Showing posts with label tmnt. Show all posts
Showing posts with label tmnt. Show all posts

Thursday, August 6, 2026

Making Choices

First, a bit of personal history. 

My introduction to Palladium RPGs came care or Erick Wujcik's Teenage Mutant Ninja Turtles & Other Strangeness, circa 1985 or '86. As with most of my RPG purchases in the '80s, this was something I picked up at The Book Exchange (used book store) in Missoula, Montana while visiting family for the Thanksgiving holiday...something we did every year. I'd already been introduced to the TMNT comics by a friend (an acquaintance from Boy Scouts) and this was back in the days before they'd become a punchline/media franchise. 

*sigh* The good old days...

Anyway, my brother and I made some characters and ran some fights over the holiday, but that was about it. TMNT went on the shelf when we got home, my gaming group still firmly in the TSR universe of AD&D and Marvel Superheroes.

Flash forward to '88/'89. I am a freshman at Seattle Prep high school with nary a friend to my name. My gaming group had broken up over the summer, and my prospects for gaming are lukewarm at best...I can run games for my younger brother and his middle school buddies (which I do a little of) or I can "solo game" (which is not to my taste). Instead, I go about the painful business of putting myself out there and trying to create a new social circle as your standard self-conscious, self-doubting adolescent while simultaneously being overwhelmed by the sheer size and scope of high school. However, I am fortunate to be placed in homeroom class that features "the smart kids" (since we all tested into the higher math) and here I meet some kids who play RPGs...specifically, Michael, Ben, and Mike. 

These three have been best friends for years (Ben and Mike are twin brothers), and they are into all sorts of nerd stuff, especially comic books and Robotech. In fact, if memory serves, they were playing the Robotech RPG (or discussing it) which led me to ask them what game they were talking about, as my knowledge of "anime" ended with the Star Blazers serial I had watched (on occasion) as a kid of 7 or 8. The trio introduced me to the show (loaning me videos to watch) and the RPG, another Palladium jam; however, I never had a chance to play with them as they were just running a short campaign. 

These guys were very much Siembieda super-fans...at least when it came to game design. Of course they knew (and had played) AD&D, but Palladium was their system of choice, and being comic book junkies, Heroes Unlimited was their main drug of choice. And not just HU; they were using TMNT, Ninjas & Superspies, and Transdimensional TMNT (and, perhaps, After the Bomb) all to fuel their campaign. Reading through their books introduced me to the Palladium 'universal' system, which I found remarkably interesting and exciting, in a way that GURPS (which a buddy owned in middle school) never had. I started to realize that games like TMNT and Beyond the Supernatural (which had been demo'd for me a couple years earlier) were all related...and compatible!...with this comic-driven super-system.

One of these days, I'll write a  more in-depth "profile" post on these guys; suffice is to say, they gave me a "gamer lifeline" at a time when I very much needed it, and while I didn't get the opportunity to play with them as much as I'd have liked, it was enough to keep me sane, and I'll always be grateful and appreciative of them. Even as we've gone our separate ways in life, I have fond memories of those guys.

ANYway. When it comes to HU, they played Heroes Unlimited Revised, which was really the second edition of the game...pretty confusing because there's an even larger, later version of the game called Revised Second Edition (or just 2E); I think many folks just like to ignore the first edition was even a game...and it's not that easy to come by, as I've discussed before.

But have it I do...as well as a copy of Revised (my first introduction to the game) as well as Second Edition, a real monstrosity of a book that incorporates a lot of extra material that makes the system even more "universal" -- i.e. compatible with Palladium's flagship game, Rifts. All three versions of HU are different enough to refer to them as different systems, although the casual observer might disagree. Of course, the casual observer probably considers OD&D, AD&D, and AD&D 2E to be (largely) the same system, and I'd smack them about the head & shoulders with my books for claiming such.

Let's go ahead and distinguish the three (because, inevitably, someone will ask me to do so in the comments); I will talk only about the rules, not the layout, inclusion/exclusion of adventures, comprehensibility, etc. (if that kind of thing interests you, the later books are worse than the earlier books):
1st edition Heroes Unlimited: characters with superpowers get ONE power; only nine power categories (no magic); skill selection is much more granular and education based; no class-specific abilities -- physical training, hardware, and special training characters are simply skill based; ranged combat is more "realistic"/fiddly; includes rules for occupations/jobs, law enforcement (all later removed).

