Wednesday, March 30, 2011

In Which The Warlock Muses on Thread Necromancy and Group Building...

For those of you that aren't frequenters of rpg-forums and the like, "thread necromancy" refers to the act of bringing back a "dead" thread, months or even years after its last response.  I was somewhat shocked, recently, to find that a thread that I'd started over at RPG.net had been necro-ed, dealing specifically with the idea of "allowing" items in a campaign.

If you're interested, the thread still exists--just poke around and you'll find it under "Allowing Things in a Campaign", but that's not what I'd like to talk about today.  Rather, I'd like to focus on one of my responses.

Has no business in a pirate game...
One of the biggest problems that I had in starting the first "Pirates of the Underdark" game was that...well, no one wanted to be a pirate!  In the wild and chaotic days of 3.5e, I ended up with almost every combination you could think of, but not one was even remotely piratical or linked to the Underdark.  I ended up with an anime-style sorcerer girl, a modron swordmage, and a "gelatinous orc", but nary a pirate in sight!  Needless to say, this campaign imploded nearly from the start.

You see, friends and neighbors, I've become a bigger and bigger fan of "group" character building, the longer that I've been gaming.  This isn't to say that people shouldn't generate characters as individuals--that's half the fun!--but rather that some degree of communication has to occur when a group sits down to plan an extended campaign. 

Our current Dark Sun group suffered from that, as half of the group were planning on playing amoral desert survivors, while others planned on being active agents of the Veiled Alliance.  As you might have seen in previous entries, such did not turn out well.  Had we managed to be honest with one another at the start, expressing what we wanted out of character development and plot points, a compromise could have been reached, but we just didn't think that far ahead.
Equally, has no business
in a Call of Cthulhu game...

Honestly, this is also one of the issues that I have with Call of Cthulhu.  Don't get me wrong:  I love CoC in all its various incarnations.  But, the disparity that exists when you bring together a history professor, a private detective, a teppanyaki chef, a college student, and a half-crazed journalist makes for a group that is ultimately unskilled in necessary areas, while are masters at items that may only come up in one session or as a group-joke.  That takes the inherent horror of CoC and degenerates it into slapstick comedy.  It's a fine line to walk, believe it or not...

For extended campaigns of all sorts, I've taken to spending an entire session for group-building and, as ChaoticFrederick calls it, "theorycrafting".  While this has met with mixed results--particularly in the "Tear of Ioun" game last year (heavy on the 'theory', light on the actual 'crafting')--it's helped to explain how the group got together in the first place, as well as what tactics they use when in combat or in investigations.

Madness encouraged!
But, on the other end of the spectrum, there's The Laundry...which takes the exact opposite approach, and hits it out of the park.  The Laundry encourages offbeat, especially nerdy professionals, with totally disparate skill sets.  However, it rectifies this by providing each character with a baseline of "Laundry Basic Training" as well as a set of skills that come as part of their directory assignment.  While characters are free to individualize their skills based on their own former profession and their preference, it becomes almost impossible to create an "ineffective" character or, for that matter, a character that overlaps or does not fit within the group as a whole.

Have you encountered another system that rewards diversity or group character-building?  Or, do you have your own methodology that works?  By all means, do tell!

Saturday, March 26, 2011

In Which The Warlock Mourns the Death of a Plane...

One of the neater things that I'd come across in a while--and still wouldn't have even known about it, if not for the much more tech-savvy DigitalKat--is the premise behind the RPG Blog Carnival, whose archive is hosted at NeverMet Press.  Essentially, it provides a monthly theme for gaming blogs, as well as an opportunity for bloggers to read one anothers' posts and see some new perspectives.  Well, sparky; sign me up! 

The boneyard grows...
This month's theme is "Life and Death in RPGs," which couldn't be more fitting after last night's session.

I'm of two minds in terms of character death in games.  While it can be frustrating, even painful, to see one's character wiped out, that threat of death continually has to exist, in order to provide challenge and consequence for players.  But, simultaneously, a character death must have meaning.  One of the biggest mistakes I've made over the years is allowing my "let the dice fall where they may" attitude superscede the narrative necessity of having main characters.  Really, it's also why my players refuse to get into any car in one of my games...but that's another story.

But in terms of ChaoticFrederick's ongoing Dark Sun game, I've been expecting death.  My character, Actorios, was built to experience and play through a "tragic downfall", as he replicates (in his own, DS-filtered way) the path of Michael Moorcock's Elric of Melnibone.  To be honest, I've expected Actorios to die.  His lust for power, his constant manipulation of rival factions, and the wake of enemies left behind him will inevitably catch up with him at some point.  I've accepted this.  I've even started planning my next character...which I'll divulge a little later.  Needless to say, it's going to capitalize more than a little on Actorios' pathos.

But, what I wasn't ready for was the actuall fall itself.  You see, friends and neighbors, I was able to prepare for the death of Actorios, even though it hasn't come. 

What I haven't been able to prepare for, was the death of his entire homeland.
Cast out into Athas and exiled, in response for crimes against his kind.  Actorios as a character is embittered.  He wants desperately to be the "hero" he was destined to become while Crown Prince, but hates his own race and their shortsightedness.  Mind you, it's actually Actorios being shortsighted...he just is so arrogant that he'd never admit his wrong. 

So, when the opportunity arose to bring water to Athas, in the form of a massive sea, Actorios leapt onto the quest.  But the sacrifices that must be made?  The actual Feywild must die.  Yes.  Not just an individual, a city, or even a nation.  An entire plane must die, to bring water to Athas.  The Land Between the Winds must be defiled, in its entirety, using a series of spellshards created by Andropinis, Sorcerer-King of Balic.

The fall of Theleb Orethia...
As the plan unfolded, I saw Actorios as a willing, excited participant.  A chance to be a true hero?! A chance to redeem himself, and make the Tyr region itself into a new Feywild?! Absolutely!  But, with our last session, all that's changed.

You see, friends and neighbors, our last session completed this arc of our quest.  Our characters traveled to the last location of the Feywild, and defiled it away.  Theleb Orethia--Actorios' home kingdom--is nothing but ash now...because of him. 

This has really represented a turning point for how I've been playing this character.  For the first time, Actorios has begun to wonder "Was the price of power, of heroism, actually worth this price?"  Mind you, it's all moot point now.  All that remains of Theleb Orethia, New Samarthia, and the rest of the Lands Between the Winds now resides as pure arcane energy in the spellshards of Andropinis. 

Was it worth it, Actorios?
I came away from the table last night visibly sad.  Chaotic Frederick actually asked me if I was all right.  I was, of course, primarily because I had done my job too well.  Tragedy is even more beautiful and terrible from the inside-out. 

Death, on this scale, is never just a plot point.  Rather, it has to have emotional resonance, with both the characters and the players.  This should be what happens when Green Lantern fails to save Coast City.  This should be what happens when The Laundry fails in its mission to prevent CASE NIGHTMARE GREEN.  This...is depth, is realism, and is necessary for truth in storytelling.  And no one--GM, player or character--should immune.

