Showing posts with label halloween. Show all posts
Showing posts with label halloween. Show all posts

Friday, October 29, 2021

Hell's Own Temple

Here's a little treat for folks on a Friday before Halloween.

Hell's Own Temple is a short adventure I penned a couple months back for Prince of Nothing's No Artpunk Contest. Sadly (for my ego), my entry was not among the contest winners (the top eight submissions were pretty darn spectacular), but Prince still had some kind words for my attempt at a high level, one-off adventure.

Since it didn't make the cut for the compilation volume (Prince does plan on including it in a supplemental book along with all the runners-up), I've decided to make the adventure available to my blog readers. It's short (only about 10 pages) and not tarted up for publication, but it should be complete enough to run; you can download the files here:


There is no overland map of the island, although my original model for the thing was Easter Island, whose map can be easily found on the internet. My original concept was actually an island assault, but I scaled the whole thing waaaay back in order to meet the contest parameters (this also helped with the time crunch I was under). More background info can be found in this old blog post, for the interested.

An AD&D adventure suitable for six to eight PCs of 10th-14th level. Happy Halloween!
; )

Wednesday, October 20, 2021

Treading Old Ground

In preparation for my series on building campaigns, playing campaigns, the importance of campaigns, exploring my own campaigns, I went back over my old posts (some as far back as 2009) and found that a lot of what I wanted to write about...well, I've already blogged it in one form or another. Thoughts I've had recently are the same I've had prior, even such basic ideas as defining "campaigns" and the difference between what the term once meant and what it means to todays (5E) gamer.

And, of course, I'm not the only one to have these thoughts...Maliszewski was writing about this in 2008 (you know, back when 4E was first "a thing"). SO, because I'd rather break new ground than re-tread the old...and because I have to go check in on my mother who just had hand surgery...I'm going to put this series of posts on hold, at least till I've had a chance to think of a new, useful angle from which to attack them. 

Meanwhile: the weather is grey and gloomy, pouring rain. Classic Seattle-in-October weather, in other words; the kind that always inspires me to play Dungeons & Dragons. Really, what else would one rather do? Maybe add a hot toddy on a coaster next to your dice shaker. But it is perfectly lovely for indoor gaming, and I love, love, love it. 

The boy really wants me to run something for his gaming group for Halloween. I have been thinking a LOT about revamping Ravenloft as a low-level, B/X one-off. I don't think it would be that hard to do...which is generally a sign that it would be VERY hard to do. But I might try it, even so. I mean, I basically outlined how to do so already...could I reduce the thing to something that would fit a three-hour one-shot?

Maybe. It would definitely be a challenge...and challenges always fire me up. 

We'll see if anything comes of the idea; if it does, I'll throw out a PDF of the adventure notes for folks interested in using the scenario.
; )

Thursday, June 3, 2021

I6: Ravenloft

A few days ago, Sir Rob asked me if I'd review I6: Ravenloft, not to critique it so much as to analyze whether or not I thought it truly was the Hickmans who started the "Adventure Path" trend (with I6 and/or Dragonlance), and ALSO how I might go about making the game more "player-centric" while still maintaining its "gothic vibe." In other words, how would I un-couple the thing from its railroad aspects while not killing the mood. Being the gracious (and egomaniacal) type of guy I am, I said 'sure, why not?'

THIS. IS. RAVENLOFT!

But first, allow me to say this: when they look back at their lives, I'm going to guess that the Hickmans (Tracy and Laura) are going to say that the greatest thing they ever did for their careers, was to take a job offer at TSR and move from Utah to Wisconsin. Had they not done that...had they instead taken other gigs locally, gotten help from their parents, continued to raise their kids in the same town they'd grown up...I just can't see them going on to having the success they managed to achieve. Without the backing of TSR (and the built-in fan base)...would they have ever been much more than independent publishers of the occasional D&D module? Would they have even continued to do that?

The fact is, Hickman wasn't a great writer...and I say that as someone who has read the first six Dragonlance novels (multiple times!) and enjoyed the hell out of them. Maybe I'm wrong but I don't think Hickman becomes a famous, bestselling novelist without TSR. Steinbeck he was not.

[sorry, I've had Steinbeck on the brain a lot recently, considering the parallels between The Grapes of Wrath and our current pandemic-enhanced homeless crisis. But I digress]

What he was...what both the Hickmans were...were rather good adventure designers. I have no experience with Rahasia (one of two modules that got the Hickmans hired by TSR), but I've run I3: Pharaoh two or three times, I4: Oasis of the White Palm at least three times, and I5: Lost Tomb of Martek once or twice...both as "one-offs" and as part of on-going campaigns. While I have a notable soft-spot for anything Arabian Nights related, the adventures were quite interesting, filled with ingenious dungeon design, evocative situations, and (yes) whimsy (the floating tomb of Martek was written/published a year before the rather paltry knock-of appears in DL4: Dragons of Desolation). I especially like the combination of ancient Egyptian mythos with Golden Age Islam fairy tale stuff (this is best seen in I4: Oasis of the White Palm)...but skating over a sea of glass with light-powered sky-ships, avoiding sunspots and purple worms...I mean, come on, that shit is cool!

But it's been twenty years since I've read those modules and it's certainly possible I'd see them today in a less favorable light. The clever intertwining of adventure sites (with actual treasure!) is a bit of a "railroad" but the idea of needing to "solve an adventure to escape" (as in I5) has been around long since before the Hickmans came on board at TSR: Moldvay did this with X2: Castle Amber in 1981, and there's a bit of that in 1980's Q1: Queen of the Demonweb Pits as well. Likewise, there are other examples prior to the Hickmans' career of both "backstory" and forced compliance with the adventure (a common gripe with the I3-I5 series): you see the former in modules like N1: Against the Cult of the Reptile God and B3: Palace of the Silver Princess, and the latter in the introduction to the G-series...all adventures that (generally) receive high praise and/or are considered "classics."


So, now...Ravenloft. For me, I think Ravenloft is best understood (and judged) by looking at what the adventure was and why it was designed. Published by TSR in 1983, the Hickman's wrote the adventure circa 1977 (long before they joined the company) as an adventure to be played on Halloween. It is thus best viewed as a one-off theme-style adventure, NOT something to be viewed as part of an existing or on-going campaign. It is NOT a regular, ordinary adventure.

Viewed in this light, many of the design choices not only make sense, they are...quite frankly...brilliant. The well-themed card mechanic that randomly determines locations of important artifacts, the adventure's antagonist, and the overall motivation of said-antagonist? THAT is an elegant method of ensuring the annual "spooky adventure" is different from year-to-year. Yes, we already know that the living tower is going to attack us with halberds if we aren't careful, but Strahd (or some needed McGuffin) might be up there this year! 

It's almost like a tournament challenge: will we get Strahd this Halloween, or will he get us? Who knows?!

