Sunday, September 18, 2011

In Which The Warlock Comments on Continuity...

I'm going to start this little discussion off by making a disclaimer:  while I'm obviously a comics fan, I'm really more of a Marvel than a DC.  My favorite characters--Iron Man, Ghost Rider, and Doctor Strange--are all Marvel mainstays, and the books that I collect are typically the Marvel 'teams':  Fantastic Four, The Avengers, and the like.  The PlatinumChick is the resident DC fangirl in the house, cosplaying as her favorite characters:  Huntress and Black Canary.

That said, DC's been making all sorts of headlines with their "New 52"--a complete overhaul and refinement of the core DC books.  Note that I didn't say "reboot", even though that term is probably the most applicable here--major changes are being made, major characters are being altered, and major plotlines are being dropped in favor of entirely new plotlines.

There are a lot of things that upset me about how DC's dealt with this reboot.  I could talk about the utter dishonesty and duplicitousness that DC's has treated some some of the newest, most original blood in the comics industry.  I could talk about DC's hypocritical policy regarding depictions of women in comics, in that "all women must have pants", but characters are continually being shown as nothing more than cheesecake.  I could talk about how the editorial staff at DC has treated their fans, when said fans have questioned DC on their continual gender issues. 

But none of those are my biggest issue.  Rather, my biggest issue comes from two relatively minor characters in the DC universe:  Batgirl and Amanda Waller. 

Character depth!  Novel concept, that!
One of the seminal arcs of the Iron Age of Comics was Alan Moore's limited Batman series, The Killing Joke.  (Spoiler Alert! Spoiler Alert!)  In it, the Joker attempts to drive Commissioner Gordon mad by shooting and kidnapping his daughter, Barbara, then forcing him to view the images of his bleeding daughter as he travels through a Joker-fied funhouse.  Moore's run from this comic was timeless, as it showed not only the strength of Jim Gordon in resisting the Joker's efforts to drive him mad, but also in the fact that Barbara Gordon's injury became canon.  In later arcs, Barbara reinvented herself, becoming the "mission broker" and information expert for the Justice League, known as Oracle. 

Here, we have a character who refused to give up.  She experienced powerful internal conflict in coming to terms with her injury, and managed to find a new (and unique!) way to contribute to the continual war on crime, despite a "career-ending" injury.  But, instead of allowing that character to thrive in her chosen role, the editorial staff at DC have all but removed any reference to Moore's seminal arc, to say nothing of the internal conflict that drove Barbara Gordon for so long!  While author Gail Simone (already a legend amongst comics writers, male or female), does her best with Batgirl #1, the fact remains that twenty plus years of character development have been tossed out the window, simply to make Batgirl more "accessible".

This is Amanda Waller...
A similar thing has happened to DC supporting character Amanda Waller.  Nicknamed "The Wall", Waller's attitude, stubbornness, and ingenuity have allowed her to stand up to even the most powerful members of the Justice League, particularly in the Timm/Dini animated universe, where Waller literally stepped out of her shower and stared down Batman.  A tough, no-nonsense woman, Waller ran both Checkmate--a government intelligence organization dealing with vigilantes and metahumans, as well as the Suicide Squad--a metahuman 'recovery program' meant for supervillains to work off their jail sentences.

...not this!
Waller was unique in that she wasn't a stereotypically 'beautiful' woman, in the typical sense.  She didn't carry an hourglass figure or a bountiful chest; rather, she was broad-shouldered and squat, and carried quite a few additional pounds.  And now....she looks like everyone else.  To this, I ask..."Why?  To what end is this a good idea?"  What benefit could such a change possibly have, aside from matching the depiction of Waller from the Green Lantern movie which was a travesty in its own right?  It's an unnecessary change, meant to make Waller more "accessible" by taking away something that made her unique in the comics world.

While I don't know much about making comics, I do know a lot about running campaigns.  And I know that if, at my table, I started changing the names of characters, changing what they looked like, or changing minor details about established facts, I would very quickly have an empty table.  And, for that matter, if I started totally disregarding entire character arcs or the character development that my players have put into the story....my table would be in open revolt, and that's not worth the 'potential' new player that might like what I'm doing.

