City Breakdown
System: DC Adventures/Mutants and Masterminds 3e
Genre: Bronze/Iron Age Superheroes

Years ago, the Wayne family was mugged on the way home from the theater by a small-time thug named Joe Chill. Thomas Wayne and his son, Bruce, were killed by Chill in the incident when Thomas refused to turn over his wallet. Martha Wayne killed herself 4 years later, stricken by grief. Wayne Enterprises, Thomas' company, filed for bankruptcy 15 years later, and has since been dissolved. The man known as The Batman has never come to be.

Gotham City is much as it ever has been. Crime families like the Bertinellis and the Falcones rule the streets, with the police able to do little against them. Masked and deformed criminals--the "freaks"--roam the sewers and alleyways, leading vicious gangs. Gotham teeters on the edge of chaos.

You have chosen to rise up against this scourge. As a masked adventurer, you believe in justice. You believe in law. You believe that something must be done. And you're the right person to do it. It's time to take up arms against the likes of Intergang, the Royal Flush gang, and others, and fill the void left in a world without The Dark Knight.

Wednesday, August 11, 2010

In Which The Warlock Summons a New Personality...

With my ranger, Ishmael, on the way out, it came time for me to come up with a new character for Kat's weekly Marrakesh game. Instead of my normal format, I used the "Ten Minute Background" presentation, as found from several sources online. As such, enjoy a look at Sular Etani Mahalesh--a tiefling summoner from nearby Cordoba!

In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1. The Man Who Lived Forever: As a tiefling, Sular is the literal embodiment of one of the djinn, the immortal spirits of the desert. Sular has lived for nearly 275 years, and has shown no signs of slowing down or stopping. He fears little, and carries an attitude of “been there, done that” towards most things.
2. The Pacts of Ancient Cordoba: Sular learned wizardry at the feet of the infamous sorcerer Al-Azif, an eladrin who dabbled in the dark arts. Sular turned his arcane training towards the arts of mental manipulation and assault, and towards summoning. However, it was rumored that Al-Azif’s magics came not from study or inborn talent, but rather through a pact he had made with a creature known only as Iog-Sotot. Further rumor states that Al-Azif’s pact with Iog-Sotot is chronicled in full, along with hundreds of lost spells, in a book known only as the Testament of Carnamagos.
3. A Merchant Dynasty, Fallen: For over 75 years, Sular and his brother, Qatar, ran a successful mercantile caravan, running from the city of High Cordoba, criss-crossing Europa, all the way to Byzantium. Occasionally stopping in Marrakesh, he is passingly familiar with the city, though is clearly not a local. Sular’s merchant empire, however, fell to the Inquisition (see point 5).
4. A Scholar and a Gentleman: Sular, while not a master of all arts, has at least some training in most basic skills. He carries a finely made Cordoban khopesh, and has been known to cross blades with enemies on occasion. He relishes new learning, and can often be found trolling libraries and other upscale areas, reading for pleasure and new learning. Sular has also spent many years refining his courtly manner, and he treats all nobility with a genteel hand.
5. The Inquisition: The crusaders of Erathis, pushing south from the northern coast of Cordoba, have put forward what they refer to as a “Grand Cleansing”. With the support of the Erathian Queen Francesca, they swept south towards High Cordoba, driving out any who did not swear fealty to Erathis. For a desert-spirit like Sular and his family, this Cleansing meant certain death. His assets were seized, his caravans were sacked, and his servants were tortured, often to death. While Sular was able to escape to the south, his parents—in a dreamlike torpor for many years—were left behind. His brother? Not even Sular knows.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Locate the lost lore of Al-Azif.
2. Work his way up the nobility of Marrakesh, and reestablish his trade empire.
3. Evade the Inquisition, and find out if his parents—still in torpor—survived the Great Cleansing.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1. (Known) Sular is a member of the Three Lobed Eye—a sect of Ioun devoted to the preservation of “heretical” magics and the like. As the teachings of Al-Azif are among these, Sular takes a particular interest in the Three Lobed Eye’s work. While he himself is not particularly religious, his goals have always lined up with that of the Three Lobed Eye, and he is a respected member.
2. (Unknown) Sular’s brother survived the Inquisition, and has located the Testaments of Carnamagos! He currently has taken up with a group of desert nomads, wandering the wastes surrounding Marrakesh. Qatar has a map that, he believes, will lead to the resting place of Al-Azif’s eyes (Al-Azif was torn apart by Erathian fanatics after his death, with the fragments buried separately), which may hold the forbidden tome.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1. (Friendly) Rahman Abu al Kayeff, human Priest of Ioun. Rahman is a high ranking member of the Three Lobed Eye in Marrakesh. A vestige-pact warlock, Rahman often will debate arcane theory with Sular over a bottle of brandy or a hookah of hashish. Rahman is of a similar temperament to Sular, though he has less of an “aura of invulnerability” compared to his tiefling comrade.
2. (Helpful, but Indifferent) Nawal Salimah, half-elven Spice Trader. Nawal was affiliated with Sular’s mercantile group, when it was still active in Cordoba. Widowed of her arranged marriage at age 17, she stood to inherit her husband’s lucrative spice trade. Assuming control of it at age 23, she forged an alliance with Sular that was mutually beneficial. When Sular’s enterprise fell, due to the Inquisition, her business took a substantial hit. However, she persevered, working with other purveyors, both Narbonne and Marrakeshi.
3. (Actively Hostile) Amadis Baldomero San Marcos, human Knight-Paladin of Erathis. Amadis is an agent of the Erathi Inquisition, charged with the extermination of heretical magics. Amadis has been following and killing mages of all sorts for many years, and is quite the tracker. Amadis has sailed for Marrakesh in search of the book known as the Revelations of Glaaki, though has heard rumors of a much more dangerous tome, currently held by refugees of High Cordoba. The tome? The Testament of Carnamagos.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Sitting at the feet of Al-Azif, questioning the master on the nature of the Elemental Chaos while eating dates and sipping coffee.
2. Fighting off caravan raiders alongside Qatar, in the early days of their shipping empire.
3. Escaping through the back alleys of High Cordoba, losing sight of his brother, and sailing for Marrakesh, when the Inquisition reached High Cordoba.

