Showing posts with label Heroes Unlimited. Show all posts
Showing posts with label Heroes Unlimited. Show all posts

Friday, October 19, 2012

In Which The Warlock Illumines the Shadows--The Journeyman GM's Perspective!


As mentioned last entry, this is part of my October cross-blog shenanigans with Will Herrmann, better known as the Journeyman GM.  Here's his perspective on our "Shadows of the Cold War" game!  Enjoy, and have a great weekend!



Shadows of the Cold War was my second campaign ever. I was in the middle of a Dungeons & Dragons 4e campaign and, as a new and eager roleplaying gamer, was interested in trying out a new roleplaying game system. Heroes Unlimited was definitely an interesting one to have chosen (like all games from Palladium, it's riddled with typos, very messy character creation, and internally inconsistent mechanics), but fortunately, Andy had houseruled the egregious problems and we spent far more more of our time talking things out than we did worrying about the game mechanics.

"Aren't the stars and stripes a little...
...old-fashioned?"
Having always been a Captain America fan, I decided to create a super soldier. In his backstory, I decided that him and his twin brother were experimented upon (experimentation on twins was pretty common in Nazi Germany and I figured the Soviet Union might have done something similar with a super soldier program). Using the random character generation in Heroes Unlimited, Ulrich Hartmann wound up with speed, strength, endurance, and fighting prowess that far exceeded that of a normal human. He knew a variety of fighting styles and could pilot just about any vehicle with ease. And at night, he became even more deadly, perhaps out of a realization that the darkness would hide his brutality. Despite this, Ulrich definitely had the Captain America attitude of using his power to protect those who were weaker than him. Ulrich's full character sheet can be found here.

The thing that meant the most to me was Ulrich's hindrances. In Dungeons & Dragons, characters are generally flawless. Sure, they may not be proficient in certain skills or they many be deficient in some attribute, but they don't really have any character flaws. Ulrich on the other hand received constant headaches and had a metabolism four times that of a normal human (this led to a lot of fun situations and his nightly ritual of going to the Happy Panda all you can eat Chinese buffet). In addition, he had escaped from the Soviet Union and was being hunted down by his twin brother, Jakob Hartmann, who had the same powers, but a much more brutal and self-serving outlook on how they should be used. And perhaps the most defining thing for the campaign was that he literally started by walking off of a bus. With no money, no job, no place to stay, and a poor understanding of the English language, the early sessions were largely focused on Ulrich trying to find a place to live and a job to support himself. These hindrances to Ulrich's character wound up defining him just as much as his superhuman abilities and I think because of that, I wound up gravitating toward systems with hindrances later in my gaming career.

Ulrich followed the meaning,
not necessarily the movement.
Being on the run from the Soviets, Ulrich naturally needed a superhero identity. Having always admired the words of Karl Marx (but not how the Soviets had "corrupted" them), Ulrich decided to take on the name "Manifesto" and made it his goal to right the injustices he saw. And what better place to do it than in America? Hub City itself had recently constructed skyscrapers for the rich to work in, but had the poor living on the streets next to it.

Eventually, Manifesto teamed up with several other superheroes and started tracking down an individual who had kidnapped a young girl…and it was clear that he was too powerful for the police to take down. Admittedly, this nature of this villain made me a bit uncomfortable (see Andy's description) but it definitely made our final fight of retribution against him ore meaningful.

Unfortunately, Ulrich met his match not from some violent super-powered killer, but from a car crash. How that happened is a fun story in and of itself, but ultimately it meant that Manifesto's crime-fighting streak came to a premature end. I'm told that future plots would have had him meet his evil twin brother again and have his past catch up to him again!

This was my first exposure to Andy's GMing style. He's big on creating overwhelming challenges and creating very personal stories. Although I'm not as crazy about Watchmen-style superheroes as Andy, I found the game overall to be really enjoyable and the first real exposure to having characters that seemed "real".

All in all, Shadows of the Cold War is one of the most memorable games I've played in. It was the first that really let me play a character that was human and had his share of flaws and, much to my surprise, it was fun having to deal with the challenges of daily life. Manifesto is one of my favorite characters and a Savage Worlds version of him will be included as a pregen for Wild Card Creator.

Wednesday, October 17, 2012

In Which The Warlock Illumines the Shadows...



Continuing our cross-blog extravaganza, the Journeyman GM and I decided to stop and reminisce about one of our first real campaigns together--my Heroes Unlimited/Call of Cthulhu mash-up, "Shadows of the Cold War".  While the campaign was somewhat short-lived, it provided some great moments of role-play around the table and really showed off some of the things I love about gaming at Wittenberg, to say nothing of Will's skill and creativity as a player.