Wednesday, March 23, 2011

In Which The Warlock Aims for the Infin8...

Whew. 

That's about all I can say.  Whew.

Don't get me wrong--I love having a hand in WittCon.  I love running games, writing scenarios, and all of the chaos that comes with running a convention.  That said, it's exhausting business!

But, you know what?  It's really worth it.

This WittCon was somewhat unique for me, in the fact that I actually had nothing scheduled during the first session.  So, instead of running game like usual, I wandered through the Shouvlin Center, snapping pictures of all of the happy gamers.

What makes me most happy about WittCon is the reconvergence of friends and neighbors from across the Springfield-Dayton community.  Alumni like High Priestess Emily and ChaoticKarl came in.  ChainMailSarah debuted her new business, GenesisMaille, at WittCon.  My fellow teacher and convention junkie Shane came out to provide Reaper Minis Paint-and-Take.  It's just fantastic to see so many of my gamer friends all in one place, enjoying a beloved hobby.

And, on the plus side, we got to try out some of our newest scenarios! 

Lawfully Blonde and Chrysalis both went over really well, with only minor changes to make it ready for the big-time at Origins 2011.  With OldSchoolBrian in my Westbound... game, I knew I was in for some chaos.  I just wasn't anticipating him totally backstabbing the poor Dr. Ignatio Metz!  At least he won't have to worry about the Three Caballeros anymore!  And, while the Pendulum adventure style needs just a touch of tweaking, Splitting Heirs was a blast...

To take a look at all of this year's events, follow this link to my Facebook album!  WittCon VIII--Infin8 Possibilities (Photo Album)

Wednesday, March 16, 2011

In Which The Warlock Goes Up to 11...

...and we're not just talking about Actorios, who's finally hit Paragon tier and become an Avernian Knight.

Rather, it's my writing.

The Warlock's keyboard, for the past 6 nights...
With WittCon VIII coming up fast on the horizon, I really had to kick it into gear this week, in order to get finished.  While having everything done will make things much easier on me during the actual convention season, it doesn't make life much easier while putting it all together!

Let's run down a brief list of what I've written since last Saturday:

"Westbound..."
  • 6 Character Backgrounds, formatted into table-tents  (1,300 words)
  • 7 Statted NPCs (850 words, but very time-consuming)
  • Westbound... Adventure Outline (6,500 words)
"Splitting Heirs"
  • 8 Character Backgrounds, formatted into table-tents (1,500 words)
  • Splitting Heirs Adventure Outline (3,600 words)
"Lawfully Blonde"
  • 6 Character Backgrounds, formatted into table-tents (1,000 words)
  • Lawfully Blonde Adventure Outline (1,800 words)
"Chrysalis"
  • 6 Character Backgrounds, formatted into table-tents (1,600 words)
  • 6 PCs statted up (no word count available--done via HeroForge)
  • Chrysalis Adventure Outline (4,900 words)

That's...*checks calculator* SWEET ZOMBIE GHANDI!  23,050 WORDS!

Let it be known, I have never, not in my most creative, most productive, and most-sleep deprived days, done this much writing at once.  What's more (and this is me putting aside my usual arrogance), they're good.  Seriously.  Westbound... has a spectacular parallel plotline structure that'll make it a blast to run.  Chrysalis and Splitting Heirs are both Pendulum-style adventures, which adds to the difficulty in writing/running them, but the adventures themselves are creative and inspired.  Lawfully Blonde...well, it'll just be hilarious to play.

Now, two provisions have to be added to this. 

1) I'm not done.  My responsibilities for The Laundry have me pumping out an additional series of documents on the various beasties of the Laundry-verse, which I'm about halfway through, on top of everything I've written for WittCon/FOPCon/DenCon/Origins.  I've written something in the neighborhood of an additional 4,000 words just in rough drafting, with plenty more to go!

50k words?  Feh...
2) There's a little contest that you might have heard of, called NaNoWriMo.  Each November, budding writers from all over the world do their best to assemble a novel in 30 days.  I've never done NaNo, though I've been tempted in the past, and both DigitalKat and PhillyLaura have given it a go.  The goal for NaNoWriMo is 50,000 words--about 175 pages, all told.

I've done over half of that challenge...in 6 days.
Madness!  Insanity!  Obsession-compulsion on the level of Howard Hughes or Rain Man! 

Yeah, probably.  But I'm riding a high right now that's unfathomable.  I'm going to surf this wave till I come into shore, and even then...I'm going to be up on the beach, wondering where the wave went!

As a last bit, there'll be no entry this Saturday.  Why, devoted readers?  Because it's WittCon VIII!  Get your skinny keisters to Springfield, and throw down with us!  See you there!

WittCon VIII!  Be there!

Saturday, March 12, 2011

In Which The Warlock Can Rebuild Him...We Have the Monster Builder...

With DigitalKat re-igniting her blog, her first post dealt with--you guessed it--Marrakesh.  Her pet setting didn't go that well over at Witt, primarily due to some conflicting views and goals in the party.  Restarting her game back in NY, she's decided to restart her game, but with some pretty definite changes.

So, when the idea came up of having some buff NPCs to keep her players and their PCs in line, immediately our thoughts both went to a certain half-orc mariner/revolutionary. 

As such, I jumped to and pumped out a new version of Ishmael Mellouk ben Hassib--one set to strike fear into any PCs that wander into the wrong back alley...


There he is...hopefully, he'll put a dent in any adventurers' plans! 

Wednesday, March 09, 2011

In Which The Warlock Concludes the Previews...

Whew!  This is the last set, I promise.  With 39 total events on the docket, we're out in force for this year's Origins Game Fair. 

If you missed the previous preview links, check them out here:
Set I:  In Which The Warlock Posts Some Previews...
Set II:  In Which The Warlock Posts More Previews...

Title: Sovereigns of the Sea
System: Doctor Who: Adventures in Time and Space
Sessions: Wednesday, 7pm and Saturday, 7pm
Description: The Doctor and his companions have found themselves aboard the Queen Anne's Revenge under the command of Blackbeard the Pirate. But little does the infamous scoundrel know that the ancient treasure he's been searching for belongs to an alien species that doesn't take kindly to pirates. (Featuring characters from the Doctor Who television show. Rules taught, new players welcome!)

Title: Stargate SG-1—Shifting Loyalties
System: Savage Worlds
Sessions: Thursday, 7pm
Description: The Goa’uld Klorel, son of Apophis, has contacted the SGC and says that he wishes to defect to the Tok'ra. It's up to SG-1, Bra'tac, and Jacob Carter to determine if they've found a new ally against the System Lords or if this a clever ruse to discover the location of the Tok’ra secret base. (Featuring characters from the television show. Rules taught, new players welcome!)

