Showing posts with label Dark Sun. Show all posts
Showing posts with label Dark Sun. Show all posts

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, May 04, 2011

In Which The Warlock Games Too Much to Blog!

Apologies on the missed entry, friends and neighbors.  This weekend's been beyond hectic, with enough dice being rolled to make the Bellagio jealous!  It's no small irony that I've spent so much time gaming in the last few days that I haven't even gotten a chance to update my gaming blog...

But, that changes now. 

Friday night got us off to a storm of gaming, as we tried out our full-conversion of Arkham Horror for the first time.  Tyrian Horror, as we're calling it, came together beautifully.  When ChaoticFrederick unveiled the board, I was in awe--I had expected to be a quick scan-and-print job; but he brought out a massive, laminated, full-color board!  Absolutely gorgeous. 

The game ran surprisingly smoothly, too.  With 7 players around the table--ChaoticFrederick himself joined, as well as guest appearances by the PlatinumChick and ChainMailleSarah--the game did run long, but that was primarily due to the sheer number of players.  The encounters and Mythos cards really helped capture the feel of Tyr, but the board and the characters were what made it.  Superimposed over the City of Tyr map from the 4e Dark Sun Campaign Setting book, the locations ranged from the Ziggurat of Kalak, down to the depths of Under-Tyr. 

I mean, really, the pics speak for themselves!

Jess and Chris I examine the Encounter Chart!

Our full Tyrian Horror set-up...

Fred looks over the board, anticipating his next move...

Actorios, complete with Sword of Glory and...Tommy Gun?!
If that wasn't enough, the next day was the WittKids' annual trip to FOPCon!  Scheduled to run two sessions of WEGS and another of Deadlands, I had a full day of gaming on the docket!

Really, this was a good rehearsal for Origins, which is slowly-but-surely rising on the horizon.  While my sessions went off really well--though, unfortunately, my last WEGS game didn't go off--I did find a few minor issues with my write-up of WEGSThulhu.  I had totally forgotten to write in the Chapter Rewards for each section, which led to some confusion as we finished the first encounter!  But, throwing down the Cold Roll Gospel did give me a chance to take a look at something new--the always-crafty El Willy e-mailed me a playtest version of a new Ark:  none other than the Warlock!  Full of hellfire and brimstone, this guy made for a massive change around the table, compared to the prior Mage-based Arketypes...

Deadlands, though, ran absolutely perfectly.  I couldn't have asked for a better table of players--the fellow playing Ricky "The One Armed Bandit" Parker, spent the entire session with one arm behind his back, shuffling his deck of cards with one hand.  Spectacular!  Couldn't beat it with a stick!

As I mentioned, my last game didn't go off, which meant that I got to sit in on EEE's Deathwatch scenario.  While we were getting our butts handed to us by beasties of Chaos and their accompanying Chaos Space Marines, I'd forgotten how much fun the maelstrom of the Dark Heresy line of games really are.  Brother Octavian, my tactial marine, engaged in a swift descent into madness, while Apothecary Lucian avenged his (rather explosive!) death, by hewing into the lead Chaos Marine with his chainsword. 

Just as the night ended, as our fellow gamers packed up, our party went once more around the table, hoping to take down the massive Chaos Captain.  And, lo and behold, the dice spake once more:  Lucian lucks out with an 03 on the percentile, hewing through the Chaos Captain's power armor with that mighty chainsword, bringing him to his knees...a great end to a great day of gaming all around.

I'm loathe to put all of the great pics from FOPCon 3 here, so I'll just link you to the album on Facebook:  FOPCon 3--Return to the Scene of the Con!
If that wasn't enough gaming action, that Sunday brought even more:  the finale of our ongoing Deadlands:  Follow the Walkin' Man campaign.  While LuckyDee wasn't able to make it, our posse rounded the table one last time for some resolution to the ongoing plot arcs.

Chris III's prospector-Agent Yukon Cornelius and Will the ManMan's replacement character, Texas Ranger Jason Cauldwell both decided to climb the Dark Tower...I won't spoil the end of the Dark Tower books for you, but suffice to say that their end was true to the end of Book 7.

