So, I know that I promised a review of Icons in my last entry. I'm holding off on running a session of it for a week, as Ebbs is heading to North Carolina for the long holiday weekend.
And, for that matter, I have a whole series of observations on AnCon that I need to toss in, once I get the pictures off of my new camera. However, this entry is about neither of them.
The WittKids and I have been attending Origins for the last 4 years. Each year has a been a blast, and we're excited to be finally running events at the Big O for the first time. However, Origins isn't without its foibles.
The most trying, most frustrating of these difficulties tends to come from event registration. Origins has had a hell of a time getting it sorted out over the last few years and, in comparison to its bigger cousin GenCon, it seems disorganized, slow, and inefficient.
Many, many gamers get frustrated at Origins for this aspect. GenCon has its events list up earlier, they cry. GenCon has online registration earlier, they wail. Some even put up the infantile argument of "This is stupid--I'm never going to Origins again!"
To them, I say "Good. More games for me, then. We didn't want you anyway."
People seem to forget that Origins is run by GAMA, a non-profit organization of game manufacturers, while GenCon is run by GenCon LLC--a corporation. GenCon has more funds and more ability at its disposal than GAMA does in putting on a con. For that matter, most of Origins' staff are volunteers--usually unpaid volunteers, who are reimbursed through other manners (free badges, free hotel rooms, free travel, etc.). The actual staff of GAMA works diligently with an ever-changing crew of people to provide one of the premier game shows in the country.
To them, I say "Thank you!" Thanks for putting up with all of the bull pucky that people throw down in their ignorance. Thanks for putting in long hours, fixing server crashes, addressing customer service e-mails, and aiding all of us in setting up a really great time.
So, thank you, GAMA. I'll see you in Columbus!
Thoughts on game philosophy, general geekdom, plot design, and the Dayton area gaming scene. Updating weekly!
Wednesday, May 26, 2010
Thursday, May 20, 2010
In Which The Warlock Refuses to Stop Running...
Sorry on the late blog entry this week, my lovelies. It's been hectic out here, between the close of the semester, the upcoming con season, and the final proofing for "Dice Rule!".
This weekend, we're heading to AnCon up in Hudson (Akron), Ohio. The WittWeggers are pulling out all the stops, running three games a piece. If you're in the neighborhood, come and join us for a session of WEGS, Call of Cthulhu, CthulhuTech, or d20 Zombies!
Also, stay tuned next week for my review of Icons, Steve Kenson's new brainchild from Adamant Entertainment!
This weekend, we're heading to AnCon up in Hudson (Akron), Ohio. The WittWeggers are pulling out all the stops, running three games a piece. If you're in the neighborhood, come and join us for a session of WEGS, Call of Cthulhu, CthulhuTech, or d20 Zombies!
Also, stay tuned next week for my review of Icons, Steve Kenson's new brainchild from Adamant Entertainment!
Wednesday, May 12, 2010
In Which The Warlock Makes a Literally Allusion...
With Kat's summer Ravenloft game about to pick up, I figured that now would be a good time to debut my newest alter-ego: Ishmael Mallouk ben Hassib, a star-crossed mariner...
Name: Ishmael Mellouk ben Hassib
Age: 29
Race: Half-Orc
Location: Docks District, Marrakesh
Profession: Mariner.
Parents: Mahjoub (father) and Nahjet (mother)
Siblings: None
Faith: Will pray to Talos, Lord of Storms, on occasion while on a
voyage. Not particularly religious.
Fav. Food: Ferakh Maamer—spring chicken stuffed with couscous, raisins, orange-flower water, and almonds, simmered in a honey-garlic sauce. Served with white table wine.
Pastimes: Dart-throwing, throwing dice, sailing his one-man catamaran.
Party Role: High-damage skirmish fighter; explorer and mariner.
Strengths: Movement-based abilities, high damage attacks, large amount of skills, ability to fight at range and in melee with equal ability.
Weaknesses: Middling defense and HP, lack of social skills (cha-based), stigma from being half-orc.
Background:
Ishmael Mellouk ben Hassib’s childhood was not one of great happiness. Ishmael’s father, Mahjoub, was a minor merchant who often led expeditions into the southern deserts to take the native tribesmen as slaves. Ishmael’s mother, Nahjet, was one such slave, which Mahjoub found attractive and took as a concubine. Ishmael’s birth was an entire accident, as few believed that a Marrakeshi man could even have a child with a Samburu tribeswoman.
Ishmael was raised primarily by his mother, who rarely was able to leave the ben Hassib homestead. Nahjet was kept essentially as a slave, used by Mahjoub for sexual purposes and to keep the house. Ishmael had little in the way of dealings with his father, and was kept “out of sight and out of mind.”
When Ishmael was 14, Nahjet died of malaria. Mahjoub, not wanting anything to do with his pseudo-son, cast Ishmael out of the house. By this point, Ishmael was spending most of his time on the Marrakesh docks anyway, and he brushed off his father’s banishment. Illiterate and without education, Ishmael volunteered for work where he could get it, eventually finding himself on The Fleur de Tempete, a Narbonne trade ship owned by the Marquis de Saint-Michele. Mahjoub, however, went bankrupt not two years later, then committed suicide out of shame. With no one left to object, Ishmael took back his full name.
On board the ship, Ishmael made the acquaintance of a seasoned Narbonne mariner—Yves d’Alban—who began to teach him basic necessities for ship-faring: knot-tying, weather-sense, fishing, and whaling. Yves was something of the father figure that Ishmael never had, so the young Ishmael was eager to learn all he could. To this day, Ishmael says that he learned to read and do basic mathematics from Yves’ shipping manifests.
The Marquis de Saint-Michele, however, was not interested in Marrakeshi spices alone. Rather, he was equally interested in enslaving the Samburu tribes and putting them to work. For many years, Ishmael kept his half-Samburu heritage a secret, ferrying slaves and spice through Marrakesh, bound for plantations and other ports.
Eventually, he was called on his odd, exotic appearance and he exposed his past, though most of his sailors—scum, themselves—only used the fact for good-natured ribbing and curses.
Aboard the Fleur de Tempete, Ishmael saw many sights that would blast the sanity from any less-hardened man. In addition to the cruelty perpetrated upon the Samburu, the trade routes used by the Marquis’ ships took them in ways that were plagued by horrors of the deep. On just such an expedition, Ishmael found himself thrown overboard, as the Fleur de Tempete was ripped downward by a hideous horror of the deep. Ishmael watched the ship go down, with 45 crewmen and 200 slaves aboard. Clinging to a piece of broken mast, Ishmael drifted along for hours before passing out.
By some strange twist of fate, Ishmael found himself washed ashore approximately fifty miles south of Marrakesh. Taking courtesy from some Vistani nomads, Ishmael managed to find his way back to port, only to find that the Fleur de Tempete had made dock there! Beyond flabbergasted, as he had literally watched the ship be pulled under by a tentacle horror, Ishmael sought to investigate. However, continual circumstances—along with both Narbonne guards and Marrakeshi assassins—have kept him from looking into it further.
Ishmael desperately wants to find out the truth behind the Fleur de Tempete, as it seems like there is more than meets the eye going on. He hopes to find Yves, but wonders if he could trust the old man even if he did manage to find him. Ishmael also feels a deep conflict, in how the Narbonne have treated the Samburu people, to say nothing of the Marrakeshi natives. While he has taken their money and worked for them for years, the continued cruelty and effeminate pomp of the Narbonne has worn on him. After staring death in the face on the high seas, morality has begun to set in.
Name: Ishmael Mellouk ben Hassib
Age: 29
Race: Half-Orc
Location: Docks District, Marrakesh
Profession: Mariner.
Parents: Mahjoub (father) and Nahjet (mother)
Siblings: None
Faith: Will pray to Talos, Lord of Storms, on occasion while on a
voyage. Not particularly religious.
Fav. Food: Ferakh Maamer—spring chicken stuffed with couscous, raisins, orange-flower water, and almonds, simmered in a honey-garlic sauce. Served with white table wine.
Pastimes: Dart-throwing, throwing dice, sailing his one-man catamaran.
Party Role: High-damage skirmish fighter; explorer and mariner.
Strengths: Movement-based abilities, high damage attacks, large amount of skills, ability to fight at range and in melee with equal ability.
Weaknesses: Middling defense and HP, lack of social skills (cha-based), stigma from being half-orc.
Background:
Ishmael Mellouk ben Hassib’s childhood was not one of great happiness. Ishmael’s father, Mahjoub, was a minor merchant who often led expeditions into the southern deserts to take the native tribesmen as slaves. Ishmael’s mother, Nahjet, was one such slave, which Mahjoub found attractive and took as a concubine. Ishmael’s birth was an entire accident, as few believed that a Marrakeshi man could even have a child with a Samburu tribeswoman.
Ishmael was raised primarily by his mother, who rarely was able to leave the ben Hassib homestead. Nahjet was kept essentially as a slave, used by Mahjoub for sexual purposes and to keep the house. Ishmael had little in the way of dealings with his father, and was kept “out of sight and out of mind.”
When Ishmael was 14, Nahjet died of malaria. Mahjoub, not wanting anything to do with his pseudo-son, cast Ishmael out of the house. By this point, Ishmael was spending most of his time on the Marrakesh docks anyway, and he brushed off his father’s banishment. Illiterate and without education, Ishmael volunteered for work where he could get it, eventually finding himself on The Fleur de Tempete, a Narbonne trade ship owned by the Marquis de Saint-Michele. Mahjoub, however, went bankrupt not two years later, then committed suicide out of shame. With no one left to object, Ishmael took back his full name.
On board the ship, Ishmael made the acquaintance of a seasoned Narbonne mariner—Yves d’Alban—who began to teach him basic necessities for ship-faring: knot-tying, weather-sense, fishing, and whaling. Yves was something of the father figure that Ishmael never had, so the young Ishmael was eager to learn all he could. To this day, Ishmael says that he learned to read and do basic mathematics from Yves’ shipping manifests.
The Marquis de Saint-Michele, however, was not interested in Marrakeshi spices alone. Rather, he was equally interested in enslaving the Samburu tribes and putting them to work. For many years, Ishmael kept his half-Samburu heritage a secret, ferrying slaves and spice through Marrakesh, bound for plantations and other ports.
Eventually, he was called on his odd, exotic appearance and he exposed his past, though most of his sailors—scum, themselves—only used the fact for good-natured ribbing and curses.
Aboard the Fleur de Tempete, Ishmael saw many sights that would blast the sanity from any less-hardened man. In addition to the cruelty perpetrated upon the Samburu, the trade routes used by the Marquis’ ships took them in ways that were plagued by horrors of the deep. On just such an expedition, Ishmael found himself thrown overboard, as the Fleur de Tempete was ripped downward by a hideous horror of the deep. Ishmael watched the ship go down, with 45 crewmen and 200 slaves aboard. Clinging to a piece of broken mast, Ishmael drifted along for hours before passing out.
By some strange twist of fate, Ishmael found himself washed ashore approximately fifty miles south of Marrakesh. Taking courtesy from some Vistani nomads, Ishmael managed to find his way back to port, only to find that the Fleur de Tempete had made dock there! Beyond flabbergasted, as he had literally watched the ship be pulled under by a tentacle horror, Ishmael sought to investigate. However, continual circumstances—along with both Narbonne guards and Marrakeshi assassins—have kept him from looking into it further.
Ishmael desperately wants to find out the truth behind the Fleur de Tempete, as it seems like there is more than meets the eye going on. He hopes to find Yves, but wonders if he could trust the old man even if he did manage to find him. Ishmael also feels a deep conflict, in how the Narbonne have treated the Samburu people, to say nothing of the Marrakeshi natives. While he has taken their money and worked for them for years, the continued cruelty and effeminate pomp of the Narbonne has worn on him. After staring death in the face on the high seas, morality has begun to set in.
Wednesday, May 05, 2010
In Which The Warlock Sets His Watch...
So, when Kat sent me John Wick's Play Dirty, I knew that I had a gem on my hands. Little did I know how useful it would really come into play until this last session of our weekly "The Tear of Ioun" 4e game.
