Showing posts with label germania. Show all posts
Showing posts with label germania. Show all posts

Monday, August 3, 2026

Playing For The Other Side

As I mentioned (briefly) in yesterday's post, I've been thinking a lot about other RPGs lately...that is to say, RPGs other than D&D. I even had this crazy dream this morning that I was a part of of some classic adventure gaming "organization;" I was on some type of "board of directors," a round table of three to five people, discussing the direction of gaming and such, and I broached the subject of such exploratory ideas, to which I received some raised eyebrows. "Playing for the other side?" they asked. Yeah. "Please," one board guy told me. Please go on or please stop? "Please stop."

That's when I woke up.

Last night I bought Kevin Siembieda a sandwich. Maybe a sandwich and a beer. I'm not sure what food prices are like in Detroit these days, but the price of the book I purchased (on-line) was less than I paid for my dinner entree in Bellingham Friday evening...and Bellingham prices are a LOT cheaper than Seattle. So, maybe a sandwich and a beer; perhaps with an upgrade to a side salad instead of fries. Getting his lunch was the least I could do for him, given all the Palladium content I've been consuming 'on the side,' in recent weeks.

Let me give folks the whole skinny.

Waaaay back in June (after school got out) my son was in Mexico, hanging with los abuelos. At the end of his trip, my wife flew down to be with him and her parents the last few days, leaving my daughter and I to fend for ourselves. Sofia is a different beast from her brother...both kids get a lot of their personality from my wife and I (duh), but they get different aspects from each of us. Sofia, I think it's safe to say, has a  lot more creativity and imagination than her brother. He is very "nuts and bolts," very left-brained, very precise and practical. Sofia, on the other hand, is always leaping ahead to the idea of what to do with knowledge. She gets (more-or-less) the same high marks as her brother in writing or math or science...but then she turns around around and writes stories or starts businesses or makes "inventions." Sometimes, she puts the cart before the horse (she started filming a 'movie' with an old digital camcorder before she wrote a script, for example) but she is very "big picture" oriented. She started a band this summer and roped two of her friends into it, learning songs and writing her own (one of her bandmates only plays the trumpet, so she is writing a "trumpet bit" for a song they're working on. Sofia doesn't play trumpet...).

ANYway. Sofia and I were left on our own, and while I was cleaning the kitchen she flipped on the TV and started watching The Incredibles - a film she's seen before, more than once. But it led both of us down a rabbit hole of binge-watching a ton of superhero movies (mostly Spider-Man and Batman films)...all told, I think we watched half a dozen over a couple-three days. 

Which, of course, is the kind of thing that tends to kick my mind into the "superhero RPG" mode, where I will once again, madly comb through the scores of hero games I have, get frustrated, resolve to write my own, and then set down THAT Quixotic road...which never pans out. This time, I used Google's AI to bounce ideas off, and came up with some really cool mechanics...but then my laptop glitched and I lost everything I'd written. I still have the notes to recreate stuff, but writing is...well, it's work. Figuring out how to turn a phrase, how to explain a concept, how to teach and communicate in a text that will be read by people without you there to mentor them...well, all that takes time and effort and recreating that was more than just "rewriting." So...I punted.

Or, rather, I pivoted. At the same time I was working furiously on supers-related stuff, I also started getting into pulp action stuff. I had pulled my copy of Night Owl Workshop's Raiders of the Lost Artifacts to compare it to their Guardians (supers), and that had perked my interest in a whole swath of pulp-related adventure RPGs. Fact is, my own pulp adventure RPG (a long-term project from "back in the day" when I was running games out of the Baranof) was still on my bench of Things-To-Do. So I was considering THAT, mainly in terms of "early 20th century heroic adventurers" (a la Doc Savage and crew)...a different type of "superhero" game, right? But that wasn't the "pivot." The PIVOT was thinking about old movies and shows I needed to show my daughter (like Tales of the Gold Monkey or High Road to China, etc., etc.) perhaps also brought on by reading of ERB's Tarzan novels simultaneously (natch)...and then REMEMBERING an old Japanimation film from my youth that might be of interest to her. My daughter, in addition to all her other quirks and foibles, is an absolute stan for everything 1980s.

So it was I started down the AI road of looking up something I thought was called "Shogun Warriors," but was actually called Starvengers...at least, it was called that in its English dub version. And THAT led me (via AI queries) down the rabbit-hole of the differences between the "giant robot" genre and the "real robot" genre...which led me to Gundam (which I was aware of, but had never watched). Of course, anything futuristic/war-related is pretty much my wheelhouse. Anyhoo, from there I went back to an old fave of mine: Mike Pondsmith's Mekton Zeta. Bought Pondsmith a sandwich, too (and he lives in Seattle these days, so I know how much a sandwich costs).

From MZ and Gundam, I got back into Cyberpunk 2020 and Appleseed which, of course, led me back to cyborgs, including my own World War Borg which I decided to dust off and refurbish...again, using AI to help me refine and expand some ideas to make a really nice little RPG war game. Or the start of one. 

And then I thought: how exactly does 'borg warfare still make sense in our age of drone strikes, AI, and autonomous weapon systems?

Much depressed (although, to be fair, I DID find a way to make it all coherent), I idly thumbed through my copies of Chrome Berets, Warlords of Russia, Advanced Recon, etc., etc. and then threw on the latest Zock-Bock Radio episode (in English) where Settembrini discusses "classic" BattleTech with New Yorker Sleazy_B, a man whose acquaintance I made at last year's Cauldron convention. Back to the giant robots again (so it seemed) but now with a system I've been intimately familiar with since '86 or thereabouts. Again: my wheelhouse.

As always, the discussion was excellent. I'll say this about the Germans' podcast: compared to what you hear in, say, your average (American) gaming pod, they know their stuff and don't just pull stuff out of their ass. When they talk about what works and why, it's because they've tested it, not theorized about it, and they don't speculate about stuff they don't know, or make assumptions or jump to false conclusions just to get things to have "discussion." For me, it's a breath of fresh air. 

But enough glaze. Here's what I took away from the 'pod: classic Battletech works in the same way and for the same reason that AD&D works: it forces you to live in a world of dollars and cents. Yes, there is the pressure-cooker environment of being "in an endless war" (danger! danger! all around) but you still have to pay the (c-)bills. You need to buy parts. You still need to buy fuel. You still need to buy ammo. People get killed but there're always new recruits to step up and continue the campaign. BT just does a lot of the world building for you...and then the players live in that world. And the GM runs the world. 

AD&D has a larger playground, but the game is the same.

So, while I momentarily had the (very brief) thought of starting up a BattleTech campaign (after all, the box of all my first edition BT books...including MechWarrior...has been sitting under my bed for the last 18 months or so) I quickly discarded the thought. I wanted to play something my daughter would enjoy, and war games (or games based on a war premise) just don't get her jazzed the same way they do the boy and myself. INSTEAD, I started thinking if BattleTech (a simplistic RPG, but still an RPG if you include MW) can function for long-term campaign play, is there a way this can function for other genres of RPG? 

Can it function for (for example) a superhero game?

I've had long-running "supers" games in the past. I did the Marvel thing for a couple-plus years, and I ran a LOT of Vampire (gothic, blood-sucking supers) in the early 90s. These, like many RPGs, have issues that tend to derail long-term play. And yet, comic book universes...comic book titles...can last decades. Before 1990 there were nearly 800 issues of Spider-Man comic between Amazing Spider-Man, Spectacular Spider-Man, Web of Spider-Man, and Marvel Team-Ups. That's not even counting guest appearances and mini-series (like Secret Wars). If every issue was the equivalent of single weekly game session, that would be a 15+ year campaign...that's a ton of gaming even withOUT the other various franchises of the Marvel Universe.  That's a lot of mileage out of one teenager bitten by a radioactive spider having to deal with school issues and romantic entanglements while fighting bad guys.

[and that's just talking about the first 40ish years of the character's life...not the last 36 years of re-boots and re-hashes in various media forms]

In many ways, I'd liken a "comic book universe" like the Marvel franchise to a long-term D&D campaign. Not in terms of premise, but in how the thing grows organically over time, taking on a life of its own. Places like the Baxter Building, Avengers Mansion, that X-Man school in upstate New York, and various factions (the Kingpin's mafia, Shi'Ar aliens, "The Hand" ninja clan, mutant-hunting Sentinels, Ka-Zar's Savage Lands, etc., etc.) all get introduced over-time, piecemeal, and gradually become a (semi-)coherent...or, at least, acceptable...whole. The first time the characters encounter Atlantis and Namor, it's like "wow...WTF?" But then, as a part of the setting, players can make USE of such things, as necessity demands ('where are we going to find an inter-dimensional gate device? let's call Reed Richards!').  This kind of thing happens all the time in a long-term D&D campaign...and your average comic book universe is just as wild and woolly (if not more so) than an average old school outing. "Gonzo" has nothing on Stan Lee.