For those of you that don't frequent my blog, I billed "Shadows of the Cold War" as something of an "alternate-universe Watchmen", in which the events of that seminal graphic novel never actually happened:  Ozymandias never detonated his squid, Silk Spectre never determined the identity of her father, and Dr. Manhattan simply up and left.  Our heroes took up residence in the DC Comics underworld of Hub City, which was all but polluted with crime and vigilante activity.

Rorschach's vengeance:
an inspiration for Manifesto's
first investigation.
While our three other heroes--played by the PlatinumChick, DigitalKat, and L-Train--played "average" citizens of Hub City, Will had decided to take a slightly less orthodox route.  His hero, Manifesto, was the semi-successful result of an East German/Soviet super-soldier project who had gained most of his combat experience fighting in Afghanistan.  After falling out with his handlers over ideological issues, Manifesto escaped Soviet control and stole into the United States, hoping to spread the word of Marx to the impoverished masses of the Hub.

While it might not seem exciting to many, the two introductory sessions of "Shadows..." may be among my all time favorites.  Manifesto was literally a "stranger in a strange land"--bereft of basic 'givens' like citizenship, a drivers' license, or even the ability to speak proper English, Will/Manifesto stared down a greater threat than a supervillain or a back-alley ganger:  the plight of poverty, viewed through the eyes of an illegal immigrant.  Manifesto was lucky in many regards--he managed to procure work as an unskilled laborer at a construction site, was able to find his way to a housing and human services branch through which he procured a small apartment, and received some significant donations from the Salvation Army.

Throughout these sessions, nary a die was rolled--after all, what good is combat prowess or technical expertise, when your character is living on the streets?  But the buy-in on Will's part was spectacular, and the table was riveted throughout.  When Manifesto finally managed to get his feet under him and meet some of his fellow vigilantes, it was like he had finally 'made it'.

This isn't to say that our game was a matter of The Sims-lite.  Rather, our game focused heavily on investigation and several ongoing attempts to thwart an arms-trafficking ring run by The White Russian, an enigmatic criminal mastermind.  Leads into a Benson and Hedges Holdings warehouse led our heroes to what may be the most foul villain I've ever created:  Mr. Kisses.

Meant to be a riff on "Mr. Fantastic gone mad", Mr. Kisses was a serial rapist and murderer, with a penchant for targeting under-aged girls.  His deranged psyche had fetishized the "American Ladies" young adult novels of the time, leading him to kidnap school-aged girls, abuse them, and then kill them.  However, with an in-born elastic ability, Mr. Kisses' victims died messy, horrific deaths.  With each clue they found, with each step closer the group took, Mr. Kisses provoked a powerful sense of righteous vengeance, which I've rarely seen around the game table.  When Kisses died--and they most assuredly did not let such a madman live--there was a collective sigh of relief around the table.  One less girl would be made a victim in this world.  One less mother would spend sleepless nights in tears.

While Mr. Kisses certainly hit home with a Rated-R, Iron Age sensibility, this isn't to say that our campaign didn't have moments of comic relief.  As a side-effect of his super-soldier experimentation, Manifesto's metabolism worked at four times the normal rate:  he had to eat a full meal every few hours or be stricken with crippling migraines.  It became a running joke at our table that Manifesto would hit the Happy Panda Chinese Buffet on his way home from work, eating the place clean!  Set in 1986, our game was rife with references to The A-Team, MacGuyver, and the worst of 80s music.  Lockshanks, L-Train's character, even made a point to go see Return of the Jedi on its opening day!

The treacherous roads of Centralia, PA
As I mentioned earlier, our heroes met an untimely end, mainly due to a poor choice of driver and some phenomenally bad die rolls.  Our campaign ended just as it hit its nascence.  I had planned for our heroes to visit Centralia, Pennsylvania in the upcoming session, uncovering Cthulhian horrors amongst the smoking ruins.

Despite our tragic (and more than a little ironic) end, "Shadows of the Cold War" left a sizable influence.  The wonky mechanics of Heroes Unlimited left an ashen taste in my mouth and the Iron Age of Comics remained a relatively untapped realm of inspiration for a would-be game designer.  In designing Cold Steel Wardens, I dropped elements directly from "Shadows..." into the game--The White Russian, Mr. Kisses, and even Manifesto himself have made it into my first draft copy as NPCs and, in Manifesto's case, a fully playable pre-generated character.

