Sunday, February 27, 2011

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

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

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

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

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


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

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

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

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

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

Natural 20!

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

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

Thursday, February 24, 2011

In Which The Warlock Runs Somewhat Behind...



The coming end for Actorios...

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

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

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

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

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


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

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

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

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


My next character, perhaps?

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

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

Sunday, February 20, 2011

In Which The Warlock Sheds a Tear...

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

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

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

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

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

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

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

Time will tell, my lovelies...

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

Wednesday, February 16, 2011

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Sunday, February 13, 2011

In Which The Warlock Posts Some Previews...

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

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

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

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

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

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

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

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

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

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

Wednesday, February 09, 2011

In Which The Warlock Contemplates Sleep...

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

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

Bear with me here:

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

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

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


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

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

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

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

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

Saturday, February 05, 2011

In Which The Warlock is Away...

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

No entry today.  Back on Wednesday!  Cheers!

Thursday, February 03, 2011

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

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

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

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

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

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

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


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

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

Look for it at Origins 2011, cats and kittens! 

Monday, January 31, 2011

In Which The Warlock Hits on 19...

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

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

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

Name:  Sam "The Arizona Kid" Pelfrey

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

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

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

Powers:  Aim, Quickness, Gambler

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

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

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

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

Wednesday, January 26, 2011

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

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

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

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

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

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

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

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

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

Saturday, January 22, 2011

In Which The Warlock Wants to Sink Atlantis...

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

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

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

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


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

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

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

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

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

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!