Thursday, August 05, 2010

In Which The Warlock Has a Showdown with Destiny...

In my recent defense of John Wick's "Play Dirty", I mentioned the idea of the "heroic destiny"--the premise that, given a character in a role-playing game, said character should be challenged with great tribulation so that they can evolve, meet that challenge, and emerge with a sense of victory.

It's been my experience that, while this is a great (and admirable!) aim, it's very hard to achieve at times. There are a lot of victories in gaming that tend to feel hollow or empty. Players can come away from many combats saying "Oh, I guess I'm down a healing surge or two" (or, insert other HP-tracking method here), with other encounters following suit. Players are often expected to succeed, one way or another, with actual setbacks coming few and far between.

Back at Wittenberg, when I was still an undergrad, one of my fellow Dirty GM's--Callon, by name--really managed to flip this on its head. I had been playing Maxwell Craedon, a 6'6" mountain of a Fighter/Paladin, but more so...I (as a player) had been trying to play Maxwell as a Lawful Good character. That's definitely a difficult thing for me!

Session after session, game after game, Callon managed to challenge my assumptions in-game about good and evil, law and freedom. What's more, he didn't pull any punches in doing so. The villains he created were unabashedly evil and unafraid to take advantage of both player and character hang-ups and weaknesses.

The resolution of Maxwell's quest--a search for The Dark Tower, straight out of Stephen King's storied septuplet--was made all the sweeter for these tribulations. Maxwell became an exarch of his deity, acting as a force for justice across the planes.

It's been a long while since I had found such a fitting end--a heroic destiny--for a character in game. Much of that's been due to the fact that I've been GMing most of the games I've been involved in over the past few years, but even when playing, games either devolved into a series of continual speed-bumps or were so drenched in failure that mere survival was considered victory (Pyramid of Shadows, anyone?!). Luckily for me, another GM has managed to pull off the 'heroic end' particularly well.

Kat--another devotee of John Wick's--has been running her weekly Marrakesh games with a decidedly schizophrenic group. My ranger-mariner, Ishmael, had all but turned into a terrorist, destroying Narbonne warehouses and the like in an attempt to drive them from Marrakesh. After a disastrous encounter with other members of the native resistance, Ishmael was all but set on a suicide mission to destroy two Narbonne warships in the Marrakeshi harbor. His background had sat idle for many sessions, with little resolution of his mysterious shipwreck or the reappearance of his comrades. Ishmael's party was starkly divided over his actions...

But at the end, all was tied together. In a short session with Colt's swordmage, Sayyid, Ishmael found himself back aboard a ghostly, corrupted version of the Fleur de Tempete, fighting his old crew-members and drifting between alternate realities. This culminated in a massive sea battle as two versions of the Fleur de Tempete drifted together, each fighting the kraken that would send it to its doom.

By the end, Ishmael had found redemption. He had saved his crew and avoided the curse that his captain had laid over the ship. And more, he did so by relying on his comrades--Sayyid proved invaluable in stopping the captain. As the alternate realities merged, Ishmael disappeared into the void, ready for a new adventure.

That, friends and neighbors, was a heroic end. After challenge after massive challenge, I (both in-game and out) felt satisfied. That, above all, was the essence of El Willy's "big win". Here's for more games like it!

And now? Well, continuing in Kat's campaign means bringing in a new character: the tiefling summoner Sular Etani Mahalesh. Expect a character background up next week. Plus, we're heading out for our one-day survey of GenCon on Sunday--and, with it, Keith Baker's Eberron game!--so expect some observations and pics from there in our next entry.

Game on, brothers and sisters!

Wednesday, July 28, 2010

In which the Warlock gets a guest-blogger

PHSSL LogoImage via Wikipedia
Greetings, all. I’m Mrs. L (personally, I think Madame L has more of a ring to it, but what can you do...?), and the esteemed Warlock asked me to pinch-blog for him while he is off with his lady wife.

Clearly, I was willing, or you wouldn’t be reading this, so I asked him what he had in mind. “Geeky,” he says. Ah. Geeky.

So, I debated whether I should discuss Gargoyles trivia (did you know that Hudson is Broadway’s biological father?) or Glee shipping (Burt/Carole FTW) or feminist Christian theory (...yeah, I’m not touching that one) or even the current story arc in Sluggy Freelance (Zoe will survive thanks to some combination of nanites and magic, just you wait), when it occurred to me...

You folks just met me, so why don’t I tell you about how I met the Warlock?

(And I promise, this won’t be an 8-season ramble narrated by Bob Saget.*)

It was early spring, 2001, in Susquehanna, PA. Mir had fallen into the Pacific, and the Netherlands were about to become the first country in the modern age to legalize same-sex marriage. Hugh Jackman and Ashley Judd were melting hearts in Someone Like You, and September 11 was just the day before my dad’s birthday.

The Pennsylvania High School Speech League gathered for its annual statewide competition at Susquehanna University. The Warlock and I were both slated to compete in Student Congress.

I sucked. Few of the bills on which I had prepared to speak came up over the course of the weekend (including the one my school drafted, and therefore would have been required to introduce), and of the ones that did, my turn to speak never came before other students had already made my points.

Granted, in theory I should have been prepared to speak on any and all of the bills. In theory I also should have had teammates help me prepare for these bills long before I took the ride up to Susquehanna. In practice, though, I was the only person on my team, and there’s only so much a single person can do. So it goes.