Many of the adventure's problems, I think, can all be laid at the feet of publishing the thing as an ordinary "I-type" adventure, and the changes made thereof. People attending an annual themed get-together are already going to be on-board with the spirit of the adventure...there's no need to add all the heavy-handed stuff that forces a party to act in a particular way (2 hit die villagers, 5 and 6 hit die gypsies, impassable mists, etc.). In a "true" adventure module, there's no need to randomly pull cards to determine locations of important items and adversaries...they should simply be placed in the most suitable, appropriate locations. You can still "read the tarot cards" (or whatever) but with all the "signs" fixed, i.e. set in place. Even though Ravenloft was never run at tournament, it would have fit well with the C series (there's a lot of 1980's C1: Hidden Shrine of Tamoachan in this adventure in Ravenloft), and probably would have benefitted well from a set of pre-generated characters, rather than mandating one PC "must be a fighter with a longsword" or other stipulations.

So then, what if you WANT to make Ravenloft an "actual adventure" for insertion into your campaign?

Well, the module has another rather large issue (besides being purposed for something other than it is) and that is a matter of scale: Ravenloft really wants to be a low-level adventure rather than a mid-level one. I think there are three main reasons it is written for levels 5-7, and they lead to a host of cascading problems:
  1. Being placed in the "I" (intermediate) series suggests mid-range (though suggested levels fluctuate wildly across I modules).
  2. Having a big, bad Vampire suggests a higher level of character (because vampires are one of the most powerful forms of undead...THE most powerful undead in OD&D and Basic play).
  3. General survivability: more levels mean more hit points, which means a longer game experience (especially appropriate in a one-off, theme-night adventure).
The adventure would have been served better by writing it for levels 2-4. This mitigates a lot of issues: the treasure is more appropriate for this level of party (it's pretty slim for any adventure this size, but downright criminal for a 1E adventuring party of levels 5-7...again, remember this was not designed for an on-going campaign!!!). Villagers can be level 0 in stead of 2 hit dice (otherwise, we're going to cast charm person on that 9th level fighter with the intelligence of 3 and retain him FOREVER). The "evil gypsies" can be re-scaled as ordinary bandits rather than wandering minotaurs. Madame Eva doesn't need to be a 10th level cleric (I mean "she never gives aid and never needs any" so why does she need to have spells like raise dead or cure serious wounds available to her? Just make her high enough level to curse insolent players!). Get rid of the wandering specters, banshees, and ghosts (all too powerful as is), maybe substituting a wraith or two, knock the Strahd Zombies down to 2HD (and have them turned as zombies not mummies), and re-do trap damage where appropriate.

[actually the traps are all pretty good, even for low-level parties. The sleep trap at #38 doesn't need to carry a -4 penalty...low level characters fail saves just fine...and the crushing trap at #31 should probably just be an auto-kill anyway (how are they going to pull a party member out that survives the damage?!). Most of the killer traps (thousand foot falls and whatnot) simply need to be telegraphed better to give players a choice of risk/reward]

But what about All The Vampires, JB?! First off, vampires DO have vulnerabilities. Garlic, mirrors, and holy symbols will hold a vampire at bay, and don't require a cleric "turning" roll (would a 7th level cleric really have much chance anyway?). The module gives specific ways that Strahd will attack the party and stipulates he will only attack three times (once each of three methods)...and only ONE attack will be direct combat. 

[of course, the module appears to assume that the adventure will be completed in a single 24 hour time period. Remember! The thing was designed to be played one night (Halloween) per year!]

Whatever happened to half-strength undead? Why are all these "brides of Strahd" full hit dice vampires? Is that not a thing in AD&D? Oh, wait...it is (page 119 of the DMG). As I wrote when first exploring the Dragonlance stuff, the Hickmans come off as DMs used to only using OD&D + Greyhawk, and here's another example. Half-strength (4 hit die) vampires are fine opponents for low-level characters, assuming they don't attack in packs (they don't in Ravenloft)...I might even rule they only suck one level on a hit, rather than two, which puts them on the same footing as an encounter with a single wight, right? Except that they have all the extra (vampiric) vulnerabilities, too. Give them a lesser charming ability (no save penalty) if you like.

As for Strahd ("The First Vampyr"), parties have multiple resources for aiding in their fight, including the Icon of Raveloft and the Sunsword (just allow the entire sword to be found, instead of only the hilt) while using normal preventative measures (listed above) for holding him off till they can find the artifacts. OR they could just use that time-honored method of hunting vampires: wait till daytime and hunt for his coffin, stake in hand. Even low-leveled parties can handle that, and properly hit diced monsters can serve as great guardians. 

Strahd himself isn't all that great shakes as an antagonist. He's not the earliest "classed" vampire to appear in a TSR module (Drelzna the fighter vamp in Lost Caverns of Tsojcanth might be the first) nor even the first magic-user vampire (see Vlad Tolenkov in Q1 or Sakatha in I2). He's not the first antagonist to have a "motivation" that involves more than killing every murder-hobo that enters his lair. He's a Dracula knock-off (much as Vlad was) and there's nothing wrong with that...for an annual Halloween adventure. But there was nothing particularly original or outstanding about Strahd, even in 1983. Regrets over a dead sibling? Unrequited NPC romance plots? See X2 and B3 respectively.

All four of Strahd's possible goals are pretty lame, actually. If he wanted to switch identities, why do so now? What's so special about the PCs? Would a genius level intelligence really make the mistake about the black opal spell component (never mind the fact that a 10th level magic-user is incapable of manufacturing magical items!)? The missing sunsword is pretty dumb, unless you set this up in an earlier adventure with the thought of later running Ravenloft...and the "reincarnated love" living in the local village...I mean, this thing worked for Bram Stoker's Dracula when she was living in faraway London, but do you really need the machinations for the local damsel? And would such an adolescent ploy ever work better than simply offering her a castle and immortality? And didn't we say this guy has genius intelligence?

[just by the way, can I just say I HATE the whole polymorphing undead thing? A walking corpse...or incorporeal spirit...is NOT an animal to be polymorphed, so should fall under the purview of polymorph any object, if such transformation is possible at all. The idea of Strahd polymorphing a PC into a vampire is just...so...arrghh! That is NOT how one makes vampires!And even if it was, why not do that with one of your willing gypsy henchmen?!]

In the final analysis, I think the best way to uncouple Ravenloft from its story is to treat it as a straightforward monster hunt. IGNORE Strahd's "motivations." Who cares what turns his crank...what is it that motivates the PCs? The Hickmans' original impetus for writing Ravenloft came from playing in a dungeon that had some random vampire sitting in a room next to the oozes and goblins for no good reason. Yeah, that's dumb: but that's not what you have here. This vampire has a reason for being in this room: it's his castle! He's been the lord of the realm for a couple hundred years! The villagers are his prey! Etc. Etc.

[I actually really like the idea of Strahd being a greedy bastard. If you draw the card that says Strahd is in his treasury, you find him gleefully "counting his ill-gotten gains." That's motivation right there! The guy is milking the surrounding territory...and any would be passers-through (like the PCs)...to add to his ever-growing treasure hoard. He's the undead equivalent of a miserly dragon! Love it...probably killed his brother over some piece of treasure. Oh My Precious!]