The PlatinumChick and KungFuJake's characters, though, traveled south to Tombstone, where Bat Masterson was already meeting with Wyatt Earp, Doc Holliday, and Sam Pelfrey...better known as the Arizona Kid.  Deciding to join up with them against the Cowboy Gang, they were shocked to find out that a new influx of Chinese immigrants had flooded Tombstone--led by Xu Lei's villainous brother, Shang Lei!  Shang had taken possession of the medallion once possessed by Xu Lei's ancestors, gaining massive arcane powers...

...but they weren't enough for our heroes!  In a blaze of bullets, kung-fu kicks, and hexes, the heroes prevailed.  Roxanne ended up marrying Bat Masterson, then pursuing her father up the West Coast, eventually finding him in Winnipeg, Canada.  Xu Lei returned to China with his defeated brother in tow and the cursed medallion in hand.  And so, they lived happily ever after.

Whew.  That's a lot of gaming!  Now, it's onto the next bit...who knows what's going to come next?

Oh yeah!  This is officially my 250th post!  Woot!  Thanks for the support, all!

Wednesday, April 27, 2011

In Which The Warlock Rebuilds...

With ChaoticFrederick prepping our imminent "Tyrian Horror" game, a ton of work needed to be done.  Character conversions, encounter tables, new allies, an entirely new board...this was a lot of work!

Lucky for us, we had an ally in the preparations.  You see, a fellow named Christopher Jennings had put together a neat little utility, with Fantasy Flight's blessing.  The result?  Strange Eons--a homebrew utility program that lets you build your own Investigators, Items, Allies and more! 

Simply put, Strange Eons is gorgeous.  It's quick to learn, and the results speak for themselves!   Take a look at Actorios, rebuilt as an Arkham Horror investigator! 

Front Side--Actorios


Reverse Side--Actorios

Sunday, April 24, 2011

In Which The Warlock Needs an Elder Sign...

Ia, ia, friends and neighbors!  Finally--after too many weeks of cancellations and other engagements--we managed to resume Chaotic Frederick's Dark Sun game.  Though we only managed to have three players at the table, the plot still forged on with Actorios, Berd, and Tanka delving into Under-Tyr in order to find an abandoned gateway to Raal.  That is to say, the Moon!  Well, one of them, anyway...

Saving Tyr is a hard job to do...
But with one our spell-shards planted firmly on Raal, we arrived back in Tyr only to find that something quite drastic had happened.  True, we had succeeded in our quest to open a gateway to Raal for House Wavir to use as a water-hauling venture.  The lush jungles of Raal would provide a fresh water source for Wavir to sell, undercutting their rivals and taking complete control of the water market.  But in doing so, we also opened a series of other rifts throughout the city, with monsters pouring into Tyr and raging through the various districts!

Wait a second...that sounds familiar!  That's Arkham Horror!

Fire up the Doom Track!
Yes, indeedy, friends and neighbors.  Chaotic Frederick is, as we speak, working on a conversion of Arkham Horror, set in Tyr.  We'll be playing converted versions of our own characters, attempting to stem the tide of horrific beasties before the Free City gets overwhelmed by otherworldly horrors.

I'll be frank here:  I love Arkham Horror.  It may well be my favorite board game.  Its mechanics, while complex, are streamlined and compact enough for the game to be easy to understand.  While the game is quick to master even, it maintains a level of difficulty that makes playing the game interesting every time.  And the expansions?  Ohhhh, the expansions!  While there are better and worse ones, they maintain a degree of quality that's really unseen in other games.

I have really high hopes for this next session.  Once ChaoticFrederick gets the last of the rules and conversions put together, I'll see about posting some pics of our Tyrian expedition, as soon as possible!

Wednesday, April 20, 2011

In Which The Warlock Contemplates...Nothing.

So, the saying goes that "absence makes the heart grow fonder".  Yeah...something like that.