But D&D is an easier start. You have its premise of treasure hunters. There's no need for a Big Bad, Sauron-esque figure. There are dungeons: go get 'em. Survive and thrive and the world will gradually grow up around the players, developing as needed to keep the adventure going. And the players will pursue that adventure because it is their livelihood...they need money to survive. To eat. To resupply. To train. To hire. All that jazz. The nuts and bolts of a living, 'real' (if imaginary and fantastical) world. 

The vast majority of supers RPGs? They don't worry about that stuff. It's abstracted because it's not primary to the gist, the premise of the supers game. We don't care whether Peter Parker can pay his rent...we care whether or not he can save Mary Jane from Doc Ock and still make it to Aunt May's 85th birthday (or whatever). Manufactured drama... like so many so-called "storytelling games," this is what is embraced by the superhero RPG. This is their sacred cow; long before 5E started D&D down the road of "not letting the rules get in the way of a good story," superhero RPGs were preaching this approach.

Mostly. There was at least ONE supers RPG that was still willing to dial up the cruft in order to simulate the granular reality of a super "reality." Even as it also went GM-fiat with regard to the reward structure including bonus points for "good roleplaying" (whatever the hell that means).

And so, once again we come back around to Kevin Siembieda (the guy whose sandwich AND beer I purchased) and his RPG opus Heroes Unlimited. A game that I have posted about ad nauseam on this blog, alway coming back to how much I dislike the system, the mechanics, the clunky-ness, the disorganized 'kitchen sink' approach to the whole damn thing. Despite Mr. Siembieda's overwhelming generative creativity, I have never wanted to do more than use the book as the base inspiration for a better game, a game with more elegant design, one that doesn't suck rocks. A game of my own, in other words. One of these day.

*sigh*  Isn't that the same damn thing I was saying about AD&D a decade ago?

Screw it. I really don't have the time to rewrite games, let alone write RPGs from scratch (even when my computer doesn't crash). Why not simply play the game as written, and worry about running the campaign with the system designed? Stop complaining and learn to love the bomb, so to speak. The system is pretty darn easy, after all. A thousand skills all working off a percentile system. A combat system that's both simple and fairly intuitive (so long as you've calculated all the bonuses/adjustments ahead of time); I'll bet with a little practice I could run it with something approaching the efficiency of AD&D. Probably.  And the dumb-dumb arbitrary advancement system? Just a cheat sheet, that I throw check marks in during the course of the game and add-up at the end of the session...easy-peasy. 

BUT...yes, yes, there is a "but" here...BUT there still remains the issue that keeps a supers RPG from functioning like a D&D campaign (or even a wargame like BattleTech): what's the motivation? Heroes aren't getting their hands dirty for money. Well, maybe if they're government operatives or something...but those in THAT boat would be hamstrung as far as being independent adventurers, constrained to "mission parameters." No, that is the antithesis of adventure gaming.

The fact is that (within the genre) the super-protagonists ARE motivated by all that heroic do-gooder stuff that is absolutely cringe and/or vomit-inducing when forced down the throats of D&D players. And, as with the premise of D&D, this isn't something that holds universal appeal for gamers. Not everyone is going to dig it. And, yet, that's the game. Do you want to be a heroic adventurer, finding a way to fight crime and super-villains while navigating the problematic aspects of your secret double-life? Because that's the game...and if that's not your cup of tea, no sweat, but that's what we're doing. 

It's a different type of RPG...pure and simple. It certainly was back in my old Marvel Superhero days. That was almost all "soap opera" (compared to AD&D) with far fewer fights and battles and far more situation and relationship challenges. Vampire was a tad scrappier (it really depended on the players involved in the various 'sagas' I ran) but, again, a different animal then D&D. A sillier animal, if I'm being honest...and that's saying something.

I digress. The point is long-term campaign play for a supers game has to be considered in terms of a different foundation modeled on the "universes" of various comic companies. And yet, it requires many of the same tenets as are needed for an AD&D campaign...not genre emulation and attention/championing of tropes. But the same serious mind, iron fist, hard limits, rules of engagement, allowance of metagaming, etc., etc.  that is part-and-parcel to running a successful AD&D game...it's got to apply here, too, no? Regardless, I find that I'm willing to give it a try. Call it curiosity...or the thought that doing something different is better than repeating the same madness and expecting results to change.

That's where I'm at; that's what I'm thinking. I own (and have read) Aaron Allston's Strike Force, detailing his eight year Champions campaign. I own (and have read) some of the comic versions of Martin's Wild Card stories, ostensibly based on his own Superworld campaign. I remain unconvinced that these are quite the thing I'm looking for...again, I am NOT trying to tell stories with my RPGs or explore what it "means" to be "super," or the psychology of characters, or their personal story arcs of discovery, redemption, revenge, or what-have-you. Instead, I want to run a world that my players can live in. I'm not sure that will fly, but I haven't yet attempted the thing.

For my daughter: I wonder if this is what she's looking for in a game. She likes superheroes (comics, TV, and film versions) but not ALL superheroes. She's not a fan of the Avengers films (for example) feeling that all they are is one fight after another, which is samey-same boring. On the other hand, she dug the Thunderbolts film, because she felt there was more story going on and more "interesting" (I think she means "psychology-based") stuff to explain the show's conflicts. Heroes Unlimited has some tools that help this kind of campaign (i.e. "world") development...which I will discuss in a later post. 

BECAUSE, as is, this post has gone on for a looong time. And I'm sure it's bored some folks and felt idiotic and meandering (or even misguided) to others. That's okay, by the way...I just wanted to write something for Ye Old Blog, and showing people where my head is (currently) at and the sick way I migrate from one thought to another in the gaming realm is...well, it's what I do. 

Nothing more concrete tonight (er, today. It's Monday morning at this point). I'm calling it. But I'll keep folks posted with updates, as I can. 

Cheers.

Wednesday, December 10, 2025

The Busiest Time Of The Year

"Oof magoof," as my man, Chris Crawford would say. It's nuts around here.

This will be a short one: I've got my "nephew" Spencer coming over this afternoon, which means (in addition to having the house cleaned and straightened), I've got to do a little D&D prep work. Pulled out my ancient copy of C1: The Hidden Shrine of Tamaochan yesterday, and printed up the pre-gens. For an adventure I bought new in the early 80s (and saw considerable use), the module's held up remarkably well. 30 years of being stacked in a cupboard tucked in a closet (away from natural light), I suppose. Not that I am TRYING to preserve these things like National Treasures...my wife doesn't like me leaving my toys scattered all over the place.

One of the pre-gens got lost years ago, however...had to buy a PDF on DTRPG to have the full roster. Just looking over the thing now (something I haven't done in 20+ years, probably) it seems a little long for tournament play...55 encounter areas in two hours?...but then, the adventure is designed such that players are NOT supposed to screw around, and there are hefty (scoring) penalties for groups that deviate or wander off the preferred track. That being said, it is rather UNlike the tourney section of Dwellers of the Forbidden City, in that there are plenty of ways to get distracted. Eh, we'll see how it goes. Philipp ran this at Cauldron 2025 in a four hour time slot, which seems a LOT more doable (maybe), but I'm probably not going to have more than two hours tonight. Kids like to eat dinner and do homework, after all.

And SPEAKING of the "OSR Euro Con," Cauldron 2026 opened for registration at 9am PST last Saturday...and filled up in roughly 22 minutes. I had all-but-forgotten about it (I've been pretty swamped lately, as said), but I happened to be up (as usual, drinking coffee while the rest of the fam slept in), and was able to grab a roster spot when I saw the note on the Cauldron discord. Not that I had decided to go back to Germany in '26...in fact, I was about 90% sure I was NOT going to be attending. 

However: after mentioning it to my family Saturday evening (after a loooong day of basketball, soccer, volleyball, and Christmas shopping)...I found them all enthused about the prospect, none more so than my wife! Like myself, she's a big fan of Germany, and while she has ZERO interest in gaming, she loves the idea of getting back to Europe and tooling around with Sofia while Diego and I are off at the Con.

Yes, I've got my son signed up, too. 

The whole thing seems, objectively, like madness...just the cost of plane tickets alone! But...hell. It's only money which (IIRC) you still can't take with you. Spending a few shekels for a four day AD&D tournament in Deutschland with my boy? Isn't that one of those experiences/fond memory things parents are always trying to create? 

Hopefully, the memories won't be of his father slurring his way through a game after too many shots of palinka

Anyhoo, talked to D about it and he is "cautiously" enthused, once I assured him he does not HAVE to game, but can mingle and observe and such. He doesn't plan on running anything himself, and he thinks he'd only be comfortable playing if he did it alongside me (as a fellow player) or if I was the Dungeon Master. I assured him that this could be arranged. 