To run Ravenloft for a NORMAL campaign adventure (as opposed to a one-off) I'd do the following:
  • First, decide on a motivation for the party to confront Strahd. Maybe they are looking for an artifact that he's rumored to have in his hoard. Maybe they're looking for a friend, relative, or colleague ('what's up Jonathan Harker?') that's being held in the castle. Maybe they've been sent to collect outstanding back taxes due to a greater lord. Maybe their deity visited them in a dream and told them they had a sacred duty to stamp out the undead fiend (or face excommunication). Whatever. If nothing else, appeal to their greed (that guy's been sitting on a load of loot for generations, people!)...it IS AD&D, after all.
  • Next, figure out why the villagers remain in this cursed locale. Look, Dracula had his peasants, too, and they weren't sticking around because of some magic, poisonous fog. There are many reasons why a community might decide that sticking it out is better than the alternative: persecution in other lands, friends and relatives, food supply, the devil you know versus the unknown. Vampires only attack at night, right? So as long as you're indoors after dark (and have your garlic/cross nailed over the door) you're safe to go about your daily farming business during the daylight hours and only need worry about the occasional gypsy abduction. Treat Strahd like any other nobleman/lord and his "gypsy servants" as his equivalent of patrols and men-at-arms (which they basically are anyway).  Decide who might be helpful/sympathetic to the PCs, and who is firmly in the pocket of Strahd (for example, the town mayor or anyone else who benefits from Strahd's magnificence...i.e. not being eaten...in exchange for cooperation and spying). Remember that Strahd has some human servants, who may actually be "hostages" of village families. Other village families might have made "deals" with Strahd (given over daughters to be his "brides" in exchange for concessions). We are talking a campaign game, not a Sunday night movie!
  • Re-write the thing for a low-level party. I'd say 3rd or 4th would be best (because one vampire hit to a 2nd level character is going to end her adventuring career), but definitely nothing 5th or higher (no need to be flinging fireballs and lightning bolts around your gothic castle mood piece). Gypsies as bandits, villagers as villagers, village idiots as strong villagers (not 9th level fighters...dude should have his own castle!). Shadows and wraiths in place of banshees and ghosts and specters. Half-strength vampire wives instead of full strength ones (treat as wights in all regards). Strahd zombies exactly as written except they only have 2 hit dice and turn as ghasts (inside the castle...outside, they should turn as normal zombies). Probably get rid of the 12 HD trapper (make that the lair of the wandering rust monsters, if you like...clever PCs will find a way to use those on the iron golems). Much as I like the jack-in-the-box of three hell hounds in a crypt, they'll probably destroy most low level parties...knock 'em down to two at 4 HD, if you want to keep Strahd's "hunting dogs" (who wouldn't?). And I kind of love the nightmare (Strahd's "steed") and like the idea of him riding through the streets, bellowing challenges and calls for vengeance the night after the party's first foray into his home.
  • Figure out where you want to put the Holy Symbol of Ravenkind, the Tome of Strahd, and the Sunsword; I would not stash any in his crypt, but you could still draw cards to figure out where they are, if you don't have a preference (I would not use the bonuses/penalties associated with card suit). Since Strahd (presumably) moves around a lot during the night, I'd just roll a D6 whenever the party enters one of his possible encounter areas, perhaps with a cumulative chance of finding him (1 in 6, 2 in 6, etc.). I would NOT have Strahd in his crypt except during daylight hours (when he'll always be present).
  • Treasure: the total value of monetary treasure in Ravenloft is a bit more than 120,000 g.p. -- close to double what eight 4th level characters need to level. However, in an adventure with this much expected energy drain, I don't mind the extra experience points. Magic items range from good (helpful scrolls and potions) to weird (three maces +3 in the treasury?) to wow (a deck of many things!). Probably needs some modification with regard to the blander magic weapons. 
  • Stocking: however, the distribution of treasure needs work. In a dungeon this size, I'd expect to find some type of treasure in around 30 encounter areas, not 10. Monsters should be in one-third of the areas, not one-fourth. Around 56% of the castle is EMPTY...just box text description...and while there's fairly good interactivity (especially for DMs that don't mind doing some improvisation when they see "carriage room," for example) I'd want to spread things around a bit more, and probably add a couple more encounters (gypsy henchmen and the like...especially during the daytime). The crypt area especially is a little bland...I can see PCs simply knocking down tombs, one after another, which is more-or-less the same as the (often lambasted) Kick-In-The-Door style of dungeon. Rather than an empty tomb with a bag of coins, I'd prefer to furnish the castle a bit more with golden candelabrum (never lit) and decorative china- and silverware (never used)...maybe a well-stocked wine cellar full of expensive vintages. Maybe figure out where the vampire wives go during the nighttime hours and what the witches are doing when they're not brewing in Ye Old Cauldron. Maybe give the witches a few potions, and give their 42,750 g.p. spellbook to Strahd (they only peruse it when they need to memorize a spell). Hell, put it in his study...simple enough.
With regard to RUNNING the adventure, I'd want to make sure I was keeping excellent track of time, because sundown and sunset becomes VERY important when you're hunting vampires. Party encumbrance and movement rates are going to be essential for tracking time, and every ten minute turn spent searching for secret doors is going to bring the party closer to the witching hour. Probably need to prep some sort of graph beforehand, just to make it all go smoothly. The adventure lists "types of attacks" for Strahd, but they're kind of nonsensical for a character with genius intelligence and centuries of experience. A situational list of actual tactics (based on party location, party defenses, level of vampiric ire, etc.) probably needs to be mapped out and available to the DM so that your players aren't asking 'hmmm...where did these 15 Strahd zombies suddenly appear from when we locked ourselves in this tower room?'  Anyway...

It is doable. That is, it's an adventure one could run FAIRLY EASILY with MINIMAL MODIFICATION. Nothing nearly as extensive as what I'm doing with the Dragonlance modules, because Ravenloft IS a fairly straightforward adventure. It was not the advent of (or precursor to) the Adventure Path or "story driven" adventure design, with its railroads and plot-protected NPCs. Heck, you can't even blame box text on the Hickmans, as that was certainly showing up as early as 1980 (see C1: The Hidden Shrine of Tamoachan as Exhibit A). Ravenloft is not some sort of linear rail path requiring specific action from the PCs (besides destroying Strahd, of course). Nothing compels the PCs to deal with (lovely NPC) Ireena Kolyana in any particular fashion...or even keep her alive! The fact that she only has six hit points (as a 4th level fighter?) and no CON score (um...) means she's probably not long for the world anyway.

There is no way in hell I would ever rank Ravenloft "the second greatest adventure module of all time." I wouldn't even call it the second greatest adventure module written by the Hickmans!  But it's not terrible...it's pretty great as a light-hearted one-off played for a spooky theme night. And considering it was written by the Hickmans in their early 20s (they weren't even 25! Just kids!), it is a remarkable testament to their abilities as game designers that they were able to craft something that touched so many people and launched an entire game line and setting.

Then again, it may be that people just love vampires. 
; )

Friday, October 31, 2014

Cosplay

Happy Halloween from Paraguay!

Fast Paraguayan Fun Fact: Paraguay, as a country still trying to figure out its identity, has a shit-ton of random holidays...things like Kid's Day and Youth's Day and Friendship Day and Spring Day. "JB, people in the USA celebrate the first day of Spring, too...or at least mark it in passing." Yeah, but you don't see big banners put up across streets and decorations hung from lamp posts and lunch specials and people exchanging gifts and talking about "what I'm doing for Spring Day." It's like they're starved for things to celebrate.