Friends and neighbors, I'm going through gaming withdrawl.  "Heresy!" you probably cry, "Warlock, you run a gaming blog, are in two weekly campaigns, and run demos on the Ohio convention circuit.  How can you possibly be going through withdrawl?"

Simple, my lovelies.  Much of my gaming seems to be coming to an end for a while.

My upcoming gaming schedule...?
Deadlands is just about over for us.  While I'm going to save up what's happened for a later post, after our final session, we have just that left:  one session.  The campaign had gone fairly well, all told.  I have some regrets about it, dealing specifically with certain choices I made as a GM, but overall I was pleased with the result.  I think the players had fun, which is what matters.  Some continuity in amongst the players would have been nice, though...losing DigitalKat halfway through sucked, and while LuckyDee and KungFuJake wake were welcome additions, they only joined after two other players had dropped out.

Similarly, our Dark Sun game is heading towards its conclusion.  ChaoticFrederick received an opportunity to work at a government jet-propulsion laboratory in California for three months, so we're trying to wrap up our adventures in Athas before then.  Unfortunately, this game's provided me quite a bit of consternation recently...we haven't actually had a session in nearly a month!  Actorios' story has been sitting on idle since then! 

FOPCon 3!  Return to the Scene of the Con!
The con circuit, while not quiet, has abated for me momentarily.  Next on the docket is FOPCon, in Huber Heights, which is always a blast.  FOPCon's run by Doug and his friends, who really pour their heart and soul into showing people a good time.  The F.O.P. hall where FOPCon is held is comfortable and spacious, but the best part of FOPCon is the food!  There's a ton of house-made food sold at FOPCon, but as a GM...the food is free!  Yes, free!  Om nom nom, indeed!

But, with that, my gaming options slowly die off.  There's been some interest in me running a short campaign of The Laundry, which seems appealing, especially as I work my way through reading "Black Bag Jobs", a series of Laundry adventures.  (Oh, you say, it's not out yet?  There are advantages to being a freelancer...)  However, I've had an itch to run some sandbox-style, no frills D&D.  With several of the WittKids staying on campus over the summer, I may just get my wish...

Oh, and speaking of Witt:  we have a new banner!  Take a look at this hotness:

Awesome, no?  Just wait till you see it hanging up at this year's Origins Game Fair!

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.

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! 

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...

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?

Sunday, December 12, 2010

In Which The Warlock Jots Down Some Random Thoughts...

I didn't really have any particular ideas for today's blog entry, so I thought I'd just toss down a few of the things that have been rolling around my brain over the last week.

Walkin' in a winter wonderland...

--How many times has weather really factored into an rpg session?  It's snowing sideways here right now, but rare is the time that I can remember where weather really mattered in any given session.  With my own adventures, many of the conflicts would tend to take place indoors, which pulls the elements out of any showdown.  It makes me wonder what one of my Deadlands sessions would be like, if I stranded the PCs out in the midst of a Colorado blizzard...perhaps they'll find out sometime soon...



Please, Blizzard?  Give us a date...

--Gaming really thrives on that idea of "more, better stuff".  I've been back on the Diablo II train, playing a Holy Freeze/Zeal Paladin, and am honestly amazed at some of the comments I've been making to myself, regarding gear.  The delight I'm giving off when I find a new rune or pick up a unique weapon--even if I can't use it!--is amazingly palpable.  The PlatinumChick tends to give me funny looks when I shout out about a new find, but I can't help it!  That last little bit might be critical to keeping my little Paladin alive!  And, as I'm about to start "Nightmare" difficulty, I can use every bit of help that I can get!

--Speaking of Diablo, the previews for Diablo III look amazingly tantalizing.  I had been eyeing up the Witch Doctor class, but with the release of the Demon Hunter, I think I may have a new favorite.  And, to be honest, the Wizard really captures the essence of the stereotypical, D&D-ish mage, yet still looks bad-ass.  If only there were an official release date...