Title: Stargate Atlantis—No Man Left Behind
System: Savage Worlds
Sessions: Friday, 7pm
Description: Todd, the Wraith scientist, has contacted Atlantis with an interesting discovery: Michael has captured Lt. Aiden Ford and hopes to discover how the Wraith enzyme interacted with him so that he can make an army of super-soldiers. It’s up to John Sheppard, Rodney McKay, Teyla, Ronan, and Carson Beckett to rescue their former team member and work with Todd to thwart Michael’s plans. (Featuring characters from the television show. Rules taught, new players welcome!)

Title: Lord of the Rings Risk
System: Lord of the Rings Risk—Trilogy Edition
Sessions: Friday, 7pm
Description: The classic game of strategy, set in Tolkein’s Middle Earth.

Title: Dilbert: Corporate Shuffle
System: Dilbert: Corporate Shuffle
Sessions: Saturday, 7pm and Saturday, 9pm
Description:  Crawl up the corporate ladder in Dilbert’s wacky world of bureaucrats and corporate chaos. Get rid of all of your cards to win!

Title:  What’s Summoned in Las Vegas…
System: Scion
Sessions: Wednesday, 7pm and Thursday, 7pm
Description: On your thirteenth birthday, you found out that the world wasn’t quite what you thought it was. As it turns out, one of your parents is actually a God, and you have been blessed with some of their abilities. Life for a scion isn’t easy, though: now that you’ve been recognized by your holy parent, you’re basically at their beck and call, fixing any problems that might pop up. You’re basically a magical fixer, but with crummy pay and little appreciation.  One day, your godly parent tells you that there’s trouble brewing in Las Vegas. Someone is trying to summon a titan, which is one of the great enemies to the Gods. But the Gods have rules about when they can and can’t interfere, so you end up being sent along with a group to stop this person before they can summon the titan. 13+, rules taught.

Title:   Road of Trials and Tribulations
System:   Blue Rose d20
Sessions: Friday, 7pm and Saturday, 7pm
Description:  Aldis is a country which prides itself on its excellent education system. One of the schools is in the capitol city of Aldis, where the best and brightest train to become top-notch Shapers (magic-users). And wouldn’t you know it, but it’s exam time at the Aldean Academy of Magic, and the Shapers all have to complete some pretty tough tests. One group of Shapers in particular has an especially tough set of tests. This group is made up of the top Shapers from each area of study, and they will have to work as a team to help a group of weary travelers go from a nearby village to the capitol city. There will be many trials and tribulations waiting for them, but if they succeed then they might just get that A they’ve been looking for. 13+, rules taught.

Saturday, March 05, 2011

In Which The Warlock Begins Living the Dream...

This is a short one, but with some really exciting news.

Back when I was still a student at Witt, I became acquainted with Dread Pirate Tim--a comics/game shop owner in Springfield.  Dread Pirate Tim had some pretty serious health issues, which contributed to his store closing, but he's an avid gamer and occasionally makes appearance at WittGuild meetings.  I hadn't talked to him in quite a while, when he messaged me out of the blue.

Apparently, Cubicle 7--the company that produces the Doctor Who rpg, among several others--was taking an open call for freelance writers, to work on their new rpg The Laundry.  Deadline was March 1st.  Hurriedly, I worked up a submission to their specifications and sent it off.

Just yesterday, I received an e-mail from Cubicle 7--they want me on board for a new product release!

I'm not sure how much I'm able to say at this point on the new product, but I'm beyond excited to be working with them. 

Ever since I began gaming, back in 7th grade, this has been my dream--to actually write for a real, published RPG product.  And now, years later, that dream is really coming true...it's unbelievable!  :D

Thursday, March 03, 2011

In Which The Warlock Posts More Previews...

When we set out to stack up our Origins events for this year, the WittGuild expected to bring a great showing.  However, with 9 GMs, we're now up to a whopping 39 events on the schedule!  Madness!  It's going to take me a whole 'nother blog post, just to be able to show them all off.

In the meanwhile, take a look at the descriptions on some of the entries for this coming year.  It'll definitely be a game-fest to remember!

Title:  Orcs Gone Wild
System:  D&D 4e
Sessions:  Wednesday, 7pm and Friday, 7pm
Description:  When the shaman's ancient totem is stolen by a bunch of do-gooder adventurers, it's up to the tribe's best and brightest to infiltrate Hamletshire and get it back....what? They're dead? Oh, okay. It looks like you guys will have to work instead! Players will take the role of a motley crew of orcs, goblins and kobolds as they fumble their way through Hamletshire. (A 9th level adventure for 6 players. Sense of humor recommended.)


Title:  Beneath the Tomb of Dark Lord Zexx
System:  Star Wars d20 Revised
Sessions:  Thursday, 7pm and Friday, 1pm
Description:  The planet Zexane is causing troubles again. While the stash of Sith Swords is now gone, it seems something else was buried there. Reports have come to High Command that a powerful Sith Beast is roaming the wilderness, and perhaps even in town. The last report out was signed “Zexx”, the name of the spirit vanquished in pursuit of the swords. Your team has been sent to deal with this. The group can choose to play as either a Sith Empire or Old Republic elite strike force sent to deal with these troubling developments.  New Players welcome--no experience necessary.

Title:  Excavation Extraction
System:  Deathwatch
Sessions:  Thursday, 7pm and Saturday, 7pm
Description:  A month ago, on the barren planet KooperStrum, a group of Tech-Priests discovered an important relic. They said the artifact was of such importance that they would need a group of Imperial Guards to help secure the area lest the artifact fall into the hands of the enemies of the Imperium. The Administratum agreed and dispatched a mixed Imperial Guard contingent to the site. A few days ago the Imperial Guard contingent sent an urgent request for reinforcements, as they were under sustained attack by enemy forces. The artifact is important enough that a Deathwatch Kill team is being sent into secure the relic before it falls into the hands of the enemy. You are that team.

Title:  Zombie Graveyard
System:  d20 Modern
Sessions:  Wednesday, 7pm and Friday, 7pm
Description:  You are members of an elite and supersecret anti-paranormal government squad, with a good amount of fire power. Your job is to take care of paranormal problems before they get out of hand. In this scenario you are dispatched to take care of a zombie outbreak in the local graveyard. This scenario has slightly adult themes, with tongue in cheek humor, think Porky's R movie rating.

Title:  Song of Silence
System:  CthulhuTech
Sessions:  Thursday, 7pm
Description:  Anew band is coming to town and several key members of the community are planning to attend. As members of the local security, you must locate any potential threats and quell them before the concert. This event is played on the investigator level of Cthulhutech. New players are welcome and rules will be taught.

Title:  The Plague of Man
System:  CthulhuTech
Sessions:  Saturday, 7pm
Description:  Members of scout team 1175S are requested to investigate several crash sites of migou vessels from a failed invasion mission. Scouts are to locate the source of the failure and eliminate any potential threats to future missions in the region. The game will use Cthulhutech rules. All levels of players are welcome and rules will be taught for newcomers to the system.