So, it's not all that surprising when they borrow an American-style Halloween, too, though it's really not the same (this is one of those countries where everyone has big walls, no yards, and prominent razor wire...not the inviting household for trick-or-treaters...plus, see earlier posts regarding the perils of being a pedestrian in Asuncion). Still, my boy's preschool did a costume day ("no scary masks, please") and my wife, as is her usual thing, was up till three in the morning putting the finishing touches on it:

Robin assumes control of the Justice League.
That's my boy...the only one in the room who didn't have a store bought costume. You might not be able to tell, but the variety of suits on the rack was a little lacking. Superman, Iron Man, Hulk, Spider Man, and Buzz Lightyear for boys; Princess, Minnie Mouse, or Witch for girls. No female superheroes, no Star Wars, no monsters... No monsters?! Paraguayans don't do spicy food, and they don't do monster masks.

[but boy o boy do they LOVE candy!]

Diego wanted to be Robin after his Papa was dressed as Robin for a costume party a couple weeks ago. Why was Papa dressed as Robin? Because D loves to dress up as (and pretend to be/play) Batman, and he insists Papa play Robin. A 40-year old Boy Wonder with paunch and thinning hair. I'm always Robin...others in our house might be Superman or Supergirl or Wonder Woman or Batgirl (this was Mama's costume) or Green Lantern or Flash or whoever. JB never rates higher than "sidekick."

[when D was on his Iron Man kick for awhile, he DID let me play Rhodey to his Tony Stark. I didn't bother explaining I'm the wrong color...I was just happy to get a break from Robin]

Anyway, ever since since D saw me in my outfit (again, crafted by my wife), he's moved his obsession to Robin. Thus the new costume.

'Course it's only ONE of his costumes. In addition to dressing up as Batman or Aquaman (his two favorite superheroes) or Superman, D also enjoys dressing as a police officer, firefighter, pirate, or (most recently) a caballero (knight). In fact, we kit-bashed a knight costume for him from a bunch of plastic play-gear and this is what he plans on wearing when he goes trick-or-treating on Sunday (yes, that's November 2nd. It's even in a different neighborhood...well, really a gated cul-de-sac...that we have to drive to). My son loves to dress up and pretend and my wife and I support him in this, probably because we enjoy doing the same. We've often gone to absurd lengths to make our own Halloween costumes (especially my wife).

And yet, we only do this one time a year. We don't do conventions or ren fairs or cosplay. Heck, my wife doesn't even game, and I've never been one to LARP. It's kind of crazy...like we won't admit (or buy into) our deeper impulse to dress up and pretend except at socially acceptable times (like Halloween). I'm sure my love of "pretending" is what led me to pursue a degree in performing arts (acting). 'Course the last show I was in was...what, 2007? 2005? Certainly it's been a while since I got to put on a wig and costume for an "extended engagement."

Well, it is what it is. Perhaps the wife and I will start doing more costume events when we get back to Seattle, now that it's as much fun (if not more so) for our child. M is already in the process of making a "Wonder Woman" outfit for our six month old, though I'm seriously doubtful it'll be ready by Sunday. The question arises, "what IS such a costume for?" I honestly have no idea...it's my wife's thing. Far be it from me to rain on her creative expression.
; )

Got to go...hope everyone's has a happy one!

Thursday, October 30, 2014

Considering Witches

Didn't have much time yesterday (don't have much time today, either). I'm still considering what would be the "set spell lists" or even the choice of "schools" should I go that route (as discussed a couple days ago). In other words, haven't made any progress on dismantling the magic system already written for the new fantasy heartbreaker.

Maybe it's because (subconsciously?) I think it's a bad idea? Maybe.

But flavor...I like flavor. Flavor is important. It makes a game tasty. Without flavor, you might have a robust game system, chock-full of nutritious, caloric-value (just to carry an analogy too far), but I want more than that. I'm not trying to create Hero System: Fantasy or GURPS: Wizards or something. Too bland for my taste. The idea of different schools of magic is flavorful.

Anyhoo...part of the reason I didn't do any work/writing yesterday is that I was again perusing old Dragon magazines. In this case, I was reading every article I could find on witches and witchcraft (for those who're curious that includes issues #5, #20, #43, and #114). I didn't have access to these issues back when I wrote up a "B/X Witch" for The Complete B/X Adventurer...but even if I had, I'm not sure I would've used much of the stuff here.  Certainly not the gemstone level titles (a little too Amway-esque)...not sure where that idea came from. Maybe some of the more interesting NPC spells from issue #5; some of those are pretty cool.

[strange there's no author attached to that article. Wonder if anyone ever figured out the writer]

The point is, maybe because it's so close to Halloween, I've got witches on the mind. I dig the concept of witch mythology (the fantasy witch if you will) - both good and bad - and wouldn't mind seeing something witch-like in the new heartbreaker. The problem is, how to do it without being offensive to folks. 

I remember Long's book with much fondness.
Modern witches, for those who don't know, are very different from the critters you find in classic fantasy literature... whether you're talking The Wizard of Oz or Narnia or those old school Halloween masterpieces. They're very different from the witches portrayed on television and 21st century film, too...but that's not the kind of witch I'm interested in (the witches of Charmed or whatnot are meant for a  different RPG than D&D and its ilk). Nor am I talking about the Satanic, Black Mass coven-types of B-horror films, either.

For me, "old school" witches are more fun than frightening...even if the bad ones do (on occasion) eat children. From Baba Yaga and The Old Sea Hag to the beautiful Circe or Morgan Le Fey...the solitary witch is what I'm talking about. That chick in the first Conan movie or Glenda of Oz. In many ways, they are the female equivalent of the solitary sorcerer: someone who has removed herself from society (generally, by her own choosing) in order to practice her craft. Perhaps out of the (real medieval) fear of being burned at the stake by one's neighbors.

When these Halloween-y witches get together at all, it's only once a year or every seven years or every century (depending on the story) to celebrate in a big brouhaha (bruja-ha?), otherwise staying out of each other's way unless engaged in some petty rivalry or magical dispute. Apart from these occasional gatherings of celebrated solidarity, these "fantasy witches" are private individuals, opting out of any sort of politics, mundane or magical. Any "Queen of Witches" title is more honorary (or a straight recognition of power) than an actual office to which other witches owe "fealty." I daresay the term might be one designed to poke fun at Earthly feudal titles...the witches are, after all, opting out of standard patriarchal society.

Ah, vinyl. In rotation every Halloween.
Does that all make sense? I'm not trying to be offensive here, I'm talking about a tradition of folklore and fiction. I'm not trying to "perpetuate stereotypes" of witches, I'm talking about enjoying some of those stereotypes in a fun fashion...and a little Grimm-dark fantasy to a fantasy adventure game.

Still, maybe that doesn't fly with some folks. Certainly, I've put my "pulp B/X adventure" game on-hold indefinitely because, no matter how one slices it, any game that includes "savages" (or even "natives") is going to tick someone off. It's borrowing from fiction that was created at a time when Colonialism and white privilege was "okay" (and being packaged and sold to folks of a white privilege persuasion). The pagan persecutions and witch-burnings of earlier centuries was also deemed "okay" at the time, and that is where the majority of our folklore on the subject (with its "wicked witches") comes from. If I do a "for fun" version of witches that buys into that folklore, I may be perpetuating harmful perspectives that some people will apply to real world witches and pagans (both present day and historical).