This session was special for me, because it marked the PC's trial. As I'd mentioned a few entries ago, my lovely players ended up killing a few of the Harrowfolk on their way to the Forlorn Tower, then being arrested on both murder charges and for crimes against the state. Killing the Harrowfolk meant breaking a 30 year old peace treaty between Wellspring and the surrounding Harrowfolk tribes, leading directly to war.
So, as the PCs were arraigned and met with their "Silent Advocate", Alderman Cylus, I went into lengthy detail as to how the trial was to proceed. The Tribunal of Five--Wellspring's judicial body--would hear three series of arguments from both the prosecution and the defense: The Trials of Character, Deeds, and Motive. Witnesses were called alternately, with cross-examination optional.
With no hesitation, the party dropped into full role-play. Witnesses were called, arguments were made...
Eyes got wide. "What are you doing, Andy?" they asked. I didn't reply.
You see, in Play Dirty, Wick describes something that he calls The Armageddon Clock. Premise is that the party is on a timer, only they don't know how long they have. All they know is that when those chips run out, the GM smiles...and bad things happen.
The trial continued for nearly an hour-and-a-half in real-time. Every so often, I'd simply reach over my GM screen and pick up a chip or two. When I pulled three off of the stack in one go, Will (our runepriest) looked at me in abject terror. I just smiled.
At last, the last chip was pulled. The party fell silent. I grinned...and slammed the stack of chips down onto the table with all the force of a spiked football. Chips flew everywhere, as I narrated:
With the courtroom in chaos, the party was able to flee into the city even as it descended into chaos. However, they did not do so alone! Rather, they escaped with the help of a mysterious stranger--the enigmatic eladrin known as Elladan RedHand. After a brief meeting with Elladan in his possibly-extradimensional hideout, they decided to join up with the eladrin in finding Saint Estelred's ancient laboratory and, with it, the artifact of their desires: The Tear of Ioun.
As such, next time, we start off with a midnight romp through the besieged Wellspring, in the hopes to get to Estelred's ancient laboratory...and an encounter with its current, mind-flaying occupant!
This session was special for me, because it marked the PC's trial. As I'd mentioned a few entries ago, my lovely players ended up killing a few of the Harrowfolk on their way to the Forlorn Tower, then being arrested on both murder charges and for crimes against the state. Killing the Harrowfolk meant breaking a 30 year old peace treaty between Wellspring and the surrounding Harrowfolk tribes, leading directly to war.
So, as the PCs were arraigned and met with their "Silent Advocate", Alderman Cylus, I went into lengthy detail as to how the trial was to proceed. The Tribunal of Five--Wellspring's judicial body--would hear three series of arguments from both the prosecution and the defense: The Trials of Character, Deeds, and Motive. Witnesses were called alternately, with cross-examination optional.
With no hesitation, the party dropped into full role-play. Witnesses were called, arguments were made...
...and I placed twenty black poker chips in the center of the table.
Eyes got wide. "What are you doing, Andy?" they asked. I didn't reply.
You see, in Play Dirty, Wick describes something that he calls The Armageddon Clock. Premise is that the party is on a timer, only they don't know how long they have. All they know is that when those chips run out, the GM smiles...and bad things happen.
The trial continued for nearly an hour-and-a-half in real-time. Every so often, I'd simply reach over my GM screen and pick up a chip or two. When I pulled three off of the stack in one go, Will (our runepriest) looked at me in abject terror. I just smiled.
At last, the last chip was pulled. The party fell silent. I grinned...and slammed the stack of chips down onto the table with all the force of a spiked football. Chips flew everywhere, as I narrated:
"A massive crash echoes through the courtroom as a giant catapult stone, easily the size of a man, smashes through the roof! It splinters beam and tile, crashing to the stone floor where you sit. The people in the gallery panic, screaming out and fleeing for the doors! It appears that the siege has begun...
With the courtroom in chaos, the party was able to flee into the city even as it descended into chaos. However, they did not do so alone! Rather, they escaped with the help of a mysterious stranger--the enigmatic eladrin known as Elladan RedHand. After a brief meeting with Elladan in his possibly-extradimensional hideout, they decided to join up with the eladrin in finding Saint Estelred's ancient laboratory and, with it, the artifact of their desires: The Tear of Ioun.
As such, next time, we start off with a midnight romp through the besieged Wellspring, in the hopes to get to Estelred's ancient laboratory...and an encounter with its current, mind-flaying occupant!
Labels:
4e,
John Wick,
Play Dirty,
Tear of Ioun,
The Armageddon Clock
Thursday, April 29, 2010
In Which The Warlock Gets Dice-Whooped...
Fellow gamers, I am truly a creature of karma, particularly when it comes to dice.
Back at Wittenberg, when we were still clustered around 3e D&D, I played in a game run by a fellow named Silas. In that game, my scrawny level 1 psion was confronted with staggering odds for success....and succeeded...time after time after time. From sucking out the soul of a demigod at level 1, to dominating a massive half-giant and stealing his vampiric regeneration ring....that little bugger survived everything.
In WEGS, my Nordling series has caused El Willy no end of pain, surviving everything he and his crew have thrown at my Humnz Trickster horde. In a realm of odds and gods, Nordling and his decendents have made their way.
In my more recent games, my players and I have been referring to one of my dice as the "Black Die of Doom" for its player-killing power. The players know that "shit's gettin' real" once the BDoD comes out, because crits are just around the corner. (I suppose that it doesn't help their odds that the BDoD has a bubble in it, right around the '2', making that natural 20 come around all that more often!)
But last week? I got my dice handed to me on a platter, as the odds and gods came to take their revenge.
At last week's FOPCon 2010, I kept busy by demoing the WEGSventure that I'll be running this year at Origins: "WEGS Plume Mountain". WPM is a thematic rewrite of TSR's classic D&D dungeon crawl, "White Plume Mountain", with some WEGSified twists. As expected, the Arks were in search of the enigmatic trio of artifact weapons--the eponymous Wave, Whelm, and Blackrazor.
The first session went fairly well--with 4 WEGS newbies around the table, they managed to find all three artifacts, but not confront the final, climactic encounter (which I built specially for this adventure!). The second session, though....that's where the the butt-whoopin' started.
With 5 players, including Jules and Ebbs, I had expected much the same session. I was deadly wrong.
The quintet headed after Whelm first, and I knew that the dice were not on my side when Ctenmiir, my Level 6/66 Vampire Warrior Master Minion, took a faceplant in the boiling mud surrounding his home. Two INI rolls of elemental wounds later, he staggered towards the PCs with only 2 chips of wounds to his name. His blood chip? A measly 1 on the d10 roll. Ouch.
Heading after Blackrazor next, the group outmaneuvered the Dun Djinn and his Astral Reavers quite handily. In a mere 6 innings, the group had defeated the group, pulling forth Blackrazor and a much higher Rank Bump than expected.
With the PCs gaining ground on me, I amped up the Wave room, transforming a lowly 6/66 Sage minion into a full fledged Master Minion, and added a few Rangers in for good measure. This, my lovelies, is where my dice turned on me.
The group's Warrior--a WEGS newbie whose dice had been hot all night long--succeeded on his Act Fast test, charging the Beast in the Boiling Bubble with his action. Caught off-guard, BiBBle failed his Invulnerability test (of course!), resulting in a massive hit, as the Warrior rolled a 6 on his Damage Die!
BiBBle's mistress, the Hag Countess, didn't make it much longer than him, going down to the Warrior's black blade at the top of inning 2. By the end of that inning, all that remained on my side of the battle-mat were my 6/66 Sage and a lowly 4/44 Ranger!
Suffice to say, the final encounter went much the same way, with my overpowered minions going down like punks. What's worse is that I can't even chalk this one up to experience--the newbies were doing the most damage across the board!
While I'm excited to see WPM get put through its paces, it appears that my continual dice-luck may finally be catching up with me. Here's for hoping that it will survive at least through my next D&D session!
Back at Wittenberg, when we were still clustered around 3e D&D, I played in a game run by a fellow named Silas. In that game, my scrawny level 1 psion was confronted with staggering odds for success....and succeeded...time after time after time. From sucking out the soul of a demigod at level 1, to dominating a massive half-giant and stealing his vampiric regeneration ring....that little bugger survived everything.
In WEGS, my Nordling series has caused El Willy no end of pain, surviving everything he and his crew have thrown at my Humnz Trickster horde. In a realm of odds and gods, Nordling and his decendents have made their way.
In my more recent games, my players and I have been referring to one of my dice as the "Black Die of Doom" for its player-killing power. The players know that "shit's gettin' real" once the BDoD comes out, because crits are just around the corner. (I suppose that it doesn't help their odds that the BDoD has a bubble in it, right around the '2', making that natural 20 come around all that more often!)
But last week? I got my dice handed to me on a platter, as the odds and gods came to take their revenge.
At last week's FOPCon 2010, I kept busy by demoing the WEGSventure that I'll be running this year at Origins: "WEGS Plume Mountain". WPM is a thematic rewrite of TSR's classic D&D dungeon crawl, "White Plume Mountain", with some WEGSified twists. As expected, the Arks were in search of the enigmatic trio of artifact weapons--the eponymous Wave, Whelm, and Blackrazor.
The first session went fairly well--with 4 WEGS newbies around the table, they managed to find all three artifacts, but not confront the final, climactic encounter (which I built specially for this adventure!). The second session, though....that's where the the butt-whoopin' started.
With 5 players, including Jules and Ebbs, I had expected much the same session. I was deadly wrong.
The quintet headed after Whelm first, and I knew that the dice were not on my side when Ctenmiir, my Level 6/66 Vampire Warrior Master Minion, took a faceplant in the boiling mud surrounding his home. Two INI rolls of elemental wounds later, he staggered towards the PCs with only 2 chips of wounds to his name. His blood chip? A measly 1 on the d10 roll. Ouch.
Heading after Blackrazor next, the group outmaneuvered the Dun Djinn and his Astral Reavers quite handily. In a mere 6 innings, the group had defeated the group, pulling forth Blackrazor and a much higher Rank Bump than expected.
With the PCs gaining ground on me, I amped up the Wave room, transforming a lowly 6/66 Sage minion into a full fledged Master Minion, and added a few Rangers in for good measure. This, my lovelies, is where my dice turned on me.
The group's Warrior--a WEGS newbie whose dice had been hot all night long--succeeded on his Act Fast test, charging the Beast in the Boiling Bubble with his action. Caught off-guard, BiBBle failed his Invulnerability test (of course!), resulting in a massive hit, as the Warrior rolled a 6 on his Damage Die!
If that weren't bad enough by itself...the Warrior was wielding Blackrazor! It was soul-sucking time, and BiBBle didn't even make it through the first inning!
BiBBle's mistress, the Hag Countess, didn't make it much longer than him, going down to the Warrior's black blade at the top of inning 2. By the end of that inning, all that remained on my side of the battle-mat were my 6/66 Sage and a lowly 4/44 Ranger!
Suffice to say, the final encounter went much the same way, with my overpowered minions going down like punks. What's worse is that I can't even chalk this one up to experience--the newbies were doing the most damage across the board!
While I'm excited to see WPM get put through its paces, it appears that my continual dice-luck may finally be catching up with me. Here's for hoping that it will survive at least through my next D&D session!
Thursday, April 22, 2010
In Which The Warlock Cries "Excelsior!"
Oi, my fellow gamers, oi! Con season has befallen us and it’s landed with one hell of a thump out here. With WittCon VII in the books at the beginning of this month, we’re already halfway into our slate of conventions for this year.