Revised Heroes Unlimited: adds magic category to make ten power types; addition of class specific features; hardware adds weapons expert and option for multiple specialties; special training divided into five specific/distinct categories; super powers divided into "minor" and "major" and characters may possess multiple powers; mutant animal rules (in abbreviated form) added from TMNT; robot and vehicle combat rules added (cribbed from Robotech); modern/ranged combat system updated; skill system "streamlined" into packages, cutting some skills and adding others; more "stuff" in sections for characters with budgets (bionics, robotics, hardware); adds "Crazy Hero" option and includes a bunch of stuff for making insane characters; experiments add "super soldier" option.

Second Edition Heroes Unlimited: a LOT of "Rift-isms" and "power creep." Physical strength is divided into several distinct categories (normal, extraordinary, superhuman/robot, supernatural). Combat gets an overhaul thanks to Rifts: knockdowns, sprays/straffing, inability to dodge lasers, death blow no longer kills (but can be done at will and takes two actions), more vehicle stuff, etc.; aliens updated with tables from Aliens Unlimited; bionics updated with 'borg conversion rules (Rifts); hardware adds "analytical genius" for people who want to play Tony Stark/Iron Man; magic system changed wholesale to Rifts/BTS PPE system including levels of spells, etc.; physical training divided into two distinct, superhuman twink options; psionics updated to Rifts version so that you can play your cyber-knight character in HU; special training characters beefed up, including an ancient master who now has supernatural strength(!); substantial increases in budgets for characters that use them; includes the mega-hero option allowing the creation of Justice League (or Thor/Hulk) level characters.
While 2E does not substantially increase the number of super-powers available, it should be noted that the "Powers Unlimited" trilogy was written for 2E and contains a large number of new powers (some of them quite good/needed) as well as TEN additional power categories (classes), some of which are specific to the "mega-hero" level of character.

Mm.

It's funny. Those high school buddies that introduced me to Heroes Unlimited never liked the idea of Rifts (unlike ME, who loved it immediately). Well, maybe Michael, a little. But never Ben...and he was always the Palladium game master/guru of the group.

And yet, Ben probably would have LOVED 2E Heroes, had he seen it (so far as I'm aware, he stopped gaming long before it was published). Ben was the real comic book guy; all those cats could draw, but Ben was the only one who went and and became a professional artist. He used to decry how the powers in Revised weren't powerful enough to emulate the characters in Marvel...he even went so far as to develop his own "third tier" of super-powers above "Minor" and "Major" in order to model the X-Men, the Fantastic Four, etc. Ben would have appreciated a mega-hero option.

Me? Well, I appreciate that Siembieda is a business man and he has customers AND fans that he wants/need to please. I"m not going to bitch too much about decisions he makes in the name of keeping his small press company alive. His sustained success over the decades is evidence enough that he's sharper than most of the folks in this industry. That being said....

I've spent a lot of time over the last few days reading and rereading these books. I'm not terribly interested in running a "Franken-brew" system...I simply want ONE book that I can hold up as the "game bible" for my refereeing. Let me focus on building and running the campaign, not cobbling and tinkering with mechanics. 

For my purposes, that means I have to come down to making a choice...and, surprisingly, the choice I"ve decided on is Revised Heroes Unlimited. I say "surprisingly" because going into this project, I assumed I was going to end up going with the original, cut-down version of the system or else the whole hog 2E with all its bells and whistles.

But a funny thing happened on the way to the market (as they say)...I realized that I really didn't need ANY of the new stuff in 2E. Rifts is Rifts, and I don't plan on mixing my post-apocalyptic weirdness in my 70s/80s style comic-world. I certainly don't need the power creep (necessary from a Palladium POV if you want to 'port HU characters into Rifts Earth). Meanwhile, the original version of the game...didn't have enough. I like a lot of what's there, but I need MORE...a more robust amount of content, if I'm going to create a sustainable cmpaign world.

Sound familiar? The original HU is very much like OD&D (except better organized and illustrated); it's not enough on its own, it has holes, it lacks "oomph" in places. It's a first pass...a first try. The Revised version? That's like AD&D. More tested, more solid, incorporating ideas that occurred after the initial offering. 2E HU, on the other hand, is like incorporating the Unearthed Arcana and subsequent books (here: add NWPs and weapons specialization!). No thank you.