Tuesday, September 13, 2011

In Which The Warlock Features Flaws...

It's been a while since I've talked about these guys, so it's high time that I devote them a little space:  I absolutely love my Friday night game group.  For most of the summer we were on something of a hiatus, with ChaoticFrederick and CincinAdam scattered across the U.S., but we're finally starting to get back in action as the seats at our table fill back up.  Wanting a change from our usual fare, I've kicked up a series of The Flood, the first of four plot point campaigns for Deadlands: Reloaded.

One of the neatest things to come of this game was a sequence involving ChaoticFrederick's character--the cybernetic 'scrapper' Mary Ellen Hardigan--and Chris I's character, the "new scientist" Dr. Noble.  After being rescued from Lost Angels by the posse, Mary Ellen had just been given a cybernetic arm by the enigmatic Dr. Darius Hellstrome, but became addicted to morphine in dealing with the pain of amputation.  As such, she's been having to deal with the "Habit--Major" hindrance.  This was fine, until a rough combat with some Guardian Angel bounty hunters left Dr. Noble with a broken jaw!  When Chris I asked if he could use his Healing skill to fix up his jaw, I said 'no' at first...but then ChaoticFrederick put forward the idea of using the morphine to dull the pain.  One Vitals roll of "snake eyes" later, and Dr. Noble was well on his way to becoming a morphine addict...

Obviously, this type of game isn't for everyone, but it raised a great plot point for us--that hindrance is going to be biting them in the butt for sessions to come!

"Snakes...why did it have to be snakes?!"
Now, before we get much further, let's get something straight.  One of the things I love most about role-playing is the concept of the "flawed" hero.  Flaws, for me, make heroes more realistic and more interesting to role-play.  What would my old huckster-fencer, Ramon, have been without his "One-Arm" hindrance?  Where would Actorios have been, without his lust for power and his tragic past?  And, those are only a few from my recent games; would Indiana Jones have been the same without his fear of snakes?  Would Batman be anywhere near as interesting without his psychological drive to avenge his parents, or Tony Stark without his narcissism and alcoholism?  And my Deadlands posse from earlier?  They just wouldn't be the same without their flaws...the aforementioned addiction, FridayNightWill's "Mean" demeanor, and Chris II's "Ugly As Sin" gunslinger...
Certainly, these flaws make all the difference!  Flaws give these characters depth, to say nothing of something to conquer above and beyond Mook #473.  They bring another dimension of conflict beyond 'man vs. man' or 'man vs. society'.  Rather, they bring in that millenia-old conflict of 'man vs. self.'  The worst enemy a character could have, truly, is their own reflection.  Character flaws, regardless of media, put this on full display and allow us to achieve catharsis through those heroes...
Tony Stark tells a Congressional
Sub-Committe where they can get off...

...which brings us to Cold Steel Wardens.  When writing the rules-set, I debated even including flaws and the like to the rules, not wanting to slide too close to Savage Worlds or Champions, both of which feature flaws or disadvantages as mechanical balancing points.  However, vision mattered more.  The heroes of the Iron Age of Comics are meant to be deeply flawed individuals, exploring philosophical and ethical questions just as they take to the streets to fight criminal scum.

In the end, I decided to take up what may be a controversial stance.  Rather than exclude flaws in general, I decided to make them mandatory.  At character generation, every would-be Hero must take at least two Flaws, to round out their character.  Further, a Hero can take on additional Flaws, gaining 3 additional points per Flaw taken, adding to that Hero's Skills, Masteries, and even Powers. 

While some gamers might object to this, those Flaws have massive importance for one of the other mechanics of the game--the Hero Pool.  Each Flaw that a Hero takes, when manipulated by the GameMaster, adds dice to the Hero Pool, allowing all Heroes at the table a better chance of making a critical roll, taking down a rogue metahuman, or even completing their investigation. 

Therein lies the rub--while many games leave flaws or disadvantages in the purely mechanical realm, Cold Steel Wardens aims to push them to the forefront, making them active, important aspects of a player's character.  So far, things have turned out pretty well in that regard...but only more playtesting will tell!