Ugh. Ugh. Ugh.

I don't want to offend folks. I don't want to contribute to ignorance. And I don't want to include "disclaimers" in my writing...it wouldn't be a big enough section of the game to warrant such singular treatment (in my opinion), anyway.

Am I making too much out of this? People don't worry how elves or wizards are portrayed in RPGs because we consider these to be fictional creations...magic is considered fictional in general and real life hermetic magicians are considered delusional by most of the population (similarly, no one worries about offending people of the "Jedi Religion"). I don't think dwarves are offensive to little people, as they are based on a fairy race of Norse mythology. But witches...well, a lot of people really  did get tortured and murdered back in the day for their non-Christian beliefs. Real people. And there are plenty of real people today that consider themselves witches, though they don't sport pointy hats and green skin. Making light of the history is a bit like making a game where your intrepid explorers (*ahem*) shoot "savages" (pick a continent). And running with folklore that demonized a particular group of individuals is kind of "making light," no?

Maybe I'M just overly sensitive. But, well, that's what I'm thinking about today. More later, I'm sure.

It's not easy being green.

Thursday, February 28, 2013

Clerics: Turning Undead


I don’t remember how old I was when I was first exposed to Dracula and/or vampires. I’m sure that the two were synonymous in my mind for a good long time in my youth, but I don’t remember when I got the concept. Certainly by age 5-6 I had a good knowledge of the monster, because by kindergarten my knowledge of Halloween was pretty solid, and I’m almost positive that my initial knowledge of the undead came in the form of a Halloween costume.

In fact, now that I consider it, I know my mother made “vampire capes” for my brother and I pretty early on (a semi-triangle of black cloth with a purplish, satiny lining sewed in. I believe my brother’s was the same but with pink lining instead of purple). And I know we had those fake plastic fangs that you wore over your own teeth and that didn’t allow you to talk right…and that my hair back then would just not do the Bella Lugosi “widow’s peak” no matter how hard I tried (always ended up being a blonde, bowl cut-looking vampire).

But those capes might have been a little older…like 1st grade (age 6-7). Certainly there were a couple years in there where my little brother and I liked to dress up in the Halloween costumes on days other than Halloween and play pretend.

[*sigh* Good times. Need to work on getting Diego a little brother one of these days]

So, anyway, my vampire “lore” certainly wasn’t very refined back then. In fact, I’d says it was pretty much limited to three things:

Vampires turned into bats. They sucked your blood. And they were held at bay by crosses.

I’m not even sure I knew about them being killed by stakes and sunlight or needing to sleep in coffins. Television shows like The Munsters, Scooby-Doo, and The Drak Pack were probably as much responsible for my knowledge as anything else…and vampires in kids’ television tend to go a little light on the darker aspects of the undead (for example, they usually aren’t getting killed).


So the idea that a cleric with a holy symbol can “turn undead” was never a very foreign concept to me…though I honestly don’t remember my 8-year old brain’s recollection of what I thought about turning skeletons and zombies and wights as outlined in the Basic set. Probably not much judging by the fact no one ever played a cleric until we picked up the Expert set, when we only had the “B” in B/X, players were either fighters or thieves or elves or halflings. There may have been a dwarf, too, but I really don’t remember ANY magic-users or clerics.

And why would there be? A 1st level cleric in B/X (because we were playing B/X when we first started and all new characters were dutifully created at 1st level) has very little to recommend it. Fighters have more hit points and do more damage. Elves and magic-users at least get some sort of spell power. The only thing a 1st level cleric has over other classes is it’s ability to “turn” undead…and then, only skeletons, zombies, and ghouls.

And any DM throwing zombies and ghouls against 1st level characters is engaging in genocide and mass TPKs.

All of these undead were actually pretty foreign to my brain. I’d seen a couple of Harryhausen’s Sindbad films and Clash of the Titans, but not Jason and the Argonauts, so I didn’t really have an idea what a fight with animated skeletons was all about. B2: The Keep on the Borderlands (included with the Basic box set) has one cave complex filled with undead (mostly skeletons and zombies) but it is the highest, most difficult set of caverns to reach, and a killer for most 1st level parties that even bother to try (as undead don’t negotiates and never break morale there’s no way to deal with the scores of monsters except by combat…an extremely risky proposition for those first couple levels of experience). I can’t remember anyone trying back in my “B-Only” days.

Likewise, even when I moved into “X” (and it was shortly thereafter that I received my first Monster Manual, too) I wasn’t including wights and wraiths and mummies. For a young child (and I was under the age of 10, which I consider to be young)…your eye is drawn first and foremost to monsters that are illustrated (which begin percolating ideas), and afterward to monsters that you are intimately familiar with…like the Cyclops and Minotaur and Vampire. As I didn’t read Tolkien’s Lord of the Rings till high school, might only exposure to a wraith was in the animated Return of the King film (which I first viewed circa age 11 or 12)…and I really had no idea what I was watching. I even created a “unique” monster based on the Lich-King seen in the film for use in an adventure…but only because I didn’t understand the creature was already present in the books.

But as I said, even without any real fantasy literature under my belt, I still knew what a vampire was, and I knew that they were driven back by crosses. I’d imagine that it was sometime AFTER I received my Expert set (with clerical turnings that included Vampires and Mummies) that the whole “cleric turning” thing started gelling in my mind. Cleric presents cross (“holy symbol”) and vampire recoils…if the cleric’s faith is strong enough…makes perfect (movie) sense. But why did it only work for clerics?

Originally, it worked for everyone.

The write-up for the vampire monster in OD&D (Book 2) is the most extensive of any monster presented. Towards the end of the passage, it states the following:
Vampires cannot abide the smell of garlic, the face of a mirror, or the sight of a cross. They will fall back from these if strongly presented.
Note this is not related to turning…the other undead (all turnable in OD&D) make no such mention. Now, in typical clear-as-mud OD&D fashion, there’s no system given for how to judge whether or not the item is “strongly” presented, but at least it’s there: a cross will keep a vampire at bay.

Which leads me to infer that the turning effect is very different in OD&D compared to the fashion in which it’s presented in later editions. And what do ya’ know? It is. There is only a “cleric versus undead monsters” table (located beneath the cleric spells table), not a “turning table.” Here’s the ONLY text regarding the table:
Also, note the Cleric versus Undead Monsters table, indicating the strong effect of the various clerical levels upon the undead; however, evil clerics do not have this effect, the entire effect being lost.
[note again the problematic issue of “evil” in the text when there is no “evil” alignment in OD&D, only “Law” and “Chaos.” It seems apparent that this is with regard to Chaotic “anti-clerics” mentioned in the text (seeing as how most of them have the term “Evil” added to their title (with the notable exception of the “shaman”)]

There are a couple really important pieces to this. One is that the table represents an “effect” that the cleric has on undead monsters. This is not an action that is taken by the cleric…no holy symbol is being presented, for example. This is just the effect the (good) cleric’s (holy) presence has on the undead.

