Wednesday, January 26, 2011

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

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

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

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

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

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

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

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

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

Saturday, January 22, 2011

In Which The Warlock Wants to Sink Atlantis...

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

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

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

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


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

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

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

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

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

Wednesday, January 19, 2011

In Which The Warlock Has His Head in the Clouds...

So, while traversing the annals of RPG.net before dinner--and before a massive amount of grading--I stumbled across a post by a regular user, talking about a project that another gamer had embarked on:  the act of analyzing various D&D manuals via 'word clouds'.

Not familiar with 'word clouds'?  Here's the basic premise.  Based on the number of times a word appears in a given text, it's given a size and formatting.  The more frequent the word, the larger and more ostentatious it appears.  Words decrease in size and format until they become statistically insignificant and "disappear" into the cloud.  Essentially, it's a listing of word-frequency, but done in a graphical format, so that it's easily apparent which words are most important.

The author's findings are here: 
The Alexandrian--D&D Word Clouds

What struck me most is his findings between 3rd and 4th editions.  While I do like the streamlined nature of 4th edition, the fundamental ideas in the game definitely show a shift.  Terms like "Attacks", "Powers" and "Damage" take prescedence over terms typically associated with D&D like "Spells", "Magic" and "Levels". 

In fact, the author puts forward a massive, if short, truth in his analysis of the results:

"If, in previous editions, we're looking at the difference between five card draw, Texas Hold 'Em, and seven card stud, then I think with 4th Edition we're looking at the diference between poker and gin."

Let me set the record straight.  I enjoy 4e.  I like the verisimilitude between characters, as well as the complexity that it brought to "typically dumb" classes, like Fighters and Barbarians.  I'm not too keen on the direction that WotC seems to be taking it in the last year or so, particularly with their massive cancellations (See the section labeled D&D RPG Product Release Updates).  But I really hope that, come 5th edition, the designers take a look at the core of the elements that make D&D the game it always has been, then build on the innovations of 4e from there.

Saturday, January 15, 2011

In Which The Warlock Wants Some Feedback...

With preparations for the upcoming convention season already in the works, I've been rattling around an idea that I think could really help the Guild move forward. 

One thing we've never really had is feedback on our games.  While we chat with the people that game with us at our various games, obviously, we've never really tracked any trends in what gamers want, or whether they're actually satisfied when they come away from the table. 

As such, I took advantage of the time I had during semester exams and put together this, a potential half-page feedback sheet for Wittenberg-run convention games.



 Thoughts?  Comments?  Ideally, we'll be able to use this for three purposes:
  • Add gamers from the convention circuit to our community mailing list, to keep them updated on WittCon and other Guild events.
  • Find out what games that they want us to be running, so that we can provide supply to match the demand.
  • Receive commentary on how people feel about our games, as well as whether we're doing a good job as GMs.
So, what do you think?  How about some feedback on our feedback?

Wednesday, January 12, 2011

In Which The Warlock Submits a Preview...

Sorry on the delay, fellow gamers.  It's the end of my teaching semester, so things have been hectic out here!

With the WittKids back in town for the spring semester, my Sunday afternoon Deadlands game is about to swing into high gear.  Our first semester suffered from some sporadic attendance issues, as well as a realtively slow pace as the posse made their way from Amarillo to Dodge City.  However, they squared off against the tommyknockers of Jaegretty Gulch, the machinations of Maximilian Gant, the tent revival of Rev. Jeremiah Riggins, and the wiles of the enigmatic Whateley clan. 

But, with the group about to hit Dodge City like a ton of bricks, it's time to ante up!  Enjoy the photo montage below, showing off what's in store for our crew!

Undead Horrors!

The Return of the Riggins Gang!

Westward Ho!

An unscheduled stop...

A mysterious stranger in the Ka-tet

An unholy tome

A final destination.


Ka know ya, d'ya kennit?