The Entry Banners at C2E2
Last weekend, Jules, Lionel and I traveled to the Windy City for the first ever C2E2—the Chicago Comics and Entertainment Expo. This was my first ever trip to Chi-town, so I was excited to see what it would entail. After the 6 hour drive up, we hit the town on Friday, and then the convention floor on Saturday. Here’s a few thoughts from the road:
• Nom Nom Al’s Beef. Sweet zombie Vecna, Al’s Beef! After heading around the Field Museum for the majority of the day on Friday, my cousin Jason—the very same dice-junkie that got me addicted to RPGs in the first place—picked us up and took us to the original Al’s Beef on the west side of Chicago. Al’s has been all over the Travel Channel, most recently through the hilarious Man vs. Food with Adam Richman. And let me tell you…it’s fan-bloody-freakin’-tastic! If you go, get it “dipped” and, if you like the spicy, the “giardinare”. Just don’t wear your best shirt—you might be as covered in the au jus as the hoagie itself!
• Chicago is NOT a walkin’ town. Now, I’ll readily admit that I’m out of shape. I’m pretty well “gamer-shaped”, but I’m also a teacher—I’m on my feet all day, most days. Chi-town wiped me out. After getting lost outside of Millenium Park, I chalked my aching calves up to dehydration, but when we walked 15 odd blocks through Chinatown to the McCormick Place Convention Center…I was having a hard time standing, and that was before the convention!
• Forget the trains! Okay, so Lionel’s aunt—whom we stayed with—lives in Waukegan, which meant that we rode the Metra train in each day. I was fine with that. But, using the L-trains in Chicago meant reading utterly Byzantine schedules (which included trying to find the now-defunct Black line) and multiple transfers. And the fare? Due to Lionel’s purchase of some standees, we caught a cab back to the Metra station. The cab fare for four of us was $3 less than the tickets for the L-train…and it’s quicker, even with Chicago traffic. Next time, we’re hailin’ a cab!
• The McCormick Place is BIG! Seriously—I mean BIG! I had thought that Columbus had a big convention center, but the McCormick Place dwarfs it. What was crazier was the fact that, in addition to C2E2, the center held an entirely different convention for kitchen/bath designers at the same time! Hell’s bells!
• Superhero Cosplay is gaining ground. It’s no secret, if you’ve been around my blog, that Jules likes to dress up as DC superheroines (Black Canary, Huntress), but I was surprised to see so many people in costume at C2E2. What’s more, the costumes were really quality! When helping Jules find some more components for her “modern” Black Canary costume, I experienced a little bit of frustration from a poster on RPG.net, claiming that “unless you get it professionally tailored, it’ll look like shit”. I beg to differ and will gladly cite my photos from C2E2 as proof. See for yourself!
A REAL Rogues' Gallery!
Jules with a mini-Canary!
Marvel-DC Crossover, anyone?
Black and Scarlet--they go great together...
• C2E2’s light on the gamer-scene. I was kind of disappointed to find this out, particularly knowing that Wizards of the Coast was heading to C2E2, but not to Origins (as they have not for the last few years). Truth be told, WotC was really the only game company there at all! They ran the typical stuff for them—RPGA games, Dungeon Delves, and a Magic open-tournament—but there were no other games being held whatsoever. Even the various vendors, most of which probably sell material of both geek worlds, didn’t have much in the way of game material. Truth be told, I wasn’t really looking to buy dice or the like, but it was still kind of disappointing.
• The Dealer Hall Dilemma. I realize that, at a comic book convention, you have mainly two/three properties—Marvel, DC, and Dark Horse. I get that, really. But the vast majority of the vendors I went to were all selling the same stuff. I can’t count the times I saw the X-Men: Manifest Destiny TPB from booth -to-booth, all for various prices. It felt tedious to flip through the same stacks over and over, seeing the same selections. I’d have killed to pick up Iron Man: Enter the Mandarin or some of the earlier Avengers works, but you really had to go “box-diving” to find what you were after.
• That said, there are a few gems. I was able to find a rare, early-90s Ghost Rider/Captain America crossover, which I hadn’t read yet, as well as a whole slew of the Brave and the Bold TPBs for Jules, and many others. We also picked up Huntress—Year One, which was a solid read, if a little mediocre in the ending.
• Randy Milholland’s a nicer guy than he wants you to think he is. Jules and I both have loved Something*Positive since its inception, and this was our first real opportunity to meet Randy, as he was sharing a booth with Danielle Corsetto of Girls with Slingshots. He really liked Jules’ Black Canary costume, and chatted with us about Frank Miller (“he really needs to shut the fuck up”) while doing a sketch for Jules. Really, he’s a fantastic dude—misanthropic, yes, but then again…so am I.
Man, that’s a lot. All this, and I still haven’t even mentioned this week’s extravaganza! This week, we’re playing it a little more local, as the WittWeggers head to FOPCon 2010, in Huber Heights. We’ve got a full slate of games on deck, include playtest demos of Will’s “Savage Worlds” game Ebbs’ “Ninja Nuttiness,” Jules’ new Call of Cthulhu adventure—“If Train A Leaves at Midnight,” and the inaugural run of my Origins special: “WEGS Plume Mountain”.
If you’re in the Dayton area this weekend and want to sling some dice, make your way to FOPCon! $5.00 admission gets you a seat at your choice of games all day long, as well as entry into the massive (and spiffy!) FOPCon raffle. See you there! http://www.fopcon.com
Last weekend, Jules, Lionel and I traveled to the Windy City for the first ever C2E2—the Chicago Comics and Entertainment Expo. This was my first ever trip to Chi-town, so I was excited to see what it would entail. After the 6 hour drive up, we hit the town on Friday, and then the convention floor on Saturday. Here’s a few thoughts from the road:
• Nom Nom Al’s Beef. Sweet zombie Vecna, Al’s Beef! After heading around the Field Museum for the majority of the day on Friday, my cousin Jason—the very same dice-junkie that got me addicted to RPGs in the first place—picked us up and took us to the original Al’s Beef on the west side of Chicago. Al’s has been all over the Travel Channel, most recently through the hilarious Man vs. Food with Adam Richman. And let me tell you…it’s fan-bloody-freakin’-tastic! If you go, get it “dipped” and, if you like the spicy, the “giardinare”. Just don’t wear your best shirt—you might be as covered in the au jus as the hoagie itself!
• Chicago is NOT a walkin’ town. Now, I’ll readily admit that I’m out of shape. I’m pretty well “gamer-shaped”, but I’m also a teacher—I’m on my feet all day, most days. Chi-town wiped me out. After getting lost outside of Millenium Park, I chalked my aching calves up to dehydration, but when we walked 15 odd blocks through Chinatown to the McCormick Place Convention Center…I was having a hard time standing, and that was before the convention!
• Forget the trains! Okay, so Lionel’s aunt—whom we stayed with—lives in Waukegan, which meant that we rode the Metra train in each day. I was fine with that. But, using the L-trains in Chicago meant reading utterly Byzantine schedules (which included trying to find the now-defunct Black line) and multiple transfers. And the fare? Due to Lionel’s purchase of some standees, we caught a cab back to the Metra station. The cab fare for four of us was $3 less than the tickets for the L-train…and it’s quicker, even with Chicago traffic. Next time, we’re hailin’ a cab!
• The McCormick Place is BIG! Seriously—I mean BIG! I had thought that Columbus had a big convention center, but the McCormick Place dwarfs it. What was crazier was the fact that, in addition to C2E2, the center held an entirely different convention for kitchen/bath designers at the same time! Hell’s bells!
• Superhero Cosplay is gaining ground. It’s no secret, if you’ve been around my blog, that Jules likes to dress up as DC superheroines (Black Canary, Huntress), but I was surprised to see so many people in costume at C2E2. What’s more, the costumes were really quality! When helping Jules find some more components for her “modern” Black Canary costume, I experienced a little bit of frustration from a poster on RPG.net, claiming that “unless you get it professionally tailored, it’ll look like shit”. I beg to differ and will gladly cite my photos from C2E2 as proof. See for yourself!
• C2E2’s light on the gamer-scene. I was kind of disappointed to find this out, particularly knowing that Wizards of the Coast was heading to C2E2, but not to Origins (as they have not for the last few years). Truth be told, WotC was really the only game company there at all! They ran the typical stuff for them—RPGA games, Dungeon Delves, and a Magic open-tournament—but there were no other games being held whatsoever. Even the various vendors, most of which probably sell material of both geek worlds, didn’t have much in the way of game material. Truth be told, I wasn’t really looking to buy dice or the like, but it was still kind of disappointing.
• The Dealer Hall Dilemma. I realize that, at a comic book convention, you have mainly two/three properties—Marvel, DC, and Dark Horse. I get that, really. But the vast majority of the vendors I went to were all selling the same stuff. I can’t count the times I saw the X-Men: Manifest Destiny TPB from booth -to-booth, all for various prices. It felt tedious to flip through the same stacks over and over, seeing the same selections. I’d have killed to pick up Iron Man: Enter the Mandarin or some of the earlier Avengers works, but you really had to go “box-diving” to find what you were after.
• That said, there are a few gems. I was able to find a rare, early-90s Ghost Rider/Captain America crossover, which I hadn’t read yet, as well as a whole slew of the Brave and the Bold TPBs for Jules, and many others. We also picked up Huntress—Year One, which was a solid read, if a little mediocre in the ending.
• Randy Milholland’s a nicer guy than he wants you to think he is. Jules and I both have loved Something*Positive since its inception, and this was our first real opportunity to meet Randy, as he was sharing a booth with Danielle Corsetto of Girls with Slingshots. He really liked Jules’ Black Canary costume, and chatted with us about Frank Miller (“he really needs to shut the fuck up”) while doing a sketch for Jules. Really, he’s a fantastic dude—misanthropic, yes, but then again…so am I.
Man, that’s a lot. All this, and I still haven’t even mentioned this week’s extravaganza! This week, we’re playing it a little more local, as the WittWeggers head to FOPCon 2010, in Huber Heights. We’ve got a full slate of games on deck, include playtest demos of Will’s “Savage Worlds” game Ebbs’ “Ninja Nuttiness,” Jules’ new Call of Cthulhu adventure—“If Train A Leaves at Midnight,” and the inaugural run of my Origins special: “WEGS Plume Mountain”.
If you’re in the Dayton area this weekend and want to sling some dice, make your way to FOPCon! $5.00 admission gets you a seat at your choice of games all day long, as well as entry into the massive (and spiffy!) FOPCon raffle. See you there! http://www.fopcon.com
Wednesday, April 14, 2010
In Which The Warlock's MasterPlan is Revealed...
GMing is hard work, cats and kittens.
Depending on the system, each game has its own rigors. D&D involves minis, tactical combat, and a keen eye for strategy, in addition to knowledge of both characters and monsters. Call of Cthulhu and other horror games take deep gravitas and a powerful establishment of mood that, if done right, won't ever let up. Heroes Unlimited requires...well, let's be honest: Hereoes Unlimited requires a straightjacket and men in white coats.
Hell's bells, I've even worked up a sweat when GMing WEGS, if for no other reason than the fast paced frenzy of Spoint-slinging across the table.
Needless to say, when I come across something to make my GMing job easier, I pick it up. This started with finding ways to organize my minis--while I first used small plastic Sterilite bins, I've upgraded to a multi-tiered tackle box, with a bottom section big enough to fit a random assortment of Dungeon Tiles and other game necessities.
Oh, yes. The Dungeon Tiles. I've gotta say, Wizards of the Coast has me under their thumb with these. It's so easy to throw down a few tiles on top of the battlemat to add some 'scenic hazards' for the PCs.
However, all of this pales in comparison to my latest discovery. By Mighty Cthulhu, this latest bit blows them out of the water like a scrapped German U-Boat.
Ladies and gentlemen, for your gaming pleasure: MasterPlan
I can't even take credit for finding this gem--if not for the folks over at RPG.net, I'd have never heard of it.
MasterPlan is a massive utility, building in an encounter generator, a campaign workbook, mapping software, and just about everything else that a potential GM could want. I've barely scratched the surface on this tool after downloading it last night, and I already have a bajillion ideas on how to use it.
Just to get some practice with the system, I generated a few "Random Delves"--the stereotypical, 3-encounter dungeons made famous by WotC. Quite literally, everything is editable, in an easy-to-use, simple format. Generating a 15th level delve for 8 PCs with 2 encounters and multiple traps? Done in about 45 seconds. It's that simple.