Sunday, September 11, 2011

In Which The Warlock Ponders Playtesting...

As I mentioned last post, I've finally begun my alpha testing of Cold Steel Wardens this week, running two sessions at Wittenberg:  one on Wednesday evenings, and another on Saturday afternoons.  Beginning the playtest has been a bit daunting, all told.  Each week, I have to focus on new rules, new items, and new situations to test out, that way I can make it through the full rules-set before the semester ends.

What I wasn't expecting was such a disparate set of characters to start the game.  Our first session was primarily a character generation session, followed by a sample combat so that the players could get their feet wet.

My Wednesday group was a little shocking.  Starting at 6, we ended up with only four players, one of which has never played an rpg in any sense of the word.  What's more, this group was particularly low-powered, spending most of their character-creation points on Masteries and Skills.  In fact, only one player took any powers whatsoever, and only Sense at that--a power that grants the chooser some form of super-sense such as night-vision or exceptional hearing.  Even more shocking were the actions of one of the Heroes during our sample combat!  With one of her allies in over his head against some of The White Russian's gun-runners, she simply walked away...leaving him to his fate!  Yeesh...some heroism, right?

Character Creation on Saturday Afternoon
In contrast, my Saturday group consists almost entirely of long-time dice-chuckin' veterans, ready to throw down some d8s with the best of them.  While I had mentioned that the prior group had very few powers, I was more than shocked to see every player in the group take at least one power!  What's more, the themes of each Hero's powers were particularly different.  We ended up with a cybernetically augmented hacker (formerly of the Tech Support gang), a knife-wielding teleporter, and even a multi-armed alien! 

Already, though, I've begun to find some rules that just don't work.  While CSW is fully meant to create flawed, vulnerable heroes, the sheer amount of Flaws that players started with (in both groups) was a bit exorbitant.  While I expected some to end up with 4-5 Flaws, especially since Heroes are mandated to have 2 Flaws to start the game, I hadn't expected every player to do so, and more! 


Running the sample combat...
Further, it became immediately apparant that my rules regarding critical hits weren't quite right.  While critical hits were still fairly uncommon--despite the fact that my first 'mooks' were beyond underpowered--the Mental Strain associated with viewing a critical hit was just way too much.  In both sessions, Heroes nearly went mad from blows that they, themselves inflicted!  While I still want to assess some degree of Mental Strain for such blows, it definitely needs scaled back.

Next week, I'll be taking a look at our first real Investigation--a concept-map style case, involving a coming storm between two rival crime families.  I'm hoping to really hit home the fact that CSW isn't meant to be a 'super-brawl' sort of system; rather, it's meant to emulate tense investigation and gritty, dark choices.  With at least one player in each group focused solely on combat, this could be just a touch difficult...

We'll see, friends and neighbors!  The work is never done!

Thursday, September 08, 2011

In Which The Warlock Requests a Schedule Change...

It's occurred to me that since my Cold Steel Wardens playtests are going to be occuring on Wednesdays and Saturdays, it's probably not going to be feasible for me to blog on those days.

As such, I'm going to be amending my schedule slightly.  While I'll still be updating on weekends--usually on Sunday afternoons or Saturday evenings--I'll now be updating this blog on Tuesdays, instead of Wednesdays. 

Look for some of my playtests notes this weekend, as well as impressions on that time-old tradition of character creation!  See you then!

Sunday, September 04, 2011

In Which The Warlock Previews His Introduction...

Since today is our big Labor Day party, this one's going to be a quick post for me, with some more preview material for Cold Steel Wardens.

Here's the brief fiction interlude, right at the start of the book--Enjoy!

It’s always raining here.  A cold wet drizzle pours down, desperately trying to wash away all of the filth and shame that seems to work its way out into the streets.  Even the streetwalkers have decided to pack it up, going back to whatever hovel their pimp has them sleeping in tonight.  The gangers are still out, trudging through the rain-slicked streets, but even they’re quiet.