Presumably, anyone can present a cross against a vampire (there are two available for purchase in the equipment list: a wood one for 2gp, and a silver one for 25gp). “Strongly presented” might mean the character can take no other action (no attacks or spell-casting for example) instead focusing on the “presentation” while chanting The Lord’s Prayer or some Latin benediction.

But the cleric just “shows up” and there’s a chance the undead run away…it’s the character’s very presence that sets ‘em running (or dissolves/destroys them). It’s like a Papal aura (in the sense of “the Pope” – can you believe the current one is resigning by the way? In the middle of Lent! Watched his helicopter leaving the Vatican this morning)…a holy “something-somethin” that just causes the abominations to head for the hills. Presumably, it doesn’t do anything to prevent the cleric making normal attacks or casting spells. Heck, the priest wading into battle, mace in hand may be even more frightening…though I really like the image of the aged vicar that hobbles into the room, leaning on his cane, and watches passively as undead monsters explode around him.

That’s a pretty cool effect.

It also gets rid of all that later complicated discussion about how many times it can be used, or “turning attempts,” or what order of the round it takes place in, or how many times can it be attempted against the same monster, or whatever. The DM simply checks to see if this particular monster is affected by this particular cleric when encountered. No extra effort needs to be taken by the cleric…the “effect” is always “on.”

SO, in regard to our original topic of conversation, this turning as originally presented is a neat class effect…call it the effect of any “saintly type.” If you want a classification of adventurer called “holy person” or “saint,” this is a happy little effect. Of course, it’s also alignment-specific…that’s the second piece of the effect’s description that is important. It is only an effect of non-evil clerics (which, again, we can infer means non-anti-clerics, i.e. non-Chaotic clerics). There is no opposite effect for anti-clerics; no worship or control of undead that automatically occurs when the anti-cleric shows up. Instead, the trade-off appears to be anti-clerics’ use of reverse spells (like finger of death).

Which, interestingly enough, is pretty much exactly how I was running clerics in 5AK, with the added restriction that only monotheists (of Lawful or Neutral alignment) could engage in turning, and polytheistic clerics (even those of non-Chaotic alignment) could use reverse spells at will.

But I’m not talking about spells yet.

While it’s a “neat effect,” what exactly is the impact of the cleric’s turning “aura?” What does it give the adventurers? Is it necessary/appropriate to include a “saintly” class of character that has this impact on undead?

The undead subject to the clerical turning effect include the following: skeletons, zombies, ghouls, wights, wraiths, mummies, specters, and vampires. The “greater” undead require silver or magic weapons to hit them, but these shouldn’t be too hard for the average PC party to come by after a couple-three levels, so all of the monsters are “killable” without a cleric.

What the undead do have that appears to make the saintly cleric necessary is a number of special powers for which there is no saving throw. Ghouls paralyze party members “as per wights in Chainmail” (this means party members are paralyzed for ONE TURN…either 10 minutes or 1 day depending on the scale of “turn” being used). Unlike later editions, there is no save for this effect in OD&D. A mummy inflicts disease on characters (no save) that can only be mitigated by a cleric’s cure disease spell, not cured. Wights, wraiths, specters, and vampires all do level drain (no save) of either 1 or 2 levels.

None of these special attacks have any recourse in the game besides “have a better Armor Class.” Even ghoul paralysis has no “cure” in OD&D (later editions state cure light wounds will remove the effect). There is no restoration spell in OD&D to deal with level drain, and as stated a cleric’s cure disease only changes the effect of “mummy rot” from healing taking 10 times as long to healing taking twice as long. As such, the best defense against these creatures is the presence of a high level cleric to turn them away or dissolve/destroy them. Without the cleric’s turning ability, these undead will eventually hit in combat (especially unarmored magic-users) and inflict their ills, all of which are extremely potent. In this regard, the cleric’s “aura of turning” is extremely useful against some of the deadliest monsters in the game.

Now what if the game doesn’t have level drain? What if paralysis carries a saving throw the same as a giant spider’s poison attack?

My game doesn’t have level drain. Not because I have anything against it particularly, but because I can’t really justify the ability. When did a vampire’s touch (in fiction) ever cause someone to forget their past experiences and training? And if I don’t have these kind of “no save” attacks, is it necessary to have a character class that prevents the attacks from happening (via “turning”)?

Knowing the origin of the cleric class, it makes me wonder whether these undead effects came first, or if they were added to give the cleric’s ability more “oomph.” After all, zombies and ghouls and wights and wraiths are all present in Chainmail and none of them have any type of “draining” attacks. Instead, they all simply paralyze an opponent: ghouls and wights for one turn; wraiths (as a Nazgul/specter) until such time as the character is touched by an “elf, wizard, or hero-type.” Also interesting to note that the paralysis doesn’t affect elves, wizards, or hero-types (or any of the creatures listed in the “fantasy supplement” section, including dwarves, etc.)…only “men.” It leads one to believe it’s a kind of “paralysis of fear” effect, that stronger willed types aren’t affected at all against the types of individuals that make up the player characters. A direct translation would be:

-        Paralysis affects only (non-PC) mercenaries and normal humans, AND
-        Fighting-men (fighters) under 4th level (“Hero” status)

[in fact, based on a literal interpretation of the OD&D line “as a wight in Chainmail,” the paralysis of a ghoul might be ineffective against any PC other than fighters of level 1st – 3rd]

If your undead don’t have “no save” attacks, or ones that aren’t this potent, then the addition of a “cleric class” may be rather superfluous. Likewise, axing the cleric and then including such dangerous monsters might make your game overly dangerous/difficult unless such monsters are few and far between.

Thursday, November 1, 2012

Halloween Jawas


Just in case anyone doubted that my child would share his father's geekiness, here's my 21 month old in the jawa costume his mother made for him (what is not pictured in the black mesh fabric "face" with attached glowing eyes/tea lights; it's pushed back into the hood to expose my son's smiling mug...I told you my wife is a lot more creative than myself). Jawas are pretty much his favorite thing of all time at the moment, though Star Wars in general is a big deal for him: the boy was very excited at all the Darth Vaders we saw walking the streets last night.

I had a brief moment of sorrow/depression this morning, when I realized that next year he'd require far less carrying by "papa"...would probably be running ahead to knock on doors and ring bells himself while I lagged behind. Ah, he's growing up so fast...I'm just trying to enjoy as much of his life as possible.

Tonight, I'll be play-testing my space opera game again, assuming I've got players showing up. If not, I think I'll start writing up my B/X space opera notes as an X-Plorers supplement...I don't really see anything scheduled on the horizon from Brave Halfling Press besides dungeon delving modules so I'm hopeful this won't be too much over-lap. My play-testing tonight is going to try some new "pacing" techniques, that should be cross-system adaptable...but who knows if they're going to work. I'll keep y'all in the loop.

Later.


Saturday, September 24, 2011

Halloween Project


Over at Sword & Shield, Fenway is in the midst of mashing the creativity of the OSR folks with the happy little doorways found in your traditional Christmas "Advent calendar" to make a horror themed (D&D) adventure resource for Halloween. He needs 30 volunteers (one for each day of the month, I suppose, with himself as one day)...though perhaps he'll let some folks "double-up."