As an aside, let me give you a sense of how this event works. The bills are divided up based on subject content, and then the students presenting said bills are split into committees: health, armed forces, education, whatever is relevant. The committees then figure out the order in which their bills should be presented. Judges watch the committee meetings to see if anyone distinguishes him/herself. It’s a real chicken-or-egg thing, because students whose bills are presented first are guaranteed to speak early on and score points -- but you have to be pretty persuasive to get put in that position. Sort of earning your unfair advantage, if you will.

A president of the congress is elected to oversee the debates. He or she decides who gets to speak on the bills, pro or con, once said bills are presented. Being friends with the president can help. Electing the president can take hours, especially when “that guy” has something at stake. Which guy? The one more interested in nitpicking parliamentary procedure than in actually debating bills and scoring points. Just as likely to be a girl, of course.

Once the docket and the president are handled, the bills are presented, one per committee and then back to the beginning.

Within each bill, the representative of the authorial school gives a presentation, followed by a “con” speech from someone opposing it. This may be followed by a “pro” speech, back and forth until a vote is called. After every speech, the floor is opened for questions. This was where I shone. Sadly, questions don’t get you points. Speakers are scored on their speeches: how many, and how well done each was, including how well the speaker handled the questions. Having one’s bill pass is a huge moral victory, but you can lose every vote you speak on and still win the competition by a landslide.

During this competition, I was seated next to this guy from upstate. He was smart and funny and nothing was gonna happen because he had just gotten out of a relationship and I was just about to get into one. No, seriously, I’m talking a margin of days on both sides.

So we end up using spare index cards to pass notes during the... let’s call them “less scintillating” moments of the competitions (Shut up, “that guy”). And then, on lunch break, we figured we might as well eat together. In the cafeteria. Which was showing Batman: Mask of the Phantasm on TV.

The rest is geek history. We swapped emails and, eventually, IMs ever since (and we’re pushing 10 years, aren’t we? Wow) but we’ve never actually met each other in person since then. Dude, next time you’re in New York, text me.

*(And that, kids, is how I met your Aunt Robin.)

Mrs. L is also known as Laura Grow-Nyberg.  You can read more of her stuff at Reviewing Whatever and Life is (not) Boring.  She is totally willing to write about Gargoyles, Glee, feminist Christian theory, or Sluggy Freelance.  Also, puppies.
Enhanced by Zemanta

Saturday, July 24, 2010

In Which The Warlock Ships Out for a Week...

Just a brief off-day post for you, fellow gamers, to keep you appraised of a few things.

Firstly, your friendly neighborhood Warlock is shipping out tomorrow with the PlatinumChick for our long-delayed honeymoon in Orlando. While I might have sporadic access to 'teh Intarwebs', I won't be around enough next week to focus on blogging and the like. As such, the lovely and talented Ms. L (I guess it's Mrs. L now, but let's not get technical) will be providing a guest post next Wednesday. Enjoy!

Also, the WittKrew's GenCon plans are coming into focus finally. In fact, I managed to end up in a very special situation.

You see, Keith Baker--WotC designer and creator of the Eberron Campaign Setting--has been holding a contest over on his blog: Have Dice, Will Travel, for the rights to play in an exclusive, off-the-books 4e Eberron game, with him as GM! And, with a little bit of creative writing on the part of yours truly, I have a seat in this game! I'm definitely excited about this one...

You can see my contest-winning entry at HDWT: Week Two Results.

Adios, fellow gamers! Back in two weeks!

Tuesday, July 20, 2010

In Which The Warlock Burns His Wicks at Both Ends...

I find myself situated in an odd position, my lovelies. A few months ago, I posted a review of John Wick’s article series “Play Dirty”, after Kat recommended it. Now, I knew that John Wick was a successful game designer—-Legend of Five Rings stands for itself, to say nothing of his other numerous credits—-but I did not know of the massive controversy that “Play Dirty” had apparently inspired in the gaming community at large. And now, over 10 years after its original publication, Wick’s article again seems to be raising eyebrows, with no less than 3 separate threads on RPG.net (as I type this, anyway) as well as a scathing review on The Hopeless Gamer (http://thehopelessgamer.blogspot.com).

Now, I’m hardly anywhere near the top of the heap in terms of gaming design or even in terms of games run. I’ve been lucky in my years of gaming to have played with some great people, to have started my own campus gaming club (and convention with it), and to design both unique modules and board games on my own. All this time, I’ve been happy to classify myself as a “Dirty GM”. I’ll readily admit, I have a reputation amongst the Wittenberg gaming community because of it, yet somehow my tables are always full (and often, there’s a ‘waiting list’ to play).

As a GM, I’ve enslaved my players’ characters to illithid and had them eradicate the monastery where they trained. I’ve had characters die, while in the Nine Hells, then convinced them into infernal pacts to return to life. I’ve had characters arrested and placed on trial (as mentioned in an earlier post) for killing foes that they viewed as legitimate adversaries. I’ve had characters trapped for nearly a month of game-sessions on a derelict ship infested with daemons, with nary a weapon between them. I’ve done numerous horrible things to characters, in the name of story…yet they keep coming back.

Why, you ask? Why subject a character to such torture? Why are you such a bad person, Mr. Warlock?

Well, the long and short of it is, in fact, the same reason why Wick’s advice burns so true.

One of the big reasons that people game is, in addition to tell a good impromptu story, to feel heroic. And, at their core, heroes face challenges. Massive challenges. Challenges that we, as ordinary mortals, could not hope to face. When we overcome those challenges, we feel heroic, we feel proud for our vicarious accomplishments, and we enjoy the satisfaction of a job well done. A “Dirty GM” is one that finds creative, distinct ways to challenge both his players’ characters and the players themselves.

The Hopeless Gamer contends this view: “Does this mean I've never felt challenged in an rpg? Not at all, when the rules allow it, and the GM plans for a good fight or challenge to overcome, I accept failure. That is, I accept failure when it's a result of dumb luck or my own poor decision-making. Failure because the GM tweaked the scenario and then railroads the outcome of the situation is a no-go.”