Title:  The Beacon's Call
System:  Deathwatch
Sessions:  Wednesday, 7pm
Description:  Recently members of the Deathwatch have received an ancient coded message deep in enemy territory. After much deliberation, it is determined that a small task force be sent to investigate. You are members of the team sent to investigate the message. Is is a trap, a trick of the warp, or is it really a distress signal? It is up to you to find the answer and hopefully return. This game is open to new members and rules will be taught.

Title:  Last Hope
System:  Deathwatch
Sessions:  Friday, 7pm
Description:  After finishing a long mission of purging a world of heretical threats, it is time to return to the long sleep and await your next mission. Unfortunately for you, the sleep must wait, as a loud rumble cracks your ship and you and your team must assemble and investigate what is happening. This game will use the Deathwatch rules set by Fantasy Flight games and Games Workshop. New players are welcome and rules will be taught.

Title:  Ninja Nuttiness--Castle Edition
System:  Ninja Nuttiness (Homebrew Board Game)
Sessions:  Friday, 1pm, Friday, 3pm, Saturday, 1pm and Saturday, 3pm
Description:  Play as one of 30 different Ninja clans attempting to topple the reign of the Shogun. Wander through the Shogun's castle in an attempt to topple the lord, but be wary of his Samurai and Ashigaru guards. Also be wary of the monks visiting the castle, as they are not to fond of those following the way of the Ninja. Don't forget that the other ninja may attack you as well if you get in their way! This game is easy to learn and rules will be taught at each session.

Look back next Wednesday for the last of our events for this year's Origins Game Fair!

Sunday, February 27, 2011

In Which The Warlock Rolls Well...But Not Well Enough...

As with the last few years, the Wittenberg Feast of Steve went off without a hitch.  The Feast of Steve, you non-Witt gamers out there, is our yearly celebration of the guild mascot, Steve the Badger, during which we have a great spaghetti dinner and then distribute posters for WittCon around campus.

Solid!  The d20 Blaxploitation Experience
However, in honor of Black History Month, the Enigmatic Mr. Ebbs decided to run a special one shot to coincide with the event.  In the spirit of his infamous LARP, "Whatever Happened to Clevon Washington?" we broke out a copy of Solid:  the d20 Blaxploitation Experience.  This, above all else, was an exercise in political INcorrectness.

Based on the d20 Modern rules, Solid! attempts to emulate the blaxploitation films of the 70s, like Three the Hard Way, Super Fly, and the immortal Shaft.  With prestige classes like "Hustler", "Foxy Lady" and "Private Dick", the mechanics emulate the genre pretty well, all told.  But, the game doesn't really take flight unless you've got the right players.

Enter CincinnAdam.  Playing a Preacher-Man named Brother Ezekiel Johnson, he hammed it up, promising hellfire and .45 shells for any "damned sinner that dared harm the sheep of his flock."  But it didn't stop there, no sir!  Evil-Parallel-Universe-Andy took on the role of Hung Solo, a Street Hustler eager to find out what had happened to his streetwalkin' ladies.


Look out, Shaft!
Jack Boot's on the case!

And yours truly?  I took up the role of a Private Dick:  Jack "Steele Toe" Boot, a trainee on the force, taking over for Will the ManMan's retiring "Black Bart". 

The scenario was a simple one.  Find out what's been happening to a series of missing people in River City's hood, and figure out what exactly The Man--Mr. Biggs Masterson--has to do with it.  After putting the squeeze on one of Jack Boot's snitches, we found our way to one of The Man's warehouses, which was heavily guarded.  After putting the stomp on the guards, we got in somewhat over our heads, fighting against a horrid foe that turned out to be none other than the Son of Blackula!

After duking it out with Son of Blackula for a time, the villain attempted to make an escape.  Brother Ezekiel, who had fallen in the clash, lay on the ground unconscious with his gem-studded gold cross scattered on the floor.  Thinking fast, Jo-Mama Waffle picked it up, tossing it to Jack Boot just as Son of Blackula was about to slip out the far door...

That's right, sucker!  You better run!
 ...with my Black Die of Doom in hand--my player-killing, bubble-near-the-18 d20 in hand--I asked to make a ranged attack with it, throwing the cross like a knife.  EEE agreed, and I tossed the die with nonchalance.

Natural 20!

The table erupted with glee.  EEE had me toss 2d10, then double it for damage, as the cross caught Son of Blackula right in the back.  Unfortunately for me, my d10s were nowhere near as a hot as my d20.  With a 2 and a 4, the crit turned into naught but a grazing blow, and Son of Blackula escaped into the night.

Such is life, as a gamer.  Sometimes the dice love you.  Sometimes, they just won't...

Thursday, February 24, 2011

In Which The Warlock Runs Somewhat Behind...



The coming end for Actorios...

Okay, so I'm late again.  Deal.  It's been one of those weeks...

At any rate, I've been contemplating a new step for our weekly D&D game.  You see, as I mentioned in his character background on here, Actorios of Theleb Orethia is designed entirely to be a tragic figure.  While not necessarily the most sympathetic, the futility and desperation of his means will one day catch up with his ends, no matter how noble he might think they are.  Defile an entire plane, then drown a city-state?  Perfectly fine for Actorios, since his aim is to bring water to the rest of parched Athas...

The challenge, then, comes from what happens next.  Not what happens once he succeeds, mind you--I'm fully anticipating him to fail!--but rather, what happens when the deals he's made catch up with him.  He's already reneged on his pact with Yrkoon, the Ever-Hungry.  He's all but abdicated his title of Crown Prince in Theleb Orethia.  Even were he to return, nearly all of the nation hates him anyway for driving them to ruin.  His pact with Andropinis is tenuous, and was entirely made out of convenience...

So, the question remains:  what happens after Actorios gets what's coming to him?

I had earlier promised Chaotic Frederick that, should my hex-slinging anti-hero get rubbed out, my next character would be Lawful Good.  Yes, that's right, my lovelies.  Yours truly, playing the hardest alignment to play...


Another time, perhaps...
My original intent was to go with a full-on tank, trying out the psionics rules with a Battlemind.  While originally unimpressed with the damage output or the ability to draw fire of the battlemind--at least when Lupin was kicking around--additional options provided through Psionic Power and Dark Sun have made it a much more attractive choice.  On a whim, I statted up a dwarf battlemind then leveled him on up to 30.  Even with a two-handed hammer, my little experiment was pinging an AC over 50 at that point, with a potential +7 to all defenses, every round!  Man, that's tanking!

But, one of our newer players beat me to the punch.  With a Fighter and another Battlemind already in the party, adding a third tank doesn't help a thing.

So, I thought, what would be cool?  What would be challenging?  What would be outside of the norm?

I immediately thought of a Psion, but almost as quickly dismissed the idea.  Despite the psionics system differences, there wasn't enough draw for me to want to play another high-Intelligence, high-Charisma character.  But, above all else, the party needs ranged support--right now, the only "back-liner" is Chris II's ranger, who's been spamming Twin-Strike like it's his job...which, all told, it kind of is.  Even moreso, the party needs some control elements.  Damage hasn't been lacking, but control of the battlefield's been a difficult thing for us to maintain.