I took out four of them earlier, down in New Corinth.  They were hassling a push-cart vendor, because someone didn’t like his pita bread.  I broke one’s jaw, and at least one of the others won’t be walking for another three months.  Fucker deserved it.  He pulled a knife on me.  The other two were smart enough to run away—I let ‘em go.  They didn’t get into the poor guy’s cash register, at least.  Achmed gets to take home his cash box for another day.

I headed back up Sixteeenth Street, and then climbed the Grandview Building.  One of those bastards must have gotten a good shot in; my shoulder felt swollen and tender.  At least that one didn’t have a knife.  I was out of commission for almost two weeks, when one of the Rojo Bastardes caught me in the back with a switchblade.

I think I’m going to start carrying a gun.  It’s worked for Double-Tap.  Hell, we’re all criminals anyway.  The Nornsby Act’s seen to that.  When they catch me, I’m looking at 10-12 in Solitary.  Double-Tap will probably get life—he gunned down a cop, trying to get back to headquarters.  Serves them both right:  Double-Tap for being stupid, and the cop for trying to take down one of the good guys.  At least the cop lived—he’ll just be in a wheelchair for the next few decades.
At least the gun will mean a little more protection.  This Kevlar plate only goes so far, and it’s kind of hard to punch a guy when he’s pumping off .38 rounds into your chest.  After all, I don’t have to use it…right?

Wednesday, August 31, 2011

In Which The Warlock Previews the Iron Age...

As I've been working my way through the second half of my first draft of Cold Steel Wardens, I decided to devote an entire chapter to the various eras of comics, focusing particularly on the Iron Age itself.  In order to understand a run a game dedicated to this specific period, it's important for a gamer to be able to identify their source material!

So, enjoy this preview, friends and neighbors!  Alpha playtesting starts next week!

The Iron Age:     With the rejection of Silver Age optimism, the fall of the Comics Code Authority, and the Bronze Age’s focus on societal issues, the stage was set for a new era of comics to begin.  As the 1980s dawned, comics began to evolve from simplistic superheroism into deep, nuanced literature.

At its core, the Iron Age of Comics began to apply a level of realism to the timeless archetypes established of the Silver Age, while maintaining the social consciousness of the Bronze Age.  Frank Miller’s immortal Batman storyline, “The Dark Knight Returns” deals with the simple question of what would happen as Bruce Wayne ages and enters the modern era.  Alan Moore’s masterpiece, “Watchmen” directly took elements and characters from DC-subsidiary Charlton Comics, dropping them wholesale into the Cold War-era paranoia of 1983.  Mike Grell’s “Green Arrow: The Longbow Hunters” re-established Green Arrow as a lethal vigilante who narrowly avoids costing partner/girlfriend Black Canary her life, as he uses morally questionable means to get to the bottom of a drug ring.  Heroes, as such, became less black and white in nature, often taking on violent, even sociopathic methods for just aims.  Rorschach, from “Watchmen” epitomized this tendency, following an absolutist view of morality, yet inflicting horrific violence against his foes, as he sought out the “cape-killer”.

As one can imagine, the foes for Iron Age storylines were not the gimmicky villains of the Silver Age.  Rather, over the top plots for world domination were replaced by insidious smuggling rings, arms deals, and other true-to-life crimes.  Iron Age villains only rarely showed overt super-powers, and were often simply mob bosses, corporate CEOs, and corrupt politicians.  Iron Age villains with superhuman abilities, however, were forces to be reckoned with, wielding their powers ruthlessly and with incredible lethality.  Venom, one of Spider-Man’s best known foes, was created during the Iron Age, becoming known for its utter brutality and hideous appearance.  In several cases—most notably the maiming of Batman at the hands of Bane, a steroid-enhanced mercenary—these villains bested and even killed the heroes that attempted to bring them to justice.  Other heroes, such as Green Lantern Hal Jordan and Iron Man, turned on their former comrades, in the “Parallax” and “Armor Wars” storylines, respectively.

One of the visual representations of the Iron Age’s move towards realism came through superheroes’ costumes.  In previous eras of comics—particularly the Silver Age—superheroes’ costumes tended to be flashy, colorful affairs, usually with capes.  In the Iron Age, this shifted dramatically.  Costumes began to emphasize function over fashion, with armored black bodysuits replacing colorful spandex and capes going the way of the dodo.  