Wednesday, January 05, 2011

In Which The Warlock Makes a Semi-Obscure 80s Movie Reference...

Even our New Year's Eve party--complete with the aforementioned Bacon Weave--isn't totally without a dose of nerd-dom.  From the usual gang clustered around the coffee table to play Battlestar Galactica, to others tossing down drinks to a game of Red Dragon Inn, we had quite the dice-chuckin' lollapolooza going.


Catan.  We meet again...

However, after a few drinks, I made my way back to our game room where four of our friendly neighborhood geeks were gathered around one of my perennial nemeses:  Settlers of Catan.  "Ugh," I said to myself.  Not again.  To this, Board-Game-Karen scoffed.  Naturally, she's of the opposite opinion.  She even spent four days at last year's GenCon playing through the Catan National Qualifying rounds.  Needless to say, she's a much bigger fan of Catan (and Eurogames in general) than I. 


 I've blogged before about my problems with Eurogames in general, and Catan and its numerous expansions are the granddaddy at the top of that heap.  So, while watching the game unfold in amongst refereshing snacks and the like, I was stricken by a novel concept: 
While Catan, at its core, is a passive-aggressive sort of game...it doesn't have to be that way!
Rather, it would make so much more sense if the Settlers on that happy little island actually decided to take matters into their own hands and blow their adverseries off of the map!  And, to do so, all you'd have to do is make one little house rule...


Two Brick + Two Ore = Nuclear Silo!
Simply put, you just have to add one additional build option to the typical Road/Village/City/Card combo.  The addition, naturally, would be a Nuclear Missile, and would cost a mere 2 Brick and 2 Ore.  When a player builds the Nuclear Missile, they must immediately choose either a rival Village, a rival City, or two adjoining Roads.  If targeted at a Village or Roads, they are "destroyed" and removed from the board.  If a City is targeted, it is reduced back down to a Village.

However, some restrictions should be put on this.  I would add that a player cannot be reduced below his starting number of Villages, simply in order to keep the game competitive.  I would also add that a player can only play a Nuclear Missile once per turn, so that they can't simply go on a killing spree, attempting to demolish all of the other players simultaneously.

On a casual--and totally unplaytested--level, this seems pretty balanced.  On a traditional Settlers of Catan board, there are one less Brick and Ore producing tiles than the other three resources, which makes them somewhat more difficult to get.  Ore is most often used in the end-game for building Cities and buying Development Cards, while Brick (which is really important early on, as Roads are a priority) gets put to the wayside.  Essentially, it rewards a player wiling to invest in Brick on a significant level, while simultaneously providing an opportunity-cost conundrum:  do you build the City with that Ore, to build up resources and victory points, or do you nuke your nearest opponent, reducing his ability to catch up to you?

So, what do you think, fellow gamers?  Would you like to play a game?  :D

Sunday, January 02, 2011

In Which The Warlock Weaves a Delicious Web...

While my holiday break has been full of gaming goodness--I've managed to pack in playtests of both Dungeon Slam! and SunnyVale Acres, in addition to several other games--I want to go off on a bit of tangent, geeky though it might be.

My love of food is pretty well documented on this blog, but when I won a ham at the holiday party at work, I knew I wanted to do something special with it.  As such, I stumbled upon a mythic addition to any protein:  The Bacon Weave!

I had seen it online first, done with a turkey, and then again with a mighty Turducken, but never with a ham.  Perhaps, just perhaps, I could be the first!  Besides, what could make a tasty, delicious ham more yummy than more pig!?

The Bacon Weave, pre-cooking.
Surprisingly, the Bacon Weave was not too hard to accomplish, taking only about 20 minutes to perform.  I used a basic 'over-under' technique, similar to any basket or the like that you might have.  I used a package and a half of bacon, which was just long enough to cover the 7 pound ham.  I assembled the Weave first on a large platter, then slid it on top of the ham.