So, there you have it...I can put 2E Heroes Unlimited back on the shelf for now, right next to all the Rifts books that I'm not using. Heroes Unlimited Revised will be my ruleset; it is, for the most part, "the Good Parts Version" that will meet my needs. As for the other Palladium books in my collection, several of them are candidates for (eventual) inclusion in my campaign setting:

My Coffee Table At The Moment

Aliens Unlimited Revised: published in 1994, this expands the alien power category, generally in good ways, and helps make the type more distinct from the other, while not succumbing to all the new Rift-isms of the 2E HU rulebook (yes, AUR "includes Rifts conversion notes," but this consists of two paragraphs saying treat all the SDC as MDC. Thanks, Tips).

Beyond The Supernatural: if you're going to add magic, hokum, and goofy woo-woo hoodoo to your game, this is the book to have. I might even replace the "mystic study" subcategory of the magic power type with the Arcanist OCC from BTS (yes, yes, including PPE and all that). Really depends on how "mystical" my campaign ends up becoming. I mean, Dr. Strange was a Defender for a while, wasn't he? First edition BTS only (mainly because my 2E copy is digital and I prefer actual books at the table).

Heroes Unlimited  G.M.'s Guide (2nd Edition): most of what's here is non-useful. The job/salaries, geo-political hot spots, and random crime tables are all stuff that were in the original HU and left out later, and I'm not sure how much I need the random thug/villain tables. I dislike all the "power slam" combat maneuvers, and the extra spells and psychic powers seem fairly extraneous. Eh. Probably a skip unless I get desperate for an adventure (there are several scenarios included, some of which are fairly rough/challenging).

Ninjas & Superspies: Ah, one of my son's favorite RPG books. Personally, I kind of hate it, having some familiarity with real world martial arts, including Aikido, Tae Kwon Do, Hwa Rang Do, and Wing Chun. It adds a LOT of extra fiddly to it, and I dislike turning the physical training character into a martial artist...this archetype was (for me) always best represented by the Megalith character from Continuity Comics. Of course, the nerfing of the ancient master is even more annoying (wtf? he only gets 10th level ninjitsu? That's just six attacks!). As you can see, N&S has actual conversion notes for how to use the game with HU, not only allowing PCs to pick up martial arts (at the costs of big bunches of skills), but allowing N&S OCCs to stand in for specific power categories, including hardware and secret operative. Eh, this one is mostly a pass for me unless someone REALLY wants to play a non-ancient martial artist...and I'm okay with that. Shang-Chi is pretty cool, as is (of course) Iron Fist (though I put the latter more in the "ancient master" category).

Powers Unlimited: There are some good powers here, including battle rage, hardened skin, heavyweight, gateways, and regenerate ultima (I'm also a fan of mega-wings and super consumption, but I'm cheesy like that). This is a good one for creating the occasional NPC character (especially villains) with powers the PCs haven't encountered. I'm okay with that...don't really want to adopt it wholesale.

Powers Unlimited 2: Mm. One of MY favorite books in the franchise...I picked this bad boy up some time around 2009 or so? The delightful thing about this one is NOT the new powers (there are only four, and none worth mentioning), but the new power TYPES (HU's version of 'character classes') that are O So Stellar. I mean, you've got your empowered character (everything from Daredevil to Captain Marvel), your gestalt (Firestar to Swamp Thing), super soldiers (duh), the natural genius (for super-villains like Lex Luthor or Baron Zemo), invention (Ant-Man to Falcon), and...everyone's favorite...the immortal character (from godlings to undead). That is a huge extension of variety for the game, and most of these fill niches that needed to be filled.  I really dig the "minor hero" option, too, as it can easily be used for small-fry supers OR some hero's wunderkind sidekick. Batman's still a bit of a tough character to model in HU, but at least you've got the Boy Wonder potential.

[haha! That reminds back in my early days of making characters for HU, I had a dynamic duo called Dark Knight and Red Boy. I should probably try to rebuilding them, just to see remind myself how frustrating the system can be.  Or how amusing...]

Teenage Mutant Ninja Turtles & Other Strangeness: The book that started it all. I have the first printing of the game, and Wujcik does a masterful job with it; of course, the Eastman/Laird artwork doesn't hurt, and the whole thing is about as elegant and self-contained as any Palladium game gets. Has several nice adventure scenarios as well. The anthropomorphic animal thing doesn't appeal to me the same as it did when I was a kid (how could you not want to play a porcupine?), but I'd be willing to use it for anyone interested in playing a mutant animal, expanding on the abbreviated rules found in HU. Just who that interested person might be, I couldn't say...while a human-sized animal that can walk and talk is pretty amazing, it doesn't really classify as "super-powered" in the standard sense. Still...Rocket Raccoon? Really easy build using Bio-E.