I'm going to guess he'll warm up once he's there. My kids, for whatever reason, are like this. Yesterday, my daughter had an audition for Blanchet High School's production of The Music Man (they need a handful of smaller kids for the show) and her nervous "yeah" had turned into second-guessing and outright "I don't want to go to this thing" right up until the day before. After spending the two hours doing the singing, dancing, and side-reading she told me the experience was so awesome she wanted "to do it again!"  Diego was like that when I took him to his volleyball try-outs...I almost literally had to force him out of the car to go to the thing (that he had asked to sign up for). Once he got on the court, however...different story.

[chalk it up to parenting: my wife and I aren't hugely demonstrative of "bold" action in the world. We prefer to stay home, snug and comfy with our kids. But that's because we already did most of our "bold" and "daring" stuff in the decades BEFORE we had kids. A double-edged sword, that]

So, yeah...I've gone from 90% not likely to go to 90% that I'll be on-board an IcelandAir with my whole family come next October. Jeez, what a world....

Tomorrow afternoon, I'll be heading to Los Angeles with Diego for a 4-day volleyball tournament. We get home Sunday night and then leave the following Saturday evening (after Sofia's guitar recital) for Mexico. My shopping is done, but the wrapping and the packing and planning and...

[*deep breath*]

It's busy. The book is coming along. I hope to work on that in between matches at the tourney. I'm thinking of junking the first couple chapters and starting from scratch...I'm not sure about the original approach I was taking. I'll let you know once I've made some real progress.

That's all the gaming-related news (I won't bore you with the other hassles in my life). Later, gators!
; )

Sunday, October 19, 2025

Cauldron 2025

I have a feeling this is going to be a long one. But people don't come here for the Tl;DR version of things, do they?
; )

Cauldron III took place at Hofraithe Rosenthal this year...a switch in venue mainly made to accommodate more people. The con had 81 registered attendees, whereas prior years had been capped at 50...a more than 60% increase but it didn't feel particularly larger until you walked into a gaming room during the middle of a session (or if you were late getting to a meal and looking for a seat). Still, it felt more cozy than crowded...although some of my larger games got a little tight, space-wise.

And large my games were. Thinking about it just now (at the con, I never took the time to reflect on this) I'm fairly sure I've never DM'd for so many people (and so many DIFFERENT people) in my life. In fact I'm 100% sure of it.

We'll get to the games in a moment. The facilities were fine, though perhaps not as nice as the previous place (the bathroom for the room...which I shared with five other people...was a large step down, though it was fine, utility-wise), and there were some very large, very crowded queues when it came to signing up for some of the sessions. The "club rooms" which were used for gaming were, on the other hand, quite nice...not just serviceable, but atmospheric and comfortable.

So many stairs, though. So many. And I LIKE stairs (and I'm in good enough shape that it wasn't an issue, even carrying gear). But I imagine some folks had to huff and puff a bit...especially if they ended up in a 4th floor room (as I was). Still...a little exercise is good when you're spending so much of the day sitting on your ass and drinking beer.

Yes, again the beer was free, excellent, and plentiful (God bless Germany!) and even though I've been OFF beer since July or thereabouts, except for the mornings, I drank continuously throughout the con (as did many)...and as far as I could tell, we didn't make much of a dent in the stockpile of 22 ounce bottles. An upstairs kitchen, stationed strategically between the club rooms, seemed to have Bucknard's Everfull Beer Fridge...it was never empty. Great when you didn't want to go down a flight of stairs in the middle of a game.

As usual, the "unsung heroes"...the volunteers and family members of the Con organizers...were spectacular. Asked if there was any decaf coffee at breakfast Saturday morning (and getting a negative reply), I resigned myself to a cup of the regular stuff. However, it wasn't 10 minutes into my first gaming block of the day that a friendly con organizer showed up at my gaming table, unasked, with a French press of decaf specifically for me...they went out and found me decaf coffee! This little spectacle was repeated during Sunday morning's game block. Can you say "fantastic service and attention to detail?" Germany!

The surroundings, by the way, were quite beautiful. Fresh, crisp October air (no rain, just sunshine) made it a pleasure just to step outside and breathe and stretch. And the venue was picturesque in the way these small German towns tend to be (at least all the ones I've visited). Delightful.

Food...especially the crisped, roasted whole pig...was, as may be imagined, delicious, as were the sausages, the sauerkraut, the fresh veg (I must have ate a plate of bell peppers myself), the fresh daily bread. Water, both sparkling and still, was available at all times.

While I'm discussing food, I might as well get around to the drink...I mean, the REAL drink. Some engineer of clever bent had rigged up a small, portable fountain of wine that had a constant stream of wine or red liquor spurting from a goblin's nose...that was amazing. There were plenty of bottles of wine as well, for the non-beer drinkers. Many folks brought their own spirits (of course) and the hootch started to flow in earnest Saturday evening...just in time for the post-dinner live auction. Seated with the indomitable Magyar contingent, I was again fortified with many shots of their Hungarian palinka...however, this year I was able to return the favor with a bottle of cask-aged, 116 proof whisky from Orcas Island (bottle #62 of 78). An incredibly large bottle of Jameson Irish Whiskey also joined the table (I assume a contribution from Irish companion and former Cauldron roommate, Lynchpin), and we really had the chance to double-down on the boozing. I know MY bottle was killed before the sun came up...though the last shot wasn't poured till after 3 in the morning.

Good times.

Back to the gaming: Cauldron 2025 had a total of 54 pre-registered games over six scheduled game blocks. Other games were played that didn't make the registry, of course, but I was a little busy to track those. No less than 26 different Dungeon Masters ran games of AD&D, OD&D, B/X, and various retroclones, but the majority of games (38 of the 54) were 1E. 17 different DMs...including myself...ran the King of Games.

And...wow.

Last time I went to Cauldron, I waxed enthusiastically about the joy of playing AD&D with people who know and love the game, who have travelled from all over to a convention specifically for the chance to participate in the game. I talked about how wonderful the FOCUS was, and how engaging it was to play with people who were focused on actual play of the game. 

Well, two years later, they've gotten better. 

Whereas Cauldron One had many players who were new to the game or who had never played 1E (and wanted to learn) or people who came from other RPG backgrounds (WotC-stuff, the "OSR," 2E and trad gaming, etc.), these folks were dialed in. They knew how to play and they'd COME to play. I'd lay out my 2-3 house rules and away we'd go and questions or pauses to provide for explanations/answers were few and far between. Just gaming...glorious gaming for hours at a time. 

My Blackrazor Cup tournament adventure was, again, one of the high points for many con goers, and THIS year I got to see what that looks like. Eight different DMs ran the adventure...most everyone who wanted to had a chance to participate. Top prize went to the group that managed to pull 390K in gold from the dungeon, but there was a pretty broad range of play with much death and hilarity (one group saw every single one of the ten tournament pre-gens killed). My own table, which included the infamous Prince of Nothing (we'll get to him) caused me to laugh so hard, so many times (at their expense) that I nearly fell out of my chair. Just gluttons for punishment. They ended up with 88K (second from the bottom in rankings), but they had a good time and I can honestly say they did a LOT better than either of the prior two groups I'd play-tested the adventure with.

[it is my suspicion that some of the DMs are a little more lenient than I am when it comes to their running of the game...and that's fine, I'm totally okay with that. But I think that might account for some (not all!) of the discrepancies in results]

Prince's own "mini-tournament" adventure, Assault on the Becker-Drome, was likewise a big hit and much hilarity was had over the three sessions of that. I did not have the chance to take part (and I didn't find out who won the prize he was offering...maybe the Sunday group?)...but he has promised to provide me with a PDF copy for my own entertainment. Can't wait.

The only game I actually played in was con-orgnizer (and Best DM of Cauldron 2024) Settembrini's Chainmail recreation of The Battle of Emridy Meadows. Greyhawk aficionados may recognize this as the original final battle between the forces of Good and those of the Temple of Elemental Evil. I, of course, chose to play on the Temple side and was graced with an evil high priest and a couple units of ogres. Unfortunately, Chainmail took place in the Friday Night block (the day of our arrival) and by that time (9pm) I'd already been up for some 36 hours. I lasted till midnight or so before I became in danger of (literally) collapsing with exhaustion. However, I will take some credit with the Temple's eventual (and non-canonical) triumph, as it was my priest's summoned fire elemental that eventually killed Prince Thrommel and routed the forces of Good...even if I wasn't there to see it.

[ha! and Dreadlord had been trying to convince me to take "bless" as my one spell. No way, man! Go big or go home!]

But that game...which featured four players versus three with Settembrini acting as referee...was the only game session I failed to get through. By Saturday (with a little more than six hours of sleep and plenty of good food in my belly) I was able to go the distance with my games...including my "mystery," Saturday Night block which didn't finish till after 4:30am and had, in the end, only three players at the table (only two of which had still-living PCs).

I will write a follow-up post with "after action" reports of the various games I ran. Suffice is to say they all went well, and it was a joy to see so many familiar faces (like Mike and Michal and Sönke and Ollie and Prince and Tom and the Hungarians) all sitting around my table, rolling dice, cursing their failures, celebrating their successes, and having a hell of a good time. I ran five games and had full tables every session. Well...except for that Saturday Night Block (I ran an adventure that accommodates up to 16, but only NINE showed up to play...).