I was a bit worried about burning the bacon before the ham was done, but my fears were utterly unfounded.  The bacon came out crispy and browned, dripping their goodness down into the ham deliciously.  Even better, I used a center-cut, maple-flavored bacon, which added sweetness and richness to the ham. 

And now...the finished product:



The Bacon Weave in all its glory!
 This made for massive hit at our New Year's party, particularly as I carved it live for everyone.  There were only a few pieces left, after we were finished with this delectable treat!

Want a slice?

Wednesday, December 29, 2010

In Which The Warlock Winds Down the Year...

If it's one thing I've not been very good at, it's concluding.  In writing, in projects, in...well, life in general, I've never been particularly good at finishing out.  I suppose that includes this year's blog entries, even.  As I sat down to put in this entry, I was at an utter loss.  Do I talk about the year that's gone by?  Perhaps what I'm looking forward to in 2011?  Maybe the swag that was part of this year's Christmas haul? 

No.  None of those would fit.  Rather, I decided to take a page from last year's entries and provide some resolutions for what I can work in next year.  I'm not big on New Years' Resolutions, but this is the one venue where they make sense.  Plus, y'know...if the resolution's public, it's a lot harder to back down on!

--Keep Up the Layout!  One of the things I'm most proud of, in the past few months, is the formatting that I've been able to put forward on this blog.  I'm hardly an HTML guru, but I've been able to make this blog much more visually appealling with images and links, as well as various formatting changes.  It's been exciting for me, particularly, as I've been able to watch my readership slowly start to pick up.  Hopefully, that means I've been doing something right!

The current progress on Dungeon Slam
--Revise, Revise, Revise!  While I've been working hard on new ideas, new scenarios, and new games, my older projects have been gathering dust behind me.  This, my lovelies, is a real shame, as I think I really have some good stuff there.  Dungeon Slam! is still waiting on its fifth revision, while SunnyVale Acres has been aching for some more playtesting, now that I've instituted some changes to each of the factions.  Lumberjack Wars has been off to a good start, but needs to be completed.  I have the basic rules finished, and am nearly finished with the lumberjacks themselves, but still need to complete the vehicles/gear and the "Screw You, Buddy!" cards. 
Finding time during the busy scholastic year isn't easy, but I'll find a way...

Swinging the Pendulum...
--Swing the Pendulum!  Speaking of projects on the back burner, my Pendulum Method has actually been much more to the forefront than my other pieces of work.  I'm hoping to finish out the Pendulum and submit it to Digital Kat for full revision and layout within the first half of this year.  Ideally, by this time next year, I'll be able to put out a 64 page PDF detailing The Pendulum Method with several examples of Pendulum-style adventures.  This one, probably moreso than any of my board games, is closest to completion.  With any luck (and a good bit of work), I can actually finish out this project!


The future of Wittenberg Gaming?
--Start the Archive!  One of the biggest, most ambitious projects that has come out of the Wittenberg Role-Playing Guild was an idea from Will the ManMan.  You see, after running games at convention after convention, the Guild has a massive list of games that we can run, with characters already generated and plots already conceived.  Part of the issue is that they're not consolidated.  That, my lovelies, would be the change.  Ideally, we could consolidate all of our one-shots, all of the games run by Wittenberg gamers, as a massive consolidated document full of ideas, characters, and adventures.  Perhaps someday, once we get enough material in one place, we could even publish a volume of our materials...

We'll see, really.  2011 looks to be massively exciting, with another trip to Origins and GenCon on the docket, in addition to WittCon, FOPCon, DenCon and more.  Here's to another year, fellow gamers! 

Sunday, December 19, 2010

In Which The Warlock Has No Entries for a Tick...

Just to let you know, friends and neighbors, I'm taking a week off for the holidays.  I'll be back in action next Wednesday, the 29th. 

See you then!

Wednesday, December 15, 2010

In Which The Warlock Twirls a Terrible Towel +6...