And Will?  Well, despite my tendency to kill off his characters, he's still coming back for more...and next week, we'll take a look at what it's like as a player in one of his games!

Wednesday, September 26, 2012

In Which The Warlock Picks Nits...


Having a "real job" does have its perks.  While I'm still up to my eyeballs, between grading, planning, writing papers for online classes, and the struggles to finish out Cold Steel Wardens, the best perk of having a real job is undoubtedly the cash...which, in gaming terms, means gaming swag!

Since graduating and entering the workforce, there's hardly a doubt that my gaming library has increased.  It's overflowing our game room shelves, to the point where we swiftly need to rearrange our collection!  That said, I do try to be judicious in my spending--after all, there's only so much that one can spend on gaming!  I check out reviews on RPG.net, and try to read sample chapters or previews before I actually make a purchase.

But, even among the best of gamebooks out there, there are certain nitpicks that just drive me up a wall:

No Index!

Oh, man!  This one's an unforgivable sin.  You see, a game manual--particularly a core-rulebook--is, in essence, a reference book.  While full of flavor text, fiction, and setting material, a well-written game manual should make it easy to find information quickly and easily.  Indexes make character creation easier, rules referencing swifter, and overall organization more...well, organized!  With this age of print-on-demand and numerous print utilities, it's easier than ever to include an index any work.

Heroes Unlimited, the old warhorse that brought me into the gaming in the first place, is the biggest offender on my shelf in this regard.  While the Palladium rules set overall is messy enough, the lack of an index makes the rules almost impossible to navigate swiftly during a game session.  Situational rules become hard to find, which slows down the pace of a game.  A simple index could easily solve the problem, but such isn't the case.

Bad Font Choices!

Cursive!  Curse you!
As I'm learning, fonts are an incredibly powerful thing.  In choosing fonts for Cold Steel Wardens, I've been trying to find ones that exude a gritty, urban feel but are still legible and easy to read.  Fonts have a tendency to inspire irrational rage in certain people--just see the crusade against Comic Sans!

In this case, All For One: Regime Diabolique was the biggest offender for me.  While fancy cursive calligraphy perfectly fits the Musketeer-milieu, the cursive font chosen for chapter sub-headings came out gritty and grainy, making those sub-headings difficult to read, and impossible to discern at a glance.  I can't imagine how these headings look in PDF format--it certainly can't be legible!



Uber-NPCs!

NPCs are important.  We all know this.  I have a massive chapter in CSW devoted solely to populating the world and giving unique hooks and elements to base campaign sessions around.  That said, NPCs are there to provide opportunities for PC interaction.  They may be major players, yes, but they should never be the most major.

As much as I love it, Deadlands is a big offender here.  While significantly toned down in the Reloaded version, the Classic Deadlands rules made major NPCs into invincible killing machines with literally every power and skill in the book.  Worst of all was the time-jumping Jackie Wells, whom The Journeyman GM railed against in his sessions of the "Heart of Darkness" trilogy.  On the plus side, though, the current rules at let you destroy those NPCs in the Plot Point campaigns!

Kitchen Sink Gaming!

Great system.  Great setting.
Can't say that I cared for them together...
I'm a big believer in mechanics supporting a specific method of play.  While generic systems are neat and viable for some things, I find that they tend to leave the flavor of the game in the hands of the GM, rather than bringing it to the table through mechanics.  For example, Savage Worlds makes for great pulp games and, with its gambling and poker elements, fits the Weird West of Deadlands.  But, after reading through both Realms of Cthulhu and the Horror Companion, I'm more and more convinced that I never want to run a true horror game with Savage Worlds--the game simply isn't built around that concept, especially when games like Dread or Call of Cthulhu are available.  You can surely hammer a nail with a wrench, but wouldn't a hammer be easier?

The d20 glut was a huge offender here, but it's Mutants and Masterminds that gets my goat the most.  While I respect the game greatly--and, for Justice League or Avengers-style adventures, it can work very well--every time I've played M&M, I find that the rules just add nothing to the experience.  That, in my eyes, is a problem, but it's one I intend to fix...


Okay, so this post was a touch negative.  Next time out, let's take a look at some of my favorite schemes in game design!

Monday, March 12, 2012

In Which The Warlock Illumines the Unobtained...

I've been lucky enough in 15-odd years of gaming to have run and played in huge variety of campaigns, one-shots, convention games and more.  And, through this blog, I've been able to share--at least somewhat--my experiences with you, oh glorious reader.