THG then continues, describing one of the tactics that Wick used to challenge a player who had been taking advantage of the “Dependent NPC” Disadvantage in one of his Champions games. The scenario starts as a standard one: a hated villain places a bomb at the top of a restaurant where the super, Malice, and her supers-hating grandma are eating lunch. The twist is, of course, that the bomb is a diversion, leading to a fight with the villain, who paralyzes Malice, unmasks her, and sends her crashing through the restaurant’s skylight down in front of Grandma, who has a heart attack (and dies) due to the sheer shock of the situation.

In that example, Wick did nothing that was even reasonably outside of his jurisdiction as a GM. Combat between his villain and Malice was rolled, with her failing. As Dependent NPC is a Disadvantage, Wick was well within his rights to place Grandma in peril. Malice’s character—her decision, mind you—did not clear the restaurant, nor did she go save Grandma…instead, she went off to fight the villain; a fight that she lost fair and square. The villain’s actions after her paralysis were simply the icing on the cake of Jefferson Carter’s master plan. Wick did not, as THG implies, "doctor the scenario" or rig the dice. He did, however, stack the deck in the villain's favor, but he did so the way the player themselves requested, by taking the Disadvantage in the first place.

And, lest we forget, Malice “retired” after this scenario. Note the terminology here. Malice retired, not the player. Were I in Malice’s shoes, I’d have probably retired as well, but note that the player stayed. In fact, the player came back for more…particularly at the very end, as Malice’s alter-ego returned to place mastermind Jefferson Carter on trial.

I find it interesting that THG and his group are fans of Icons, particularly, since Icons has a built-in methodology to take advantage of players’ weak points by Compelling the Challenges that a player has chosen, with only Determination points in recompense. In fact, Icons recommends that GMs “compel those things and bring them into the game…since it helps to keep the game more fast-paced, creative, and exciting” (Kenson et al 92). In fact, the game goes so far as to state that compelling a weakness “lets the GM inflict pretty much any effect short of killing the hero outright” and suggests that this sort of compel should be used to take away powers, handicap characters, and expose them to near-death experiences (Kenson et al 77). Can a GM be a jerk for doing so? Yes, if it occurs in every session, time after time. Is a GM “Dirty” for using such a thing? Not necessarily.

A Challenge in Icons could be, for some poor GMs, license to abuse his players. However, Wick’s advice isn’t to do so. Rather, he recommends taking these items into account and using them judiciously. A Challenge isn’t meant to be taken lightly—rather, it’s meant to be something for the player to overcome. As Wick writes in Episode 2: The Return of Jefferson Carter, “The point here should be obvious. Heroes, real heroes, are willing to pay any cost to rid the world of its Jefferson Carters. Any cost at all. I only told you about the characters who failed, who lost resolve…I was testing them. Pushing them…Because a hero isn’t measured by how many times he gets knocked down, he’s measured by how many times he gets back up” (Wick 31).

Wick continues, as per these challenges: “The whole point of mythology is to teach lessons that cannot be communicated any other way. Roleplaying is living myth. We aren’t hearing the heroes’ trials, we are the hero. ..pain is what pushes us, We don’t grow without pain. We don’t evolve without pain. We don’t learn without pain. If nobody ever knocked us down, we wouldn’t know the bliss of getting back up” (Wick 38).

Two other examples seem to continue to come up, in discussion of Wick’s piece: Wick’s use of Luck and Immunity powers. I’ll deal with each of these individually.
Admittedly, Wick does stereotype players who take Luck as an advantage, stating that they “tend to be a little self-centered. After all, they would rather spend points on something that will get them out of trouble, rather than something that would compliment or aid the group” (Wick 15). However, his suggestion of “get the group in trouble” is a perfectly valid one. It’s, in fact, the premise of nearly every RPG out there—a group works together to overcome a challenge.

However, if a character chooses to avoid working as a group, they’re essentially asking to take on the challenges on their own. Playing ‘by-the-book,’ the luck-based player not only decries the other players—“perhaps one of his powers could have countered the effect? If he had stayed behind, he’d have been able to help them out”—and chooses to run-and-gun by himself—“Let’s see him Luck his way out of a combined total of 1,500 points of hard hitting villains” (Wick 16).

If a character is willing to take on those in-game consequences, all of which are realistic circumstances, then there shouldn’t be a problem. Further, it’s legitimate in-game. Many rail against this example, saying that “You didn’t make the character Lucky—you made him Unlucky, because now he’s up against all of those other forces!” To the contrary, the character’s Luck was applied to exactly what the character wanted it to be. Could a random dice roll have been applied to which side of the blast the character ended on, so that there might be a chance that he wasn’t on the same side as the villains? Sure, but it doesn’t change the narrative end result. At the end of the day, his buddies get fried and the villains focus on the outlier.

I’ll readily admit, I thought I had a much harder time defending Wick’s “Immunity” example, if for no other reason than it’s so short. Literally, the sample that he provides is a total of 2 paragraphs. To be honest, that alone speaks of people reading too much into it. But then, I realized something. Incurable, superhuman-only virus? No cure, aside from one that takes away powers? This one wasn’t Wick’s idea at all—this is an adaptation of The Legacy Virus storyline from the X-Men! And, of course, in the comic, Colossus (a character with Immunity if there ever was one) sacrifices himself to make a cure available to everyone.

There’s not an RPG out there that doesn’t say, somewhere in its GMing section that “Story trumps rules.” GMs are expected to come up with ideas that are both out of the book and out of the box to challenge their players. In this case, it’s obviously a major plot point, but it also speaks to the player’s endurance. Did the player change his character, to reflect the changes in him due to Carter’s virus? Did he undergo training with other heroes, to take on a new superhero identity? No…he chose to walk away, unpowered and cowed, rather than forge on. No player should be so locked-into their own character, as to not want to change to reflect a major narrative event. That’s not bad GMing—that’s being a bad sport as a player.