This may come as something as a surprise, but gaming isn't my only real obsession.  My passion for good food's been pretty well documented on this blog, but another one of my passions really hasn't.  You see, friends and neighbors, I love professional football.

"Big Ben" signs autographs for Steeler Nation
I was born and raised in Latrobe, Pennsylvania.  For those of you who know football, you know that Latrobe is the site of St. Vincent College--both my mom and my sister graduated from there!--which is where the Pittsburgh Steelers hold training camp.  My favorite wing joint--Dino's Sports Lounge--is a favorite of many Steelers, both past and present, when they're in town.  And, in a town like Latrobe, cheering the Steelers is as natural as French fries on a Primanti Brothers sandwich or a weekend trip to Kennywood.

It would seem to be a massive disconnect--my geeky predilictions for dice and wizardy, coupled with a fanaticism for smash-mouth football--but, really, the two are becoming more and more intrinsically linked, as time has gone on!

The start of this trend has to be due to the rise of fantasy football.  Indeed, both the Errant Nick and I were in an ESPN league at one point--which yours truly ended up winning, riding a combination of Ladanian Tomlinson and Brian Westbrook to an easy title!  I've since given up the fantasy football addiction, but the same tools, skills, and obsessions are present in any amount of character optimization as in setting a fantasy football roster!

For those not familiar with fantasy football, the game is pretty simple.  You, along in with eight to twelve other people, initiate a rotating draft of current NFL players.  Each week of the NFL season, you set a starting lineup of players--a quarterback, a few running backs and wide receivers, a kicker, and a team defense--which accrues points based on their individual performance.  FF players are free to trade players between one another--which is how I ended up with the lethal duo above a few years ago--and to pick up undrafted players from the waiver wire.

Barbarian?  Avenger?  Fighter?
I ask you, how is poring over stat sheets any different than checking a 'character optimization' board for a favorite game?  How is agonizing over a roster decision or "playing the matchups" from week to week any different than building a character for role-playing.  It's not, say I!  Sure, the stats may be different:  sacks instead of spells, touchdowns instead of trait dice.  But, in the end, it's the same action with a similar result.

Even outside of the fantasy angle, football devotees show a knowledge of the game that's almost encyclopedic.  We reminisce about great battles of the past, curse rival teams like they pillaged our home, and cheer on the big hits when a defenseman like Troy Polamalu (right) lays out a vicious 'crit'.  The passion's the same, the banter's the same, and really...even the snacks are the same.  Cheetos and Mountain Dew all around!

"Fantasy" Football!
Years ago, Games Workshop tried to cash in on this carry-over with Blood Bowl.  In its table-top game--and its later incarnation as a video game--Blood Bowl featured the standard fantasy races from Warhammer Fantasy facing off on the gridiron.  Orcish linemen, elven wide receivers, and ratling running backs were the orders of the day!  While the game was a marginal success, it still brought together two great tastes that taste great together.



Someday, the proverbial 'geeks' and 'jocks' will live in peace.  And, you know what?  It's our communal feeling of gamesmanship that's going to be the link that brings us all together.  We all love a great contest--now, if only we could build some d20s into our upcoming gridiron classics!

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! 

Wednesday, December 08, 2010

In Which The Warlock is Made of Plastic...So Fantastic!

Each year, my family asks me to write a Christmas list for them.  Being a typical nerd, they rarely know how to shop for me, regarding presents, so they want some suggestions.  By and large, most of my suggestions are pretty par for the course:  this year, I'm hoping for the Inception dual copy, the so-called World's Greatest GM Screen, and copy of Dragon Age: Ultimate Edition for my new PS3 (yay for Black Friday!), among other things.

But, they always ask me about gift cards, as well.  Again, most of the stores are ones you'd expect--Best Buy, Wal-Mart, etc.--but one stood out to even The PlatinumChick:  The Container Store. 