I am told that the sign-up sheets for my games usually filled up fast.

However, I was NOT to be awarded with the prestigious Best DM of the tournament this year (although I tied for second place in the voting along with Philipp). Instead that went to the to the ever-energetic, Con-Meister General, Grützi. The man is a beast...he ran five sessions this year (as he did last year, too!), the only person other than myself to spend so much time in the Captain's Chair. A much-deserved win as he scored in 11 of 16 qualifying categories, as judged by his players (Philipp and I only scored in 10) and I have no qualms about him taking home the trophy...especially since Grutz and his buddy Alex were the ones who picked me up from the airport and drove me the 90 minutes to the convention!

Alex and Grutz were also kind enough to drive me to the hotel in Frankfurt where I am currently writing this post, while I slept in the back seat. As I mentioned, Saturday's Night Block went long...but my night went longer still as several of us stayed up, kabitzing and drinking into the early morning hours. Truth be told, I was trying to outlast Prince (the rapscallion!), but eventually pulled the trigger on going to bed  around 5:50am. I was walking back to the building where my bedroom was (at the top of four flights of stairs) as Settembrini's wife was crossing the other way to start the kitchen duties for breakfast. While I could have gone longer, I felt I had a responsibility to be awake for the players at my final game session of the morning.

[Prince, gosh darn it, didn't sleep till 7:30am made the breakfast call an hour later, AND ran his last game. But he's 20 years younger than me...]

SO...incredibly exhausted, and more than a little hungover, once the post-convention high had worn off, I was ready for a nap in the car, drowsing off to the soothing sounds of excited, German banter and Alex's quietly playing death metal.

What a blast.

It is hard to overstate how awesome this convention is. I mean, Dillon (a Canadian who goes by the online handle "Terrible Sorcery") best expressed it with his repeated exclamation of the phrase "Hell yeah!" in response to...well, pretty much everything. He apologized for his excited enthusiasm, but I think he was simply expressing the same emotion that ALL of us were feeling (with slight variations). Everything about Cauldron is worthy of such exclamation: the setting, the victuals, the gaming, the camaraderie. 

So many people brought their CHILDREN to the thing, older teens (boys and girls) who are playing the Old School games of their parents. I have already told Diego I will take him to the next one I attend (when he's 16/17), and I can see I'm not the only person who finds the con worthy of generational sharing. 

In fact, it was Settembrini's older son (who, if I remember correctly, was unable to attend Cauldron I due to illness) who won the "MVP" trophy of the tournament. That trophy happened to come with a good bottle of German gin, which the boy doesn't drink, and Settembrini kindly passed it off to me as he'd heard I'm a gin enthusiast (I am). It's one of many souvenirs I have filling my bag, including the "official Cauldron boardgame," designed and hand-crafted by the Nexus gaming club (or, at least, Settembrini's family). I haven't opened it yet...like the gin, it is carefully packed in my luggage...but I look forward to reading it. Hopefully the instructions are in English.

[though, of course, I have Google translate]

[***EDIT: I have been informed by the illustrious and award-winning Settembrini that it was actually his YOUNGER son, Valez, who won the MVP award. My bad!***]

This, I'm quite sure, is a poor review post. It's early in the morning, I've been up for a while, and I'm still a little loopy. I'm just gushing about this and that and every little thing that pops into my head in something very different from a coherent order of tale telling. But that's because I'm not really trying to "sell you" on Cauldron...I'm just trying to convey something of my experience here. I've been to gaming cons before Cauldron; I've been around friendly, happy gamers all bubbling about what a grand time they're having, socializing with like-minded folks about their particular jam...it's what I imagine most "themed" cons (comic cons, Lego cons, Sci-Fi cons) are like, as people can feel free to let their hair down and "nerd out" with each other.

But Cauldron IS different. Probably because it is such a smaller, more intimate affair, or perhaps because of the ever-present Setti family members, you feel very much like a part of this organization's family. These are brothers and sisters, nieces and nephews, uncles and aunts. It's not just camaraderie and shared fandom (though that's there, too)...there's real and genuine love. Love for the games and love for each other and for each other's love of the game. It's not just about "acceptance" or being accepted: it is ACTIVE. People want to GIVE. They want to do for others, they want to share. Some people work out trades but there are many more gifts that are given. People volunteering to do chores: washing dishes, serving food, hauling beer (and crates of empties). One guy does all the grilling/roasting. People are giving each other books that they have extra copies of, people are given small tokens of appreciation, people want each other to have mementos and remembrances of their time here, together. Yes, it's fun, yes, it's a good time. But when I leave, it's not just walking out the door of a convention...I feel much the same as when I leave Montana after a stay with my relatives or after leaving my wife's family in Mexico after an extended visit. We linger. We hug (probably too many times). We talk about when we hope to see each other again.

That's very cool. Very cool indeed. One kid came up to me (today, as folks were packing to leave) and shyly asked me if I could teach him how to write adventures. "Of course!" I gave him an overview and told him to hit me up with a direct message so I could put it in writing for him. He seemed very grateful/appreciative...like I was doing him some huge favor to tell him "Moldvay's a good place to start."

Yeah, it's like family at Cauldron. I find myself asking how a person's doing with their new baby, or asking how's the married life treating a new groom. People ask me about my kids' soccer playoffs (because they read Ye Old Blog). People care. They were engaged with each other, both in and out of games. It was so refreshing to see and be around, because it's so unusual these days. So unusual. Especially with the crisp October air, it brought back memories to me of childhood Thanksgivings when my family would always return to Missoula, Montana...my mother's hometown...and spend many days with the extended family. Those were the best holidays of my life (probably why I love Thanksgiving) filled with food and drink and laughter and games. Very similar vibes.

Yeah, Cauldron may be becoming my new favorite holiday.

All right, that's enough for now. I'll be boarding a plane home to Seattle in a few hours and I'll have plenty of time to write more. But for now...rest and decompression.

Thursday, September 11, 2025

Cauldron Prep

What day is it? Thursday? Whatever...it's 5am (or, rather, it was...I scrolled reddit looking for a worthwhile post but it all just made me want to vomit...) and I'm up thanks to some ungodly "beeping" that went off in our house this morning. No idea what it was. Checked all the fire alarms (and it didn't sound like them anyway). Hasn't repeated itself. But now I'm up.

Status update on "stuff:"
  • The Family is doing well. Adapting to our "new normal" of having a high school kid. So far, so good. D came down with a bit of a cold (not COVID), probably from the amount of stuff on his plate, but he's gotten over it quick. Sofia's getting pretty good at rocking Take It On The Run (REO Speedwagon) on her guitar. Wife hasn't murdered me yet. All's fine.
  • Soccer: I'll have a better idea of all teams after this weekend.
  • Seahawks: hey! I went to the game last week which was...terrible! Not just because they lost (always bad to drop a home game), or that they lost to the Niners (which makes it even worse), but because of how they played...oh, man. It is orky football for sure but, in Blood Bowl terms, they're like the ork team that has ONE goblin catcher (that would be Smith-Njigma) and no one else with any speed/catching ability. The offense failed to stretch the field at all. And "Riq" Woolen was awful. Really, really frustrating to watch. Also frustrating to have to pay $8 for a bottle of water at the game. *sigh*
  • Legal Disputes: I might have found a way to resolve my civil suit as early as next week, fingers-crossed. The events that led to the irritation I expressed last Friday turned out to be a blessing in disguise (maybe). We'll see.
  • My father was in town. Had a nice visit. He's pretty hale and hearty for an old codger (pushing 80), but I worry about his mind a bit. *sigh* That's life, right?

Okay...onto gaming stuff.

Cauldron is barely a month away, and other than my day-to-day affairs (see above), this is my primary concern at the moment. Despite being on opposite sides of the globe, I've been in rather constant contact (through discord, natch) with the Euro-folks (helps that I don't get much sleep...) and things are getting exciting. Man, I'm so glad I'm going back there. Even if it SUCKS somehow, it'll still be fantastic to see everyone again.

This year they've got six gaming blocks going: two Friday (the first is a shorter, three-hour "sidekick" for folks arriving early), three Saturday, and one Sunday (after breakfast and awards). This year I'm signed up to run games in five of the six, including (*shudder*) Saturday's "night block" (9pm - whenever). In Cauldron 2023, I used that time to sleep, but retrospectively that's silly:
  1. My sleep cycle is already out-of-whack from the travel.
  2. I'm too keyed up by what's going on (hard to get to sleep and tend to wake before dawn).
  3. I'm making the journey to play games, not nap!
  4. I've got a nice long plane ride home on which to sleep (and I will).
SO: night block, here I come!