--You know, it's sad when I dream about gaming.  A few nights ago, I had a dream about a Magic: the Gathering-style collectable card game, based around NFL football.  I'd definitely need to refine the ideas a little bit, but it really could be pretty spectacular, if I managed to put it together.  Obviously, there'd be huge licensure issues, but perhaps the missing link between 'geek' and 'jock' could finally be found! 

--The most dangerous spells in D&D are cantrips.  Actorios, in our Friday Night Dark Sun game, has no less than 4 tools as his disposal, at-will:  telekinesis, telepathy, pyrokinesis, and the abiility to create nearly any tool he wants, on demand.  This combo is massively troublesome for everyone around him, as Chris the II's (shhhh!) wizard nearly found out in our first session.  Nothing like some interparty conflict showing up in the first session.  Actorios was one telepathic message away from finding a new party member!

Digital-Kat's usual hangout
--Digital-Kat has been trying to convince me to join the addiction that is World of Warcraft, telling me tales of the role-playing going on in SunCrown.  And, I'll admit, it's tempting.  But I've been holding off thusfar, due to the ongoing cost and the addictive nature of the game.  With the stories she's been telling, though, of noble betrayal, backstabbing, and broken alliances.  *drool*  It's the sort of gaming I just don't get in real-life, and have had a distinct hankering for. 

--With the holidays on us, it'll soon be time for my wee ones at school to experience the utter pain, humiliation and horror that is my holiday tradition:  The He-Man/She-Ra Christmas Special.  The old Star Wars special has nothing on this one:  it has musical numbers, overly cute Mary-Sue protagonists for the kids, and even a reformed Skeletor.  It's hideous, but it's so worthwhile! 

Saturday, November 27, 2010

In Which The Warlock Creates a...Well, a Warlock!


Elric of Melnibone
 One of my favorite characters--and the subject of my senior thesis at Wittenberg--is Michael Moorcock's Elric of Melnibone.  So, when trying to build a character for Chaotic Frederick's upcoming Dark Sun game, I couldn't pass up the opportunity for an homage to such a vivid, tormented sword-and-sorcery character.  As such, let me present my own take on a pseudo-Elric...the fallen Prince Actorios of Theleb Orethia!

The Ten-Minute Background: Actorios, Prince of Theleb Orethia


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

1. The Chosen One… Actorios was raised to be the savior of his people. The kingdom of Theleb Orethia (The Dreaming City), hidden away amidst The Lands Within the Winds, was maintained by a generational ritual, which imbued its ruling scion with immense arcane and psionic power. Actorios, the entitled only son of Mathrion, was chosen to become the next “gekozen”, renewing the fey pacts that gave the city its might.

2. Storm-tossed on the Seas of Fate. Actorios, however, cared nothing for this role or his obligations. Rather, he used his title, wealth, and considerable arcane and psionic training to delve into forbidden lore, to refine his swordsmanship, and for other decadent ends. Despite the pleas of his family (and even his arranged-betrothed, Caelyn), Actorios chose himself over his kingdom…

3. Pacts Made, Pacts Broken. Instead of relying on the Court of Stars, as eladrin traditionally do when committing themselves to the warlock-arts, Actorios instead sought power with the infernal lord Yrkoon the Ever-Dying. Yrkoon gifted Actorios with a rune-etched black blade, which tears forth souls from its victims, feeding the always-hungry daemon. This act was near heresy in the eyes of the eladrin, which led Actorios’ cousin Thibault to rise up against him.

4. The Fall of Theleb Orethia. Thibault rose up against Actorios in a battle that none won. The eldritch powers of both ever-ravenous Yrkoon and the mighty Court of Stars ravaged Theleb Orethia, leaving it as bleak and blasted as the rest of Athas. As Thibault confronted Actorios in his throne room, the usurper confronted Actorios as Caelyn pled with him to surrender. In the ensuing struggle, Caelyn was slain…not by Thibault, but by a careless blow from Actorios. Guilt-ravaged and bereft of influence, Actorios left in self-imposed exile.