You see, friends and neighbors, I have a problem.  I'm having a love affair with Sterilite.

When it comes to my gaming supplies, organization has become more and more important to me, particularly when heading out on the convention circuit.  If I can't get what I need from Point A to Game B and back to Hotel Room C, I have a definite problem!  This idea has even spawned whole threads on rpg.net as gamers try to keep their goods sorted and close at hand.  And, it's been Sterilite containers (and their ilk) that have kept me running efficiently.  Really, it's become a little bit of an obsession...

So, I figured it's come time to take a look at how I've been doing it!

The Minis carrier!

Once 4e came out, my minis collection had been growing almost exponentially.  So, when finding somewhere to put the little guys, I figured that I'd need something large, with a lot of small compartments to hold the minis relatively in place.  This Plano tackle box has been holding my minis ever since.  And, at $25, it wasn't unreasonable in terms of price, either.  Definitely better than the Games Workshop army carriers, which retail between $60 and $100!


Minis carrier, expanded.
However, this isn't without its own drawback.  While I'm able to hold a lot of minis in the Plano, they do tend to be just a touch loose, which can lead to chipping and the like, if the minis aren't properly sealed.  Wear and tear does take its toll, all told.  However, the sheer amount of figures it's able to hold--at least 200, right now--plus the bottom storage area--make it a really efficient way to get the minis around.  Plus, the Plano is equipped with a really high quality handle and two solid latches, which keep it sealed when you want to keep it closed.  This was definitely a solid investment on my part.

Dungeon Tiles and More!
In terms of storing Dungeon Tiles and other items, though, I needed to find something smaller.  Two of the biggest things I look for in Sterilite containers are high quality latches and ease of carrying.  I made that mistake with our painting supplies, and the container broke while I was carrying it from at Wittenberg game-night.  The Tiles container has the added advantage of having removable sections, which are customizable.  As you can see, I'm able to fit all but the largest of tiles in this container (pictured are 5 full sets of Dungeon Tiles!), which in turn I keep in the Plano. 


Organizing SunnyVale Acres!
Even SunnyVale Acres hasn't escaped my organizational hand.  One of the nicest things about producing SVA has been the fact that it fits in a relatively small box, which in turn fits the small bead box full of troops.  It's easy to transport, easy to get around, and, once it hits publication someday, will make for a slim, sleek game.  Dungeon Slam! works much the same way, but is somewhat more component heavy, which makes things a little more difficult in that regard.  That's what Draft 5 will be for, children!



Art tubes make map carrying easy!

And, finally, one of the best ones I've come across.  I can't even take credit for it, though--this one was all L-train's idea!  When heading out for AnCon last year, he needed a way to carry large, printed map for his "d20 Zombies" scenarios.  So, he headed out for the local Hobby Lobby and picked up one of these:  an art tube!  For $14, the price is spectacular, and it easily fits two Chessex battle-mats.  Plus, you can sling it over your shoulder, which keeps your hands free for carrying other supplies and opening doors.

With the 2011 con season rapidly approaching, I'm hoping that this Christmas brings some additional Sterilite for all the new gaming acquisitions!  After all, all the minis, tiles, and accessories in the world won't mean much unless I can get them where they need to be!

Sunday, December 05, 2010

In Which The Warlock Brings Some Six-Guns and Shuriken...

With our next-to-last session of the semester, our weekly Deadlands group decided to make a bit of a field trip.  As we wrapped the group's investigation of the DeepWater Lake revival--headed by Jeremiah Riggins, the brother of perennial nemesis, George Riggins--we headed out for the 7:15 showing of The Warrior's Way, an action pic that I'd been looking forward to since I saw the trailers for it earlier this year.