I am also the "tournament director" for this year's "Blackrazor Cup" which does not entail a whole lot of work (thankfully)...now that the adventure's been written, anyway. Probably I'l be tallying scores and whatnot in the wee hours of Sunday morning. No paper certificates this year...the con organizers got real life medals and trophies (I've seen pix). Amazing! I'm sure it will be a good time. 

[we'll see if all the players hate me after this year. It's their own fault for complaining last year's adventure was "too easy." This, however, may have been due to the way the adventure was DM'd...when I ran it for my home group  it ended in a TPK]

For my free block, I will be doing my darnedest to get into Settembrini's Chainmail game (yes, this Settembrini) which he is advertising as having space for seven, Even if I don't I might hang out and watch...regardless, I have that particular time block cleared specifically for that particular table.

Originally, I'd also kept the Night Block clear, partly out of a vane hope at sleep, but mostly because I was considering the possibility of one of Prince's epic night games (he usually brings some 10+ player extravaganza). Unfortunately, this year he ain't. Not because he won't be drinking through the night (au contraire!) but because he has games he wants to play in, for a change. However, he IS offering his own "tournament adventure" (with prize!) that he will be running himself in three different time blocks. It's called "Assault On The Beckerdrome;" the description reads:
Over the last years, you have endured and triumphed in the Blackrazor Cup, the most prestigious event in the history of the known world. Its lustre has endowed you with divine fire, but each night you weep, for lack of worlds to conquer. Yet there is hope. The earth shakes and is split asunder. An ancient fortress lies beneath. You have conquered the Blackrazor Cup, but how will you fare against the one who forged such a contest?

The ultimate challenge awaits.
So, yes. It appears I am the BBEG of his adventure. Sly devil.

[he will be paid back! In spades!]

Of the time slots I'm signed up for, four are nailed down. I'll be running a modified version of Anthony Huso's Silver Temple of Transcendent Flame in the Friday afternoon "sidekick," the BRC tourney module for Saturday morning, a new adventure that I haven't even drawn a map for yet (*headslap*) called Caul's Dark Citadel for Saturday afternoon, and MY version of I3, Legacy of the Pharoid, in the Sunday brunch spot. Of course, that one's not complete yet, either. 

[wait...checking. Checking. Yeah...no]

I'm actually probably going to have to scrap Legacy from the docket. I was only going to run the Body Banks section, but it's still 64 encounters (waaaay too many for a four-hour time slot) and less than half have been keyed. Too big, too long, too un-finished for this year's Cauldron...but I've been in contact with Kelvin Green about some collaboration on the project and it might be cool for a later Cauldron con (maybe as a multi-part running...as I did with Forbidden City in 2023). I certainly doubt I'll have time to write AND play-test the thing before con time, not with needing to do the same with Dark Citadel. I just have too many irons in the fire.

SO...I was looking through my inventory of adventures for a replacement, and I actually have a number of low level (3rd - 5th) adventures that might substitute AND be short enough. There's the Tomb of Bendan Fazier, which was a lot of fun for my home group (though, since I posted it to the blog a couple years back, it could be considered "spoiled"). There's Ice Box which, while written for OD&D is easily converted (it even uses Fiend Folio critters)...except the tournament adventure is already "cold themed." There's Lost Vault of Kadish (a stand-alone 'side quest' in Legacy). Heck, I could even run The Sunken City of Doom, my DL1 re-write; yeah, it's close to 100 encounter areas, but it's for the right levels, has pre-gens (twisted DragonLance PCs), and is mostly keyed...

Oh, wait: here's also Vermin Town, the rat-themed adventure I wrote for my own "Year of the Rat" adventure charity contest...now there's a compilation book I never got around to publishing (*sigh*). Why not? Because I drew my maps by hand and I can never get my damn scanner to work (frigging Paraguayan printer tech...). Ugh. This is a good one, but I'd need to FIND the maps for it (no idea where those are). Ooo...also The Tower of Ybarra Florin. That's an oldie but a goodie.  Okay, I have choices...I'll figure something out.

Then there's the Night Block.

I added an event here because A) sleep is for suckers, B) Prince ain't running, and C) I'm going to this thing to be active/contribute. I mean, Grutzi is running his Isle of the Dead, but I don't have a 9th level character to bring to the party (wish that I did), and pre-gens, IME, are always a bit of a crap-shoot. None of the other games in this block are particularly enticing: I'm already familiar with Black Crag and Black Mark (having reviewed them), the idea of playing a 4th level OD&D pre-gen is...nah. And there's just no way you'll find me sitting down to a game of "Ransack" (sorry, Parti...). No. Better to just run something of my own. I like to run games, after all. And running different games for different people keeps me sharp.

But what to run? Well, what I've got registered for the event is titled *something, something* Doom, but that's just a placeholder. My initial thought, actually, was to run one more session of the tournament adventure. We have eight different DMs runnng the thing (including me), but if I ran it twice, it would ensure that ALL the attendees who wanted to play would get the chance to do so.

[some quick math: there'll be about 80 attendees at Cauldron. The tournament adventure is designed for six to eight players so, with a Dungon Master, that's NINE people at a table. 9x9 = 81, right? But you subtract one ('cause I'd be running twice, and there's only one of me) giving a result that equals the con's headcount]

Plus, I'm kind of loving the adventure, and having already run it twice, I'm getting a good handle on it (there are some tricky bits). Yeah, more and more I'm considering one more session of Rivers...unless I get a message from someone else who wants to run it (which I might...there's still time). And if THAT happens, I'm thinking of running something high level. Maybe Hells Own Temple (which, re-reading it, could really stand some revisions) or Queen of the Demonweb Pits. I don't know. Something challenging. Something AD&D.

Okay, the sun's up and so are the kids...time to make breakfast. It is a perfectly beautiful Seattle morning: grey, misty, and drizzly (we desperately need rain). A little more coffee and I'll be able to tackle those maps...once everyone's out of the house.

Later gators!
: )

***EDIT: I found my maps. Oo-boy!***

Monday, October 30, 2023

Cauldron

Frankfurt, Germany. Local time is 7:59am...which means I've been up for nearly two hours. Which means I got nearly four hours of sleep.

My bio-rhythms have been off for days now; partly due to the time zone change, partly due to the excitement of the trip, and more than partly (I'm sure) due to the reintroduction of caffeine into my system after being off the stuff for the last couple months. However, I won't blame that on my inability to sleep in my (rather comfortable) hotel room. Instead, it's fear/paranoia that kept me awake till the wee hours of the morning: fear that (once asleep) I would oversleep, somehow miss my flight home as I slept in a coma-like state, immune to alarms and the pounding on the door of room service.

Solid sleep. I am hoping for some of that on the long flight back (Icelandair lifts off at 13:05pm).

For now, though, I am in my hotel room. Showered, exercised (some light stretching, as is now my habit) and breakfasted. Everything packed, save my trusty laptop. I have a couple hours before I leave to the airport...I thought I might doze for a bit, but the fear is still lurking and blogging feels a tad safer.

Where to start?

CAULDRON, AKA "The OSR Euro Con" was wonderful. It is no exaggeration for me to say it was the best convention I've attended, and the most fun I've had at any convention. I know that many people attend conventions for many reasons: for the social aspect of it, for networking, for business, or simply to swim in a sea of likeminded humanity that shares the same passion and/or interests. That is not why I attend gaming conventions: my main objective is the gaming. That may seem rather snobbish (and perhaps it is), but the fact is that my regular gaming group is anything but "regular," and my time at home (and the time and availability of the people with whom I enjoy gaming) is quite limited. Removing myself from the distractions of my everyday world and indulging in my passion...with focus and attention...is THE reason that I choose to spend money on a con of this type. The gaming takes precedence over all the other considerations.

And the gaming was very good at Cauldron.

However, those "other considerations" mentioned were excellent as well, and not just icing on the cake. The venue was lovely, the accommodations far better than I expected or hoped. The con was extremely well run, and well-organized by Nexus (the German gaming club whose brainchild it was)...there was none of the chaos or hiccups that so often occur with larger cons, and none of the "amateur hour" lack-of-planning and forethought you see in smaller ones. The food was very good. The drink was abundant (and free!)...I'd estimate I drank more Euros in free beer than my ticket price to attend the con. A lot more.

But it was the people...the attendees, the organizers, the gamers...that were the biggest highlight outside the gaming. Every person I met was lovely: joyful, positive, friendly, helpful. The energy of the place was amazing. People from all over Europe (Denmark, Finland, Hungary, the Netherlands, Slovakia, the UK) were in attendance. And all there to play the Great Game.

[I wasn't the only American present, just BTW, but the others were all ex-pats living on the continent]

No acrimony, no fisticuffs, none of the silly dramas that play out over the internet. Just people sitting down with each other, connecting with each...face-to-face...and being appreciative of each other. There were geezers like me (some even older), and there were younger gamers in their teens and twenties and thirties...all mingling, sharing meals at the dining hall, discussing their perspectives on gaming (Dungeons & Dragons foremost), sharing their thoughts on the gameplay experience. And then...when the time slots commenced...taking their focus to the tables and applying their attention in a practical fashion.