And the best part? If you have an Insider account, MasterPlan will access the compendium, adding in everything that's already there. All 12,000 odd classes, monsters, traps, skill challenges, and magic items--they're already loaded! By the Nine Hells, that's convenient!
I definitely need some more time to explore MasterPlan to run it through its course, but it's easily the most comprehensive, most usable, most useful GMing software I've ever seen.
It makes one wonder, though, what happens next with it! With d20Pro getting nominated for an Origins Award this year (despite "incompatibility" with 4th Edition D&D), where will this leave the MasterPlan? And, once WotC hears of this...one can only wonder...
Get it while you can, children! It's astounding!
Depending on the system, each game has its own rigors. D&D involves minis, tactical combat, and a keen eye for strategy, in addition to knowledge of both characters and monsters. Call of Cthulhu and other horror games take deep gravitas and a powerful establishment of mood that, if done right, won't ever let up. Heroes Unlimited requires...well, let's be honest: Hereoes Unlimited requires a straightjacket and men in white coats.
Hell's bells, I've even worked up a sweat when GMing WEGS, if for no other reason than the fast paced frenzy of Spoint-slinging across the table.
Needless to say, when I come across something to make my GMing job easier, I pick it up. This started with finding ways to organize my minis--while I first used small plastic Sterilite bins, I've upgraded to a multi-tiered tackle box, with a bottom section big enough to fit a random assortment of Dungeon Tiles and other game necessities.
Oh, yes. The Dungeon Tiles. I've gotta say, Wizards of the Coast has me under their thumb with these. It's so easy to throw down a few tiles on top of the battlemat to add some 'scenic hazards' for the PCs.
However, all of this pales in comparison to my latest discovery. By Mighty Cthulhu, this latest bit blows them out of the water like a scrapped German U-Boat.
Ladies and gentlemen, for your gaming pleasure: MasterPlan
I can't even take credit for finding this gem--if not for the folks over at RPG.net, I'd have never heard of it.
MasterPlan is a massive utility, building in an encounter generator, a campaign workbook, mapping software, and just about everything else that a potential GM could want. I've barely scratched the surface on this tool after downloading it last night, and I already have a bajillion ideas on how to use it.
When Wizards of the Coast announced their D&D Insider initiative, they experienced quite a bit of scepticism, due to poor implementation.
Quite simply, MasterPlan is today everything that D&D Adventure Tools hopes to someday be.
Just to get some practice with the system, I generated a few "Random Delves"--the stereotypical, 3-encounter dungeons made famous by WotC. Quite literally, everything is editable, in an easy-to-use, simple format. Generating a 15th level delve for 8 PCs with 2 encounters and multiple traps? Done in about 45 seconds. It's that simple.
And the best part? If you have an Insider account, MasterPlan will access the compendium, adding in everything that's already there. All 12,000 odd classes, monsters, traps, skill challenges, and magic items--they're already loaded! By the Nine Hells, that's convenient!
I definitely need some more time to explore MasterPlan to run it through its course, but it's easily the most comprehensive, most usable, most useful GMing software I've ever seen.
It makes one wonder, though, what happens next with it! With d20Pro getting nominated for an Origins Award this year (despite "incompatibility" with 4th Edition D&D), where will this leave the MasterPlan? And, once WotC hears of this...one can only wonder...
Get it while you can, children! It's astounding!
Labels:
4e,
Dungeons and Dragon Insider,
GMing,
MasterPlan
Thursday, April 08, 2010
In Which The Warlock Finds Better Ways than Killing...
Color me inspired.
After reading the "Play Dirty" article, I've taken some of John Wick's advice to heart for my Friday night game. The ability to kill a player is minimal. The ability to keep them coming back for more pain....that's power!
We're playing through an actual pre-published adventure for once--"The Tear of Ioun" saga, by Robert J. Schwalb. It's pretty standard for my fare: heavy on the Cthulhu, lots of investigation and madness, and lots of forbidden magic. However, we've gotten so far off track that I might as well have been writing my own adventure!
Our intrepid adventurers began, leaving the small town of Wellspring in search of the "Forlorn Tower" a few days travel away, through the Harrowwood. On the way, they encountered a small group of Harrowfolk, which had surrounded the party.
Now, the adventure says pretty clearly that, "the Harrowfolk are not hostile, unless the PCs prove hostile or untrustworthy". Well, just as soon as the Harrowfolk began questioning the group, finding out that they were from Wellspring...Fred's battlemind tried making a break for it. Combat ensued, and the Harrowfolk leader escaped, swearing revenge against both the PCs and Wellspring.
Somewhat concerned, the PCs returned to Wellspring to inform the Lord Mayor of Wellspring. Aghast, he had the PCs arrested on the spot. Why, you ask? Well, it just so happens that Wellspring had signed a peace treaty with the Harrowfolk at the end of the Bael Turathi-Nerathi-Arkhosian war.
The PCs were equipped with explosive "Collars of Bane" to keep them from escaping from the city environs, while their trial was scheduled for three weeks hence.
If this weren't bad enough, the PCs have just finished exploring the "Forlorn Tower", which was tainted with Far Realm corruption streaming in through a re-routed waterfall. Unfortunately for said PCs, falling into the waterfall (which occured no less than 3 times!) subjects one to particularly unwholesome energies and creatures. Back in Wellspring, they're about to find out exactly how messed up they truly are...
The one plus side for our heroes is that, for some of them, their actual classes have been released. Fred, Jules, and Will have all been working from the playtest versions of the battlemind, seeker, and runepriest respectively. Now, they finally get to have their full range of class options! Well...for all the good that it will do them.
*insert maniacal laughter here!*
After reading the "Play Dirty" article, I've taken some of John Wick's advice to heart for my Friday night game. The ability to kill a player is minimal. The ability to keep them coming back for more pain....that's power!
We're playing through an actual pre-published adventure for once--"The Tear of Ioun" saga, by Robert J. Schwalb. It's pretty standard for my fare: heavy on the Cthulhu, lots of investigation and madness, and lots of forbidden magic. However, we've gotten so far off track that I might as well have been writing my own adventure!
Our intrepid adventurers began, leaving the small town of Wellspring in search of the "Forlorn Tower" a few days travel away, through the Harrowwood. On the way, they encountered a small group of Harrowfolk, which had surrounded the party.
Now, the adventure says pretty clearly that, "the Harrowfolk are not hostile, unless the PCs prove hostile or untrustworthy". Well, just as soon as the Harrowfolk began questioning the group, finding out that they were from Wellspring...Fred's battlemind tried making a break for it. Combat ensued, and the Harrowfolk leader escaped, swearing revenge against both the PCs and Wellspring.
Somewhat concerned, the PCs returned to Wellspring to inform the Lord Mayor of Wellspring. Aghast, he had the PCs arrested on the spot. Why, you ask? Well, it just so happens that Wellspring had signed a peace treaty with the Harrowfolk at the end of the Bael Turathi-Nerathi-Arkhosian war.
The treaty treats all Harrowfolk as Wellspring citizens, provided that the Harrowfolk guard the roads in and out of Wellspring from banditry. Attacking the Harrowfolk broke the peace treaty, and now the tribes are on the warpath!
The PCs were equipped with explosive "Collars of Bane" to keep them from escaping from the city environs, while their trial was scheduled for three weeks hence.
If this weren't bad enough, the PCs have just finished exploring the "Forlorn Tower", which was tainted with Far Realm corruption streaming in through a re-routed waterfall. Unfortunately for said PCs, falling into the waterfall (which occured no less than 3 times!) subjects one to particularly unwholesome energies and creatures. Back in Wellspring, they're about to find out exactly how messed up they truly are...
The one plus side for our heroes is that, for some of them, their actual classes have been released. Fred, Jules, and Will have all been working from the playtest versions of the battlemind, seeker, and runepriest respectively. Now, they finally get to have their full range of class options! Well...for all the good that it will do them.
*insert maniacal laughter here!*
Labels:
4e,
Dungeons and Dragons,
Play Dirty,
Tear of Ioun
Thursday, April 01, 2010
In Which The Warlock Kicks Off the Con Season Right...
Well, WittCon VII is in the books, and it went down in a blaze of glory.
We pulled in 83 people (the second highest attendance so far!), with tons of games going off. We even had a few complaints about the lack of more games, particularly D&D! That's a good complaint to have, all told. With any luck, we'll be able to break triple digits next year, especially with all of the help we've gotten from the other cons and game stores in the area.
The full album is up on Facebook here: WittCon VII Photo Album
But, here are a few highlights...
Ninja infiltrators in action!
In the weeks leading up to Wittcon, Ebbs spent countless hours laboring over his "Ninja Nuttiness" castle. It truly did not disappoint! I look forward to seeing this at the tables at Origins, as the centerpiece for the WittGuild's first ever sessions at the Big O!
Laying down tricks at the Magic Tourney...
After several unsuccessful times at hosting a Magic: The Gathering tournament, we finally pulled it off. New Witt professor Kyle wrangled the tournament, which held 12 of our participants. With luck, WittCon will continue to ride on this success, and hopefully hit at least 20 at our tournament next year!
Lionel makes his purchases from Diceman Bob
We were privledged enough to have not just one vendor, but two this year! Bob Kindel, of the Light Trading Company, brought out his massive array of dice, as well as newcomer Bryan Bailey. Bryan compiles and composes gaming soundtracks for games of all sorts--everything from pulp or fantasy to horror or cyberpunk. I picked up two of his soundtracks for my upcoming games....and can't wait to break those out! In addition, we also had back Shane, running his yearly Paint-and-Take, which was immensely popular (as usual!).
Costume Contest Winners--Heather, Ebbs, and Jules
As you can see, these are the winners of our yearly costume contest. Jules took the opportunity to debut her Huntress outfit, which she's planning to take to C2E2 in Chicago. Bookery Fantasy donated a huge amount of swag for the contest, which allowed us to raffle it off in addition to giving out prizes!
El Willy and friends playtesting Big Bang Mudang
And, of course, there's our guest of honor! After a full day of running WEGS demos, El Willy opened his evening slot for his newest endeavor, "Big Bang Mudang". BBM is a hugely entertaining, hilarious game of dice-blasting, time-traveling witches. I'm excited to see this one hit print--it's fast around the table and has a great little mechanic behind it. Don't forget your demon dice, children!
Well, with WittCon over, we get a short break. Well...sort of. I'm working through El Willy's final proofs for "WEGS--Dice Rules!" as well as the Redux version of "WEGS 101". Plus, it's only two weeks until we're at the con scene again, driving to Chicago for C2E2. Can't wait for the chaos to roll on!
We pulled in 83 people (the second highest attendance so far!), with tons of games going off. We even had a few complaints about the lack of more games, particularly D&D! That's a good complaint to have, all told. With any luck, we'll be able to break triple digits next year, especially with all of the help we've gotten from the other cons and game stores in the area.
The full album is up on Facebook here: WittCon VII Photo Album
But, here are a few highlights...
In the weeks leading up to Wittcon, Ebbs spent countless hours laboring over his "Ninja Nuttiness" castle. It truly did not disappoint! I look forward to seeing this at the tables at Origins, as the centerpiece for the WittGuild's first ever sessions at the Big O!
After several unsuccessful times at hosting a Magic: The Gathering tournament, we finally pulled it off. New Witt professor Kyle wrangled the tournament, which held 12 of our participants. With luck, WittCon will continue to ride on this success, and hopefully hit at least 20 at our tournament next year!
We were privledged enough to have not just one vendor, but two this year! Bob Kindel, of the Light Trading Company, brought out his massive array of dice, as well as newcomer Bryan Bailey. Bryan compiles and composes gaming soundtracks for games of all sorts--everything from pulp or fantasy to horror or cyberpunk. I picked up two of his soundtracks for my upcoming games....and can't wait to break those out! In addition, we also had back Shane, running his yearly Paint-and-Take, which was immensely popular (as usual!).
As you can see, these are the winners of our yearly costume contest. Jules took the opportunity to debut her Huntress outfit, which she's planning to take to C2E2 in Chicago. Bookery Fantasy donated a huge amount of swag for the contest, which allowed us to raffle it off in addition to giving out prizes!