Aaaand...that's about it. Recon (and Advanced Recon) use different systems, and Robotech just isn't right for the kind of game I'm envisioning. No giant mecha, thank you (I pivoted, remember?). I DID just receive my copy of the Aliens Unlimited "Galaxy Guide" in the mail today (purchased because I though it might be useful for intergalactic adventures in spaaaaace...a solid cornerstone of most comic book franchises), but I haven't yet had the chance to read it...I'll be doing that this evening and see if it actually fits. The "2nd ed." tag on the front doesn't give me too much confidence, but I never planned on using Palladium's own in-house creations (planets and species and timelines and such); I just wanted FTL spaceship rules. Here's hoping. 

All right, all right...that's enough for now. Later, people!

Friday, July 24, 2015

The Kitchen Sink

AKA Taking a Hard Look at the State of a Project

Just as a quick aside...can I just mention how much I hate the current version of the Teenage Mutant Ninja Turtles franchise? I'd guess that it is now more popular than ever and that it's creators (or whomever they sold out to) is making money hand-over-fist, but...ugh...so gross compared its charming/dark/satirical origins. Just reading through the current version of the origin story and...Splinter was once human? And he mutated into some sort of wererat? How is that an improvement (or even more sensical) than the original story? April is caucasian now (and seems to get younger with every iteration of the franchise). The turtles themselves are incredibly hammy in personality while...

You know what? It really doesn't matter. Really. The only reason I'm even thinking about it is that there's a TMNT coloring book next to me and the tagline along the bottom says: "Mutants Rule!"

[does  such a phrase even make sense to a child of the 21st century? Do kids these days still say things like "that rules!" like my friends and I did in the mid-80s? It seems like the kind of colloquialism that would have gone out of style 20 years ago...but then, I suppose this is something the turtles might say in their faux-surfer/skater slang, like "kowabunga." Does that mean anything to children these days besides "something a turtle says?" Just...gross]

[of course, given a chance my child likes to talk in something resembling "Minion-speak" (see Despicable Me films for reference)...but then he's four and I cut him some slack...even though he knows that three of a kind is better than two pair]

Now, I'd guess that the "Mutants Rule!" line is a throwback reference to the colloquialism of the 80's...even if the children don't grok the meaning (I just asked my son what he thinks that line means...he said he doesn't know because the Turtles don't "rule" anything. Maybe pizza, he suggested...) *ahem* Even If the consumer child doesn't grok the meaning, the current writer/creator of the coloring book/marketing is probably some dude in his late 30's-40's who is referencing it as typical "Turtle Slang." Then again, maybe it's clever tongue-in-cheek...maybe the franchise owners are saying that these particular "Mutants" have "rulership" over the current marketplace for its demographic. 

Just as D&D, regardless of its current flaws continues to "rule" over the RPG marketplace (via name/brand recognition). Regardless of whether or not a particular edition is outsold by Pathfinder, I'd guess most folks playing PF still consider themselves to be "D&D players." I mean, Pathfinder is just D&D 3.5, right? Hasbro could certainly feel a little justified in writing "D&D Rules!" across the bottom of their weighty tomes.

[yes, I realize this "quick aside" is running long...again...sorry]

But what if we cut off "Mutants Rule!" tag-line and divorced it from all this context? What if we just used it for the basis of an RPG, without reference to turtles or toy-lines or snarky marketers? Sounds like a tasty little premise for some post-apocalyptic action, no? It could certainly be worked to fit (with a little effort) into the most recent premise/changes of Cry Dark Future.

[dunh-dunh-dunh...see? I circled back!]

CDF is in a bit of a dark place at the moment. I don't mean that in the sense of tone, but rather like "in the dark." The real future of the game Cry Dark Future is dark, as in obscured. I don't know if this thing is ever going to see the light of day (i.e. "publication").

It doesn't help that I simply can't bring myself to re-open the document.