But, y'know...there's a lot that I haven't done.  A lot that I'd love to be able to do, but just haven't quite managed it yet.  And so, fellow gamers:  I present to you the start of my "Gamer Bucket List!"

  • I want to play Planescape.  Oh, my yes.  In all of its Victorian-philosophizing, genre-bending weirdness, I've never actually gotten to play in a Planescape game.  I'd love to see that change sometime soon.

  • I want to run a LARP.  Still haven't managed to do this one, despite the WittKids having one every semester for the past few years.  I think my penchant for causing inter-party strife would make an excellent asset for a diceless showdown.

  • I want to play in a swashbuckling, high-adventure game.  Not sure this one is going to be on the horizon, either, but I have a tendency to shy away from games with 'derring-do' in favor of more 'serious' games with elements of horror and suspense.  Just once, I'd like to be able to cut loose and run a dashing swashbuckler with a devil-may-care attitude.

  • I want to be scared in a horror game.  Not saying that I want blood, gore, and entrails all over the floor, but I'd love it if a game actually managed to put some fear into my jaded gamer heart.

  • I want to wean myself off of Savage Worlds.  Not to say that it's a bad system--far from it!  It's becoming my go-to system for all things.  But, there are some things that it just doesn't do particularly well:  actual horror, for one. 

  • I want to do some more reading.  While I've done a fair amount of reading in terms of game-books, my actual reading list has shied away from genre-fiction in the last 5 years and more towards heavier literature or (for light reading) comics.  I haven't touched sci-fi or fantasy novels in years and, judging by the field out there, it's not likely that I'll return anytime soon.

  • I'd love to be able to field-test a new system.  While writing Cold Steel Wardens, my influences are pretty evident--4e D&D, Savage Worlds, ICONS, Heroes Unlimited, and Mutants and Masterminds to name a few--but it'd be great to see someone else going through the playtesting process.

  • I want to run one of the classic campaign arcs for a chosen system.  This could be any number of games:  the "Dime Novels" of Deadlands, the original Temple of Elemental Evil series for D&D, or the plot point campaign of Necessary Evil.  I've had a lot of fun with "The Flood," but there are so many classic campaigns out there to sample...
I suppose all of this is just a start--there's tons more that I'd love to do before I hand in my dice for good.  Any other suggestions?

Wednesday, February 17, 2010

In Which The Warlock Does Old Skool In a New Way...

For those of you that have been following my blog, you know very well the fondness I have for WEGS--El Willy's "Wickedly Errant Gaming System"--for its old school, 1st edition D&D feel. There's no bones about it: you throw your dice, you roll to hit, you kill the monsters and you take their stuff.

It's simple, it's quick, and it's fun. Easy as that.

So, when I spotted this little gem thanks to a post on RPG.net, I was floored!

Icons by Steve Kenson

I've taken a look at Steve Kenson's work quite a few times, mainly through the products he's done with Green Ronin, and I was legitimately impressed. While I wasn't a fan of the Mutants and Masterminds system (it suffers from the same problems of most d20 products, in terms of rules bloat and excessive technicality), Kenson genuinely shows a great knowledge of the superhero genre.

And, while I love Heroes Unlimited and always will, it's not exactly a game that you can just throw together on a moment's notice. I've been working on characters for the HU game I'm running at WittCon, and it literally took me something in the neighborhood of 8-10 hours to generate the 6 player characters for the scenario. Thank Zombie Jeebus that I have them saved online! I can't imagine having to re-do those, each time I wanted to run the scenario!

But could this be the answer to my hopes, dreams, and desires? A superhero game that's easy to pick up, quick around the table, and still have enough depth to show off complex powers like Iron Man or Green Lantern? Mmmm...*drools*

Unfortunately, I'll have to wait for June on Icons, but it definitely looks like something I'll be picking up.

Thursday, February 11, 2010

In Which The Warlock Switches Gears...

With WittCon VII approaching, I had originally been hard at work on a Ravenloft scenario to run during the second session. "In Pursuit of Perfection" was going to be an interesting little romp through Paridon, in which the PCs would uncover some unsavory goings-on in the "Divinity of Mankind"--a pseudo-Freemason group devoted to perfection for all mankind.

Unfortunately, I hadn't exactly anticipated everyone else's offerings this time around. Kat's been high on a new indy game called "Houses of the Blooded", while a group that we met at FOPCon is bringing three sessions of "Fellowship of the White Star"--a game that, thematically, is pretty well identical to Ravenloft. All that on top of Jules' annual Call of Cthulhu game...

