I'm reading some reviews of an RPG and someone says something like "I've been playing RPGs for over 15 years so I know a good game when I see it" and all I can think is "15 years? My kids have been playing longer than that!"
Wednesday, December 31, 2025
Friday, January 3, 2025
The Circle of Life Swings Back Hard
I had started working on some posts last month after taking a break and then things just started to come up.
My father had been fighting cancer for several months. A year ago everything was fine - especially considering my parents age. Then as the 2024 progressed it went rapidly downhill. Over the course of six months we went from "something is wrong" to "cancer" to "hospice care" and a hospital bed in the living room as he could no longer climb the stairs. Then in early November he lost consciousness for a few days and left us on a Saturday morning. It's not an easy thing even when you know where things are headed. There's "this is going to happen" and then there is "it's happened" and crossing that boundary is big. I don't just mean myself here - my mom had to deal with this and after being together for over 60 years she gets to contemplate going on alone. It's a hard thing.
Yes, my parents got married a long time ago and stayed together for the whole ride - more than I have managed to do - and that means I have had both parents my whole life and my kids have had all of their grandparents their whole lives until this year. Now in 2024 they have lost both grandfathers which is not a great thing to look back on.
The main outcome of this day-to-day has been that mom needs more help with things, particularly all of the things dad used to handle around the house or with the cars or with the technology side of things. That mainly lands on me and so there has and still is some adjustment to how to handle those things and there are still all of the other things to deal with too - accounts and stuff and what mom wants to do with the house and the rest of her life. These are all new experiences but I'm trying to make it more of a positive by looking ahead to how I (well, me and the wife so "we") can try to make it easier down the road for everyone ourselves. I don't have to like it all but I can at least try to learn something from it.
Saturday, December 31, 2022
The New Year's Eve Post for 2022
Well the end of '22 finds me in a very different place then the end of '21 ... literally. Somewhere along the way I decided to see how much change I could pack into one year and the answer is "a whole lot".
- All of the Apprentices are now out on their own. It's a massive change for all of us but it's part of the deal and how things are supposed to go.
- I changed jobs, leaving a place I had been for more than a decade for something new. It was time and it has certainly been worth it so far.
- As that was developing I also ended up moving from a house I had been in for ten years to a new (old) house with more room more land and more interesting terrain. There was the whole looking part, the getting-ready-to-move part, then the actual-moving part, then the unpacking-after-the-move part and trying to get the new routine figured out. It's been challenging but so far so good. One of the reasons for the move was ...
- I made things official and permanent with The Relationship and getting back into the groove of "couple" rather than "individual" has been a big part of this year too. She's amazing and it's very cool to have a smart, capable, person right *there* as we go through life.
| Fred the Yard Panther on patrol |
Thursday, August 18, 2022
The Summer Update
Well it has been a while since I posted anything but that up there is not a direct commentary on the blog. That said it feels like it's time for a general update at least.
It's been a busier than usual year. The apprentices have finished up the college run and are making their ways out into the world - I suppose I'll have to pick a new title for them at some point. I've officially picked up a new co-pilot. We lost one of the canine companions. Mostly ups with a few downs. The Deadlands campaign has been steady though it has been on pause for a bit because of the annual convention obligations of some of my players and also because the Tower is preparing to translocate!
After ten years at the current location it's time for some new scenery and preparations have been underway for a while now and this kind of thing definitely interferes with keeping a regular schedule and with regular blog updates too as it turns out. Once we are settled at the new site I expect things to pick back up again. Right now minis are being packed, not painted. Dice are being stored not rolled. I've packed 46 boxes of RPG books and boxes and binders alone (U-Haul "small") and I'm not quite finished with that yet. My friends have said several times over the years "man if you ever have to move all this ..." - yes, well, that time has come and no I'm not asking them to help 😀
With it down to just me and my in-house editor and the animal companions there was an opportunity to make some changes ... so we are.
Things should be settled by late September or early October and getting back to normal. In the mean time this seems like an opportunity to maybe possibly catch up on posting about the Deadlands campaign when my back is tired of packing and lifting and moving things so there might even be some updates here over the next few weeks.
Anyway there's the news of the day/week/month/year. As always, more to come ...
Monday, April 8, 2019
Magic Monday
So Blaster got back into Magic: The Gathering with some of his friends last month and once he started talking about it I realized I haven't bought a pack of Magic cards since before he was born so it's been ... a long time.
I played MTG with my friends back in the mid 90s when it first became popular and it became a regular thing for 3-4 years. We would usually play a few rounds as a warm up before one of our RPG sessions
He and Red got into it back about 7 years ago and played it a bunch up at a local store and I did get my old cards out to show them how to play once they expressed an interest but I didn't go buy any new cards - I pretty much let that be their thing.