And, of course, there's our guest of honor! After a full day of running WEGS demos, El Willy opened his evening slot for his newest endeavor, "Big Bang Mudang". BBM is a hugely entertaining, hilarious game of dice-blasting, time-traveling witches. I'm excited to see this one hit print--it's fast around the table and has a great little mechanic behind it. Don't forget your demon dice, children!
Well, with WittCon over, we get a short break. Well...sort of. I'm working through El Willy's final proofs for "WEGS--Dice Rules!" as well as the Redux version of "WEGS 101". Plus, it's only two weeks until we're at the con scene again, driving to Chicago for C2E2. Can't wait for the chaos to roll on!
Labels:
Big Bang Mudang,
Ninja Nuttiness,
WEGS,
WittCon
Wednesday, March 24, 2010
In Which The Warlock Preps for The Big Event...
Sorry to disappoint, my lovelies, but there's no real entry this week.
Instead, come see us at WittCon VII! This Saturday, starting at Noon in the Shouvlin Center, we'll be holding our yearly game-stravaganza. Come on out and toss some dice!
After all, it's not just a game. It's a way of life!
Instead, come see us at WittCon VII! This Saturday, starting at Noon in the Shouvlin Center, we'll be holding our yearly game-stravaganza. Come on out and toss some dice!
After all, it's not just a game. It's a way of life!
Thursday, March 18, 2010
In Which The Warlock Pays Homage to Rock-Star Facial Hair...
With the spring convention season just about to start, excitement’s already building. WittCon’s less than a week away, and my C2E2 tickets are already on order. FOPCon’s just the week after that, and then…wow.
All of this chaos has been utterly overwhelming, particularly when the Guild has been busy writing new scenarios and revamping old ones as we get ready for these conventions and our first bout of GMing at the Big O. Ebbs, I know, has put in a ton of time building a new Ninja Nuttiness castle, and has commissioned some of the current Guilders for accompanying ninja art.
As such, there’s only one song that fits all this. Thank you, ZZ Top, for expressing in lyrics what I cannot.
At this point, I literally feel as if there are two meat forks jammed underneath each of my shoulder blades and someone’s just twisting the muscles apart. Pleasant, I know, but I’m the sort of person that doesn’t know the meaning of “de-stress”.
Y’know, you’d think that all of this gaming would be a de-stressor. And really, I do enjoy it to help me relax. But this isn’t gaming. This, my lovely reader, is Event Planning, and it’s another animal all together.
Let’s see. Just today, in amongst proctoring the OGT and teaching my freshmen Romeo and Juliet, I:
• E-mailed our good buddy Shane, regarding this year’s Paint-and-Take set-up.
• Contacted El Willy, to make sure all was well for this year’s WEGSing.
• Double checked my monster choices for “Orcs Gone Wild”
• Re-calculated the pricing for customized dice and ribbons for Origins.
• Continued writing the scenario for “Orcs Gone Wild”.
• Got Jules registered as a GM for her Cthulhu scenarios at FOPCon.
And it’s only 10 am (well, when I’m writing this, as I’m staring a sea of blankly-staring sophomores snooze their way through the Science portion)! Holy productivity, Batman!
Just for the record, WittCon VII is proud to be a substance-free event.
Lionel may have said it best a few weeks ago. We love when WittCon comes around. The day is a ton of fun—14+ hours of gaming goodness, old friends, and clattering dice. You can’t beat it with a stick. However, the road leading up to it is a mass of blood, sweat, and tears (“Spinning Wheel,” anyone?) that regularly makes life rough. But, when the day is out, and we close the doors of Shouvlin, it’s all worth it. We’re already planning for the next go-round.
In the Play Dirty article that I reviewed last entry, John Wick makes takes an aside, after talking about the downfall of the eponymous Mr. Jefferson Carter:
And, y’know what? He’s damned right. We do it for ourselves, because we love it and we want to see more of it. Yeah, she’s got me under pressure. But I wouldn’t have it any other way.
All of this chaos has been utterly overwhelming, particularly when the Guild has been busy writing new scenarios and revamping old ones as we get ready for these conventions and our first bout of GMing at the Big O. Ebbs, I know, has put in a ton of time building a new Ninja Nuttiness castle, and has commissioned some of the current Guilders for accompanying ninja art.
As such, there’s only one song that fits all this. Thank you, ZZ Top, for expressing in lyrics what I cannot.
“It’s got me under pressure…”
At this point, I literally feel as if there are two meat forks jammed underneath each of my shoulder blades and someone’s just twisting the muscles apart. Pleasant, I know, but I’m the sort of person that doesn’t know the meaning of “de-stress”.
Y’know, you’d think that all of this gaming would be a de-stressor. And really, I do enjoy it to help me relax. But this isn’t gaming. This, my lovely reader, is Event Planning, and it’s another animal all together.
“She’s about all I can handle; it’s too much for my brain…”
Let’s see. Just today, in amongst proctoring the OGT and teaching my freshmen Romeo and Juliet, I:
• E-mailed our good buddy Shane, regarding this year’s Paint-and-Take set-up.
• Contacted El Willy, to make sure all was well for this year’s WEGSing.
• Double checked my monster choices for “Orcs Gone Wild”
• Re-calculated the pricing for customized dice and ribbons for Origins.
• Continued writing the scenario for “Orcs Gone Wild”.
• Got Jules registered as a GM for her Cthulhu scenarios at FOPCon.
And it’s only 10 am (well, when I’m writing this, as I’m staring a sea of blankly-staring sophomores snooze their way through the Science portion)! Holy productivity, Batman!
“She likes cocaine”
Just for the record, WittCon VII is proud to be a substance-free event.
“I’m gonna give her a message. Here’s what I’m gonna say: ‘It’s all over’…”
Lionel may have said it best a few weeks ago. We love when WittCon comes around. The day is a ton of fun—14+ hours of gaming goodness, old friends, and clattering dice. You can’t beat it with a stick. However, the road leading up to it is a mass of blood, sweat, and tears (“Spinning Wheel,” anyone?) that regularly makes life rough. But, when the day is out, and we close the doors of Shouvlin, it’s all worth it. We’re already planning for the next go-round.
In the Play Dirty article that I reviewed last entry, John Wick makes takes an aside, after talking about the downfall of the eponymous Mr. Jefferson Carter:
“Writing those words, those very words reminded me…why I love this industry so much. Why I love role-playing games so much. Because we are the only medium where the Author and the Audience are the same. Where we live the stories we tell as we tell them.
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. We aren’t walking in his footsteps, we’re making the footsteps.”
And, y’know what? He’s damned right. We do it for ourselves, because we love it and we want to see more of it. Yeah, she’s got me under pressure. But I wouldn’t have it any other way.
Wednesday, March 10, 2010
In Which The Warlock Admits His Alignment...
So, as a pseudo-GM's Day present, Kat sent me a copy of a very interesting PDF: John Wick's "Play Dirty".
At first, I had thought it was something along the lines of the eponymous "Book of Erotic Fantasy", released in the midst of the d20 System glut, but I was surprised beyond belief at what I found.
You see, Wick's articles (compiled from a gaming website) enlighten the reader on the glories of being a "Dirty GM". That is to say, a GM that uses his full creative abilities to challenge his players by exploiting their weaknesses and gaming assumptions. He contrasts this with the "Killer GM" which kills characters simply for the sake of killing them.
He then goes on to put forward idea after glorious idea, many of which were taken from his own games (mainly "Champions", "Vampire: The Masquerade" and "Call of Cthulhu"). Of particular note is his NPC, Jefferson Carter...a bastard to crown all other bastards, and a character that any self-respecting player would love to hate.
Wick's articles got me thinking about my own reputation within the Wittenberg gaming community. You see, I have a bit of a stigma as a brutal Game Master. I guess the old adage is to "never get in a car in one of Andy's games", after I had two separate TPKs (all detailed in earlier posts, no less!).
However, I've always strived for ways to challenge my players. From the illithid invasion of Saltmarsh, to the conspiracies of the Emperor's Ship Persephone, I try to keep my players always on their toes. There is, though, one game in which I really pulled the wool out from under the players:
Back at Wittenberg, I ran a game that was something of a crossover between the old 2e setting "Dark Sun" and the historical Crusades. The players took on fantasy roles of Egyptian Muslims, as their king attempted to invade Damascus. As they had proved themselves competent at court and in the field, our heroes were chosen as an advance force to try to infiltrate the city and begin to bring it down from the inside-out.
As such, after sneaking into Damascus, they began to learn about the city's defenses, which were constructed by a certain general, Mal-Erek Tsaron. Attempting to get into his confidence was Nick, playing a psychic warrior. He joined the city guard, immediately getting noticed due to his natural prowess (and the fact that he was around 12th level at the time). The group's mission? Kill Tsaron, so that the city's defenses would be leaderless.
Undoubtedly, the PCs were figuring on only a chance encounter with Tsaron, but I didn't let them off that easy. Tsaron took Nick's character under his wing, quickly promoting him. Within a month, Nick was invited over to Tsaron's home to have dinner with his wife. The entire time, I played Tsaron as a gentle, loving man who loved his country and wanted nothing more than to live in peace. Nick and Tsaron sparred in his practice room. Tsaron gave him an enchanted blade, which he had used in years previous. Tsaron's wife made him dinner.
...and when Nick's character was about to leave, Tsaron's daughter arrived. Oh, did I say his daughter? I meant Nick's love interest from earlier in the campaign. Same person.
Nick's character was invited to stay the night...during which he did the dirty deed. He killed Tsaron and his wife, then messaged the group, which signaled for the sieging army to attack.
The entire role-play took over 3 hours, with nary a dice rolled. Literally, Nick and I went back and forth, with the rest of the group rapt on our words. With each new detail, with each new "nice guy" action that Tsaron took, the group moaned their pain.
That's what John Wick is talking about! That's "hitting them where it hurts"! That's gamin'!
At first, I had thought it was something along the lines of the eponymous "Book of Erotic Fantasy", released in the midst of the d20 System glut, but I was surprised beyond belief at what I found.
You see, Wick's articles (compiled from a gaming website) enlighten the reader on the glories of being a "Dirty GM". That is to say, a GM that uses his full creative abilities to challenge his players by exploiting their weaknesses and gaming assumptions. He contrasts this with the "Killer GM" which kills characters simply for the sake of killing them.
He then goes on to put forward idea after glorious idea, many of which were taken from his own games (mainly "Champions", "Vampire: The Masquerade" and "Call of Cthulhu"). Of particular note is his NPC, Jefferson Carter...a bastard to crown all other bastards, and a character that any self-respecting player would love to hate.
Wick's articles got me thinking about my own reputation within the Wittenberg gaming community. You see, I have a bit of a stigma as a brutal Game Master. I guess the old adage is to "never get in a car in one of Andy's games", after I had two separate TPKs (all detailed in earlier posts, no less!).
However, I've always strived for ways to challenge my players. From the illithid invasion of Saltmarsh, to the conspiracies of the Emperor's Ship Persephone, I try to keep my players always on their toes. There is, though, one game in which I really pulled the wool out from under the players:
Back at Wittenberg, I ran a game that was something of a crossover between the old 2e setting "Dark Sun" and the historical Crusades. The players took on fantasy roles of Egyptian Muslims, as their king attempted to invade Damascus. As they had proved themselves competent at court and in the field, our heroes were chosen as an advance force to try to infiltrate the city and begin to bring it down from the inside-out.
As such, after sneaking into Damascus, they began to learn about the city's defenses, which were constructed by a certain general, Mal-Erek Tsaron. Attempting to get into his confidence was Nick, playing a psychic warrior. He joined the city guard, immediately getting noticed due to his natural prowess (and the fact that he was around 12th level at the time). The group's mission? Kill Tsaron, so that the city's defenses would be leaderless.