The Warrior's Way--Cowboys vs. Ninjas!
 However, to be honest, when watching the previews and commercials, my hopes were a bit muted.  The concept was straight out of a 14-year-old's wildest fantasies:  a lone ninja-assassin named Yan (played by Dong-Gun Jang) leaves his clan when ordered to kill the infant scion of a rival clan.  He makes tracks for the good ol' U.S. of A., arriving in a near-ghost town named Lode, which is populated by the members of a formerly-traveling circus.  Yan's clan isn't exactly a fan of this idea, and comes to exact bloody revenge. 

Yan soon befriends the citizens in the town, including the hilarious 8-Ball (played by Tony Cox) and lovely and tragic knife-thrower Lynne (played by Kate Bosworth).  However, Yan is further kept from peace by the interference of a certain rogue Colonel (played by Danny Huston), who leads raids against the town.

Jang's performance is somewhat humdrum, but it's not his acting ability that we came to see--it's the fight scenes.  And, truly, The Warrior's Way doesn't disappoint.  Eschewing most of the gore and such, cinematographer Woo-hyung Kim does a fantastic job of stylizing the violence, making the fight scenes visually appealling and fun to watch.  Of particular note is the set design, as the Colonel's men enter the Lode carnival and scale a decrepit Ferris wheel in pursuit of Yan and the child.

I had really been looking forward to seeing Geoffery Rush (playing drunkard/outlaw Ron) ham up the screen, particularly after his hilarious performances in the Pirates of the Caribbean movies, but this was a bit of a disappointment.  I really would have liked to see him cut loose and ham up the part, but this really wasn't the case.  Rather, he ended up as more of a foil character for Yan, which didn't come across that well.  Concurrently, I wasn't expecting much out of Kate Bosworth's Lynne, but her early performance was particularly pleasing, as she was mischevious and spritely.  Ironically, it's only after the she's established as a romantic interest for Yan that I lost interest in her character. 

Kate Bosworth as Lynne, in The Warrior's Way
Really, though, this isn't a movie you come to see for the acting.  You come to see it for the spectacle and the fight scenes.  And, truly, The Warrior's Way doesn't disappoint.  Massive cowboy vs. ninja battles abound, centering on a madcap chase through the center of Lode, as Yan and Lynne chase down the Colonel, who is in turn pursued by the ninja Headmaster.  There's dynamite, katanas, and makeshift Gatling weapons.  The battles here are truly fantastic set-pieces.  Great stuff, indeed.

Overall, I can't say I really recommend The Warrior's Way based on quality, but it's the sort of movie that you can just turn your brain off and enjoy.  The plot holes are minimal, and the special effects and fight scenes are good enough to keep you wanting more.  Catch a matinee if you get the chance, or rent it on DVD/BlueRay.

Wednesday, December 01, 2010

In Which The Warlock Decides to Reduce, Reuse, and Recycle...

You’d normally figure that, with the holidays coming up and New Years’ on the horizon, I wouldn’t be focused on the upcoming convention season. That, my lovelies, would be folly. Rather, the pseudo-downtime’s been nice to start planning out some of those scenarios to be prepped and ready for WittCon, FOPCon, Origins and all the others.


One thing I have noticed, though, is a tendency that runs amongst the great gaming groups throughout the area—the idea of the “multi-purpose” group.
Check out ABGames' "Blobcast"!
Let me give an example. Every year since its release, Amorphous Blob Games has been running Dark Heresy at Origins. In those games, a set group of PCs is put to the test year-after-year. The PCs are, needless to say, fairly unique—one need only look at the further adventures of Bazziti Comcast, pyromaniacal Imperial Psyker, to see that!—but they’re repeat offenders. Usual suspects, if you will. While the circumstances around them might change with the given scenario, the characters are the same.

Writing scenarios with this in mind has several benefits. As a GM, it certainly reduces the amount of prep-work necessary for any given scenario. Rather than creating new characters for each module, you can simply use the same ones in multiple ways. Having put together six Deadlands characters by hand last night, I can tell you, it makes a big difference. Having done the same thing for Heroes Unlimited last year took me no less than three days of work! Being able to avoid that amount of prep is a massive benefit!