I will admit that John Wick got one major thing wrong. On RPG.net, he mentions that the first Episode of “Play Dirty” is emblematic of the rest of the article. I beg to differ. You see, I find that a great gulf exists between those who read only the first Episode and those who read the full series. Those who read only that first Episode lose context and miss out on the redemptive message on the resilience of both heroes and the players that come around the table. They miss out on the justification for “underhanded” tactics, particularly as they apply to experienced players (who like to think that they’ve ‘seen it all’). They miss out on the glorious Episode 5, on how to narrate combat, making fights feel real. They miss out on Episode 7, which rips apart three massive Player Assumptions which, when inverted, make for games that none will ever forget. They miss Episode 10, which is geared specifically towards players. And worse, they miss Episode 11, which hits home the emotional point that Wick builds upon through the entirety of the series: that games are capable of changing people, just like his friend “Happy Fun Ball.”

The people that read the full article, though, either become converts (likes yours truly), or at least have their own perspectives on gaming challenged. In this case particularly, you can’t judge the book by its first Episode, much less the cover.

I suppose I’ll leave off with the words of another Wick—Larry Wickman, my pseudo-boss and author of WEGS. WEGS is, at its core, a decidedly adversarial game. The Kreator/Minion Master in WEGS is a role designed to be like a casino boss, smiling to the players and chit-chatting, as he pulls away their stack of chips. Larry sums this the core of “Play Dirty” perfectly, in the opening pages of the WEGS Old Skool Redux:

In any given game, minions will be vanquished, Arks will be lost to the Spheres, and kingdoms may crumble. All this may come to pass routinely during the course of great adventure. As long as the players play their parts and do their best to immerse themselves in this fantastic experience, they capture the essence of the game. That’s the biggest win of all. (Wickman 4)


The best stories out of gaming come out of the adversity of heroes. To pull the punches of the forces of evil, to hold back on providing a true threat to the characters due to the misguided believe that it’s “not fair” to target the players or build in story-driven choices that drastically affect their characters….to do any of these robs the characters of their heroic destiny. “They want to think that last die roll was the luckiest one they ever made. They want to feel that their characters’ lives were hanging in the balance, ready to fall like a pin hanging on the edge of a precipice. That’s what players want. And that’s what a Dirty GM gives them” (Wick 22).

Wednesday, July 14, 2010

The Warlock's Review: "ICONS--Superpowered Roleplaying" (A Playtest Review)

I've been excited to do this entry since first hearing of Icons, back in April. However, I only recently received my hard-copy of the rules, so I held off. Besides, I had more than enough to blog about, with all of the chaos of Origins! But, with the madness of the Big O behind us, I can finally get down to brass tacks.

Icons is the brainchild of Steve Kenson, the lead designer on Mutants and Masterminds, and its forthcoming expansion, DC Adventures. Upon looking at the Icons rulebook, it immediately becomes apparant that Kenson is a guy that knows his capes. The cover is a pastiche of several send-ups of classic heroes, swinging into action, while the book itself looks and feels like a comics trade paperback. Kudos are especially due for artist Dan Houser and layout man Gareth-Michael Skarka.

So, on the past weekend, six of the Witt-Gamers pulled out their dice to give
Icons a whirl through the sample adventure: "The Wages of Sin!" To say the least, we were not disappointed.

Icons relies upon random character generation, which may not be to everyone's taste. While rules are given for "point-buy" char-gen, it's strongly encouraged for players to throw down their d6s and see what comes up. Our group came up with the following:

Doctor Ohm: Intellectual genius extraordinaire and master of electricity. (Powers: Gadget Wizardry--replicates Electricity Control and Resistance: Electricity)

Fast Food Frenzy: Superstar celebrity chef and mind-control maven, FFF's brute strength is only further augmented by his legendary Sammich Strike! (Powers: Mind Control and Strike)

RoboRoo: A bionic kangaroo, programmed only for truth, justice, and the Australian way! (Powers: Fast Attack, Leaping, and Animal Control--Marsupials)

Murphy's Law: The unluckiest person ever to stay alive! (Powers: Probability Control--Bad Luck and Absorbtion--Kinetic Energy)

The Grey Lady: The victim of a seance gone wrong, she walks the line between life and death. (Powers: Mind Shield, Life Support, Super Senses)

Out of the characters, Doctor Ohm was hands down the most powerful. Ending up with Wizardry at a power level of 10 (as high as it goes!), he was able to duplicate nearly anything that anyone else at the table could do. While the player didn't abuse this level of power, I did have to adjust a few things in the adventure to keep him from breaking open the plot. I did feel bad for The Grey Lady's player, though. Her stats were abysmally low, and she had almost no combat ability and very little health. I didn't realize until later that the system encourages re-rolls for players who roll a power-set that is so close to identical. Life and learn, I suppose.

As a gamer disillusioned by the complexity of most supers-game rules, Icons was really a breath of fresh air, rules-wise. Based in part upon the FATE system, Icons uses a d6-d6 system, which provides a modifier to one of its six base stats. Want to punch someone? Roll d6-d6 to get a modifier to your Prowess stat. Exceed the mook's Coordination stat (his ability to dodge and the like), and you hit. Succeed by a certain margin, and you can stun him or even send him flying across the street.

The simplicity of the dice mechanic definitely aided my group in terms of roleplaying. While we're a rowdy lot to start with, the ability for players to narrate their own actions and describe their own combat maneuvers allows for a great deal of flexibility. Most of my group had a blast with this, but Fast Food Frenzy's player was probably the most imaginative, slinging explosive sandwiches against Doctor Zin's ninja mooks.