Undoubtedly, the PCs were figuring on only a chance encounter with Tsaron, but I didn't let them off that easy. Tsaron took Nick's character under his wing, quickly promoting him. Within a month, Nick was invited over to Tsaron's home to have dinner with his wife. The entire time, I played Tsaron as a gentle, loving man who loved his country and wanted nothing more than to live in peace. Nick and Tsaron sparred in his practice room. Tsaron gave him an enchanted blade, which he had used in years previous. Tsaron's wife made him dinner.
...and when Nick's character was about to leave, Tsaron's daughter arrived. Oh, did I say his daughter? I meant Nick's love interest from earlier in the campaign. Same person.
Nick's character was invited to stay the night...during which he did the dirty deed. He killed Tsaron and his wife, then messaged the group, which signaled for the sieging army to attack.
The entire role-play took over 3 hours, with nary a dice rolled. Literally, Nick and I went back and forth, with the rest of the group rapt on our words. With each new detail, with each new "nice guy" action that Tsaron took, the group moaned their pain.
In order to take over Damascus, they would have to kill an innocent man. And, more than just innocent, he was a friend.
That's what John Wick is talking about! That's "hitting them where it hurts"! That's gamin'!
Labels:
Dark Sun,
Dungeons and Dragons,
John Wick,
Play Dirty
Wednesday, March 03, 2010
In Which The Warlock Straddles the Fence, and Chafes Himself...
In amongst all of the prep for WittCon, FOPCon, and all of the other X-Cons around here, I've found myself in something of a quandary.
Y'see, there's the ongoing debate out here in geekdom between "rules heavy" and "rules light" systems. It's gotten to the point where not even the best of geeks can truly draw lines between the two factions.
I guess that former Supreme Court Justice Potter Stewart said it best (in reference to porn, no less): "I can't define it, but I know it when I see it." Personally, I can't really define what makes a rules-light or rules-heavy system, but I can tell them apart when I see them.
Therein lies the problem. Recently, I mentioned my excitement for Steve Kenson's new game, Icons. Coupled with WEGS, Call of Cthulhu, and now (thanks to Will's zeal for it) Savage Worlds, I've been enjoying "rules-light" systems more and more. Fundamentally, the idea is to throw together a character, toss some dice, and have fun. However, I wasn't overly impressed with the True-20 system, which is rules-light in the same fashion.
However, even putting aside nostalgia, I still love Heroes Unlimited...a decidedly rules-heavy (and Byzantine) game. And my affection for D&D...well, how does that one fit at all? D&D has a ton of rules, feats, powers, and the like, but with the Insider program, it's immensely easy to navigate, and is quick around the table. Plus, I'm even less of a fan of games like GURPS and Rolemaster, which are incredibly bloated with rules and system abuses.
So, by now, you can see my quandary. Where do I fall on the grand-spectrum of gaming? No, it probably doesn't matter, but it's nice to be able to know what you actually like!
Y'see, there's the ongoing debate out here in geekdom between "rules heavy" and "rules light" systems. It's gotten to the point where not even the best of geeks can truly draw lines between the two factions.
I guess that former Supreme Court Justice Potter Stewart said it best (in reference to porn, no less): "I can't define it, but I know it when I see it." Personally, I can't really define what makes a rules-light or rules-heavy system, but I can tell them apart when I see them.
Therein lies the problem. Recently, I mentioned my excitement for Steve Kenson's new game, Icons. Coupled with WEGS, Call of Cthulhu, and now (thanks to Will's zeal for it) Savage Worlds, I've been enjoying "rules-light" systems more and more. Fundamentally, the idea is to throw together a character, toss some dice, and have fun. However, I wasn't overly impressed with the True-20 system, which is rules-light in the same fashion.
However, even putting aside nostalgia, I still love Heroes Unlimited...a decidedly rules-heavy (and Byzantine) game. And my affection for D&D...well, how does that one fit at all? D&D has a ton of rules, feats, powers, and the like, but with the Insider program, it's immensely easy to navigate, and is quick around the table. Plus, I'm even less of a fan of games like GURPS and Rolemaster, which are incredibly bloated with rules and system abuses.
So, by now, you can see my quandary. Where do I fall on the grand-spectrum of gaming? No, it probably doesn't matter, but it's nice to be able to know what you actually like!
Thursday, February 25, 2010
In Which The Warlock's Plans are Put in Motion...
My lovely friends and neighbors...I'm out of ideas. I really don't know what to blog about this week.
Literally, it's been all quiet, here on the front lines of Dayton-area geekdom. I feel like we're just under the surface of a wonderous stew of glorious geeky goulash, ready to hit a rolling boil. With all of the planning for WittCon, FOPCon, and the rest of our annual circuit, preparation's been the name of the game.
As part of this, I decided to take on another game for WittCon. We had something of a D&D void in our schedule, so I decided to pick up my d20 and give it a go. As such, I have slot 1 set aside for "Orcs Gone Wild!"--a wonderous romp through Hamletshire, with the players as orcs, goblins, and kobolds rather than the usual elves and dwarves.
But, even bigger than that...it's official: the WittKids are running events at Origins this year! We just finished up our schedule, sending it off to the GAMA organizers. On this year's docket?
Myself--"Survival of the Fittest" (Dark Heresy) and "WEGS Plume Mountain" (WEGS)
Lionel--"Zombie Park" and "Zombie Graveyard (d20 Modern)
Ebbs--"Ninja Nuttiness: Attack on the Shogun Castle" and "The Plague of Man/Song of Silence" (CthulhuTech)
Karl--"The Relics of Dark Lord Driscar" (Star Wars d20) and "Croaking Dragon, Hidden Tiger" (D&D 4e)
Jules--"Welcome to Zendik Farms" and "If Train A Leaves at Midnight" (Call of Cthulhu d20)
Keep your eyes peeled for the Origins Master Schedule, coming out this May, and come join us at 7 pm each night at Origins!
Literally, it's been all quiet, here on the front lines of Dayton-area geekdom. I feel like we're just under the surface of a wonderous stew of glorious geeky goulash, ready to hit a rolling boil. With all of the planning for WittCon, FOPCon, and the rest of our annual circuit, preparation's been the name of the game.
As part of this, I decided to take on another game for WittCon. We had something of a D&D void in our schedule, so I decided to pick up my d20 and give it a go. As such, I have slot 1 set aside for "Orcs Gone Wild!"--a wonderous romp through Hamletshire, with the players as orcs, goblins, and kobolds rather than the usual elves and dwarves.
But, even bigger than that...it's official: the WittKids are running events at Origins this year! We just finished up our schedule, sending it off to the GAMA organizers. On this year's docket?
Myself--"Survival of the Fittest" (Dark Heresy) and "WEGS Plume Mountain" (WEGS)
Lionel--"Zombie Park" and "Zombie Graveyard (d20 Modern)
Ebbs--"Ninja Nuttiness: Attack on the Shogun Castle" and "The Plague of Man/Song of Silence" (CthulhuTech)
Karl--"The Relics of Dark Lord Driscar" (Star Wars d20) and "Croaking Dragon, Hidden Tiger" (D&D 4e)
Jules--"Welcome to Zendik Farms" and "If Train A Leaves at Midnight" (Call of Cthulhu d20)
Keep your eyes peeled for the Origins Master Schedule, coming out this May, and come join us at 7 pm each night at Origins!
Wednesday, February 17, 2010
In Which The Warlock Does Old Skool In a New Way...
For those of you that have been following my blog, you know very well the fondness I have for WEGS--El Willy's "Wickedly Errant Gaming System"--for its old school, 1st edition D&D feel. There's no bones about it: you throw your dice, you roll to hit, you kill the monsters and you take their stuff.
It's simple, it's quick, and it's fun. Easy as that.
So, when I spotted this little gem thanks to a post on RPG.net, I was floored!
Icons by Steve Kenson
I've taken a look at Steve Kenson's work quite a few times, mainly through the products he's done with Green Ronin, and I was legitimately impressed. While I wasn't a fan of the Mutants and Masterminds system (it suffers from the same problems of most d20 products, in terms of rules bloat and excessive technicality), Kenson genuinely shows a great knowledge of the superhero genre.
And, while I love Heroes Unlimited and always will, it's not exactly a game that you can just throw together on a moment's notice. I've been working on characters for the HU game I'm running at WittCon, and it literally took me something in the neighborhood of 8-10 hours to generate the 6 player characters for the scenario. Thank Zombie Jeebus that I have them saved online! I can't imagine having to re-do those, each time I wanted to run the scenario!
But could this be the answer to my hopes, dreams, and desires? A superhero game that's easy to pick up, quick around the table, and still have enough depth to show off complex powers like Iron Man or Green Lantern? Mmmm...*drools*
Unfortunately, I'll have to wait for June on Icons, but it definitely looks like something I'll be picking up.
It's simple, it's quick, and it's fun. Easy as that.
So, when I spotted this little gem thanks to a post on RPG.net, I was floored!
Icons by Steve Kenson
I've taken a look at Steve Kenson's work quite a few times, mainly through the products he's done with Green Ronin, and I was legitimately impressed. While I wasn't a fan of the Mutants and Masterminds system (it suffers from the same problems of most d20 products, in terms of rules bloat and excessive technicality), Kenson genuinely shows a great knowledge of the superhero genre.
And, while I love Heroes Unlimited and always will, it's not exactly a game that you can just throw together on a moment's notice. I've been working on characters for the HU game I'm running at WittCon, and it literally took me something in the neighborhood of 8-10 hours to generate the 6 player characters for the scenario. Thank Zombie Jeebus that I have them saved online! I can't imagine having to re-do those, each time I wanted to run the scenario!
But could this be the answer to my hopes, dreams, and desires? A superhero game that's easy to pick up, quick around the table, and still have enough depth to show off complex powers like Iron Man or Green Lantern? Mmmm...*drools*
Unfortunately, I'll have to wait for June on Icons, but it definitely looks like something I'll be picking up.
Thursday, February 11, 2010
In Which The Warlock Switches Gears...
With WittCon VII approaching, I had originally been hard at work on a Ravenloft scenario to run during the second session. "In Pursuit of Perfection" was going to be an interesting little romp through Paridon, in which the PCs would uncover some unsavory goings-on in the "Divinity of Mankind"--a pseudo-Freemason group devoted to perfection for all mankind.
Unfortunately, I hadn't exactly anticipated everyone else's offerings this time around. Kat's been high on a new indy game called "Houses of the Blooded", while a group that we met at FOPCon is bringing three sessions of "Fellowship of the White Star"--a game that, thematically, is pretty well identical to Ravenloft. All that on top of Jules' annual Call of Cthulhu game...
...well, I was out luck. I still wanted to run something, but we needed some genre differentiation!
So many options before me, I had some difficulty settling on something. I had thought about doing Clone Wars-era Star Wars game, but was immediately turned off by the d20 character generation, even with the assist from HeroForge. I was thinking about potentially running some Conan or Stargate SG-1, but in both cases...same problem. WEGS? Well, with El Willy planning to make an appearance, that's his domain! Dungeon Slam and SunnyVale Acres still need some work before another big playtest run...
As such, I was at a loss. What to run, what to run?
Ah, yes. My beloved Heroes Unlimited!
With the massive blizzard around us, I've had a few extra days off to work towards putting together a scenario I'm calling "The Near-Orbit Mass Driver Blues".
Five of six characters, complete with backgrounds, are already done with the outline still being put together. I'm excited about how they've all turned out, with some pretty unique power combinations:
Shadowman IX: The perfect corporate spy and master of shadow!
Dead Man Walker: A former Red Cross worker turned undead voodoo horror!
Rebuild: A master of robotics, complete with a bionic arsenal!
High Voltage: An NSA super-soldier and master of close combat!
Rebel Yell: An adorable Southern college student...with the powers of Sonic Manipulation!
and Pinpoint: A peerless archer and weaponsmith, capable of incredible feats of aim!
It'll be interesting to see how our heroes confront the difficulties of saving the former Soviet Republic of Kerplachistan from the horrors of the Ky'yrrr aliens! Can't hardly wait!