The thing is, once I started re-vamping it, I realized just how much damn work it needs. No, I'm not talking layout or editing or artwork, though all that is needed, too (and will be a bitch to do, especially the artwork part). No, I'm talking about wholesale revisions and rewrites and pruning of extraneous crap while finding NON-extraneous crap...er, "fluff"...to plug in the holes. The problem is that, right now, the thing is a bit too "kitchen sinky"...but if you pull that sink out, you're going to find ourself standing knee-deep in a flooded cocina

[just to take an analogy a bit too far]

The original idea with CDF (for those not in the know) was that it was an attempt to do the Shadowrun game with a B/X chassis. Such a task is a lot easier than one might think...despite its point-buy, skill-based, D6 dice pool system, Shadowrun is just D&D with guns. You're still playing scurrilous rogues operating in parties sporting a mixed bag of different character types that operate outside the local law/authority structure. You're still invading dungeons/installations with objectives to rob/loot and/or make a buck from some shady contact person (wizard in a tavern). You're still fighting "monsters" with weapons, magic, and (hopefully) some sort of cleverness, and upgrading your characters with new gear/equipment. Gunbunnies meet folks who like elves.

Thematically, it's not a very big jump from D&D to Shadowrun...and so tweaking the D&D system to allow the kind of madness found in the cyber-punkish setting of Shadowrun is a piece of easy. It took longer to write it all up then it took to work out the specific system issues (a Shadowrun-style magic system instead of Vance; rules for "decking" and vehicle combat, etc.). In all honesty, the most difficult part was coming up with new names for SR setting-specific features ("filing the numbers off" things like cyberdecks, for example). Even the point-buy system of the 3rd edition was easy to model...after all, D&D's done "point-buy" chargen in the past (see Advanced Player Options for 2nd Edition).

However, play-testing showed CDF still suffered from several problems:
  • no really cares much about tracking ammunition ("bullet counting")...and even if they did, that's the kind of thing quickly lost in a fast-paced combat system.
  • several character types felt a bit over-powered. The physical adept for sure (actually had to remove this option from the game; didn't make much sense cosmologically either), but any kind of character with "enhanced reflexes" tended to upstage those without in a way that was not-fun for most of the folks at the table.
  • even cut down to B/X (cutting almost all skills, for example, and adding random attributes), chargen is slooooow and looooong. When you're dealing with point-buys and (especially) purchasing cyberware (and recording modifications) and 'running gear from a number of lists, making a character can take a session in and of itself. And you really don't want slow chargen when characters are prone to getting killed by hails of bullets and manabolts. Even writing up pre-gen "equipment packages" was little help (takes a long time to copy all that stuff, plus figure out what it means for your PC). Tooooo sloooooow...
  • the magic system is a bit of a mess combining elements of Shadowrun and 1st edition Stormbringer while thematically stealing heavily from David Chandler's Ancient Blades Trilogy. And it's too abstract in the spell department.
  • the actual setting of the Shadowrun game is just...ugh. Suffice is to say, a person's tastes as an adult of 30-40+ years is different from his tastes as a kid of 13-15 (when I first played the game). And no matter how "mature" you make the content of a game session it's hard to justify a lot of the 'punkisms that, quite frankly, our world has grown beyond.
[which isn't to say that playing an RPG in a dystopian future ain't possible, or even fun. I look at the recent Robocop reboot and Dread films...just to name two...and see how the idea of a terrible future Earth, full of adventure, still holds water. I guess it's just the dwarves and orcs...]

Anyhoo...I've managed to revamp/update...what? four?...yeah, four out of these five issues (the magic one is the main canker still festering...ye Lord, another "new" magic system needed). But doing so has opened a bunch of other worm cans, as the game has moved farther and farther away from its SR-meets-B/X roots. Much more post-apocalyptic now for one thing, but without the mutant superpowers so often found in PA role playing games. 

Still has mutants, though. 'Cause mutants rule, right?

But dread is what I feel every time I think about working on the game. I don't know why. Maybe because I like it (the idea of it) a lot? And I want it to be better? And because better takes a lot of time and work and effort? Maybe. 

Maybe it's because I'm stuck for ideas. Maybe I just don't want to make lazy design choices to expedite the thing's completion (like throwing in a Vancian magic system with an appropriately themed spell list).

Or maybe it's just that the game has so many things now (the kitchen sink, too) and the real issue is that manuscript needs extensive pruning and I don't want to lose so many of my "favorite things" that I worked up, even though they no longer fit in a game that's a bit more than B/X Shadowrun

Dread...and distraction. These are my main stumbling blocks at the moment. When I can find the time to do anything (currently after 2:30 in the AM here). All right...enough for now.