5. A Lesson in Self-Disaster. It seems that nearly everything that Actorios touches turns to ash. Loved ones die, compatriots are betrayed or killed, towns and villages are burned to the ground. Actorios has a difficult time believing in anyone or anything, much less himself, yet clings to his infernal practices as the source of his power. It may be the one thing in life he can ‘control,’ yet even that is truly in the hands of Yrkoon.

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

1. (Character) Atone for the death of Caelyn or, “better yet”, find some way to bring her back.

2. (Player) I’d like to walk through Actorios’ descent into despair and, if possible, find a way to bring him out of it. Actorios is truly a guy who’s had everything, and lost it by his own hands. It’d be very fitting to see him change pacts at some point during the game, should the Court of Stars ever forgive him (and if he can forgive himself).

3. (Player) I’d further like to traverse the line between corruption and atonement. Certainly, Actorios is a ruthless, unpleasant individual, but I’d like to see him use those ends to (maybe someday) become a just person. Or, at least, one who can look himself in the eye again.

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

Stormbringer, the black runeblade
1. (Known) The black hell-blade that Actorios uses literally steals souls. It’s not a figurative term. The blade is literally a conduit into the void that is Yrkoon’s bottomless maw. Each creature that Actorios slays feeds him some power, but that astral energy works towards freeing Yrkoon from The Gray. Actorios is literally addicted to this power, and will sicken to the point of death without it.

2. (Unknown) Caelyn is alive. She survived the accidental stabbing, and is currently “head consort” in Thibault’s harem. She hates Thibault as much as she mourns Actorios, and wants to see him return to The Lands Within the Winds, even if he cannot return to Theleb Orethia.

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

1. (Friendly) Rackhir the Red Archer—an old adventuring partner of Actorios, he knows what magicks that Actorios is capable of. In an incident that he still won’t speak of, Actorios lost control of a lesser daemon, which slew everyone in the group aside from Rakhir. Rackhir currently lives in Urik, acting as a smuggler.

2. (Helpful, but Indifferent) Balaan the Grim (daemon of law)—When Actorios uses any sort of divination ritual, Balaan is typically the first to answer. Balaan is an associate of imprisoned Yrkoon, and has an uncanny ability with riddles, wordplay and contracts. He also knows much of what happens in Athas on a daily basis.

3. (Actively Hostile) Ayarkan Shalod, Warrior of Orethia—When Actorios went into self-exile, his lieutenants and followers were almost-universally put to the sword. Ayarkan Shalod was the exception. Escaping from his cell the night before his execution, Ayarkan swore vengeance on his once friend and commander, whatever the cost. Ayarkan foreswore The Lands Within the Wind, arriving in Balic, set to hunt down Actorios.

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

1. Actorios is arrogant, entitled, “mentally superior”, and generally an utter dick. However, he has a massive guilt-complex, making him pitiable. He’s something of a fatalist, but will go through the motions of helping his friends. In some ways it makes him feel better, but little helps to relieve the sting of everything he’s lost.

2. The mark of the “gekozen” is Actorios’ albinism. Actorios has pale white skin, near-white hair, and pinkish eyes. In The Lands Within the Wind, this isn’t as big of a problem, but in Athas proper…well, let’s just say that Actorios is very, very careful when he’s going to be in the sun.

3. At his heart, Actorios is entitled and lazy. If there’s a way to do a menial task in a showy arcane/psionic way, he’ll find it. If that means using his low-grade telekinesis or telepathy rather than picking up a drink or speaking to someone he thinks is beneath his station.

Wednesday, November 24, 2010

In Which The Warlock Reaches the End...



The usual end to one of my games..
 I feel like it's been ages since I've actually reached the natural conclusion of a campaign.  Both "Pirates of the Underdark" and my Wittenberg Eberron game fizzled out before reaching their true ending.  Even before that, there was my defunct Expedition to the Demonweb Pits game, and the TPK that pre-empted our Dark Heresy adventure.

In truth, to reach an actual end was really satisfying for me.  For once, the story could come full circle.  For once, all of the plot hooks and threads that had emerged over the course of the campaign had managed to reach their natural end.  For once...there would be a worthy end.