It was delightful.

And I am extremely content at the moment. Very satisfied. Despite the sleep deprivation and general stress that comes with making a solo trip halfway across the world to a country in which you don't speak the language(!)...more than anything I've been buoyed by the energy (I have no better word for it. "Spirit?" Perhaps) of the people I've met and with whom I've interacted. My games went well (and I intend to detail them in future posts) but then the players were all fantastic. Prizes were awarded for various game-play categories, and all the winners sat in on at least a couple of my game sessions. I can honestly say that each was well-deserving.

Anyway.

8:58 local time. I am looking forward to being home and hugging my wife and children. They are all very excited to hear about the trip, see the photos I took, listen to me recount the war stories from the gaming tables (keep in mind that both my kids helped playtest the scenarios I ran...). It is going to be a long flight back, and the anticipation of seeing my family will certainly make it longer.

But I am very glad I came...very glad I made the trip out. The experience far exceeded my expectations. I can only hope that the inestimable Settembrini ("Andi"), the real mastermind behind Cauldron, will continue to put it on so that others will have the same opportunity I had. I would certainly like to attend Cauldron again...though probably not more than every other year. 

It was a very long journey, after all.
; )

All right, folks. Expect more thoughts (especially as relates to game play) after I get back to Seattle; now that I'm not busy prepping for the con, I should have (a little) extra time to blog. If people have specific questions for me regarding the convention, please leave them in the comments section; I will be more than happy to answer them (and provide long-winded commentary, I'm sure).

Prost!

Monday, June 19, 2023

Con Games

Hope those who celebrated yesterday had a wonderful and happy Father's Day. Mine was pretty good. The fam is generally pretty great about catering to my every want (for a change), though when no one besides myself is up before 11am, you do feel a little "short-changed."
; )

Still and all, it was great because the main thing I wanted to do was play some Dungeons & Dragons. Or, as I put it to my family when they asked, eight hours of D&D played in two four-block sessions with a break in between. Because I had some pretty specific play-testing I wanted to do.

As I mentioned a while back, I'm going to Cauldron, "the OSR EuroCon," in October and my plan, as of now, is to run three sessions with three different scenarios. As of now, I have two of the scenarios written  (more-or-less) but I feel it's important to test them and fine-tune them...I don't want to just show up and run a bunch of off-the-cuff stuff and crap the bed. Best to have an idea how things are going to unfold, see where problem issues are, etc.  I'm paying too much money for those plane tickets not to give a solid effort.

Unfortunately, what with the lateness of our start yesterday (the kids are on summer break already, which means late nights and sleeping in), we were only able to get through the first session. And that was okay! Because not only did the play-test go well (which was important), the kids were enthused enough about it that they are quite excited to to part 2 at the earliest opportunity. Or (as my kids put it):

Diego: I didn't really think this was going to be fun but it turned out to be really good!
Sofia: Yeah, Paps, I thought it was going to suck dog poop but it didn't!

The adventures are set in the classic David "Zeb" Cook module I1: Dwellers of the Forbidden City. The first scenario is cribbed from the original tournament scenario, but tweaked and tuned for my purposes. Designed for five to seven PCs of 5th - 7th level, it is a fairly linear affair consisting of a dozen or so numbered encounters...which is about all you can expect to get through in four hours of focused play.

For our play-test, the kids broke out their 6th level PCs "Salamander" (elven assassin) and "Potter" (half-elf fighter). Neither of these characters had been used since last August (!!) because, while they had shown themselves to been fairly successful adventurers (knocking over both N1 and I6 and having last absconded with about 10,000 g.p. in owlbear eggs from an abandoned wizard tower), the kids had decided they wanted to create NEW characters that would not be subject to level caps...because of their particular class-race combinations, neither character expects to progress beyond 10th level.

[I *do* use Gygax's updated rule from Dragon #95 allowing single-class demi-humans a +2 increase to their natural level cap, though ONLY in the case of a class that could normally be multi-classed (like fighters). That's why Potter can expect to reach 10th level, and why Salamander canNOT expect to reach 12th level]

SO...since it's been 10 months since we used those characters, I updated their records with upkeep costs (10 game months passing when no active play otherwise occurring) along with their age records, etc. Before whisking the PCs down to the Oregon jungles, which is where the Forbidden City exists in my campaign world. Just what had been occurring to them while the rest of our campaign had been passing made very little difference...probably lost in a drunken haze of debauchery that is commonplace for adventurers after a successful score (see Conan the Barbarian for examples).

For the convention I am (of course) bringing pre-gen characters, taken directly from the list in the back of the original module. Since we only had two players in our game (Kieran, Maceo, and Winston presumably occupied with their own Father's Day festivities), I allowed the players to choose four of the six pre-gens to accompany them as NPCs. They chose Nasaldromus (5th level magic-user), Bruti (6th level dwarf fighter), Daniel (6th level cleric), and good ol' Olaf Peacock (a 1st level bard with 6th level fighting and 5th level thief abilities).

Timer on the clock was set and 20 additional minutes was granted for additional outfitting: swapping gear or purchasing additional equipment. The PCs had an extra suit of (dwarf-sized) Chain +2 that they gave Bruti to better his AC, and extra gear/weapons was procured and noted. I allowed the players a day to cast continual light on a pair of torches the day before starting on their adventure. 

[first "pro note" for the convention: we actually ended up running about 25 minutes over-time, so it's probably a good idea to have ALL pre-gens functionally equipped. That way minimal time will be lost in playing the session]

Nasaldromus was killed in the 2nd encounter area, which was kind of awesome (I mean dead-dead-dead). But it did leave the party without a magic-user for the rest of the session, which made several encounters MUCH harder/longer. That's good to know.

However, it brings up an important question: what do you do with players who get killed straight away? For us, it wasn't terribly important (Nasal was an NPC we'd only just met, after all) but at a convention this might be the character of a player who'd paid good money to sit down at the table. Is he/she just supposed to sit there for the next 3.5 hours watching?

[second "pro note:" have areas where new 'back-up' PCs can be introduced, seeded throughout the scenario]

There are at least three, fairly complicated fights in the adventure, consisting of multiple groups of opponents with varying abilities and tactics. Several of these include a vertical element to them, which adds further complication. In general, I've never been a DM to use miniatures or map grids in my AD&D games, instead making quick sketches when necessary or (with the kids) using Lego minifigs to show relative facing and placement of opponents, but this was pretty rough to run in actual play due to the time crunch. If we hadn't been pressed (pacing was brisk, for the most part), I would have preferred to calculate ranges (especially for missiles and movement) with more specificity, using right triangles, etc.

[third "pro note:" draw out area maps ahead of time; have scales and ranges pre-calculated and determine speed of climbing for all PCs based on armor and/or encumbrance. "Winging it" worked fine for our table, but at a con you never know what kind of stickler players you might have...best to be prepared]

The cleric was downed at the two-thirds mark...knocked down to -2 hit points, he nearly bled out (only being aided at -9). This meant no more healing for the rest of the scenario. Fortunately, the party members that remained had very good ACs (ranging from 1 to -1) and high hit points (40s+). But it was a close thing: the four remaining PCs were at 11, 12, 16, and 39 by the end of the penultimate encounter, and things might have ended very differently if the one of the quartet had blown his save vs. spells. 

The final encounter (only played after our time limit had expired) ended up being a cakewalk, though mainly because of streaky dice...Sofia rolled something like four 19s in a row and everyone was hitting for max damage, while my dice had run ice cold with nary a hit dispensed (and all damage rolls 1s and 2s). The players thought it was too easy, but mathematically it should have been very tight, especially given the shambling state of the remaining party members. Luck, which you can't really count on, had a huge impact.

While my initial thought was that an extra party member might be helpful in offsetting any streaks of "bad luck," on further reflection, I think that being able to 'sub in' new characters for downed PCs [see pro note #2, above] would accomplish the same end. All of those encounters get much easier with one or two extra bodies absorbing punishment.

All in all, a very good time. As I said, the players were very enthused...they'd said they'd like to continue playing I1 as a campaign game (i.e. open exploration) rather than in snippet scenarios designed for convention play. And I don't blame them: I1 is one of my all-time favorites of the classic TSR modules. 

But testing is important. I learned a lot of useful info from yesterday's play-test...stuff that will important when operating under the time constraints and more rigorous conditions of a con game. It's not that I'm worried a bunch of cranky Germans are going to leave me beaten and lying in a ditch. But I do want to make a good showing of myself...I care about my craft!