What really appealled to my group the most were the ideas of Aspects and Challenges, especially as they concern Determination. Ever wonder how Captain America can hang with Thor and Iron Man? Determination's the answer, at least as it applies to Icons. Since the player of Murphy's Law had Probability Control as a power, she received a huge pool of Determination, which she could use to alter the plot, providing horrible luck for her foes. Determination has a ton of uses in Icons, but my players seemed most interested in performing Power Stunts (offbeat uses of their powers) and in creating RetCons (changing the plot to add in or alter minor elements).

In using Determination, I'd definitely recommend using poker chips or some other method of tactilely representing the points. We began the game without said chips, and few people, even Murphy's Law, used Determination at all. After doling out the chips, Determination came in droves.

The thing that really put Icons over the top for me was the simplicity. My group, knowing nothing of the rules (or even of its FATE-based origins), were able to make characters, get a handle on the rules, and play through the sample adventure in 4 hours total. That really says a lot about the system itself. While the book itself doesn't go into much detail about specifics--you won't find the damage stats for a sword or a pistol, you won't find how far someone can run in a round--it leaves such things within the realm of the GM.

However, such simplicity can be a double-edged sword. You see, there's no "Initiative" system in Icons. Instead, I ported in a version of Savage Worlds' system, using playing cards to determine turn order. Luckily enough, that worked well for us, as we were all pretty familiar with SW. Further, while there are stats for "mooks" in the core-book, the stats are left intentionally generic, so that they can be used in multiple ways.

Overall, Icons is the sort of superhero game that really appeals to my table. It's quick to pick up, quick around the table, and allows for massive variety, even within "standard" power sets. While some may not care for the random character generation or the lack of specifics in certain aspects, Icons is well worth the sticker price in all aspects.

(Icons is published by Adament Entertainment, and was created by Steve Kenson, Gareth-Michael Skarka, Walt Ciechanowski, and Morgan Davie. Icons retails for $29.95 USD.)

Thursday, July 08, 2010

In Which The Warlock Shows Off His Swag!

One of the best things about the Big O has always been the swag that we bring home, time after time. As much as I love my game room...we're already filling it up, and this trip didn't help that situation at all!

The Swag from Origins 2010

A few comments:

Wild Cards and Icons: While I had actually pre-ordered Icons before Origins, my hard copy didn't arrive until just afterwards. But, Karl's birthday present for me--a copy of Wild Cards, which he won while at Origins, really will make it interesting. I was totally unfamiliar with George R.R. Martin's serial-novelization, but the universe of Wild Cards is a really unique one, particularly for low-powered yet four-color action. I'm looking forward to giving this one a run this weekend!

Steve Jackson 3/$10 Table: Cardboard Heroes Castles and Valor & Snarl: Each year, I make a point of hitting the SJGames table, to pick through their overstock. Since I've been investing in Dungeon Tiles, the Cardboard Heroes Castles were a no brainer this time around. I'm just waiting for the right opportunity to throw down a fully 3d siege! As for the dragons...well, I just couldn't beat the price!

Delta Green: Of all of the Call of Cthulhu settings and scenarios, I absolutely love the Cold War-style paranoia of Delta Green. While the sourcebooks have been hard to get a hold of, the Big O always serves as a great place to find them. Eyes Only was on sale this year, and I found the Cthulhu Live version tucked away on a discount bin! Can't beat that one!

WEGS Redux and WEGS: Dice Rule! Ah, yes! The fruits of my labor! You see, after working for El Willy, editing his text since last July, it was absolutely a blast to see these in print. Plus, I was able to grab up #88 of the first print run on each book--the best Good Shot there is! :D

Miniature Swag from Origins

Like I said, the PlatinumChick and I picked up a ton of minis! She has a propensity to pick up half-naked warrior-women, while I skew more towards monsters (since I GM so often) and towards dwarves (because I like dwarves!). I'm particularly proud, though, of the two mages I found on the discount bin, and the Ptolus Pistoleer that I picked up for $1.50.

Another Craig T. Nelson

And, best of all, I found another Craig T. Nelson mini! Actually, truth be told, I found three: two of which I gave to EEE and L-Train to enjoy. Go Flesh Gordon, go!

Our dwarves, fresh from Sibilant Whispers

Naturally, I gave out the minis to The Professor, Chaotic Frederick, and Karl that belonged to them, but the PlatinumChick's and mine will look great on our mantle. Here's for hoping that I can get them painted sometime soon!

SunnyVale Acres--Draft I

Oh, and what's this? This would be a prototype for a certain SunnyVale Acres board game, about to hit playtesting. I'll keep you posted on the gory details!

Wednesday, July 07, 2010

In Which The Warlock Puts the Wraps on Origins 2010...

Man, oh man! I'm almost glad for the fact that things are starting to calm down a little now, with both Origins and the 4th of July weekend behind me. While both were a blast, they aren't exactly "relaxing" endeavors by any stretch!

I had intended on pumping out this entry last week, but didn't get the chance, as I was unpacking all of our swag (to be detailed in tomorrow's entry!) and re-packing for my first trip back to Pennsylvania since Thanksgiving. Plus, I had something else on my mind...more on that in a bit, though!

On our final day at Origins, Karl, the PlatinumChick and I ended up skipping Attack of the Mutant in favor of a little extra sleep, but did manage to wake up in time for a trip through Red Dragon Inn with the amicable Geoff, from Slugfest Games. Little did we know, though, that Geoff is, in fact, their head-gaming-guru. Spiffy, indeed!

I'd heard good things about RDI before, but none of us had any experience with it. Lucky for us, the rules were quick for us to pick up--even with us playing preview classes with the soon-to-be-released second expansion pack! I took up with the Troll Alchemist, while Karl and the PlatinumChick took on the Pixie and the Gnome Artificer, respectively. By the end of the game, Karl was able to snatch away victory from another of the players--another Dayton native, no less!--then rolled a Natural 20 on his swag check, walking away from the table with a brand-new board game!