Something of a tangent:  my favorite character from The Lord of the Rings isn't Aragorn or Legolas, nor is it even Gimli (though, I'm pretty sure that my dwarf-loving tendencies started with him).  Rather, it's Theoden of Rohan.  This is a guy who truly rises up, facing each challenge set before him, even though it costs him his life, his kingdom, his family, and all that goes with them.  Theoden sets the bar for 'heroic speeches', and sums up my feelings on endings par excellence:
Theoden of Rohan, being inspiring!
 "Look at my men. Their courage hangs by a thread. If this is to be our end, then I would have them make such an end, as to be worthy of remembrance."


It's that mentality that I took into mind when I designed the final battle of the "Tear of Ioun" saga.  After fending off the siege of Morgordal Keep, our heroes found themselves venturing once more to the source of both the corruption in the area, and their own adventure--the Forlorn Tower of Wellspring.
Ia! Ia!  Fhtaghn!
At the top thereof lurked Volarn--the Opener of the Way--and several of his corrupt, degenerate fleshlings.  Energy streamed from archaic runes etched on the tower's face, pouring forth into a corrupted symbol of Ioun.  Beyond that symbol...Zalgo.  The Render of the Veils.  The Hunger with a Thousand Eyes.  The eternal, the ever-dying.  That which waits beyond the walls.

Our heroes leapt into battle as the energies poured forth.  Charging forward, Guf was so unnerved that he tripped, face-planting into a stream of putrescent water tainted with unholy eldritch energies.  As soon as Martook and Lupin managed to join the melee, they were snatched up by Volarn, being dealt horrific woulds by his claws and writhing tentacles.  Shantira cast bolt after fiery bolt, doing  her best to stem the tide of energy that poured into their world.  Aster and Elladan skirted the flanks of the battle, firing arrows and slinging daggers into the cultists, while the enigmatic Blink charged after Volarn.

In the end?  Victory!  As the battle raged on, Elladan raced to cut off Volarn's escape, hamstringing the creature and casting it down in eternal defeat.  As the Forlorn Tower finally collapsed, and the waters of the nearby river ran clear and clean for the first time in decades, the party escaped in triumph.

As we put away the minis for the last time in this game, I provided a brief vignette for each character, summing up their actions, as they parted ways in pursuit of their own epic destinies:

  • With Morgordal's new alliance with the Doomguard, Clan-Father Russell of IronVictor was able to lead his combined clan into a new era of prosperity and unity.  Morgordal became an important planar and Underdark trading up, with the Doomguard establishing their first ever Prime Material armory.  Russell rebuilt the temple of Kelemvor, providing a new era of law, order, and peace for the dwarves.
  • Lupin, with the assistance of High Templar Wesley Baracus of Blackfall, established a chapel to Bane within Russell's temple.  Lupin also married Shantira, in a Banish ceremony that...well, it probably looked more like an S/M rave than a marriage, but that's life!
  • Shantira joined with the enigmatic invoker Belzadi Riftember to create a new school for fire mages, within the halls of Morgordal.  Their combined expertise broke new ground in elemental research, as well as new opportunites to scorch their foes.
  • Guf, still delveless, joined the IronVictor/Riftember clans as their sergeant-at-arms, reinforcing and rebuilding the keep outside, and training a new generation of dwarves in the arts of war.
  • Aster, still seeking vengeance for Lord Criswell's "betrayal", joined with the assassin 'Cruel' Seirrah and infiltrated the Blackfall Opera House, where Criswell was in attendence.  As Seirrah snuck up on Criswell, Aster fired a single arrow which exploded with fantastic force.  Both Seirrah--who had maimed Aster's ear--and Criswell were slain in the blast, while Aster left, retiring to Gloomwrought.
  • Martook, however, was not granted a peaceful retirement with his family.  His pact with Mighty Bane meant that he was once-again a full-time soldier, being recruited to the eternal Blood War.  While his family moved to his massive manor in  Morgordal, Martook soon found himself returning only to an empty house.
And, from here?  Well, we're taking a week off for the Thanksgiving holiday, but after that, we're back in action.  The exiled Prince Actorios of Theleb Orethia will make his debut, in Chaotic Frederick's Dark Sun game!  Until then, fellow gamers!