Anyway: it's been a while since I sat down for such a long session outside a convention. For the curious (and for my own memory), I make the following notes:
  • Two PCs, four NPCs, average levels 6th (the bard counts as a 7th)
  • 30 minutes prep (character selection, equipment purchase), 90 minutes play, 5-10 minute bathroom break, 110-115 minutes play. Game was "called" at that mark, one encounter short of the end. After (roughly) a couple hours break, we finished up the scenario in about 20-25 minutes.
  • Total monsters slain (by hit dice): 44 (1 x22, 2 x8, 3 x3, 4 x1, 6 x6, 8 x3, 9 x1). Six combat encounters. Number of bugbears appearing: zero.
  • Total treasure recovered: 42,400 g.p. (not counting enchanted items). 
  • One NPC death; one NPC forced to retire prior to completion.
Not bad. Not bad at all, considering. Hopefully we'll get a chance to run Part 2 this week.

Thursday, May 25, 2023

Writing Adventures

I got back into Seattle on Tuesday. My grandmother passed away yesterday (Wednesday); I got the call at the same time I was placing flowers on my mother's gravestone, one week after her burial.

Life goes on.

***

In addition to all the "real world" stuff I've got on my plate at the moment, I'm currently engaged in a crap-ton of adventure writing. I mean, a LOT.

The re-write/re-purposing of the I3-I5 Desert of Desolation series has been temporarily suspended. Not because it's not a great idea (I mean...I love it), that it's really not suitable (even as an open region of my campaign world) for exploration by characters under 3rd level or so.  And all my players are about to start over (Friday afternoon) with brand-spanking new 1st level characters.

TPKs have a way of resetting things.

SO, I need some low-level stuff to get them up to snuff. Because I've been busy, and because I needed a breath of fresh air, I took the time to comb through the racks and a game shop near my grandmother's house in Missoula. Shout out to Retrofit Games, which had an absolutely beautiful store and friendly/helpful staff, who were able to get me something sufficient for my needs (as well as great recommendation for a cheeseburger in town: Frugal's. Get "the Classic Fix"). 

What I got, was a 20 page DCC Lankhmar adventure module written by Michael Curtis called Grave Matters. I am on record as a "non-fan" of the DCC system (which I've played before, multiple times), but it's close enough to B/X...which is close enough to AD&D...that I can make it function with minimal work.

And I mean minimal. Curtis knows his stuff ("Duh," says all the people who own Stonehell Dungeon, etc. However, this is my first product of his so far as I know). For a measly $10, I got a book with TWO adventures (Grave Matters and Madhouse Meet), neither of which suck, and perfectly suitable for PCs of 1st and 2nd level. The treasure counts are even (well, almost) correct, which is the usual thing you find lacking in OSR games.

SO...yeah, Lankhmar-esque adventure is perfectly fine for my Bandit Kingdom Boise. And with a little x.p. under their belts, it should be a simple matter of slipping the group a treasure map to get them out into the desert...probably a nice way to leave behind past shenanigans.

But campaign stuff isn't the only thing for which I'm writing. Turns out I'm going to a game convention this year...my first since the pandemic...and even though it's not till October, I plan to be well-prepped for the three game slots I'm slated for. The con is called Cauldron, "the OSR EuroCon" and it's supposed to be a celebration of 1st edition AD&D that will play out over three days in Hessen, Germany. Fortunately, it is an international affair and so games will be run in English (the international language of tourists). 

Room and board...and beer...appears to all be included in the ticket price, but you have to bring your own books and dice, and I'm cognizant of my responsibility to represent the USA well (currently, I'm the only Ugly American on the docket). Because I am old and lazy, and because it is one of my most beloved adventure modules, I am re-writing I1: Dwellers of the Forbidden City into something suitable for a three-part, con-style adventure series that...um...doesn't suck(?) too much (??). 

Con games are tricky: you have a few hours to get down to business, and (hopefully) provide a fair amount of game play, with a satisfying (or conclusive) end. Cauldron also has the additional challenge of being run with ADDKON rules (Germany's version of the FLAILSNAILS conventions)...which for me means that I'm not running these as one-offs but as adventures that will impact the PCs even after I've left their schönes Land (und bier) behind. No apocalyptic party-nuking scenarios, just good clean AD&D.

ANYway. It should be great, but I want to play-test those, too. And ideally, that will mean getting my current group up to 5th & 6th level by the end of the summer. Doable...but a tall order nevertheless.

Especially considering Prince of Nothing just announced his (third) annual NoArt-Punk contest. And, of course, I want to enter (again). And, of course, I want to put forth a good showing and build on what I learned in the last two NAP events. And THIS year, the theme is "high level" D&D, something that holds a special place in my heart. My last two entries (one of which was a finalist and got a place in the book) were both written for parties of 10th-14th level. I'm thinking this year's will be more in the 9th-12th level range, but I already have an idea for it and it's a little on the ambitious side: something on the scale of 60-some encounters instead of my normal 30ish. Which (to give you some perspective) would be around 50% larger than all three scenarios I'm writing for Cauldron combined. No small feat, especially considering I need to draw the maps and I suck at maps.

But NAP III isn't due till November 30th. Prince suggested I write it on the long flight back from Germany to Seattle. We'll see.

Yeah: a lot of adventure cobbling going on at the moment, some of it fairly ambitious. But working with monsters and traps and treasures and fantasy scenarios is a welcome respite from dealing with all the other "stuff" that's going on in my life at the moment. And these respites help keep me...mm...stable? Not sure the word I'm looking for ("grounded" ain't it). D&D helps let the pressure off; it's the valve that keeps the steam from blowing the kettle. I'm not sure if my life would function better (or differently) without it, but for right now I'm glad to have it.

Later, Gators.

Wednesday, November 9, 2022

Random Notes

Just warming up the mental muscles this morning...maybe the typing fingers, too.
  • The Seattle Seahawks boarded a plane to Germany today for a game versus the Bucs in what will be the first ever NFL game in that country. They're off to Munich which is, perhaps, my favorite German city ('course I've only ever been to three or four cities in Germany...).  I've heard ticket prices are something in the neighborhood of $500 with some 3 million folks trying to get in the game; one would assume the sport would appeal to a large segment of the culture. For my part, I wish I could go just to get back to Bavaria, which is MY version of Disney Land (i.e. "the happiest place on Earth"): mountains and castles, beer and schnitzel, cathedrals and museums, the Autobahn...sheesh. An abundance of riches. Hope the 'Hawks have fun.
  • In sad news, a child was murdered at a local high school, another victim of gun violence. Not a crazed psychopath with mass shooting agenda, just a hormonal 14 year old with far-too-easy access to a handgun. Now, multiple lives have been ruined: victim and shooter, family and friends, students and teachers. I know the school well; it is the public school that serves the same neighborhood/community as my kids' elementary school. Many siblings (at least six) of my kids' classmates attend the school. A sad, frightening day yesterday. 
  • In happier news, Washington State continued to be a bastion of sanity and democracy judging by the election results of 2022...and it appears such was the case for a lot of the country, stymying the predicted Red Wave. That makes me somewhat...hopeful? I won't say more than that, because delving into the politics of this country makes me equal parts sad and angry, and I know it tends to rile up my readers. Thank you to everyone who voted (one way or the other): our democracy only has a chance of being a representative reflection of our society if we make our voices heard. Voting is the way we do that.
  • In my publishing "business:" sold a bunch of books lately. Must be the holiday season. Thank you to everyone who's given me money: as I've written before, it's much appreciated and encourages me to do more.
  • In general gaming: picked up a copy of Jeffrey C. Dillow's RPG Adventures in Fantasy Gaming. First published in 1980, I'd never heard of this game before finding it on the shelf. Compact, hardcover (the good kind), lovely illustrations, it is somewhat reminiscent of Fantasy Wargaming being based off a wargaming model (by which I mean: something like a combo of ODD+Chainmail with a heavy emphasis on the Chainmail). Unlike FW, though, it seems far less inclined towards the medieval/historical and far more fantastical and...dare-I-say...American-ish (Fantasy Wargaming is distinctly Euro-centric, in my opinion). Looking forward to the chance of digesting it. Appears to have at least a couple of adventure scenarios in it that I might purloin (including rather nice maps).
[oh, wait...here's a review]
  • In television: started watching Reservation Dogs with the wife. Fantastic show. Equal measures funny and heartbreaking. I've had some extremely limited experience with tribal nations in Washington (both in general and as part of my former job) and my aunt in Montana worked as a federal liaison to the tribes for the last couple decades. Oklahoma isn't the same as Washington and Montana but there are shared similarities of reservation life.  Just a really well made, well cast, well written production...must see TV.
  • In Dragonlance/D&D: nothing to report. However, it is my birthday Sunday and perhaps I can wrangle some D&D play out of the family. We'll see. After getting up at 6am to watch the Seahawks play in Germany, and then heading out to watch my son's morning soccer match, I might just decide to take a nap. But we'll see. 
Okay. That wasn't a terribly bad "warm up." Now let's see if I can get something a bit more substantial.

Friday, April 22, 2022

Change

Yesterday was my daughter's 8th birthday. It was a lot of fun, lots of crazy kids running around, enjoying themselves. A house full of 2nd grade girls, doing crafting projects, making tortillas, playing hide-n-seek, breaking pinatas (well, one pinata), etc. Fun, fun, fun.