Accompanying these cosmetic changes came weapons.  While Silver and even Bronze Age heroes rarely used weapons against their foes, Iron Age heroes brought firepower to their crusade against crime.  High caliber firearms became the norm, brought into vogue by Marvel’s Punisher and The Comedian from “Watchmen”.  Even Frank Miller’s Batman, while still eschewing firearms, rolled a tank through Gotham City in an effort to take it back from The Mutants gang. 

As the Iron Age focused more and more on realism and depth in technique, authors and artists began adding in additional themes and ideas usually reserved for discussions of classic literature.  Neil Gaiman’s “Sandman” explored a surreal dreamscape, in which nearly every character represented a metaphysical force.  Grant Morrison’s “Arkham Asylum:  A Serious House on Serious Earth” provided a harrowing spiritual journey into insanity, using symbolism and mythology in ways that echoed Umberto Eco’s “The Name of the Rose”.  Symbolic elements, which include mythic and spiritual references, also permeated Denny O’Neil’s run on “The Question”—a resurrected Charlton Comics character who served as the inspiration for Moore’s Rorschach, in “Watchmen”. 

However, this symbolism and depth was not limited to Western cultural elements.  Rather, the Iron Age saw a rise in interest in Eastern mysticism and martial arts.  Ninja and yakuza became common adversaries, complete with esoteric martial arts and exotic weaponry.  Even already established minor characters like Black Canary became known as masters of the martial arts, learning bizarre and deadly techniques to take down their foes.

The Iron Age of Comics also began to see the rise of superhero comics publishers outside of the DC/Marvel clutches.  Many writers and artists grew frustrated with the “Big Two”, seeking out companies like Dark Horse and Image Comics.  Both grew in popularity on their hit titles “Hellboy”, “Spawn” and “Witchblade”, among others, providing alternatives to the more mainstream titles.

All companies, though, saw the value in unifying their heroes through ‘crossover’ events.  Marvel’s “Secret Wars”, DC’s “Crisis on Infinite Earths” and other events drew in readers in droves.  Such events brought heroes together from all parts of their respective universes to face some massive cosmic threat.  Readers ate these events up, and the “event model” dominates the comics industry to this day.

Unfortunately, the success and depth of the Iron Age proved to be its own undoing.  As comics grew in depth, they grew in popularity.  Comics companies began to establish an artificial scarcity in their comics, releasing numerous variant covers in the hopes to drive up sales.  Unfortunately, while this led to increased sales and profits for both publishers and retailers through the early ‘90s, the speculators’ market crashed in 1996, driving Marvel Comics into bankruptcy. 

Further, as the Iron Age rolled on, many authors and artists began to equate realism and depth with simple mindless violence.  “Gritty” became an excuse for writers to settle for simplistic, violent storylines with no greater meaning, and artists to put out poorly drawn, rushed material simply to keep up with demand for additional covers. 

With Marvel declaring bankruptcy and many of the classic Iron Age writers and artists creating their own companies, the Iron Age came crashing down.  In its place, though, a new age began to rise.

Above all else, the Iron Age is marked by a move towards realism in terms of aesthetic, themes, and concepts.  While marked as cynicism by detractors, the Iron Age marked a darker and more philosophical turn in comics, meant for a more mature, adult reader, rather than the child-targeted books of the past.   Iron Age comics are marked by a depth and a complexity that had never been seen before in comics, but was inevitably undone by continual drive for profit and sales.  Luckily for all of us, the comics industry wasn’t done yet…

Sunday, August 28, 2011

In Which The Warlock Muses on the Future...

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

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

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

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

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

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

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

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

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

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

Wednesday, August 24, 2011

In Which The Warlock Posits a Deathmatch...

Friends and neighbors, I have another weird confession to make. 

I love watching Deadliest Warrior.  Not familiar?  It's a show that's been on SpikeTV to cater to everyone's geekiest impulses.  Ever wonder what would happen if an Apache warrior fought a Roman gladiator?  Or if a black-powder era pirate fought a plate-clad medieval knight?  Deadliest Warrior attempts to answer those, in an hour long demo filled with splattered ballistics-gel torsos and pig carcasses.