Sunday, November 21, 2010

In Which The Warlock Sleeps it Off...

Ahoy, fellow gamers. 

Just so you know, there's no entry this weekend.  After spending some time around the table with a few beverages, the PlatinumChick and I are going to relax for a bit.

Keep your eyes peeled for this Wednesday's entry, which will detail the climactic final showdown against Volarn, Opener of the Way!  Also, get ready for a new character, as I reveal what I'll be playing in Chaotic Frederick's Dark Sun game!

Cheers!

Wednesday, March 10, 2010

In Which The Warlock Admits His Alignment...

So, as a pseudo-GM's Day present, Kat sent me a copy of a very interesting PDF: John Wick's "Play Dirty".

At first, I had thought it was something along the lines of the eponymous "Book of Erotic Fantasy", released in the midst of the d20 System glut, but I was surprised beyond belief at what I found.

You see, Wick's articles (compiled from a gaming website) enlighten the reader on the glories of being a "Dirty GM". That is to say, a GM that uses his full creative abilities to challenge his players by exploiting their weaknesses and gaming assumptions. He contrasts this with the "Killer GM" which kills characters simply for the sake of killing them.

He then goes on to put forward idea after glorious idea, many of which were taken from his own games (mainly "Champions", "Vampire: The Masquerade" and "Call of Cthulhu"). Of particular note is his NPC, Jefferson Carter...a bastard to crown all other bastards, and a character that any self-respecting player would love to hate.

Wick's articles got me thinking about my own reputation within the Wittenberg gaming community. You see, I have a bit of a stigma as a brutal Game Master. I guess the old adage is to "never get in a car in one of Andy's games", after I had two separate TPKs (all detailed in earlier posts, no less!).

However, I've always strived for ways to challenge my players. From the illithid invasion of Saltmarsh, to the conspiracies of the Emperor's Ship Persephone, I try to keep my players always on their toes. There is, though, one game in which I really pulled the wool out from under the players:

Back at Wittenberg, I ran a game that was something of a crossover between the old 2e setting "Dark Sun" and the historical Crusades. The players took on fantasy roles of Egyptian Muslims, as their king attempted to invade Damascus. As they had proved themselves competent at court and in the field, our heroes were chosen as an advance force to try to infiltrate the city and begin to bring it down from the inside-out.

As such, after sneaking into Damascus, they began to learn about the city's defenses, which were constructed by a certain general, Mal-Erek Tsaron. Attempting to get into his confidence was Nick, playing a psychic warrior. He joined the city guard, immediately getting noticed due to his natural prowess (and the fact that he was around 12th level at the time). The group's mission? Kill Tsaron, so that the city's defenses would be leaderless.

Undoubtedly, the PCs were figuring on only a chance encounter with Tsaron, but I didn't let them off that easy. Tsaron took Nick's character under his wing, quickly promoting him. Within a month, Nick was invited over to Tsaron's home to have dinner with his wife. The entire time, I played Tsaron as a gentle, loving man who loved his country and wanted nothing more than to live in peace. Nick and Tsaron sparred in his practice room. Tsaron gave him an enchanted blade, which he had used in years previous. Tsaron's wife made him dinner.

...and when Nick's character was about to leave, Tsaron's daughter arrived. Oh, did I say his daughter? I meant Nick's love interest from earlier in the campaign. Same person.

Nick's character was invited to stay the night...during which he did the dirty deed. He killed Tsaron and his wife, then messaged the group, which signaled for the sieging army to attack.

The entire role-play took over 3 hours, with nary a dice rolled. Literally, Nick and I went back and forth, with the rest of the group rapt on our words. With each new detail, with each new "nice guy" action that Tsaron took, the group moaned their pain.

In order to take over Damascus, they would have to kill an innocent man. And, more than just innocent, he was a friend.


That's what John Wick is talking about! That's "hitting them where it hurts"! That's gamin'!