...well, I was out luck. I still wanted to run something, but we needed some genre differentiation!

So many options before me, I had some difficulty settling on something. I had thought about doing Clone Wars-era Star Wars game, but was immediately turned off by the d20 character generation, even with the assist from HeroForge. I was thinking about potentially running some Conan or Stargate SG-1, but in both cases...same problem. WEGS? Well, with El Willy planning to make an appearance, that's his domain! Dungeon Slam and SunnyVale Acres still need some work before another big playtest run...

As such, I was at a loss. What to run, what to run?

Ah, yes. My beloved Heroes Unlimited!

With the massive blizzard around us, I've had a few extra days off to work towards putting together a scenario I'm calling "The Near-Orbit Mass Driver Blues".

Five of six characters, complete with backgrounds, are already done with the outline still being put together. I'm excited about how they've all turned out, with some pretty unique power combinations:

Shadowman IX: The perfect corporate spy and master of shadow!

Dead Man Walker: A former Red Cross worker turned undead voodoo horror!

Rebuild: A master of robotics, complete with a bionic arsenal!

High Voltage: An NSA super-soldier and master of close combat!

Rebel Yell: An adorable Southern college student...with the powers of Sonic Manipulation!

and Pinpoint: A peerless archer and weaponsmith, capable of incredible feats of aim!

It'll be interesting to see how our heroes confront the difficulties of saving the former Soviet Republic of Kerplachistan from the horrors of the Ky'yrrr aliens! Can't hardly wait!

Monday, March 30, 2009

In Which The Warlock Changes His Persona...Again...

With the demise of "Shadows of the Cold War", Kat has taken up the mantle of GM and is prepping us for our first session of Ravenloft this evening, using an Island of Terror of her own design.

I, for one, am ecstatic. In all my years of GMing--now almost to 15!--no one has ever run Ravenloft for me. I've loved the setting for years, as it was the second D&D setting I'd ever read, but no one would run it. I've run it myself countless times, but few seem to be up to task to put together Gothic Horror with Medieval Fantasy.

That is, until now. So, without further adieu...my Ravenloft character: Nadia Ir'Ralya, burgeoning sorceress!

Name: Nadia Ir’Ralya
Age: 28
Race: Human
Location: Port-a-Lucine, Dementlieu
Parents: Unknown (both). Raised by Varrek Ir’Ralya
Siblings: Unknown
Friends: Camille DelaCroix (deceased), Eriol
Faith: “Gods? Are you kidding me?”
Fav. Food: Blanquette des veau over potatoes, with deep red wine.
Pastimes: Juggling, practical jokes, drinking. When alone, drawing and writing.
Party Role: Stealth and reconnaissance, social skills, raw damage potential.
Strengths: Stealth, high damage capability, high defenses, versatile skill uses.
Weaknesses: Low AC. Low physicality (negative Str).

Background:

Varrek Ir’Ralya was a “second story man” working for the Bleakers—an up-and-coming thieves’ guild in Port-a-Lucine—when he came upon something that he, to this day, has never been able to explain.
Varrek was commissioned by his Guildmaster—the enigmatic Melancholy—to break into a house in the High End. Port-a-Lucine’s High End was the most wealthy and elite district, and this house was no exception. Varrek slipped his way in and began cleaning out the lower floors. When he got to the second floor, though, Varrek had no words to describe the strangeness found there. On the floor, a married couple—still in their bedclothes—lay scorched and bleeding. Scant 5 feet away, though, a young girl of 3 years old—presumably their daughter? –lay sleeping on the floor.
Varrek was immediately faced with a feeling he rarely felt: guilt. Taking the sleeping girl with him, he looted the remainder of the house and made his way back to the Guildhouse. While the Guild Undermaster wasn’t happy with Varrek’s choice, they kept the girl around as something of a mascot at first, but later as a trainee. Nadia, as such, grew up in the absolute roughest of circumstances…and reveled in it. She proved adept at stealth and lockpicking, as well as swindling and baiting hapless men in taverns. Nadia always had an ‘exotic’ loot about her, which attracted many…and often left their purses lighter.
While Nadia enjoyed her work and her training, she had few friends. Among those few were an elf, Eriol, and another orphaned human girl, Camille. Eriol was fun, but had the typical arrogance of the Sithican elves, which made him annoying for long periods of time. Camille, though, was something different. She was wild, like Nadia, and the pair would spar in the training hall with abandon.
However, Nadia was continually haunted by strange dreams—dreams of whirling colors and oozing, amniotic seas, in which…things…swam. In the darkest of these dreams, a hideous figure would float through the sea towards her: a tatterdemalion, but one of royal bearing. A proverbial King in Rags and Tatters. She would often wake up screaming from these dreams, with no one left to comfort her.
The dreams soon became worse, over time. In fact, Nadia began to manifest sorcerer powers as the dreams compounded…which led to tragedy. Nadia, at Camille’s request, tried to keep use of the powers to a minimum—keeping them only for emergencies.
Such an emergency came as the pair, alone with Eriol, attempted to lift a supposed “religious artifact” from the vaults of Councilor Dominic D’honaire, at the request of Guildmaster Melancholy. When the trio was caught by the guards, they attempted to fight their way out, only to be vastly outnumbered. Camille, swiftly surrouned, begged Nadia to use her sorcery. Nadia summoned her mental reserves, blasting out with waves of psychic fire, consuming the guards…and Camille. Nadia shrieked, but the carpets of the vault had begun to catch fire, and Eriol was forced to pull her, still screaming, out of the manor house.
Since that day, Nadia has kept to herself. Guildmaster Melancholy has all but forced her from the ranks of the Bleakers, putting her out on the street as a liability. As such, Nadia has stowed away on the La Perle Volante, believing that a new land might give her a new start. She worries daily about her burgeoning powers and how she possibly learn to control them. She has no friends, only underworld contacts, and feels like this world has abandoned her. If there was only a way to control this raw power, any price may be worth it.

Tuesday, March 17, 2009

In Which The Warlock Inadvertently Causes a Mess on Interstate 76...

I am sad. No bones about it; I am disappointed.

My Monday night Heroes Unlimited game--"Shadows of the Cold War"--has gone up in flames. The remains of it are strewn across the north side of Pittsburgh (sorry, Keystone City).

My illustrious players were all set for a pre-planned road trip off to the wild locale of Centralia, Pennsylvania, after being led there by a mysterious message found in the sundry items of their fallen foe, Mr. Kisses. After some horrific happenstances at the Shining Stars Bar, Grille, and Restaurant (run by the always enigmatic Stephen Alzis), they were ready for a new change of scenery.

Unfortunately, they never got that far.

For whatever reason, my players have the horrible tendency to roll miserably when it comes to any Driving test. Regardless of system, every time that they seem to enter a car, their luck seems to fall down an abysmal shaft leading to certain doom. Last night was no different.

In Dark Heresy, a few months ago, my players died in a massive conflagration as they ran their transport into a bar, trying to escape from some gangers on their way to investigate a corrupted morgue. Only one escaped, running panicked through the hive being chased by chain-gun wielding gangers.

This time around, Lockshanks was the one to fall first. Falling asleep at the wheel after a long night of DJing, he skidded CheapShot's van/arsenal into a guardrail, then overcompensated, driving it into a jersey-barrier along I-76, on the northwest side of Keystone City. Two more crashes later, the van's fuel tank blew, with three of the four heroes inside. By that point, the fourth was nothing but a grease smear along the highway.

I must say, I'm really disappointed by all this. While the group has been a little bit off-topic, game was genuinely fun. People were truly into their characters and really heavily role-playing through scenarios. Makes me wish that I didn't "let the dice fall where they may"...

As such, we're switching gears for a tick. For the remainder of the WittKids' semester, we're going to run a few one-shots and give them some shots to GM. It gets them some experience and some more confidence behind the screen.

I'm just going to miss my Monday supers crew. :(

Tuesday, February 10, 2009

In Which The Warlock's Dice Fall on Natural 20!

So, with a few exceptions, everything's been coming up Aces out here in Witt-Wegger land, which leaves me barely able to catch my breath, with all the madness that's ensuing. While work's been a bear recently, with multiple in-services and a massive state-qualifying debate tournament to judge, there's been a lot to celebrate out here!

First off, WittCon VI: "Have you Hugged an Orc Today?" is officially a WorldWide D&D Game Day premier site! We've already received the downloadable registration pack, complete with the scenario, characters, and even a trivia pack. While I haven't read the info thoroughly, I'm looking forward to busting out this scenario on some hapless adventurers on March 21st!