Which?  Is?  Deadliest?!
In amongst the gore-coated carnage, the hosts make judgements about the various techniques, technologies and strategies, then run a series of computer simulations to determine a winner.  Really, the pseudo-science that Deadliest Warrior is just that--so much fakery.  And, for most of the battles, success generally comes down to which warrior has access to the most modern weaponry.  However, there's something intensely satisfying to watch a burly stuntman or ex-Marine bludgeon the ever-loving hell out of a pig carcass with an entrenching tool, a medieval flail, or a Zande throwing iron. 


The aftermath of a
Deadlist Warrior episode...
In its third full season, Deadlist Warrior has somewhat run out of archetypes to play with, so their focus has switched to actual historical figures.  Sun Tzu fighting Vlad Tepes, Joan of Arc against William the Conquerer, and tonight's mind-blowingly awesome episode:  Teddy Roosevelt against Lawrence of Arabia!

However, it brought up an interesting question in my mind:  what if gaming had a Deadliest Warrior-style competition?  Not for the actual gamers, mind you, but rather for the classic NPCs of gaming!

I know this has been done, once upon a time, in the waning days of Dragon magazine.  Fantasy heavyweights Margaret Weis and Ed Greenwood faced off with their immortal mages, Raistlin and Elminster.  But why stop there?

What would happen if the quintessential barbarian, Conan, faced off against Kratos, the psychopathic anti-hero from the God of War series?  Or, better, if Deadlands' Dr. Darius Hellstrome pitted his infernal devices against the steampunk science of Space 1889's Cronus on the war-torn fields of British Mars?  Oooh, or better:  the immortal gunslinger Stone against the eternal champion, Elric of Melnibone?  Or even a war of the monsters:  the sleeping god Cthulhu against Demogorgon, the two-headed Prince of Demons! 

The Eternal Champion vs. the Undead Gunslinger!
Stormbringer vs. the Guns of the South!
Who is deadliest?!

While, the likelihood of ever seeing these on a fair battlefield is nigh impossible--man, what system would we even use for this?--it's just a touch of wish-fulfillment to see the biggest heavies of gaming face off against one another.  If only, fellow gamers...if only...

Sunday, August 21, 2011

In Which The Warlock Contemplates Something Odd...


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

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

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


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


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

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

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

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

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

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

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

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

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

Wednesday, August 17, 2011

In Which The Warlock Presents Ramon Perez Francisco Villa-Nueva...

With The Journeyman GM's game having reached its conclusion, I figured now would be a great time to post the final "known" stats of my Fencer-hexslinger, Ramon.  Enjoy the stats!



Ramon Perez Francisco Villa-Nueva
Stats:

Strength:         d8                                            Charisma:      +1
Agility:           d10                                          Grit:                6
Vigor:             d6                                            Pace:               6
Smarts:           d10                                          Parry:              8
Spirit:             d8                                            Toughness:     5

Hindrances:

Code of Honor (Spanish Chivalric Code)
Outsider—Raised in Florida, Spain
Enemy (Minor)—Mexican Army and Santa Ana
One Arm (VotWW)
Soul Sympathy (VotWW)

 Edges:

Veteran of the Weird West
Arcane Background—Huckster
New Power:  Deflection
New Power:  Quickness
New Power:  Gambler
True Grit (+1 Grit)
High Roller (+1 Card when casting a hex)
Quick Draw (May draw or stow weapon as a free action)
Acrobat (+1 Parry, +2 to all Agility tricks)
Frenzy (may make 2 Fighting attacks as one action, at -2 penalty)
First Strike (make a free attack, if an enemy moves into melee range)
Right Hand of the Devil (Cutlass of Estevanico)

Skills:

Hexslinging—d12
Fighting—d10
Guts—d8
Knowledge: Occult—d8
Knowledge: Philosophy—d8
Notice—d8
Persuasion—d6
Knowledge: Mathematics—d6
Stealth—d6
Investigation—d6

Powers and Trappings:

“Altibajo” (Boost/Lower Trait)—Ramon takes up a new fighting stance, or steels himself for the task at hand.
“Estocada” (Smite)—Ramon’s cutlass flashes with arcane energy, damaging any who touch it.
“Remoto Tajo” (Bolt)—Ramon lunges, and a ghostly form leaps from his body, impaling a distant target.
“Desviar” (Deflection)—Ramon’s form shimmers as he parries away weapons, claws, and even bullets.
“Herir de Tiempo” (Quickness)—Moving faster than the eye can follow, Ramon launches a series of attacks.
“Arriesgarse” (Gambler)—Ramon spends a few moments in quiet reflection, tracing geometric patterns in the ground with his cutlass.