If you're interested, check it out and post a comment/commitment to his blog.
: )

Monday, September 19, 2011

A Real Horror Show

You might think I'm talking about the absolute beatdown the Seahawks sustained at the hands of Pittsburgh this week...yeah, I watched it till the bitter kneel-downs at the end and then numbed my pain by watching excellent football the rest of the day (dammit, why can't Seattle play like New England or San Diego or Philadelphia or Atlanta or even Detroit? Oh, yeah...because we decided to sign Tavaris Jackson instead of Matthew Hasselbeck. Congrats, Tennessee...nice having a pr-bowl QB, huh?).

No, that wasn't horrifying...it was both disgusting and expected. Instead, I'm talking about the Horror Rules RPG by Chris Weedin. Finished reading it today, and wow, color me impressed.

I should probably preface this post with a bit of my personal background with "horror RPGs:" not much. Mainly because I'm not very good at it. Or not very comfortable. Or both.

I own Call of Cthulhu (I don't remember the edition...3rd? 4th?) but I've never had the players that really wanted to play it. And honestly, the system never worked that well for me...folks I know who run CoC regularly have always played it fast-and-loose, and chargen seems a little long for a game where character deterioration is an inevitable given. Don't get me wrong, I love HPL and own several books compiling his stories...but I'd rather read about it then play it.

I also own Pelgrane's Trail of Cthulhu, which I think is a better game (for its theme) than CoC but I've never found anyone willing to play it. It sits gathering dust on my shelf.

I own the indie game InSpectres, a terror-comedy game that combines Ghostbusters slapstick with reality TV sensibilities, and have played quite a bit of it, but only with kids/teens. We've had some "scary" games, but mostly they've been weird-silly rather than horror. It's a nice beer & pretzels game, but the rules don't really lend themselves to serious stories.

I've attempted to run Vampire the Masquerade (1st and 2nd edition) in a "horror-style," especially with the 1st Hunters Hunted supplement (waaaay before "Hunter the Reckoning" was its own superhero-esque game), but again, my players at the time really weren't into it. Specifically, I only ever had one player willing to try a hunter session (and afterward he said he wanted to "play a vampire the next time" instead. No, I did not kill his character off in some gruesome fashion). The other players, well...they were pansies, what can I say?

[to be fair, these latter fellows had some challenges playing blood-suckers in general, not just blood-suckers being menaced by even worse demons]

And anyway, VtM isn't much of a horror game, no matter how spooky of music you play (following the mood setting directions of the game authors).

So, yeah...not a great track record with horror games. Part of it may be that I'm not a huge horror fan myself. Oh, I've seen a few of the classic films: the original Texas Chainsaw Massacre, a couple each of the Jason's and Michael's and Freddy's, Carpenter's Thing and Ridley's Alien, several zombie/mutant movies. Heck, I've even watched the first couple Rob Zombie flicks and two or three of the better terror offerings from the last decade.

But I wouldn't call myself a "fan." I'm not really into being scared...I like interesting stories, and films like 48 Hours Later and The Ring and The Descent have interesting premises in my opinion. Films like the Saw series (of which I've seen not a single installment) do NOT. But that's just me.

And because I'm not a huge fan (and because my wife is REALLY not into scary movies, having been subjected to nightmarish features like The Exorcist as a small child) I don't really hang out with other people who are into horror films; i.e. other non-horror fans. And if you're not hanging with like-minded folks, it's hard to get a game going where people are on the same page.

Horror Rules makes me wish I did know a few horror fans.

This is a great game, and really goes to show why unique games, designed with a specific objective in mind, is so much better than generic RPGs like "GURPS Horror" or well, whatever. Weedin has written a game that captures the tropes and conceits and (dare I say?) the humor inherent in the monster/slasher genre.

Because horror movies are often ridiculous, filled with crazy premises and glaring plot holes, as well as obtuse characterizations. That doesn't stop 'em from being scary and suspenseful or fun...it just is what it is. A vehicle designed to give the viewer an adrenaline high through fright and clever pacing. Humor is often purposefully present in these films to offset the terror or rope-a-dope the audience or just because the filmmakers are, well, whimsical folks with a playful sense of humor (yes, it takes a playful imagination to find unique methods of killing characters in a movie). Horror Rules captures this through a variety of rule mechanics designed to both emulate the genre AND entertain the players of the game. It's pretty darn cool.

This RPG has the goods to do cinematic horror better than any other RPG I've seen, including AFMBE and more recent zombie apocalypse games. It has character classifications (not classes) which direct character concept and provide (one-time) bonus abilities true to their archetype without using "suites" of powers or levels/experience systems. It has a minimal skill system and a finite method of task resolution in direct opposition to the "open-ended" dice systems found in similar skill-centric games (like World of Darkness, Shadowrun, D20, etc.). It has metagame mechanics (like 2nd Thought, Luck, and Stupid Thing Points) that can be used in multiple ways depending on the chosen style of play (the book outlines several) and that really help emulate the genre. And I think Horror Rules' "sanity loss" mechanics are both better and more interesting than those found in Call of Cthulhu. Really.

While the game is roughly 100 pages in length, much of this is full page illustrations, or the sample adventure script; there's about 70 pages of actual rules and almost a quarter of those pages are devoted to actual GM instruction (real, practical information, not "mood setting" suggestions) and adventure creation (two separate chapters, nice!).

From my perspective, that's awesome...I want information on how to run this type of game. Not every RPG needs to be (or should be!) run the same way. And while killing off player characters in an adversarial way is kind of my raison d'etre (at least in B/X play), there's a way to do it in the horror genre that, all kidding aside, has the potential to sink the game if not done right. After all, if your players are going to buy off on the "fun" of horror gaming (including the high probability of being killed in an agonizing, traumatic fashion), then they deserve to be treated to the expected tropes of the genre.

This game tells you how to do that.

Anyway, it's very impressive, and I'd love to try it out (especially with Halloween coming up soon), if only to see if it works as well in practice as it looks on paper. Turns out Gary's Games does stock Horror Rules, though I don't think they plan on doing an "annual tournament" like in Yakima. Too bad, though...playing Horror Rules on Halloween would be just as fun as renting scary movies for the occasion (something I've been known to do).
; )

Saturday, September 17, 2011

Yakima Gold


So we spent most of the day in Yakima today (that's in Yakima County, Washington...named for the Yakima nation, which was the largest American Indian population west of the Mississippi prior to several bloody massacres at the hands of the U.S. Army). It poured rain, which didn't stop me and the boy from heading out on foot to explore the town. Nice as the hotel was (fantastic biscuits and gravy!) it was boring to hang around and the baby just did NOT want to nap. Something about the excitement of being alive and all, I guess.

However, the rain DID stop our (my) initial plans to hit up a few used book stores that I found on line...they were just too far from our base o operations and I did NOT want the boy to get pneumonia. Fortunately, we stumbled across a little collectibles shop called Ron's Mini-Mall and found a couple nice pieces of swag for the collection.