My next character, perhaps?

Then, it hit me.  If I'm going to play against type, why not do it all out?  A Druid.  Control elements, dangerous at range, and finally beefed-up through Primal Power.  This, indeed, would do.  Plus, there's a neat chain of powers at Paragon-tier that allows for massive cold vulnerability piling onto enemies.  This, I could live with!  While the cold damage is a little off-putting a desert world, reflavoring could make this guy into a sun-worshipper...someone whose spells sap the very life and heat out of his foes. 

So there you are, my lovelies.  My next creation is my utter antithesis--a faithful and devout, elemental worshipping, Lawful Good druid.  Man...Chaotic Frederick is going to be blown away...

Sunday, February 20, 2011

In Which The Warlock Sheds a Tear...

Bat Masterson--
The object of Roxanne's affection
Emotion is a funny thing.  No doubt, we get attached to our own characters in role-playing games, but I'm often shocked at how much emotion gets attached to the NPCs in various campaigns, particularly romantic interests!

Way back when I was running Saltmarsh--almost 5 years ago now!--two NPCs ended up in romantic relationships with PCs.  Jathalain, an elven merchant and ranger, fell for Sarah's archer-bard, Brighid, while Chris 0's monk, Daishar, fell for the NPC Paladin Ashlyn.  It absolutely blew me away that the two players, fully rounded individuals themselves, were so eager to start a ficticious relationship...essentially with me, as I narrated the NPCs' actions, but just as much with a fictional idea of a person!

The Walkin' Dude waits in Denver...
What's more, I just watched it happen once more in this week's Deadlands game.  The PlatinumChick's saloon-girl/huckster, Roxanne, has all but fallen for the notorious Bat Masterson.  They've gone on three 'dates' in game...four, if you count their "liasons" in the Dodge City North Church.  But, with the posse having eliminated the threat of the Tick-Tock Man and driving Randall Flagg out of Dodge--especially after he tried to repossess the mystic weirding stone known as Maerlyn's Grapefruit--they're on their way out of town as well, heading west towards Denver.

 Masterson, as history shows us, joins the notable Wyatt Earp and Doc Holliday in the gunfight at the O.K. Corral, in Tombstone.  And, at the time, we were all under the impression that Masterson did not, in fact, survive. 

The PlatinumChick looked at me with all but tears in her eyes.  "I feel bad," she said, "because I know what's going to happen to him, even though I shouldn't know what's going to happen..."  I replied succinctly that the Weird West is a history that's not our own...maybe there was a chance to save him?

"But, I have to find my dad!  He's heading towards Seattle!"

Therein lies the choice, no doubt.  As The Dark Tower beckons and the Great Rail Wars rage around the posse, in the background is going to lie a terrible choice.  Will Roxanne manage to make her way to meet her father in Seattle, or will she turn south to save Masterson from a horrible fate?  For that matter, will she ever free her arcane powers from Maerlyn's Grapefruit? 

Time will tell, my lovelies...

(Note:  As we found out after getting home, Bat Masterson did not die at the O.K. Corral.  In fact, he later moved to Denver, where he married an actress...sound familiar yet?)

Wednesday, February 16, 2011

In Which The Warlock Has a Bone to Pick...

What else can history teach us? Only the vanity of believing we can impose our theories on history. Any philosophy which asserts that human experience repeats itself is ineffectual.

--Jacques Ellul
I remember my first gaming session.  I remember piling around my friend Nathaniel's grandparents' house with three other guys, eager to roll dice for the first time.  I remember the first character I ever played:  Miron Blademonger, an elven rogue named for luminary Pittsburgh sports announcer Myron Cope.  I remember the first D&D game I ever ran, back in 8th grade:  a mashup of Dragonlance and Ravenloft that, looking back, was the absolute worst in fanboy-ism. 

I remember the first Wittenberg RP-Guild meeting--over 30 gamers crammed in the Li Room, all eager to hear what plans were on the horizon for the Wittenberg gaming scene.  I remember my the first WittCon, our first trip to Origins.  I remember my first game of WEGS (and the first incarnation of Nordling!).  Gaming permeates my memories like smoky cumin through a rich curry sauce.  Hell, in my wedding vows, I spoke of how I live in realms of fantasy, yet managed to find a real one in the PlatinumChick.

All of these are memories, obviously, and they're all important to me.  But to anyone else, they're just vicarious experience.  I can speak as fondly as I like of my own experiences, but at the end of the day, they're mine and no one else's.  Even those who were there bring their own perspective, experience, and opinion to each scene.

Myself and Mike Mearls, at Origins 2008
The above, undoubtedly, is why I took so much issue with the article I read recently.  Mike Mearls, current Group Manager on the D&D R&D Development team (and all around 4e guru and creator) began a new column on the Wizards of the Coast site, entitled Legends and Lore, which is devoted to the history of D&D.  Mearls' opinions, show the desperation of a D&D design team that is either unable or outright refuses to continue to evolve the brand, in favor of wallowing in the successes of prior editions and creations.

Speaking as someone who owns products stretching back to 1st Edition, speaking as someone who bought the D&D 30th Anniversary Book...when are we going to get on with something new?!
My biggest problem with Mearls' ideas stems from the hypocrasy of ideas that he seems to convey.  I agree with him in the sense that D&D is less about the rules, less about the 'numbers', and more about "your experience as a group, the stories that you and your friends share to this day. No specific rule, no random opinion, no game concept from an R&D designer, no change to the game’s mechanics can alter that."  However, rather than forging unique experiences and fostering the idea of The Individual as a gamer, the D&D brand has become rooted in providing a manufactured experience, with its creations (and their creators) more fixated on doing homage to their predecessors than actually providing new and unique takes on material.

Case in point:  WotC's current release schedule.  The current gaming community--particularly on ENWorld and RPG.net, but that's beside the point--has clamored for more information on the so-called PoLand setting:  the Nentir Vale and its environs.  Little fluff has been written about the Empire of Nerath, aside from the blurbs now and again referencing its past in various splatbooks.  A full campaign setting, detailing the history of the Dawn War and the Fall of Nerath would break new ground for gamers--allow these designers to put their mark on the D&D world like Ed Greenwood did with Forgotten Realms, like Weis and Hickman did with Dragonlance. 

Been there, gamed that...
But, such is not the case.  Scheduled material on the release calendar shows nothing of the sort.  Rumor has it that such a book was once on the docket, but was cancelled along with several other products.  Instead, we get the Neverwinter Campaign Setting...which was already covered in the Forgotten Realms Campaign Setting.  No doubt this was done as a package marketing deal with the upcoming Neverwinter MMO, but still...there's nothing new on the horizon. 