Unfortunately, I hadn't exactly anticipated everyone else's offerings this time around. Kat's been high on a new indy game called "Houses of the Blooded", while a group that we met at FOPCon is bringing three sessions of "Fellowship of the White Star"--a game that, thematically, is pretty well identical to Ravenloft. All that on top of Jules' annual Call of Cthulhu game...
...well, I was out luck. I still wanted to run something, but we needed some genre differentiation!
So many options before me, I had some difficulty settling on something. I had thought about doing Clone Wars-era Star Wars game, but was immediately turned off by the d20 character generation, even with the assist from HeroForge. I was thinking about potentially running some Conan or Stargate SG-1, but in both cases...same problem. WEGS? Well, with El Willy planning to make an appearance, that's his domain! Dungeon Slam and SunnyVale Acres still need some work before another big playtest run...
As such, I was at a loss. What to run, what to run?
Ah, yes. My beloved Heroes Unlimited!
With the massive blizzard around us, I've had a few extra days off to work towards putting together a scenario I'm calling "The Near-Orbit Mass Driver Blues".
Five of six characters, complete with backgrounds, are already done with the outline still being put together. I'm excited about how they've all turned out, with some pretty unique power combinations:
Shadowman IX: The perfect corporate spy and master of shadow!
Dead Man Walker: A former Red Cross worker turned undead voodoo horror!
Rebuild: A master of robotics, complete with a bionic arsenal!
High Voltage: An NSA super-soldier and master of close combat!
Rebel Yell: An adorable Southern college student...with the powers of Sonic Manipulation!
and Pinpoint: A peerless archer and weaponsmith, capable of incredible feats of aim!
It'll be interesting to see how our heroes confront the difficulties of saving the former Soviet Republic of Kerplachistan from the horrors of the Ky'yrrr aliens! Can't hardly wait!
Thursday, February 04, 2010
In Which The Warlock Indulges His Villainous Side...
One of the greatest things about gaming, which I've always really enjoyed, has been the villains that have the heroes have faced down over the years. Whether behind the GM screen or in front of it, villains have always stolen the show for me. After all, how can you be heroic if you don't have a proper villain to face down?
I mean, I was always proud of guys like Jaegren Lern--the One Living Man--and the illithid mastermind of the Saltmarsh invasion, Xil'ti'Carn. These were creatures that the PCs could really get behind and genuinely hate. And that hate? It's a powerful motivator.
Fred, in his GMing debut, really hit home with his villainous portrayal a few campaigns ago. My old swordmage-artificer Unsere was absolutely paranoid about her boss, Kezar Uzariza, and the corporation he had at his disposal. Kezar always seemed to show up at the most inconvenient times, providing a constant threat of menace that she had to overcome. For a character who was, in essence, a pacifist (at least in terms of humanoids!), this made for high drama.
I've been pleased so far, in Chris II's game, with his portrayal of Nynerin--an NPC from Keep on the Shadowfell that normally would fall by the wayside. As a fellow Valenar, Cyrid absolutely loathes everything that Nynerin pulled, particularly leading numerous villagers into the deathtrap of the titular Keep.
D&D, more than any other game, has always had its classic villains. From the demilich Acererak, to Lord Strahd von Zarovich, to the death knight Lord Soth (a personal fave!), enemies abound!
And, y'know? That's really what drives the campaign.
When I was in Liverpool, studying abroad, my professor for "Chaucer's Narrative Verse" once said something incredibly insightful. He told us, as students, that at the root of all great literature is conflict. After all,
So tell me, oh devoted few? What are your favorite villains? What makes them so magnetic for you? And, if you're a gamer, how do you carry that into your games?
I mean, I was always proud of guys like Jaegren Lern--the One Living Man--and the illithid mastermind of the Saltmarsh invasion, Xil'ti'Carn. These were creatures that the PCs could really get behind and genuinely hate. And that hate? It's a powerful motivator.
Fred, in his GMing debut, really hit home with his villainous portrayal a few campaigns ago. My old swordmage-artificer Unsere was absolutely paranoid about her boss, Kezar Uzariza, and the corporation he had at his disposal. Kezar always seemed to show up at the most inconvenient times, providing a constant threat of menace that she had to overcome. For a character who was, in essence, a pacifist (at least in terms of humanoids!), this made for high drama.
I've been pleased so far, in Chris II's game, with his portrayal of Nynerin--an NPC from Keep on the Shadowfell that normally would fall by the wayside. As a fellow Valenar, Cyrid absolutely loathes everything that Nynerin pulled, particularly leading numerous villagers into the deathtrap of the titular Keep.
D&D, more than any other game, has always had its classic villains. From the demilich Acererak, to Lord Strahd von Zarovich, to the death knight Lord Soth (a personal fave!), enemies abound!
And, y'know? That's really what drives the campaign.
When I was in Liverpool, studying abroad, my professor for "Chaucer's Narrative Verse" once said something incredibly insightful. He told us, as students, that at the root of all great literature is conflict. After all,
"what would King Lear be like if everyone just sat around saying 'Pass the Cornflakes'?
So tell me, oh devoted few? What are your favorite villains? What makes them so magnetic for you? And, if you're a gamer, how do you carry that into your games?
Labels:
4e,
Dungeons and Dragons,
Keep on the Shadowfell,
Villains
Thursday, January 28, 2010
In Which The Warlock Gets Back to Where He Once Belonged...
Man, oh man. First level.
For anyone who's ever played an RPG, it brings on ton of mixed emotions. It brings excitement--that first rush of adventure, as kobolds or skeletons fell beneath your sword. It brings fear--memories of being so fragile, so frail, that those very kobolds or skellies might bring you to your knees (oh, the horror!). And, for some, it brings outright frustration, particularly for anyone who played a 1st level wizard, and could be taken out (legitimately!) by a housecat.
It's been absolutely ages since I've actually played in a campaign starting at 1st level. Most of the games that I run, or have been involved in, have been starting at a low-middle level, in what this Age of 4e has been calling "late heroic tier". Mainly, this was to avoid those last two issues: no one wanted to play a game in which you could be ganked by a tiny little lizardman with a loincloth and a stick.
So, when Chris II took over the GMing reins, I was a little shocked and...well, nervous. While he mentioned wanting to start the "actual" campaign at 6th level, he wanted to run a few flashback sessions, starting us at 1st level. It had been so long...and my concept for Cyrid was one for a scarred veteran...and first level sucked, right?
I'm happy to say I was wrong.
We just hit level 2 at the end of last week's session, and Cyrid actually came away with the first magic item of the game. (Sometimes it helps to be the only character wearing heavy armor, it seems!) We're marching our way off to the actual Keep on the Shadowfell, and my Valenar warrior already has a vendetta out on a betrayer-elf named Nynerin.
Can't wait to see how it turns out!
For anyone who's ever played an RPG, it brings on ton of mixed emotions. It brings excitement--that first rush of adventure, as kobolds or skeletons fell beneath your sword. It brings fear--memories of being so fragile, so frail, that those very kobolds or skellies might bring you to your knees (oh, the horror!). And, for some, it brings outright frustration, particularly for anyone who played a 1st level wizard, and could be taken out (legitimately!) by a housecat.
It's been absolutely ages since I've actually played in a campaign starting at 1st level. Most of the games that I run, or have been involved in, have been starting at a low-middle level, in what this Age of 4e has been calling "late heroic tier". Mainly, this was to avoid those last two issues: no one wanted to play a game in which you could be ganked by a tiny little lizardman with a loincloth and a stick.
So, when Chris II took over the GMing reins, I was a little shocked and...well, nervous. While he mentioned wanting to start the "actual" campaign at 6th level, he wanted to run a few flashback sessions, starting us at 1st level. It had been so long...and my concept for Cyrid was one for a scarred veteran...and first level sucked, right?
I'm happy to say I was wrong.
Yes, level 1 brings its own challenges, but it's spectacular to go back to it--to the core of what D&D is: setting out on an adventure with your good friends, not knowing what might be around the next corner, finding that first +1 weapon, and having fun.
We just hit level 2 at the end of last week's session, and Cyrid actually came away with the first magic item of the game. (Sometimes it helps to be the only character wearing heavy armor, it seems!) We're marching our way off to the actual Keep on the Shadowfell, and my Valenar warrior already has a vendetta out on a betrayer-elf named Nynerin.
Can't wait to see how it turns out!
Labels:
4e,
Dungeons and Dragons,
Eberron,
Keep on the Shadowfell
Wednesday, January 20, 2010
In Which The Warlock Introduces His New Character...
With Chris II taking the GMing reins for a while, I actually get the chance to play some 4e for once! After much agonizing deliberation and uite a bit of back-and-forth deciding, I decided on an elf paladin for this game. As such, enjoy the background of my newest character: Cyrid Alamein, Valenar mercenary!
Name: Cyrid Alamein
Age: 52
Race: Elf (Valenar)
Homeland: Jal Paeridor, Valinor
Parents: Elladir (father) and Malaenir (mother)—both alive, in grasslands surrounding Jal Paeridor
Siblings: None.
Faith: Believes in the divinity of his ancestor spirits, particularly his grandfather, Jhordaen.
Fav. Food: “Buried” lamb, with roasted root vegetables and flatbread.
Pastimes: Drinking, darts and other games of skill,
Party Role: Primary defender, secondary damage-dealer.
Strengths: Intense melee damage, strong defenses, marking abilities, physical skill use.
Weaknesses: Mobility, ranged combat, social interactions, no arcane ability.
Cyrid Alamein is, as are all Valenar elves, a warrior. He was raised from birth to fight in the name of his country, his family, and honor. Cyrid’s father, Elladir, was a noted cavalryman, who lost an arm when his company was hired by Karrnath to fight off the Talenta Halflings. Malaenir, Cyrid’s mother, was also a member of the company, serving in amongst the infantry. She, too, was injured, during the battle, and spent several weeks recuperating with Elladir. Their time together blossomed into romance, and they were wed.
The fruit of that marriage was Cyrid, who was raised to be a soldier from birth. Few children within the Valenar encampments could best him, despite the fact that many were stronger, quicker, or more intelligent than he. Cyrid’s natural bloodthirst, coupled with an uncanny knowledge of both offensive and defensive technique, earned him many commendations. One of these commendations led Cyrid into the Krak Cormanthus—an elite guard of Valenar mercenaries, who used their devotion to their ancestors as a literal weapon. There, Cyrid’s training expanded to include the channeling of the dead members of the Alamein clan through his weapon of choice.
While many of the Cormanthine Guard chose typical elven weaponry to wield, Cyrid instead picked a flail—a weapon rarely seen in the hands of an elf. While Cyrid rarely speaks of it, he chose the flail out of respect for his grandfather, a powerful elf marshal known as Vadykar. Vadykar’s legend has only grown since his death, as the Last War made him into something of a figure of legend. Cyrid always appreciated the stories of Vadykar’s death, as he fought off an entire legion of Thranish shock-troops with only one arm and one eye, his flail brutally smashing into the Silver Flame cultists.
As part of the Cormanthine Guard, Cyrid was dispatched to Cyre, to fight against the Brelish forces. There, he rose to the rank of Second Field Sergeant, beneath Field Commandant Raviar Tslan. While on reconnaissance, dissension began to grow between Tslan and Cyrid, over the path being taken. The men were swiftly becoming split between Cyrid and his commander, and he was pressured into a coup. However, when the time came to confront Tslan, none of the men stood with him. Rather, they aided Tslan in flogging him, and hanging him in a tree by his own flail, leaving him behind to die.
Shortly thereafter, Cyrid was found by a Brelish reconnaissance force and was rescued. Unconscious, he was taken to a House Jorasco healing house for treatment of his wounds. Upon awakening, Cyrid found himself without focus and without company, and deep in Brelish territory. Deciding to make his fortune before visiting bloody vengeance upon his former squad-mates, Cyrid left with a Brelish caravan for Sharn.
Cyrid is a fairly insecure character who lurks behind a mask of bravado and brash action. He has been raised since birth to be a warrior, and is quite good at it, but he finds battle for battle’s sake unfulfilling. He desperately wants vengeance on his former squadmates, particularly Raviar Tslan, but knows the near-impossibility of this task.