Even nicer about this, I got to talk to Geoff a little about submissions and the like. While he wasn't that interested in Dungeon Slam!, the idea behind SunnyVale Acres seemed to really intregue him. With any luck, I might just have a buyer for SV Acres, once I get some playtesting in!

From there, we set out for one last go-round in the Dealer Hall, with the PlatinumChick making her yearly mini purchases. Man, if nothing else, we walked away with a ton of minis! That'll all be in the swag rundown pics, coming tomorrow.

After saying our goodbyes to El Willy and his crew, we headed off for a brief lunch at BD's...only to see Willy the 2 and Donnie once more! We palled around for a while over Mongolian Barbeque, then split up, heading back towards Dayton.

On the trip home, though, I got to thinking, as I usually do after our yearly geek-pilgrimage...

• Running Games at Origins is FUN—No, really! I had a blast running players through Survival of the Fittest, and despite my horrid dice luck in WEGS Plume Mountain, the game was a laugh riot. I’m actually contemplating running 6 games, rather than 4, next year.

• Minis are Heavy!—Ugh. This was the one downside about running games that were miniatures-heavy. Between my maps, minis, dungeon tiles, and more…that was a load. I’m really not sure how EEE managed to survive, carting his massive Ninja Nuttiness castle back and forth.

• Anything with Cthulhu in the name sells—This one blew my mind. EEE’s CthulhuTech games all sold out. The PlatinumChick’s CoC games…all sell-outs. As I mentioned to some of my WEGS players, I’m thinking about writing a new scenario: “WEGS + Cthulhu = WEGSthulhu!”. I’m pretty sure that I’ll sell that one out next year!

• There are a TON of games I want to run—This is a big one. I came away from Origins with lots of ideas, ranging from a Wild West-era Cthulhian cattle-drive, to a horrific trip through Castle Glamis (of MacBeth fame), to an Icons version of “The Near Orbit Mass Driver Blues”. As always, once I get them written up, I’ll be test running them at the various conventions around Dayton.

• This year’s WittCon should be a blast—I had a ton of players in my games from the Columbus/Cincinnati/Dayton area, all of whom seemed to show some real interest in a local convention. Plus, I was able to get some information from a Cincinnati-area game store, which sells Ral Partha miniatures, especially the “bulk” minis, sold by the ounce. With a solid core of gamers and a lot of great prospects for support on the horizon, this year’s WittCon may be the biggest one yet!

Thursday, July 01, 2010

The Warlock's Origins 2010 "Live" Blog--Saturday

Note: While this entry is going up today, it was written just following the day listed. Stay tuned throughout the week for my day-by-day coverage of Origins 2010!

Man, oh man! Origins 2010 hit its WittWEGGin’ climax with a bang, as we headed out for games in the early morning after a late Friday night. Karl was up even earlier than the PlatinumChick and I, as he’s been playing in an ongoing SPARKS Star Wars d6 game. The PlatinumChick and I, though, got to indulge in a rare opportunity.

You see, while we’re both gaming fanatics, we rarely (if ever!) get to play with one another! Usually one of us, if not both of us, are GMing, whether it’s D&D, Call of Cthulhu, or some other system. In fact, it occurred to me as we were scheduling for this year that we’ve never played Call of Cthulhu together before at all!
That’s since changed. Thanks to the noble folks at Rogue Cthulhu, particularly our glorious GM Justine, we joined The Clue of Cthulhu: a scenario based around the board game-turned-movie “Clue”. Deciding to leave my fate up to the dice I rolled randomly…and took on the role of Mrs. Peacock for the duration. The PlatinumChick decided upon Ms. White, who turned out to be a “black widow,” killing her husbands for insurance money. A disgraced possible-Communist opera singer, I started off in the best disguise I could think of: a gruff, Bronx-style street mama that sounded of emphysema. Only when my secret was revealed did I switch a prim, proper, articulate 1920s dame.

The game was an utter blast. Everyone at the table was deep in character, including a fellow named Derek, who I had met twice earlier…both in Stargate Savage Worlds and in Rescue of a Lifetime. Apparently we were on the same wavelength when scheduling!

After a quick lunch, the PlatinumChick and I managed to score probably the biggest win of the whole convention. For the last 4 years, we’ve been trying to finagle a room at the Drury Inn and Suites, which adjoins to the Convention Center food court. While we’ve stayed at the Hyatt most years (and the Mariott down the street last year), we’ve been wanting to find somewhere that we can fit 5-8 people in a room comfortably. Finally, finally, finally…we snagged a suite for next year’s Origins! The WittKids will be living in style!

But, by that point, I was about to head off to my next game, I AM William Wallace: a send-up of “Braveheart”, using the rules from Might, Magic and Lore. I wasn’t familiar with this system, but the staff was really friendly and helpful. Plus, it was nice to be able to talk shop with other designers (including the creator!) as we played the game. Who knows, maybe they’ll be interested in hiring on a certain platinum-coated freelance editor?!

Again, a quick meal (with Minnesota Steve, one of the other WEGSHogz!), our group locked and loaded for our last set of games. This time around, WEGS Plume Mountain was sitting with a full table, including the infamous WEGSHog, Kim the Elf Warrior! While several newbies were in the fray, Kim and Steve were great in helping out with teaching the rules and giving them pointers as they headed into Keraptis’ dungeon.

However, I must say…my dice again betrayed me. The heroes escaped nearly unscathed, with but a single NDE between them! Even worse, the dice were on their side! Ctenmiir took his daily nose-dive into the boiling mud, BiBBle survived a little longer than normal (but still got punked), and the players rolled no less than 3 Wicked Successes (01!) in 4 rolls! Madness!

It was equally great to hear that the other WittKids’ games went off well. The PlatinumChick’s If Train A Leaves at Midnight game sold out, with her hosting the aforementioned Rogue Justine and her father. EEE had a blast with Who Wants to be a Mi-Go? and L-train’s tac-squad took out zombies in Zombie Graveyard. Nearly all of our events went off without a hitch, which was fantastic, and word is slowly spreading about little Wittenberg and its’ mighty gaming community! WEGSVangelize, friends and neighbors!