Hell's bells, there's only 6 total products for D&D this year on their own product catalog!  And two of the four aren't even books--one's a board game and another's a set of Dungeon Tiles!  Don't believe me?  Go look for yourself.

And the past few products?  Well, we got Gamma World...a throwback to the tongue-in-cheek post-apocalyptic game from 2e era.  We got Tomb of Horrors, a re-write of the classic 1e module.  We got a Castle Ravenloft board game, which while mechanically fast and fun, revels in its indulgence of the revered Hickman module.  And, we got the Dark Sun Campaign Setting.  Don't get me wrong--I love Dark Sun as much as the next guy, but why not something new?!

Mearls has the best of intentions when he says views D&D as cyclical.  He states that "A cycle emerges, as each version of the game represents a shift from one gaming generation to the next. What I’d like to do in this column is inspect that cycle, take it apart, and use it to look to the future."  But, the problem with cycles is that they lead nowhere.  In any business, as with in biology, the old adage strikes true:  Evolve or die.

It becomes clearer and clearer to me that D&D, as a game, has ceased its evolution after the advent of 4e.  Obviously, 4e itself was revolutionary in terms of its mechanics, its cosmology, and its game balance.   However, the creative team in the past 2-3 years has nearly become apologist for these drastic changes, eager to "return to their roots" and win back gamers from other systems, most notably Paizo's hit Pathfinder.  WotC's biggest effort in this is obviously the Essentials line, but the product releases listed above speaks for itself.   Mearls addresses this fracturing of the community at the end of his essay, working an emotional appeal for gamer unity, pleading "Don’t let that (sic) details drive us apart when the big picture says we should be joined together."

No.  Fundamentally, no.  You don't play in my games, you don't share my experiences.  Further, you (and everyone else in the gaming business, myself included) don't share the experiences of Gygax, Arneson, Hickman, Monte Cook or anyone else.  Trying to emulate their creations only makes for pale, unsatisfying imitations, and limits your own creativity.  Instead of trying to replicate what came before, why not work on something that comes organically?  Or, if there's such a dearth of new ideas, channel the works of someone who is being creative?

Indulging in "...Inverness"
Further, the continual attempts to "standardize" the D&D experience through RPGA gaming and events like D&D Encounters doesn't provide the ability to "share our imaginations" as Mearls eloquently puts it, but rather homogenizes and sterilizes the experience.  If the concept of D&D Encounters is to be a short, new-gamer-friendly experience that shows off the uniqueness of the game, why run players through a pre-destined, linear track that wallows in its own nostalgia, making obscure references to the Ghost Tower of Inverness?  Why not put out a new setting, or a wholly new product and show it off?

A few months ago, I lauded John, over at World Vs. Hero for "making it new".  His game provides a fresh, unique method of storytelling in a format that's rarely seen--one-on-one gaming.  I joined the WEGSHogz because El Willy brought a fresh take to old-school gaming--the casino elements and unique adverserial GMing of WEGS are almost unseen, throughout all of the games I've played. 

D&D is, and will most likely always be, the king of the hill in terms of roleplaying games.  But, if the most beloved roleplaying game is to survive, it cannot stagnate.  As the saying goes, those who do not learn from the past are doomed to repeat it...and, in this case, if you can't learn from what's gone before, you're going to be stuck back in 1973 forever.

Sunday, February 13, 2011

In Which The Warlock Posts Some Previews...

With the con season approaching rapidly and Origins event submissions due soon, it's time to start the hype machine for this year's games!  EEE, L-Train and Will the ManMan are still looking to get their submissions in, but yours truly, the PlatinumChick and Chaotic Karl already are locked and loaded. 

Take a look at our slate so far, and enjoy!

Title:  Westward on the San Juan Express
System:  Deadlands Reloaded
Dates Run:  Wednesday, 7pm and Friday, 1pm
Description:  All aboard the San Juan Express, running non-stop from Little Rock all the way to Denver! Live in the lap of luxury, as you escort the ever-charming and cantankerous Sam Clemens all the way to the Mile-High City. Unfortunately for you, it looks like not everyone on board the train seems to like Mr. Clemens' trademark witticisms. Can your desperadoes keep ol' Mark Twain alive until he can get to the Wall Street of the West? And what's that weird smell coming from the back of the train...?

Title:  The Near-Orbit Mass-Driver Blues
System: Icons:  Superpowered Roleplaying
Dates Run: Thursday, 7pm and Saturday, 1pm
Description: An advance force of Ky'yrrr aliens have erected a mass driver-an orbital railgun-around Earth, and are threatening to use it against the oil rich country of Kerplachistan. However, all is not as it seems, and there may be more to the Ky'yrrr than meets the eye.

Title: WEGS +Cthulhu = WEGSThulhu!
System: WEGS Old Skool Redux
Dates Run: Friday, 7pm and Saturday, 7pm
Description: It's time for WEGS to go a little crazy!  Join High Skolar Armitage as he looks for the Nekronomikon, but with cultists everywhere and the corrupting influence of the Mythos, who can you really trust?  The Sanity points are gonna fly!

Title:  Lawfully Blonde
System:  D&D 4e
Dates Run:  Wednesday, 7pm and Friday, 7pm
Description:  Six fabulous and stylish heiresses get more than they bargained for when they give up their posh lifestyles in favor of the grim and gritty world of the adventurer.  But, will they be willing to scuff their Manolo Blahnik greaves?  And what color goes best with goblin blood?  It looks like the life of the adventurer isn't as glamourous as it once appeared!

Title:  Chrysalis
System:  Call of Cthulhu d20
Dates Run:  Thursday, 7pm and Saturday, 7pm
Description:  Strapped for cash, you and five others volunteered for Project Chrysalis, a new sleep study at the local hospital. The doctors seemed nice, and the $6,000 they said they'd pay upon completion of the study seems like a massive windfall. There's really only one question that you're left asking, though: "Am I a man who dreamt of being a butterfly, or am I a butterfly dreaming that I am a man?"

Title:  Orcs Gone Wild!
System:  D&D 4e
Dates Run:  Wednesday, 7pm and Friday 7pm
Description:  When the shaman's ancient totem is stolen by a bunch of do-gooder adventurers, it's up to the tribe's best and brightest to infiltrate Hamletshire and get it back....what? They're dead? Oh, okay. It looks like you guys will have to work instead! Players will take the role of a motley crew of orcs, goblins and kobolds as they fumble their way through Hamletshire.

Title:  Beneath the Tomb of Dark Lord Zexx
System:   Star Wars d20 Revised
Dates Run:  Thursday, 7pm and Saturday 1pm
Description:  The planet Zexane is causing troubles again. While the stash of Sith Swords is now gone, it seems something else was buried there. Reports have come to High Command that a powerful Sith Beast is roaming the wilderness, and perhaps even in town. The last report out was signed “Zexx”, the name of the spirit vanquished in pursuit of the swords. Your team has been sent to deal with this. The group can choose to play as either a Sith Empire or Old Republic elite strike force sent to deal with these troubling developments. 