And, of course, a time for reflection and nostalgia when (later, after the guests had left) my daughter and mother and I went through photos from 2014 when she had just been born and was still a little red-faced babe with a spiky mohawk. *sigh* Change. So inevitable. So uncomfortable...at times.

My D&D journey has taken me back to the beginning of my personal history, now that I'm (pretty exclusively) playing first edition AD&D. To an outside observer I can understand how my adherence to that old edition of the game can seem like a curmudgeonly way of clenching my fists and trying to hold tight to some piece of history, resisting the inevitable march of change...of progress. I can see how the AD&D aficionado must often seem like dowager Lady Grantham pining for the pomp and tradition of the previous century (sorry...the fam has been rewatching the Downton Abbey series for, like, the third time through). 

Image of the inner
soul of a typical
first edition gamer.
But that's...not quite right. Nor is it simple nostalgia, nor is it the flighty/flakiness of the gamer of a person unwilling to commit to a single version and must constantly play and try other games. These things...obstinance, nostalgia, flakiness...are certainly present in me (all to a great degree, actually), but that's not what's going on here. And I want to talk about just what IS going on...at least from my perspective.

As I mentioned at the end of my last post, German AD&D enthusiast Settembrini recently interviewed Trent Foster Smith (in English) for his Zock-Bock-Radio podcast. Trent's been doing the AD&D thing for a long, long time, and I think some of his insights on that edition are pretty spectacular (and, no, I'm not just talking about the bad AC numbers in the MM). However, he and Settembrini both seem to have some blind spots about B/X, its appeal, and why it seems to have taken such a strong hold on the "old school" D&D community, especially through the OSE (Old School Essentials) clone. Let me start with that, as B/X is a large and significant part of my journey.

The main difference between my beginning in the hobby and other folks starting around the same time is that I came to the game through Tom Moldvay's Basic set (the "B" of B/X) NOT the Frank Mentzer authored, two volume hand holder that started the BECMI odyssey of completeness. I would agree with Trent's assessment of the basic game feeling too staid and closed (as a system) compared to AD&D...if the discussion were limited to a comparison between Gygax's opus and Mentzer's series. But Mentzer's series...despite the B and E containing near identical content to the Moldvay/Cook/Marsh B and X are quite different in terms of scope and tone. That "fuzziness around the edges" that Trent finds so inviting of addition and extrapolation is likewise found in the B/X books...books of a series that were never completed (they author's talk about a forthcoming "Companion" book that was never published until the series was re-booted by Mentzer with a shift in focus, direction, and...for my money...target demographic). 

This is why...when I returned to "serious" D&D play, I came back to B/X rather than AD&D. Both B/X and AD&D have the ingredients that inspire. Both have the fuzziness to invite additional (design) exploration. Both of them are fairly simple to run (one more so than the other). And of the two, B/X is far more accessible to the Average Joe or Jane. That's why, when teaching the game to others, I always start with the B/X system (or Labyrinth Lord, back before B/X became readily available)...it is a far easier method of ingraining the basic premise and understanding of the game before moving into any sort of "advanced" play.

But as a game, B/X is limited. Sure, all D&D is limited...because there are only so many words you can put down in a text/manual and the human imagination quickly and easily surpasses the scope of that which is contained in the books. But B/X's limitations...which I found so charming and that opened so many possibilities ten years ago (back when I was writing my B/X Companion, The Complete B/X Adventurer, and blogging other material for the B/X system)...its limitations stop short of what AD&D offers, namely expanded campaign play. And while the open-ended nature of B/X certainly leaves space to develop that extended campaign play, AD&D's robust system already offers a paradigm for such, including extensive play-testing to resolve (or at least make note of) flaws of design that require addressing.

The world building cosmology on display in the AD&D books is the thing that's missing from B/X and its clones (including LL, OSE, etc.). AD&D shows the evolution of the mindset that is required to continue compelling D&D play. You see it in the extensive world-building of all three core books:
  • The MM: the hierarchies of demons, devils, the congress between lower plane denizens (night hags and their trading in souls), elementals, the various sub-races of elves and halflings, etc. and the various tribes of orcs (with their siege equipment and above-ground villages) and men (dervishes and pilgrims and whatnot).
  • The PHB: you see it in the bardic colleges, the druid and monk hierarchies, the "guilds" of thieves and assassins, the economy hinted at via the equipment lists, the sketches of the inner and outer planes and their cosmology, and various hints here and there (which races can be psionic, which races may NOT be resurrected, etc.)...all things which say SOMEthing about the world.
  • The DMG: an opening into the inner workings of the Gygax mentality regarding campaign construction and world building and yet again MORE examples of world building through the extrapolation of PHB material and the inclusion of more legendary items (artifacts and relics and whatnot) from the author's own campaign and imagination.
Without this evolution...without this attention to world building...the game becomes tired. It becomes just a matter of how one can run tricks and tart the thing up, creating new classes, creating new monsters, adding new (minor) rule tweaks and systems...none of which amount to deepening or enriching the play experience. Instead, it only amounts to sitting down at the table and saying, "well, what's our adventure tonight?"

Advanced play engrosses the participants in a way that basic play does not.

You can see this in the difference between the introductory modules T1 (for AD&D) and B2 (for Basic). T1: The Village of Hommlet spends an enormous amount of space (some would say an inordinate or excessive amount) on the village proper...its history (old and recent), its inhabitants, its various factions.  Who cares? The B/X player cries. Where can I buy a two-handed sword? When do we get to the dungeon? This is, of course, the basic approach to the game...it does not invite players to live in the fantasy world or engage with it in more than a cursory manner.

The advanced version of the game does. And while DMs can take what B2: The Keep on the Borderlands offers and extrapolate from it, breathing life into the module, detailing the Keep's denizens, imagining the factions that might exist between Cave denizens, and the secret histories that connect various wilderness encounters with each other and the wilder world...well, most don't. It's more work than what's needed...it's more effort than the need for what the adventure was designed (i.e. an introduction to the game, its systems, its premise, etc.). It is a great introduction to the basic game...for both the players AND the DM. But trying to back-engineer it for advanced play...well, that's an interesting thought experiment, but you might as well be developing your own world.

[see, that's the part that (I think) the Greyhawk aficionados miss. DMs who dive deep into the Greyhawk lore for inspiration are, in a way, still playing just a LARGE version of Basic, juggling all the moving parts of someone else's campaign world...like some sort of mega-normous wilderness/dungeon combo. Not all of them, of course, but...well, that's a post for another time]

I got back into old edition D&D after realizing that there was nothing really preventing me from going back and playing old edition D&D except (perhaps) the need to find willing players. Previously, I had some sort of "block" about this idea of playing "old" games. I chose B/X because it was a well-written, well-designed version of the D&D game that, while streamlined and sensible, left enough out to still fire the imagination and not shut down possibilities with what happens after level 14 (as did Mentzer's BECMI series and the later Rules Cyclopedia compilation by Aaron Alston). 

B/X alone no longer satisfies me...at this point, only Advanced play will do. And I have settled on the 1E rules as my vehicle/delivery system of choice for that type of play experience, as later editions seem to have missed the point, instead worrying about appealing to the changing gamer demographic, most likely due to, you know, the need to make money as a business:
  • 2E tried to tell heroic stories (and sell novels/book series)
  • 3E created complex systems that incorporated universal principals and unique character builds.
  • 4E was designed to emulate MMORPG play/terminology (especially World of Warcraft)
  • 5E ORIGINALLY attempted to appeal to as many prior gamer generations as possible, seeking to reclaim market share/brand identity by reaching out to individuals who felt alienated by earlier editions and create the One Great Compromise edition. However, due to the overwhelming popularity of the video series Critical Role (and its imitators) 5E continues to morph in a direction that is more about...well, something else. Storytelling, grandstanding, performance art...I don't know. I don't really want to dig into it. It appeals to some folks...that's fine; do you. That's not what/why I play D&D.
To draw this post to a close, I'm not playing first edition AD&D because it's the game I played as a kid (I did play it as a kid, which has given me insight into just how the game is played and its potential greatness). I am not playing AD&D because it is some mark of prestige or curmudgeonly badge of honor. I'm not playing it because its systems are perfect or elegant or the height of RPG design theory. And I'm not playing it because it's the edition with which I have the most familiarity (that would probably be B/X).

No, I'm playing AD&D because I've changed my mindset about what I want from this game and what I want from this hobby, and the 1E books deliver this in a method and manner better than any of the other editions. Its root and core is sound; its author, for all his faults and flaws, was able to convey the experience of advanced gaming in a way that I have yet to see equalled (which, considering the quality, may be a sad statement about the RPG industry).

Change is uncomfortable...and inevitable. More changes, I'm sure, will come. And I'm sure this blog will continue to document my own. Cheers.
; )