Cyrid has never known romance, and often wonders if his path will lead him to find love, as his parents did. However, he doubts that he will ever be able to reconcile his path of vengeance with a woman to love. Further, Cyrid desperately wants to live up to the model of his grandfather, Vadykar, who seems to be larger-than-life.
Cyrid’s only real friend in Sharn has been Gharthen, a tiefling barkeep at a watering hole in the depths of Sharn. Cyrid regularly goes there to drink, and to play darts against the sardonic tiefling. He has not had much luck finding mercenary work, as he refuses to register with House Deneith or House Tharashk.
Name: Cyrid Alamein
Age: 52
Race: Elf (Valenar)
Homeland: Jal Paeridor, Valinor
Parents: Elladir (father) and Malaenir (mother)—both alive, in grasslands surrounding Jal Paeridor
Siblings: None.
Faith: Believes in the divinity of his ancestor spirits, particularly his grandfather, Jhordaen.
Fav. Food: “Buried” lamb, with roasted root vegetables and flatbread.
Pastimes: Drinking, darts and other games of skill,
Party Role: Primary defender, secondary damage-dealer.
Strengths: Intense melee damage, strong defenses, marking abilities, physical skill use.
Weaknesses: Mobility, ranged combat, social interactions, no arcane ability.
Cyrid Alamein is, as are all Valenar elves, a warrior. He was raised from birth to fight in the name of his country, his family, and honor. Cyrid’s father, Elladir, was a noted cavalryman, who lost an arm when his company was hired by Karrnath to fight off the Talenta Halflings. Malaenir, Cyrid’s mother, was also a member of the company, serving in amongst the infantry. She, too, was injured, during the battle, and spent several weeks recuperating with Elladir. Their time together blossomed into romance, and they were wed.
The fruit of that marriage was Cyrid, who was raised to be a soldier from birth. Few children within the Valenar encampments could best him, despite the fact that many were stronger, quicker, or more intelligent than he. Cyrid’s natural bloodthirst, coupled with an uncanny knowledge of both offensive and defensive technique, earned him many commendations. One of these commendations led Cyrid into the Krak Cormanthus—an elite guard of Valenar mercenaries, who used their devotion to their ancestors as a literal weapon. There, Cyrid’s training expanded to include the channeling of the dead members of the Alamein clan through his weapon of choice.
While many of the Cormanthine Guard chose typical elven weaponry to wield, Cyrid instead picked a flail—a weapon rarely seen in the hands of an elf. While Cyrid rarely speaks of it, he chose the flail out of respect for his grandfather, a powerful elf marshal known as Vadykar. Vadykar’s legend has only grown since his death, as the Last War made him into something of a figure of legend. Cyrid always appreciated the stories of Vadykar’s death, as he fought off an entire legion of Thranish shock-troops with only one arm and one eye, his flail brutally smashing into the Silver Flame cultists.
As part of the Cormanthine Guard, Cyrid was dispatched to Cyre, to fight against the Brelish forces. There, he rose to the rank of Second Field Sergeant, beneath Field Commandant Raviar Tslan. While on reconnaissance, dissension began to grow between Tslan and Cyrid, over the path being taken. The men were swiftly becoming split between Cyrid and his commander, and he was pressured into a coup. However, when the time came to confront Tslan, none of the men stood with him. Rather, they aided Tslan in flogging him, and hanging him in a tree by his own flail, leaving him behind to die.
Shortly thereafter, Cyrid was found by a Brelish reconnaissance force and was rescued. Unconscious, he was taken to a House Jorasco healing house for treatment of his wounds. Upon awakening, Cyrid found himself without focus and without company, and deep in Brelish territory. Deciding to make his fortune before visiting bloody vengeance upon his former squad-mates, Cyrid left with a Brelish caravan for Sharn.
Cyrid is a fairly insecure character who lurks behind a mask of bravado and brash action. He has been raised since birth to be a warrior, and is quite good at it, but he finds battle for battle’s sake unfulfilling. He desperately wants vengeance on his former squadmates, particularly Raviar Tslan, but knows the near-impossibility of this task.
Cyrid has never known romance, and often wonders if his path will lead him to find love, as his parents did. However, he doubts that he will ever be able to reconcile his path of vengeance with a woman to love. Further, Cyrid desperately wants to live up to the model of his grandfather, Vadykar, who seems to be larger-than-life.
Cyrid’s only real friend in Sharn has been Gharthen, a tiefling barkeep at a watering hole in the depths of Sharn. Cyrid regularly goes there to drink, and to play darts against the sardonic tiefling. He has not had much luck finding mercenary work, as he refuses to register with House Deneith or House Tharashk.
Wednesday, January 13, 2010
In Which The Warlock Tells Luke His Father Was Named Rosebud...
To round out our last bit of "Pirates of the Underdark," I wanted to give just a little bit of face time for our lovely villains, who didn't manage to make it to the game table. They had big plans, for sure, but no recompense was to be had.
Jaegren Lern--"The One Living Man"--Level 22 Elite Controller
After ambushing The One Living Man on his ship, at the behest of the lich-loremaster Tsaron Mindweaver, the party found themselves being pursued halfway to hell and back by the necromancer-turned-pirate.
But who is Jaegren Lern, really? Believe it or not, he's one of my old characters, when I was playing at Wittenberg. Lern was a wizard, with the Pale Master prestige class and a heavy necromantic flavor. He used Create Undead and Animate Dead spells numerous times to create a zombie crew, which even included an Undead Dire Octopus. The kicker for Lern, though, was his arm--a skeletal graft that comes with the Pale Master class. Very flavorful stuff.
I designed Lern to be a sniveling, arrogant bugger, who had allied with the enigmatic Dread Pirate Tim, only to be hired by the rest of the party, as they traveled to IceRazor City. As it turned out, Lern betrayed the party (a week before finals week, no less!), resulting in a TPK. Lern, however, escaped (yes, really!), taking Lauryn's sorceress-turned-vampire with him.
While I really like The One Living Man as a plot device, he doesn't really have any far-reaching machinations, so he was fairly one dimensional as a villain. However, his prescence was enough of a threat to keep the party on their toes and make them really strategize when he came calling.
Lascer, Lord of the Shadow Shoal--Level 19 Solo Skirmisher
I first came across Lascer in an issue of Dragon magazine, where he was tossed in amongst the "Demonomicon of Iggwilv: Apocrypha". The image for Lascer is what stood out most, though: a roughly stitched together albino body, with jagged teeth and shards of broken glass jammed into the joints, hands, and feet. I knew I had to use this guy.
The players came across the cult of Lascer early in their adventuring, but only began to put together the pieces of his true agenda once they managed to meet up with the Cult of Dagon at Tsaron Mindweaver's tower. Lascer, having been Dagon's personal assassin for milennia, had broken free of Dagon's control and had escaped to the Prime Material. Set on vengeance, Lascer began founding a cult of his own amidst the kuo-toa and sauhagin of the Underdark.
Had the game continued, the players would have had to hunt down the Iron Flask of Tuerny--a 2e relic!--which was capable of holding the essence of a being as powerful as a demon lord. However, upon finding it, disaster strikes--the Flask is inhabited by a powerful demilich...the one, the only, Acererak.
And the rest?
The Gith--As mentioned in my last post, a rogue faction of Githyanki sought to use the Midnight Romance plant in a bid to dominate Sigil. This would have culminated in a cross-planar chase, as the PCs try to track down the Gith to their home-base and eliminate them, all without rousing the ire of the Lich-Queen, Vlaakith. Mind you, all of this would have only been compounded by the party's "acquisition" of a Gith Silver Sword...
The Weavers--Ah, yes. The powerful, enigmatic merchants guild, located on Skull and Stars. The Weavers were, of course, much more than they seemed. In fact, they were spider-people, known as "chitines". The Weavers had cornered the market on silk in the region, and weren't about to be undercut by some no-good scallywags. Unfortunately, their vengeance never took shape.
The Drow Houses--of course, in true back-stabbing style, both Mathir's and Zara's houses were going to come back to bite them in the behind. Mathir's mother was intent on letting her foolish daughter upgrade the Red Mourning as much as she wanted...then calling in the debt on it, taking the powerful ship as her flagship. Zara's sister intended on dragging her back into the Menzoberranzen political situation, intent on a second coup.
Ah, but all that's in the past now. Now, it's time for some Eberron! And let me tell you, Cyrid Alamein--elf paladin--is ready to bring some righteous pain!
Jaegren Lern--"The One Living Man"--Level 22 Elite Controller
After ambushing The One Living Man on his ship, at the behest of the lich-loremaster Tsaron Mindweaver, the party found themselves being pursued halfway to hell and back by the necromancer-turned-pirate.
But who is Jaegren Lern, really? Believe it or not, he's one of my old characters, when I was playing at Wittenberg. Lern was a wizard, with the Pale Master prestige class and a heavy necromantic flavor. He used Create Undead and Animate Dead spells numerous times to create a zombie crew, which even included an Undead Dire Octopus. The kicker for Lern, though, was his arm--a skeletal graft that comes with the Pale Master class. Very flavorful stuff.
I designed Lern to be a sniveling, arrogant bugger, who had allied with the enigmatic Dread Pirate Tim, only to be hired by the rest of the party, as they traveled to IceRazor City. As it turned out, Lern betrayed the party (a week before finals week, no less!), resulting in a TPK. Lern, however, escaped (yes, really!), taking Lauryn's sorceress-turned-vampire with him.
While I really like The One Living Man as a plot device, he doesn't really have any far-reaching machinations, so he was fairly one dimensional as a villain. However, his prescence was enough of a threat to keep the party on their toes and make them really strategize when he came calling.
Lascer, Lord of the Shadow Shoal--Level 19 Solo Skirmisher
I first came across Lascer in an issue of Dragon magazine, where he was tossed in amongst the "Demonomicon of Iggwilv: Apocrypha". The image for Lascer is what stood out most, though: a roughly stitched together albino body, with jagged teeth and shards of broken glass jammed into the joints, hands, and feet. I knew I had to use this guy.
The players came across the cult of Lascer early in their adventuring, but only began to put together the pieces of his true agenda once they managed to meet up with the Cult of Dagon at Tsaron Mindweaver's tower. Lascer, having been Dagon's personal assassin for milennia, had broken free of Dagon's control and had escaped to the Prime Material. Set on vengeance, Lascer began founding a cult of his own amidst the kuo-toa and sauhagin of the Underdark.
Had the game continued, the players would have had to hunt down the Iron Flask of Tuerny--a 2e relic!--which was capable of holding the essence of a being as powerful as a demon lord. However, upon finding it, disaster strikes--the Flask is inhabited by a powerful demilich...the one, the only, Acererak.
And the rest?
The Gith--As mentioned in my last post, a rogue faction of Githyanki sought to use the Midnight Romance plant in a bid to dominate Sigil. This would have culminated in a cross-planar chase, as the PCs try to track down the Gith to their home-base and eliminate them, all without rousing the ire of the Lich-Queen, Vlaakith. Mind you, all of this would have only been compounded by the party's "acquisition" of a Gith Silver Sword...
The Weavers--Ah, yes. The powerful, enigmatic merchants guild, located on Skull and Stars. The Weavers were, of course, much more than they seemed. In fact, they were spider-people, known as "chitines". The Weavers had cornered the market on silk in the region, and weren't about to be undercut by some no-good scallywags. Unfortunately, their vengeance never took shape.
The Drow Houses--of course, in true back-stabbing style, both Mathir's and Zara's houses were going to come back to bite them in the behind. Mathir's mother was intent on letting her foolish daughter upgrade the Red Mourning as much as she wanted...then calling in the debt on it, taking the powerful ship as her flagship. Zara's sister intended on dragging her back into the Menzoberranzen political situation, intent on a second coup.
Ah, but all that's in the past now. Now, it's time for some Eberron! And let me tell you, Cyrid Alamein--elf paladin--is ready to bring some righteous pain!
Labels:
4e,
Dungeons and Dragons,
Pirates of the Underdark
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