Key Gear:

Cutlass of Estevanico—Relic Cutlass—Strength +2d8
Whip
Boot Knife
Smoke Pellets
Restoration Elixirs and Sampson’s Elixirs
The Heart of Darkness diamond, in a lacquered (and securely locked!) box


Accompanied by “Skippy” the Huckster, whom Ramon helped to release from Rock Island Prison.

Monday, August 15, 2011

In Which the Warlock Defies the Odds...

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Thursday, August 11, 2011

In Which The Warlock Muses on GenCon...

With my British overlords at Cubicle 7 needing GMs for their games at this year's GenCon, I couldn't help but volunteer my services to run The Laundry.  In addition to being able to make good with the muckitty-mucks of C7, I wanted to be able to get a crack at GenCon!  Plus, Will the ManMan (also known as the Journeyman GM) joined me out there, running some sessions of Doctor Who: Adventures in Time and Space.

A glimpse of the dealer hall at
GenCon Indy 2011
While it's true I'd been to the "best 4 days in gaming" before, you could hardly call my visit to GenCon last year a true representation of the convention itself.  While gaming with Keith Baker was a massive treat, I only managed to spend about an hour in the Dealer Hall or surveying the convention itself.  This time, while I was still busy, I got a much better handle on the convention itself!

One of the biggest things that struck me was the sheer size of the Dealer Hall.  The hall itself was about half again the size of Origins' hall, with a massive amount of vendors, authors, and publishers.  The crowds were incredibly dense, but I didn't feel that they were that much larger than any I'd already seen at the Big O. 


Pieces for Fantasy Flight's upcoming
"X-Wing" miniatures game.
One of the neatest things that The Journeyman GM and I got to take part in was a demo of X-Wing--a forthcoming by the new owners of the Star Wars license, Fantasy Flight Games.  While still in development, X-Wing was a neat little miniatures game, built to be playable without the need for a map or measuring tape.  I'm not too heavily into miniatures games, per se, but the game was quick, enjoyable, and easy enough for newbies to pick up.  I'd like to see the ships deal a little more damage, but this was an early prototype, with many changes on the horizon.

But that wasn't why I was there!  Rather, I had some Laundry agents to drive mad!  I ran three sessions of "Case Goblin Willow" (or, was it Case Goblin Winter?  It kept changing with each draft of the adventure I received...), with some great moments of role-play at the table.  I was really shocked at the amount of fans for Charles Stross' series--I'm not exactly up on the sci-fi/fantasy scene anymore, but still--wow! 


Laundry Agents make their way through
Quarae House, in CASE GOBLIN WILLOW
My favorite session of the three had to be my second session, which got ambushed by two zombies...who promptly managed to nearly kill off two of the agents (with shovels, no less!), and send the others into a fighting retreat.  As the police arrived to investigate the gunshots, the agents realized quickly that they still had a corpse lying in the middle of their home-base!  With two of the agents hospitalized and three more incarcerated, none stood in the way of the adventure's villain from summoning STAIRCASE DWELLER (read: Yog-Sothoth!) and causing an early occurance of Case Nightmare Green...

One thing that did frustrated me was the layout of the convention center, and the fact that numerous games--RPGs, board games, and many others--weren't even in the convention center proper!  Rather, they were in the adjoining hotels, which could be up to 3 blocks away!  That makes for a ton of travel time, which makes the whole process much less convenient.  Plus, with many of the streets near the convention center under intense repair, it only became much more difficult to get around!