I'll keep you posted as more and more of the WittCrew's games get finalized!  Cheers all!

Wednesday, February 09, 2011

In Which The Warlock Contemplates Sleep...

With nearly a full week off last week due to the ice storm, then a weekend away at a local bed & breakfast, I have well and truly screwed up my sleep schedule, my friends and neighbors.  Having slept in comfortably for almost a week, waking up at 6:00am to do the teaching thing has been brutal.  I've been averaging about 4 hours of sleep a night, since Sunday, which has left me pretty bleary in the mornings.

However, it's occured to me:  adventurers have got to have the worst sleep routines of anyone else out there in fantasy-land. 

Bear with me here:

Wake up, Crono!  2 hours aren't enough?
A wizard has it easy at first, studying under another mage or the like, or attending a mage academy.  One would figure that if a mage academy is anything like a modern college, said wizard probably spent three nights of the week at the local tavern, followed by a harried Sunday of writing theses and practicing cantrips that will never see use in the field anyway.  Is it any wonder that warlocks and sorcerers skip all of this mess?

After graduating, that wizard must spend at least 8 hours asleep each night, followed by another hour studying their spellbook to attain their spells for the day.  Afterwards, follows an absurd amount of travel--usually to some far-off adventure site--during which there are typically three encounters, each taking approximately a minute and a half of dodging, spellcasting, getting stabbed, and trying to stay conscious. 

Following said encounters, the wizard has to make dinner for his comrades, get patched up (especially if the party's warrior-type didn't do his job well), then settle down for a night of camping in dangerous, foreign territory.  If he's lucky, he won't have to take a 3 hour watch, interrupting his sleep even further.  And then?  After all this?  He has to do it again tomorrow!  Madness!


The "ideal" version of the D&D campsite...

Imagine for a moment, if your day was like this.  You wake up after a night of sleep only to find out that your work will take longer, if you didn't get enough sleep.  You then go on a road trip, deliberately out in the middle of nowhere, during which you'll be mugged not once, but three separate times!  Then, instead of sleeping in a motel or the like, you have to camp out in the wilderness--regardless of weather--and do it all again the next day.  And just hope that you don't get woken up in the middle of the night by some more muggers!

I might complain about my sleep schedule, but if I was Magey McWizardson, I'd be passing out constantly!  It's almost a necessity that GMs hand-wave the exhaustion of travel and the like, or every adventurer would be dying of sleep deprivation and other related diseases.

All this actually reminds me just a touch of my "Tear of Ioun" game.  At the start, as the PCs explored the Forlorn Tower, their resources--and sanity!--dwindled away, they actually feared sleeping!  After all, who would want to sleep in a corrupted, dripping tower that shifted into and out of the Far Realm over and over again? 

Do your friendly neighborhood adventurer a favor--get them some rest!  That "extended rest" might not seem like much to us, but they need their beauty rest!

Saturday, February 05, 2011

In Which The Warlock is Away...

As a pseudo-Christmas/V-day present to the PlatinumChick, we're off at a bed and breakfast in nearby Eaton.  As such, I have *cough* some more pressing matters to attend to... ;)

No entry today.  Back on Wednesday!  Cheers!

Thursday, February 03, 2011

In Which The Warlock is Like, Y'know, Whatever!

In prepping for Origins 2011, the Guild has been discussing what's getting run by whom--always a massive decision, that!  My plate's already set, as I'm packing Icons, Deadlands, and my homebrew WEGS scenario: "WEGS + Cthulhu = WEGSThulhu!"

But, with the PlatinumChick still thinking up ideas, we've been trying to decide what she'd like to do best.  Already on the docket is her new Call of Cthulhu scenario:  "Chrysalis".  But, what to run during our other two sessions?  Then, the terrible truth struck....

"I play at, like, the 9th level!"

You see, a while ago, I stumbled across a horrific idea on the forums at RPG.net:  something that we're tentatively calling "Lawfully Blonde".

The premise is a simple one.  The entitled, materialistic daughters of the local lords have decided to take up the glamourous lifestyle of Adventurers!  With rhinestone-studded swords in hand and Glitterdust spells at the ready, they're ready to take on the world.  Just don't get orc blood over their Manolo Blahnik greaves! 

You see, my lovelies, it's become apparent you can create an entire party in 4e D&D, with every character having Charisma as a primary stat.  From Paladin to Sorcerer, from Rogue to Warlord, there's a way for every character to be a pretty, pretty princess...and still manage to lay the smackdown on the bad guys.  As such, we'll have the ultimate party of Valley Girls...


"Functional" armor....right...
Naturally, we'll have rules that apply specifically to this game.  Style points are a must, to say nothing of tiaras and plastic jewelry.  And, of course, the "Inverse Armor Rule" has got to apply here!

I feel a little bit ashamed for this.  But then again, I don't have to play in it...

Look for it at Origins 2011, cats and kittens! 

Monday, January 31, 2011

In Which The Warlock Hits on 19...

My apologies on the late entry, but this time it was intentional.  With my Sunday Deadlands group in Dodge City, I wanted to show off some of my recent creations as the posse diligently pursues The Walkin' Man. 

Stumbling into Dodge City, the party ran headlong into a gunfight between some overeager young Jayhawkers and a long-retired Confederate lieutenent.  As it turns out, Marshal Deger had been forced to go back on his "no open firearms" policy, as mysterious disappearances had been plaguing the city.  Deger, and his infamous deputy Wyatt Earp, called upon the party to investigate...starting with the ghoul warrens beneath Boot Hill.

Not wanting to investigate the ghoul warrens alone, the party quickly took up on Deger's offer to call on his cousin, one William Barclay Masterson.  But, not wanting to go in without a proverbial "big gun," Will the ManMan called upon Rev. Jacobson's oldest friend--the buffalo hunter known as The Arizona Kid.  But, as it turned out, Sam Pelfrey's learned a few tricks since hanging out at the carnival with Elijah!  With a Blackjack hand second to none, flipping cards has become all but second nature to this dead-eye...

Name:  Sam "The Arizona Kid" Pelfrey

Race:  Human
The Arizona Kid's ready to take out some ghouls!
Strength:  d8
Vigor:  d6
Agility: d10
Spirit: d6
Smarts: d8

Charisma:  +0
Pace: 6"
Toughness: 5
Parry: 5
Grit: 3
XP:  40

Edges:  Marksman, Steady Hands, Arcane Background: Huckster, New Power: Quickness, Rapid Recharge

Powers:  Aim, Quickness, Gambler

Skills:  Shooting d10; Gambling d8; Guts d8; Riding d8; Fighting d6; Stealth d6; Tracking d6; Knowledge (Occult) d6; Climbing d4; Notice d4

Major Gear:
Buffalo Rifle--Bullard Express .50--2d10 (AP 2)--24/48/96
Winchester Army Pistol .36--2d6 (AP 1)--12/24/48
Bowie Knife--d8+d4+1

Description:  Sam Pelfrey grew up in and around Independence, Missouri, where he was friends with a young Elijah Jacobson.  While Elijah grew up and headed off to seminary, Sam opted for making the "quick buck" through gambling, particularly his favorite game--Black Jack.  However, upon besting an exotic lady outside of Deadwood, Sam found himself with a new admirer...one that knew much about the tricks that cards really hold.  Sam put his newfound arcane talents to good use, swiftly gaining reputation as a peerless shot amongst the legions of buffalo hunters roaming the High Plains.  Going by the alias "The Arizona Kid", Sam just lets his Bullard Express and his cards do the talking, and the name spreads itself.