Now though ... I figured why not? So I picked up some of the new cards and looked over the rules - they haven't changed much - and decided to jump back in. For now I'm just playing him and talking to some friends about it but with a big release coming up at the end of the month I might actually venture out to a store for that.
Rules-wise the biggest thing I see is that it's just tighter all the way around. I mean, the rules should be pretty tight after 25 years+ and they are. They seem to be pretty good at anticipating conflicts and unclear areas and spelling those out nicely.
The main format is "standard" which is basically using only the newest sets in head to head two-player games. There are others - Blaster's favorite is "commander" which is bigger decks in a multiplayer format and the big wrinkle is only one copy of each card other than basic lands. It's almost a completely different game than standard so there are some interesting options within the Magic "family"
The biggest difference I see is the support - wow what a set of cottage industries have sprung up around this game! Sleeves. Deck boxes. Play mats. YouTube channels. Podcasts. I mean 40K has a lot of stuff growing up around it but I didn't realize just how much there was for this card game.
I'll be posting up some more about returning to MTG after 20 years - it's an interesting adventure so far.
Sunday, December 30, 2018
Greatest Hits #30 - Modern Marvels Session 3 - Enter Hercules!
We had a chance to get a game together but not all of our Pathfinder crew was available so we settled on ... Marvel Heroic! I ran it as a continuation of our previous games which you can see here:
In a cut scene, Zeus summons Hercules then tells him that foolish mortals are monkeying around with the Serpent Crown again and it's time to intervene. "Go and get it before they hurt themselves or do something even more foolish" is the gist of the conversation. Herc is more than ready to help!
Emerging from a mystical gate hidden deep in a cave the prince of power isn't exactly sure where to go but the closest landmark to him is a large structure best described as an ice fortress. Closing in on it he notices two flamboyantly dressed men also approaching the place and decides to introduce himself as only the mighty Hercules can!
A brief but loud conversation (complete with backslaps and strong handshakes and promises of shared drinks later) ends up with Herc's new friends "Black Panther" and "Colossus" agreeing to investigate the ice fortress as they too seek the Serpent Crown.
Seeing no obvious entrance Hercules challenges Colossus to a contest - "Let us smash our way through this ice" - basically the first one to something interesting, like an interior room, wins.
This is one of the reasons I love Marvel Heroic's milestone system - it directly ties XP into character traits like this in a really fun way.
Swinging away, the two mighty-thewed heroes bash a tunnel into the ice and The Mighty Hercules is just mightier enough that he smashes into a large open cavern/room first! Black Panther follows at some distance, mostly trying to stay clear of flying ice chunks. Emerging from the tunnel, they see a large ice/stone room with a throne-like seat. A man sits upon the throne:
He has long, shaggy hair, an equally unkempt beard, a yellow costume, and a blue cape. When he shifts in the chair, they see an S upon his chest. They have no idea who this is. Warily, they approach.
"I do not know who you are or why you have disturbed my solitude but go now and you may leave in peace. I wish to remain alone, not to fight, but I will fight if I must."
- Hercules is confused - he doesn't really understand brooding
- Black Panther is interested but wants to know who this guy is before getting too involved
- Colossus is concerned and breaks out the armchair psychology
...and Hercules takes over! Falling back on what he knows best Herc touts the virtues of wine and song and comradeship and beating badguys and good times and drink and winning in general. Faced with this unstoppable torrent of optimism, the stranger's "... almost godlike assurance that he’s guilty" is overwhelmed by Hercules Godlike Positivity!
He stands, brushed the hair out of his face, walks over to Herc, smiles, and puts a hand on his shoulder: "Perhaps you are right old friend. Perhaps I have forgotten how good life can truly be. Perhaps it is time I returned to the world. Thank you." With that, he flies straight up and out of the room into the sunlit sky.
Hercules is extremely pleased with himself. Panther still wants to know who that was. Colossus wants to know what he meant by "old friend". Still pondering, they head for the large skull-shaped mountain in the distance, certain that their goal lies there.
At the foot of the mountain they find a village - a primitive village. As the heroes approach, a group of inhabitants gather. Many have obvious mutations. A four-armed giant of a man moves to the fore and points back the way the party came - "go".
Hercules asks for the ancient custom of hospitality. "Go".
Herc asks again. "Go".
Sensing trouble, Panther fades into the nearby foliage.