Further, I've finally decided what I actually want to run at this year's WittCon. While I've been tempted to run another session of Dungeon Slam!, I've been doing a lot of playtesting on the weekly game nights, which makes it a little less...well, novel. I had kicked around doing straight up 4e, perhaps with a Ravenloft or Planescape twist, but with the WorldWide D&D Game Day info coming through, that option's already covered. I had kicked around doing Stargate or Conan d20, but...eh. Nothing was coming to mind. And with Jules already planning a trip to Zendik Farms for her Call of Cthluhu game, what was left?

Oh yes...Dark Heresy! Indeed, we return to the depths of the Warp with a wicked little scenario I'm calling "Survival of the Fittest". Players will be in the role of Acolytes, searching for missing Inquisitor Xanthippus, who disappeared on the war-ravaged world of Thanatos during an Orkish invasion. But, as always, things are not as they seem...

On the plus side, my Monday Heroes Unlimited game has been utterly rolling. Our first session was spent getting the group together, as they investigated a mysterious warehouse housing a crime scene, which seems to be off of both the mob's and the polices' books. Kat's psychic, based on Scheherezade of the "1001 Arabian Nights", is slowly losing her grip on Sanity, as she delves into Object Reading and the like, while Will's Austrian strongman Manifesto utterly devastated some nosy dockworkers...

And oh, I can't wait for the arrival of my villain....they call him Mr. Kisses... :D

The only real down-side to recent events is that last year's WittCon vendor, Bob "Don't Call Him the Diceman" Kindle, was unable to make it down for this year's event. Hopefully, as the dread date nears, we'll have someone out for all your gaming supply needs!

Sunday, January 25, 2009

In Which The Warlock Looks Forward to the Coming Months...

Finally, back on time! Naturally, I'm procastinating from my usual work, but that's life...I'm used to it.

I must say, though, I am utterly excited. This part of the year always stands as the beginning of great things across the board, but particularly in gaming terms.

First off, there's the upcoming gaming. With "Shadows of the Cold War" about to start, and Fred's 4e game in full swing, I'm up to my eyeballs in great gaming. Twice a week, at least? Can't beat it with a stick.

Further, I managed to sneak in a little playtesting of Dungeon Slam! this weekend, as well. While many of the issues that came up have been ones I'm much aware of--relative weakness of spellcasters, need for more Health and Arcana, overall game speed--this game was an utter success, as the players really went for the throat on the PvP. Between the Malevelolent Teleporter uses (which are just a touch overpowered), the Astral Thievery, and the utter wrath with which players went after one another...the game was fantastically played! I was utterly amazed at the virulence with which they went at it! When the Martial Artist got marooned in Skull Sanctum after having used Resist Arcana on several other players, I was laughing my head off! Karma works, children!

What amazed me most about all this was the fact that, with one exception, all of these players were brand new! Within the span of one evening, they caught onto the game faster than even some of the veterans I've had play. With no lies, I've never seen the Swashbuckler played as well as the way he was this past time. The player said it seemed somewhat broken, but I had to break it to him--the way he was rolling was exactly the way I'd intended it! He just stumbled onto some great combinations!

This gives me some real promise for the upcoming revision of DS. I really want to pump out a new revision before WittCon VI, which is coming up in March. Can't wait for that!

Further, the great Con season begins again! February begins with UD Con, over at University of Dayton, followed by WittCon VI in March, and then GloryCon after that...

...can't beat the gaming, particularly at Origins after that! :D

Monday, January 05, 2009

In Which The Warlock Realizes Some Irony...

...immediately after commending myself about my ability to update on time, this update is, of course, late. Oi. *hangs head* It's life.

But, on a more positive spin, things are finally rolling in our Friday night game. Unsere, my tiefling artificer/swordmage, is utterly fed up with getting followed around by everyone in sight, but at least she's finding her way out of Thromstorm! However, I can't help but feel just a touch of frustration, as what I had originally intended to be a more "supporting" character seems to be turning into the plot's lead. *shrug* That's the way of things, some days. Nothing like a 'reluctant hero' archetype!

Further positive, I've set myself on using Heroes Unlimited 2e Revised for my Watchmen/Call of Cthulhu game. Looking onto the rules, they're not quite so clunky as to shy the newbies to Palladium away, and it's definitely the best fit for the setting's feel.

That said, I'm definitely going to pare out some of the "bigger" powers, to fit with the feel of the world. I just can't imagine Nite-Owl or Silk Spectre roaming around with someone with "Alter Physical Structure: Plasma", who can melt through steel walls with his bare hands. I mean, the whole point of Dr. Manhattan was the fact that he was one-of-a-kind. Doesn't make much sense to populate the whole world with Captain Atom!