First up was a copy of the collected issues of DC's The War that Time Forgot...another 1960s piece of weird extravaganza featuring WWII soldiers in a Lost World (i.e. dinosaur) setting, reminiscent of the Turok Son of Stone comics I remember from my youth. Although the collection is black & white, printed on cheap pulp, and hopelessly dated, it is EXACTLY the kind of thing I am in the mood for right now with my recent dinosaur fetish. I'm going to have to clear some shelf space next to Xenozoic tales for this bad boy. Apparently, another comic company is putting together a similar-themed "re-boot" using 21st century soldiers of a Special Forces type, to be issued later this year. Whatever...I just need to know how many Thompson machine guns it takes to bring down an allosaurus.

[my Out of Time micro-game has been downloaded more than 120 times, by the way...still intend to get back to answering the questions/concerns certain readers brought up]

The second thing I picked up, though, was even MORE interesting. In one locked shelf, I found something that looked suspiciously like role-playing games (they were next to a big bowl or two of dice), but that I'd never heard of. Turns out it WAS a role-playing game I've never heard of: Chris Weedin's Horror Rules: The Simply Horrible Role-Playing Game. After some inquiries I was able to discover Mr. Weedin is a local author (well, he lives in Selah, just outside of Yakima) and he writes/designs RPGs for his own (indie) company. Horror Rules has been around the Yakima area for a few years (the copyright is 2003) and they have an annual Horror Rules tournament over Halloween, no less. The little old lady who was giving me the low-down said it was "quite different but a lot of fun." If she was a regular participant, she is definitely the oldest RPG gamer I have ever met.

Anyway, I picked up a copy of the basic game (Weedin has another nine or so supplements for HoR that adds on various genres and such), and I'm about halfway through it. And so far, it ain't half bad. I'm not much into horror role-playing, though I have a bit of experience with both Call of Cthulhu and InSpecters. Horror Rules seems about halfway between the two in terms of tone and technicality.

And it's barely 100 pages long (including a sample adventure). Nice.
: )

Anyhoo, I'm sure all be posting more on that later...if you're interested in Weedin's stuff you can check out his (very nice) web site, which has buttons to browse and order. Considering the quality of the book, his prices are pretty low...I don't know if he's nutty or if printing costs are cheaper in Eastern Washington, but I should probably find out as it might be worth the gas to get out there for my next print run.

So, yeah...back in Sea-Town now, safe and sound after a nice little visit over the mountains. Books to read and wine to drink (visited a couple wineries on the way out of town and picked up some good stuff). It is pouring rain in Seattle which means autumn has officially started in the Pacific Northwest. Personally, I love it. But I'm kinda' weird.
; )

Saturday, October 31, 2009

Happy Halloween!

Well, I got me a Halloween costume...$40 from Display & Costume but at least I've got something to wear to the party tonight. In the past, my wife and I have always made our own costumes, but she's been extremely busy and I'm still recovering from my Thing costume from Halloween 2007...it was cool, but I spent way too many hours carving and gluing foam "rocks" and breathing entirely too much orange spray paint.

So this year? Well, according to the tag, I am dressed as a "warrior-king." With the dragon rampant on the front, I'm guessing it's supposed to be based on some king of Arthur Pendragon design (there are even little Celtic crosses), but who knows. My wife picked it out (I don't usually dress in anything vaguely Renaissance Fair or D&D-esque), and it's kind of cool, though exceptionally warm (wish I was outside trick-or-treating!).

Here's an image (though this ain't me...I've got a beard right now):


The funny thing is it puts me in the mood to get back to my B/X Companion. I have been incredible slack the last couple months, letting things slide all through September and October, when I should've had it finished up in August. Well, yesterday I just learned that an actual publishing company just finished their beta version of their own "Companion Expansion" to certain Basic and Expert set rules. Ugh.

Welp, no one to blame but myself. I've done far too much work on my own set to not finish it. Plus I promised TimeShadows a free copy of my version once it's completed. I intend to keep that promise, and I intend to get this damn thing published to my own satisfaction. That's it.

Later in the evening (after the revelation that I'd once again been beaten to the punch), I had a chance to Skype with my old buddy Joel. He's an old gaming buddy from college that I've mentioned before (if briefly). What I didn't mention before is that he is a bona fide artist and graphic designer (that's what he studied at university) and a fairly good painter. I've been wracking my brain as to how I'm going to do the art for my game (since the Doctor has been so reticent about getting back into drawing and my own skills are so meager). Talking to Joel, I believe I've got him on-board which solves a BIG problem I was anticipating. He also has layout experience as well.

Now it's time to get back into it; to put up or shut up, as it were. I still think there's quite a bit of good things I have to say in such a supplement (hell, at least I have plenty of good monsters, spells, and magic items, not to mention some cool class related stuff, dominion and mass combat rules). And who knows what the other guys' expansion is all about? Mine is about exploring high level play, specifically with regard to being a dominion ruler (all hail the warrior-king, baby!). That might still appeal to some folks out there. I know it does to me.
: )

Keep the faith, folks!

Halloween's A-Coming...

And I've got nothing to wear.

Also, I don't have any specific Halloween gaming tales to spin (this is a gaming blog after all). Heck, I just picked up a new board game and it doesn't even look like I'll get to play that unless I'm lucky.

Makes me a wee bit jealous (though that ain't unusual) of the stuff I'm reading around the blogs. I've just never been THAT into horror games (haven't even picked up Death Frost Doom yet!). Even though I own Call of Cthulhu and Trail of Cthulhu, but I'd much rather read an H.P. Lovecraft story than try to make one up. That's just me.

White Wolf games are NOT my idea of horror, by the way (once you humanize the monsters, they lose their scare factor, even the Antediluvians...and Mummy, sheesh! WW made these guys the Dalai Lama of the World of Darkness!). World of Darkness my ass. This is a series that, in my estimation, has lost more and more with every revision.

Tell you true, here's MY idea of a horror RPG (it's even orange for Halloween):

Deadlands is one of my favorite "new school" games I own. Western? Check. Cannibal zombies? Check. And really, that's all I give a shit about, though I love games that empower American Indians as well (we'll have to talk about Shadow Run sometime...).

Plus, any time you're feeding meat to a horse is downright creepy.

But the system. Ugh! Deadlands is yet another game that I purchased, sold, and re-purchased simply because I love the entire concept of the Weird West. But for all the coolness the game is practically un-playable.

Why? Well, it's got a steep learning curve for a system (trying to explain the concept to folks who don't own the game takes long enough...trying to explain the system as well...?). Not the kind of RPG you can just introduce one evening as a "change of pace."

Then there's the extensive chargen. Fortunately there are archetype character templates to choose from, but for anyone who likes making their own character from scratch, it can take awhile. And long chargen systems, as I believe I've posted before, contributes to an expectation of "no character death." No character death? In a zombie western?!

Of course killing anyone in the game is made hard enough due to the over-complex combat system. When you have to track wounds and "wind" (fatigue) and bleeding and actions in a round and hit location and combat maneuvers (auto-fire? Fanning?)...well, heck I guess Boot Hill has spoiled me for life because I expect gunfights to be fast and furious, not slow and tedious.

In the end, Deadlands is a game that remains firmly on my shelf (I won't make the mistake of selling it back again!) as well as my favorite supplements (The Quick and the Dead and the Book of the Dead). But I probably won't get around to playing the game until I've had a chance to work it over and tweak it simple. Maybe I'll make it a micro-supplement for my microgame Clockwork....

Happy Halloween, folks!