For those of you unfamiliar with Deadlands, Sam is what's referred to as a "Huckster".  By besting a demon (known as a manitou or a Joker) in a battle of wills, a Huckster can cast spells much like the wizards of old.  For most Hucksters, this battle of wills takes place as a hand of poker, though other variations--including blackjack--are common.  Sam is actually a special variety of Huckster, known as a "Hexslinger", which is simply a Huckster that uses his hexes to improve his aim and prowess with a gun.

Wednesday, January 26, 2011

In Which The Warlock TKs With the Best of Them...

As I've said many a time, the wisest words I'd ever heard came while I was in Liverpool.  There, my professor for "Chaucer's Narrative Verse" told us straight-up that, "Conflict is the most important thing in literature.  After all, what would King Lear be like if everyone just sat around saying, 'Pass the cornflakes,'?"  I've adopted that philosophy into my own writing and game design, trying to focus on building conflicts within them.

However, there's always been one conflict that's been somewhat taboo at the table--the idea of the Player vs. Player conflict.  In a party-based game like Dungeons and Dragons, there's something of an unwritten rule that "the party must work together towards a greater aim".  Social contract, perhaps?  But, it's definitely unwritten...and not entirely pratical at all times...

When I wrote up the background for Actorios, I should have anticipated that his attitude would make some enemies, but I was unsuspecting that said conflicts would come to a head within the party.  However, with our recent sessions, Actorios quickly found that his worst enemy was not the crimson sun or the sorcerer-kings of Athas, but rather his party-mate, M'Raj.

Another in-party conflict?
Chris II created M'Raj--a wizard/psion--as a potential Veiled Alliance member, eager to seek out and destroy the defilers that had ruined Athas.  At the very outset, M'Raj and Actorios became rivals, as Actorios was unwilling to share the arcane secrets behind a mysterious spellshard that House Wavir asked to have taken to Balic.  The tensions deepened as the pair traveled, with the conflict reaching its climax in Balic.

Tasked by a High Praetor of Andropinis, the group was asked to seek out a Veiled Alliance sect that was causing problems for the sorcerer-king.  Actorios, wanting to get into Andropinis' good graces, naturally accepted the mission.  M'Raj, naturally, had some reservations.  However, after the group tracked the Veiled Alliance to a bar nearby, Actorios leapt into action, slaying three of the members before the others could react.  M'Raj didn't take kindly to this and broadcast to the other group members to "get him!"  Jack--CincinAdam's mul fighter--drew his axe...and promptly planted it in the back of M'Raj's skull.  After a short combat, the group was reduced by half, with only Actorios, Velona and Jack surviving.

Actorios endures...
I guess what really shocked me was the brutality of the whole scenario, but the conflict stretched beyond the in-game action, and left some hard feelings out of game.  The whole situation led, in fact, to a long e-mail chain discussing the situation.  Actorios was more interested in his own goals than working as a 'team player'.  Jack looked at the situation as one of "who's completing the job?"  With Actorios doing so, while M'Raj less so, Jack acted against M'Raj.  M'Raj, meanwhile, sought to negotiate with the Veiled Alliance, hoping to find a scapegoat to report to the Praetor.  The others?  Caught in the middle...

While things have been resolved, by and large, I can't help but begin to question:  how invested do we really become in our characters?  I feel like, while I've put a lot of time and effort into my own creations, they're just that...creations.  In the end, if they live or die doesn't really matter--they're paper.  What matters to me is the experience around the table.  While I'm not sure where this leaves us entirely--we're planning on staying in Dark Sun, but with a few new characters--I find it interesting how this type of conflict left so many people disilliusioned.

Could it be that, as a group, we're just not ready for the most dangerous adversaries--each other?

Saturday, January 22, 2011

In Which The Warlock Wants to Sink Atlantis...

My preference in games is pretty well documented here:  I tend towards full-on cooperative games as well as my more usual complement of player-vs-player games.  However, there's always been one PvP game that's been an Achilles' Heel for me:  Risk.  Games always seem to take so long, with so little variety between turns, that I often get bored and seek out other entertainment, even while playing the game!

But, there was one variant--in amongst the many that exist--that really intrigued me.  Risk: Godstorm. 

The premise is simple.  Instead of portraying generals, invading the various nations of the modern world, you take on the role of one of the ancient pantheons:  Greece, Babylon, Egypt, Celtic or Norse.  From there, you wage your war across Ancient Europe, complete with the lost Atlantean continent! 

If the differences were only that much, I probably wouldn't have been sold on this varient.  Board Game Karen brought over Lord of the Rings Risk over the Christmas holiday and, while the game was fun, I found the changes it brought to the Risk game to be minimal.  While I enjoyed going to war against Chaotic Karl, Will the Man-Man, and BG Karen, it was essentially just Risk, only in Middle-Earth.


Risk: Godstorm in play
Godstorm changes the game almost violently.  Dead soldiers don't just die, they are returned to their respective Underworld, where their conflict continues over the shrines and crypts in the battlefields there.  Each turn, players get "Faith Chips" which allow you to summon incarnations of the various gods into the world, where they aid your armies in conquest.  Different gods offer different aid--Hades prevents others' soldiers from entering the Underworld, while Thor lets your advancing hordes win ties in combat.  Or, if you so choose, you can purchase Miracles. 

Miracles are really where the biggest changes come into play.  Usually costing Faith to put into play, Miracles allow you to destroy enemy armies with fire and brimstone, call upon relics like Excalibur and the Babylonian Tree of Life, or...destroy the continent of Atlantis. 

When I had heard this, my mind was blown!  Destroy an entire continent?!  Change the face of the game entirely, with one card?!  That's my kind of game! 

I must say, I was not disappointed.  In a short game with The Professor, Mrs. Professor and Will the Man-Man, my Norse warriors managed to invade Hyrkania and Atlantis (without having it sink, luckily!).  Will, unfortunately, got trapped with The Professor in Europa proper, which sent most of his men into the Underworld.  Mrs. Professor, though, pulled out a massive win, spreading out her Celts across Asia Minor and North Africa.

The changes made in Godstorm make it a totally unique game.  While the base mechanics of Risk are the same--advance your armies linearly, 3-vs-2 die combat--the changes that Godstorm provides make it a really innovative addition.  I look forward eagerly to my next game...