One of my bigger difficulties comes from the grafting of the Sanity system onto the Palladium stats. While "Mental Endurance" seems to be a great place to start, the character classes that rely on it most heavily--Mystics and Psionics--should be the first ones to go crazy, not the last! I think I may end up using an average of all mental stats, to form the Sanity base, but I'm still undecided.
We shall see, I suppose!

Next post? My 4e Manual of the Planes review!

Tuesday, December 30, 2008

In Which The Warlock Celebrates His Centennial!

Well, devoted readers--oh, few of you!--we've reached our first real milestone. This, right here, is my 100th blog entry, and (almost) my 2 year blogging anniversary.

Well, I suppose I can't actually say the latter portion. I held a personal blog during college, which promptly disappeared, as the blog-service that I was using vanished. However, it's nearly the 2 year anniversary of this blog, so it warrants celebration.

To be perfectly honest, I'm somewhat surprised that I've been as on-time and as up-to-date with this blog as I have been. Averaged out, 100 entries over 2 years is almost exactly 1 update per week. Now, you and I both know that's not exactly the case--this past Origins alone had daily posts, which skews the average quite a bit--but still! Success!

I really wasn't sure what to write in this entry, though, to be perfectly honest. But, with it being New Year's Eve...I figured that I might as well go ahead with some New Year's Gaming Resolution:

1. Keep updating on-time! Been doing well so far, but Sunday's the day to shoot for...

2. A stronger focus on writing. Managing game design with Dungeon Slam!, writing up campaigns and WEGS Supers ideas, and doing the whole 'teaching thing' isn't exactly easy, but it's a balance that's gotta be struck. I can't just leave Dungeon Slam! as a summer project! Doesn't work that way...

3. More gaming-based reviews. While the movie reviews this year were a nice change--particularly considering the utterly loaded summer blockbuster season--this is a gaming blog...sort of. Speaking of, I've got some strong opinions on WotC's 4e Manual of the Planes that need to be divulged...to say nothing of some other recent purchases.

4. More insight into design. Some of my favorite entries of the past two years have been the ones based around understanding the principles of game design, as well as observations on the practical application of these. I remember particularly the entry on "how the Warlock changed 3e/4e"...that was glorious.

5. More pictures! Especially with how much the PlatinumChick and I have been painting, it'd be nice to set up a weekly painting progress book!

6. More "tales from the table" With a weekly D&D game once more, and my Watchmen-esque Call of Cthulhu/Heroes Unlimited game coming en route, there'll be plenty of gaming tales to be had. Here's for seeing some of those here!

Cheers, all! Happy New Year! Good gaming to all, and to all...well, something they enjoy, I suppose.

Wednesday, November 05, 2008

In Which The Warlock Remembers He Has a Blog!

Sorry for the lack of updates recently--the weeks have been hectic recently, as work has had me hopping on IEP and MFE documentation, to say nothing of my normal workload. As such, it's been a touch rough to focus on gaming during all this time.

That said, I have come up with something of an idea for a game...if I can pull it off.

The premise would be something of a coupling of Alan Moore's seminal Watchmen and some of the more recent Ramsey Campbell Cthulhu Mythos work, with a touch of Grant Morrison's Arkham Asylum: A Serious House on Serious Earth thrown in for good measure.

Players would take the role of low-powered superheroes--think Punisher, Batman, or Moon Knight instead of Green Lantern or Iron Man--as they investigate psychotic supervillains, vile cultists and serial killers, and the conspiracies behind the banning of global "superheroes".

The biggest problem in this centers on the system to use in this. There's no easy answers here...

I'm tempted to use Mutants and Masterminds, as many people are familiar with the d20 system. However, M&M suffers from the rules bloat of 3.5e D&D, and is really numbers heavy. While I'd always have d20 NPC Wiki to fall back on, I hate to do that on a consistent basis. Plus, it seems like most of the orientation in M&M is towards high-powered, Golden Age superheroes, which isn't exactly the time period in question.

I've heard good things about Silver Age Sentinels and Champions, but I own neither, which is...well, more money for only a singular game. And further, I don't know much about the actual nitty-gritty of either system.

As such, I'm left with my old stand-by: Heroes Unlimited. While I love the quirky little Palladium system, it's not exactly the most elegant thing out there, and many players balk at learning a new system just for one game. However, for low-powered supers, there might not be a better system to catch it.

Suggestions? I'm all ears...