Friday, July 9, 2010

Forget Post-Apoc...Let's Talk Ninjas!

Seriously, I don't know if it's because I've been sick this week or what, but I've been feeling...well, kind of low-brow. Like the shit I'm writing is all just drivel compared to the high-falutin' concepts I'm reading around the blog-o-sphere. I try to be intellectual and suave but I can only take the theory-stuff so far...and even though I like to consider myself an elitist pig, it feels like I may not have the goods to back it up.

Case in point: ninjas.

For some odd reason, I've been all about the ninjas this week. Seriously. I'm certain that everyone who reads this blog already knows a thousand-and-one things about these stealthy practitioners of martial arts...the ninja is fairly ubiquitous in gaming these days. Hell, the word "ninja" doesn't even trigger my spellcheck. EVERYONE knows what a ninja is.

But do any of you remember a time BEFORE ninjas?

I do. That is to say, I remember a time before I knew what the F a ninja was.

All those poor shmuck 3rd generation gamers (the ones that came after me) probably can't remember a time before ninjas. TMNT helped flood the world with pizza-eating masters-o-stealth. But TMNT was 1985, and by the time they came around ninjas were already a pretty familiar archetype.

Trying to remember that far back is tough, but I think I've narrowed it down to circa 1982 or '83. By the time Revenge of the Ninja hits the theater, I have a good idea what a ninja is. But in 1981 when I got my first copy of Daredevil (issue #175...no I don't still have it, it took a lot of internet searching to find the familiar illustrations), I made no connection between The Hand, Elektra, shuriken, and ninja. Hell, they might have used the term "ninja" in the comic, and I skimmed right over it (in my defense I was a month shy of my 8th birthday when the comic was published, so the pictures and ass-kicking was much more important than the story).

Also in 1981 I watched much of the television mini-series Shogun (though I may have fallen asleep at some points), and it wasn't until years later that, re-watching it, I said, "shit! there are ninjas in this thing?!"

As an average American kid, I collected action figures, specifically Star Wars, Micronauts, and GI Joe (well, and Strawberry Shortcake, but dammit that's it!)...and my brother had the Snake-Eyes figure long before the character ever was revealed to be a "ninja." Snake-Eyes was first issued in 1982, and at the time was issued as an all black figure to save on paint costs! By 1984 and the Storm Shadow ninja GI Joe (incidentally, probably the last action figure I ever owned), I already knew all about ninja.

I remember the trailers for the 1981 Enter the Ninja only vaguely; I remember the previews for the 1983 Revenge of the Ninja much more (that little kid kicking ass). Being Rated R, I was never allowed to see these films as a youngster...and having watched both, plus American Ninja (1985) all this week, I can fearlessly say I didn't miss much.

[as I said, I've had ninjas on the brain]

If I had to guess, I would say it was probably the trailers for Revenge of the Ninja, later re-readings of that old Daredevil comic, and the 1984 TV series The Master (with Lee Van Cleef!) that provided the bulk of my ninja education. In 1985 I was introduced to the Teenage Mutant Ninja Turtles through the Palladium RPG, and I may well have had my own 1st copy of the game that year, too. I'm pretty sure my buddy Scott was the one who picked up AD&D Oriental Adventures (also 1985), a book I never bothered to purchase and one we never used in any our D&D games. Ever.

And so, we come to my confession: I was never a ninja fan.

Never went out for ninja toys or action figures (the Storm Shadow was a birthday gift from someone), never wanted to play one in an RPG, never created "ninja-like" characters. I only got into martial arts in high school after being cut from the soccer team, and I never studied any oriental weapons...hell, when I went to Japan with a bunch of other 17 year olds, I was one of the few that didn't come back with some katana or nunchuck souvenir.

Not that I didn't have the potential to get my ninja-freak-on. But really, the TMNT game was nigh un-playable (the comics were much more fun to read than the game)...and the ninja-class in Oriental Adventures was just so damn lame. Besides AD&D already has a ninja class...it's called the assassin, right?

Secret society? Stealthy masters of infiltration, spying, disguise, and assassination? Proficient with the manufacture and use of poisons?

The assassin class is the ninja of AD&D...just as the fighter was the samurai and the monk was the...well, the monk. Who needed Oriental Adventures?

Okay, that's enough for tonight. I'm only still up 'cause it's like 90 degrees. But I do have things to do tomorrow.