Overall, though, I was really pleased with GenCon.  With Origins moving their dates forward, it's looking more and more likely that GenCon will soon become my "con of choice" for a weeklong game-a-thon.  All in good time, no?

(See my whole album from GenCon 2011 on Facebook!)

Monday, August 08, 2011

In Which The Warlock Holds His Cards Close to the Chest...

Sorry about the late entry once more, fellow gamers.  I just got back from GenCon Indy last night, after running sessions of The Laundry for Cubicle 7.  While I had a blast, and I'm eager to share my thoughts on the games and the convention itself, I'm still organizing all of my pictures, and getting my thoughts together.

So, in the meanwhile, take a look at my first real attempt at making a Cold Steel Wardens character:  Crackdown, an urban avenger out to take back the streets!

Name:                  Crackdown (James Robertson)
Concept:              Inner City Avenger

Vitals:
Magnetism:  4
Agility:  3
Force:  5
Intellect:  3
Accuracy:   2
Nerve:   5
Awareness:   4
Psyche:  4

Derived Stats:

Pace:  5 (2+Agility)
Defensive Value: 10 (Agility+Nerve+Boxing Bonus)
Wealth/Status: 6 (Intellect+Reputation)
Physical Strain: 16 (BP=8)
Mental Strain:   14 (BP=6)
XP:  0

Flaws:
Brutal (No non-lethal attacks)
Psychosis (Insomnia)
--Nemesis (The White Russian)
--Obligation (Inner City After-School Program)
--Low-Tech (-4 dice when using high-tech)

Masteries:
Boxing (+2 dice on Unarmed attacks, +2 DV)
Staredown (Intimidate multiple foes, free Intimidate at Init.)
Untouchable (foes at -2 to hit, after successful Intimidation)
Vehicle (Motorcycle)

Powers:
Blast 4 (Electrical Shock)
--Optional Effect: Usable on Unarmed Attacks

Physical Skills:
Athletics              4              (Force 5)
Stealth                 3              (Agiliity 3)
Unarmed             5              (Agility 3)
Armed Melee    2              (Agility 3)
Armed Ranged  2              (Accuracy 2)

Investigative Skills:
Notice                  4              (Awareness 4)
Investigation     2              (Awareness 4)
Canvass              4              (Magnetism 4)
Examination      1              (Awareness 4)
Research             2              (Intellect 3)

Social Skills:
Persuade             2              (Magnetism 4)
Deception           3              (Magnetism 4)
Intimidation      6              (Magnetism 4/Force 5)
Insight                  2              (Awareness 4)
Reputation         3              (Magnetism 4)

Knowledge Skills:
Cultural                1              (Intellect 3)
Criminal               4              (Intellect 3)
Esoteric                3              (Intellect 3)
Historical             1              (Intellect 3)
Scientific             1              (Intellect 3)

Technical Skills:
Driving                 3              (Accuracy 2)
Piloting                 0              (Accuracy 2)
Mechanical         0              (Intellect 3)
Vehicle Comb.  0              (Accuracy 2)
Fine Manip.        3              (Accuracy 2)

Specialties:
Free-Running (Athletics); Hiding (Stealth); Spot Motion (Notice); Canvass Underworld (Canvass); Bluffing (Deception); “The Stare” (Intimidation); Violent Display (Intimidation);  Gangs (Criminal Know); Metahuman Abilities (Esoteric Know); Motorcycle (Drive)
 
 
Aspects:
Graduation from Moore College, after growing up in the inner city.
Foundation of after-school program to get kids off of the street.
Death of Sean Williamson, one of James' first "kids".
 
 
Motivations:
Take back the streets for the innocent and underprivledged.
Take down the gangs that have infested the ghetto.
Shut down the White Russian's gun-running operation.
 
 
Stances:
"If you get in my way, I take you down...hard."
"The cops are in the pocket of the mob anyway."
"I'm not going to hurt a kid; I don't care if he does have a gun."
"Every cent I take from these bastards is a gun off the streets, and new equipment for the kids..."
 
 
(As always, this material is playtest only, and is subject to change.  Cold Steel Wardens and the MAFIANAP mechanics and game system is copyright A.P. Klosky, 2011, trademarks pending.)