But, beyond the simple prep-work, it also allows the GM to gain a better handle on each character’s abilities, tendencies, and gear. There’s a bit of a learning curve with any character—PC or NPC—that both player and GM need to overcome to play a character ‘effectively’ from both the mechanical and roleplaying standpoint. When the GM is able to eliminate his section of the learning curve, it frees them up to be able to help the players with mechanical questions and table-related issues.

Bazzati's bestest friend!
So, what’s key in all this? First off, the characters must be interesting. If the characters are without some degree of uniqueness, the GM will become bored with them, and they’ll be just as unappealing to the players. Again, AB Games has always had a stranglehold on this quality, with such luminaries as Rubella, the love-stricken tiefling paladin, and the aforementioned Bazzati and his mechanical owl familiar.

Similarly, these characters must each have a unique niche.  Each character should have their own unique abilities, which echo their unique personality.  Bazzati was so unique as a character, because his mechanical abilities--his utter mastery of fire-based powers--reflected his own chaotic stance on life, and his tenuous (at best!) grip on sanity.  Rubella's power choices reflect her nature as a 'nuturing protector', particularly one set for motherhood with a certain noble in the party.  Nearly all of the AB Games characters work this way in some sense, which is a masterful stroke in providing hooks for one-time players on the convention circuit.

So, what do I have in store?  Well, I'm glad you asked (hypothetically speaking)...remember those Deadlands characters I mentioned earlier?  Well, I've finally decided on a full party of members.  Enjoy this brief preview of what's in store!

  • Nigel Worthington-Smythe--an India-born British big-game hunter, Nigel's spent his life with a high-calibre rifle in his hands, searching out the most elusive and dangerous prey.  He's taken down elephants near the Bay of Bengali, lions in the Serengetti, and wild boar in the Rhine forests.  However, with tales of Mojave rattlers and California Maze Dragons lurking out in "the Colonies," Nigel packed up his belongings and made for the Weird West!
  • Ricky "One Armed Bandit" Parker--A former riverboat gambler, Ricky Parker made one bet too many with a black-hearted desperado aboard a steamboat on the mighty Mississippi.  One thing led to another and Ricky took a slug in his left arm.  The sawbones had to amputate, but that only made Ricky's drive to be the best grow.  Since then, he's learned a few new tricks...
  • Benjamin Three-Bass--A Union-educated scion of the Lakota tribes, Benjamin served for a time as an ambassador and delegate before the Dakotas became their own nation.  However, with war on the horizon, Benjamin has left his tribe, seeking to bring peace--one way or another--to the West, atoning for his failures in the Dakota territories.
  • Shawna McClintock--If you can ride it, rope it, or drive it, Shawna's already done it.  And damned if she can't do it better and faster than you.  Shawna would still be racing across the Weird West, delivering for the Pony Express, if not for the Texas Rangers that have been pursuing her ever since she made that one delivery...
  • Melissa "Miss Meliss" Garrett--It ain't easy being a "soiled dove" out on the plains.  Melissa could sure tell you that.  But, if nothing else, it gives you a chance to get real close to a mark...close enough to relieve him of that fancy gold pocketwatch, pocket a letter from someone 'connected', or even slide a switchblade between some ribs.  Miss Meliss has done it all, and damned if she's not going to be a survivor.
  • 
    Morgan Arringon looks over his schematics...
    
  • Prof. Morgan Arrington--A Massachusetts-educated professor of...well, some science, Morgan's got a bit of an obsession with ghost rock.  Ever since he built that "mist projector", he just hasn't been the same.  If he can't build it, Morgan can definitely fix it, and has a knack for tools.  Just don't get the idea that his ideas aren't really his...Morgan's just a touch possessive of his work!


So, which would it be, fellow gamers?  Intregued by any of these?  Any that strike your fancy?

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!