With one more day in our yearly geek-fest, we’re going out with a bang! Tomorrow brings another chance to play with a creator with Red Dragon Inn and hitting the dealer room one last time before heading back home. Game on, fellow geeks!

Wednesday, June 30, 2010

The Warlock's Origins 2010 "Live" Blog--Friday!

Note: While this entry is going up today, it was written just following the day listed. Stay tuned throughout the week for my day-by-day coverage of Origins 2010!


Another day of Origins has already passed us by, and it’s been a glorious run so far! Now to head towards finishing the con with a bang!

Today started with some Cosmic Encounters, as hosted by Game Base 7. GB7 is Fantasy Flight Games’ happy demo-team and, while I can’t really complain about the service, the youth and relative inexperience of the team members is a little concerning. While Zoe, our GM, was quality, many of the others were somewhat immature and not very experienced on the games they were running.

Cosmic Encounters was quality, though I’m not sure it’s something I’ll pick up personally. The premise is simple—your alien race must conquer the planets across the galaxy by wheeling, dealing, and terminating with mass prejudice. Some rules, however, were a little fiddly, and the GM’s race was incredibly overpowered in comparison to some of ours.

Afterwards, it was time to gather our dwarven clan and head off to the RPGA room. This was a real treat, as it was in the brand-new Battelle Hall ballroom. Gorgeous scenery and locale made for a quality setting for what turned out to be a solid game. The group really had fun, and we picked up Chaotic Fred and The Professor just in time for it.

The biggest problem I had with Sibilant Whispers was not the game, the GM, or the RPGA. Rather, it was my dice! Ugh, once again, the Pwn Andy rule was in effect. While the first encounter went well, I spent most of the second encounter dominated and floating through the Elemental Chaos, and most of the third stunned. I hang my head in shame—once again, my dice fail me. Jules, however, won the MVP award and, with it, a free set of GameScience dice courtesy of GAMA. Woot!

After another quality dinner at the Japanese Steak House (man, we eat well in Columbus!), we got ready to set up our games for the evening. Friday brought us another round of Survival of the Fittest. I was a little worried about this game, as I had thought that only 2 people had registered for it. To my excitement, 5 showed up—more than enough to run, and run well. After something of a slow start, the players really started rolling as they explored Xanthippus Ral’s swamp-borne abode. Unfortunately for them, their troubles were only starting!

One of the nice things today was being able to hang out with some of the other WittKids who have come in for the weekend. BLoff, Chaotic Fred, and The Professor are some of the better gamers around, so it’s nice to be able to share in the spectacle with them, as well as with the new blood. Great times, indeed.

But, with two more days of hot gaming action, I’m not done yet!! Game on!!!

Tuesday, June 29, 2010

The Warlock's Origins 2010 "Live" Blog--Thursday!

Note: While this entry is going up today, it was written just following the day listed. Stay tuned throughout the week for my day-by-day coverage of Origins 2010!

I must say, I’m glad that today was a little slower than yesterday, or else I’d definitely be wiped for this weekend. Luckily for yours truly, fellow gamers, your friendly neighborhood Warlock took a slightly easier schedule for today, which let me relax a little and enjoy the actual convention itself.

The Enigmatic Mr. Ebbs and I started off the day on the right side of the bed, heading off to hunt down some heretics in Rescue of a Lifetime, Part I. There was a short moment of drama as EEE’s badge went missing, but the GAMA staff was quick to give him an assist, getting him a replacement. Lucky for him, he had his tickets still, which served as proof that he had paid for his badge in the first place.
If it’s one great thing that I can depend on, it’s the quality and the hilarity coming from Amorphous Blob Games. GM Rich—who had GMed our previous forays into the Calixis Sector—took us through another hearty adventures, with my Arbitrator Moric drinking everything in sight and EEE’s psychotic Psyker Bazziti laying down flame in the name of the Emperor.

EEE actually ended up being honored with the MVP of the session, gaining a set of custom dice, with yours truly picking up the Origins swag. You see, all of the Origins events this year—in honor of the 35th anniversary of Origins—have full prize support. Later in the day, I swung by the RPG Headquarters and was allowed to roll for my prize: a set of GameScience precision dice. Not bad at all!

As I mentioned in my previous schedule, I dropped my previously-scheduled Giant Settlers of Catan game in favor of some extra time in the dealer hall. This was a pretty prudent decision on my part, as I had quite a bit of shopping to do. After picking up the necessary minis for tomorrow’s Sibilant Whispers RPGA game and a set of minis for Karl’s D&D game, I swung by the WEGS booth to hang with their crew for a tick. Naturally, I also made some time to check out the other vendors, talk to the Con on the Cob people about possibly doing some demos for them, and hit the Steve Jackson Games booth to pick up Delta Green: Eyes Only as well as to raid their 3 for $10 table. Naturally, though, I’ll cover all of the swag in my post-Origins report!

After picking up the PlatinumChick and finding our way for a quick dinner at Buca di Beppo, we headed out for our evening games. On the plus side, EEE, L-Train, and Karl all sold out of their games! On the downside, though, I was left with a mere one player: the old school WEGSHog Minnesota Steve, with whom I chatted for a while, before he joined Karl’s game. While I was left out in the cold, it was exciting to see the rest of the WittCrew fill the seats so early in the con. I snapped some pictures before heading up with the PlatinumChick for a relaxing evening of reading and movies.

With a full slate on deck tomorrow—Cosmic Encounters in the morning, Sibilant Whispers in the afternoon, and another venture into Survival of the Fittest tomorrow, I’m sure to be picking up the pace tomorrow. As always, I’ll keep you posted on the geeky goings-on!