Annoyed, Hercules announces/lectures that it is customary for villagers to welcome travelers with food and drink. "Go".
| Wrong heroes, but you get the idea |
- The big mutate drops, flattened in one punch by the mighty Hercules
- The mob charges the mighty Hercules
- Hercules grabs his jaw - "so that's it, eh?" and slugs Colossus back
- A sniffing sound at the base of his hut causes Panther to leap into action against a particularly animal-like mutate
- One mutate with an oddly shaped head tries to mess with the King of Wakanda's mind
Panther's leap from the rooftops dispatches his wolflike opponent in one move. Feeling himself under mental attack he picks out the mental mutate and the "Peerless Strategist" faces off with a "Super-Genius". It ends a minute later with Panther reversing a surprisingly strong attack and knocking out the mentalist.
As the heroes gather together Herc is hit by a psychic attack - it wasn't just the one mentalist! Seeing a woman peering from the door of a hut Herc throws a rock at her, cursing her interference! Panther joins in and throws a rock and insults her as well. Somewhat reluctantly, Colossus does the same thing and the woman runs out of the village, crying out in fear and shame.
The heroes pause to catch their breath.
Then Hercules punches Colossus, and the heroic contest resumes. Panther watches silently, arms folded, tapping his foot. Herc eventually wins using some Greco-Roman wrestling tricks Peter had never seen before. It ends with a handshake, much backslapping, and promises of drinks together.
The skull mountain awaits ...
Saturday, December 29, 2018
Greatest Hits #29 - Modern Marvels - Session 2 "Into the Savage Land"
Friday, December 28, 2018
Greatest Hits #28 - Modern Marvels - Session 1
----------
This campaign began a few weeks before the announcement that the latest Marvel RPG was kaput. I'm pretty disappointed with that as I think with some time the game could have made some serious inroads amongst that section of the RPG playing crowd that likes different mechanics, narrative play, and has at least some interest in superheroes. Unfortunately it won't have any more time, but I've rarely let a game's production status decide whether we play it or not so this campaign will be going on for some time. I've sketched out 6 events with around 3 acts each for our "Season 1". As long as the boys are interested, we will continue.
I am totally stealing the campaign concept from this thread on RPG.net. The more I read it the more I loved the idea so that's what I used. The main conceit is that the time is now but the Marvel Universe is just getting started - the Fantastic Four have been around for about a year, Tony Stark's bodyguard about the same, there are some rumors about a secret mutant group running around, and a few costumed villains have appeared and robbed banks and the like but there's been no big, open, super-event to bring it all together. SHIELD is a covert organization that has been assigned to stay on top of these new powered types and find out what's going on.
Our initial cast:
- Iron Man, played by Apprentice Red
- Black Panther, played by Apprentice Blaster
- The Punisher, played by Apprentice Who
- Black Panther is there because the name "Serpent Crown" triggered some vague memories of some old Wakandan legends. He is not in costume but is instead attending as a Wakandan diplomat.
- Tony Stark is there because it's a party and there will be free drinks and he might want to buy the crown for his collection.
- Frank Castle is there because he figures someone is bound to try and steal the thing or maybe just rob the patrons and he can make a very public example of anyone who tries this.
T'Challa pulls up his hood, sheds his jacket, then leaps onto the platform, claws out. He attacks and wounds Paul Destine, new holder of the Serpent Crown!
The villains go next as Destine and Sidewinder take on Panther, Cobra goes after the Punisher, and a woman starts herding the crowd to one side of the room.
(Here we learned about bad decisions and the interesting MHR initiative system as the bad guys got to go twice before the heroes got to go again at all)
Punisher and Cobra are tied up in a duel of guns and fangs and Frank declares war on these serpent guys. Panther declares Destine a Threat to Wakanda and is in a brutal close-quarters slugfest with him and Sidewinder who constantly teleports behind the beleaguered king.
Iron Man rockets into the room and is promptly grabbed by the female villain's stretchy arms - Anaconda!
After a momentary struggle he breaks free and blasts Destine with his repulsors. Enraged, Destine flies up (another power of the crown) and smashes a display case over Iron Man's Iron Noggin' - which does absolutely nothing! Seeing his chance, the Invincible One fires up the unibeam and blasts Destine with maximum firepower!
In mid-air Destine, realizing this is not his time (and realizing he has d8 emotional stress and d10 physical stress) raises his arms, begins to chant, and then he and his 3 minions disappear in a flash - gone!
DM Notes: This was a straight-up fight as we get back into the Marvel system, but it was a lot of fun. There is a learning curve with the game but it only takes a session or two to get the basics down. I really could have added some scene distinctions like "panicked crowd" or "large high-ceilinged exhibit hall" but we didn't really notice the lack. I was mainly focused on getting the basics of the system down - totals, effects, plot points, and the doom pool - so we left a lot of the flashy stuff for next time. We also kept forgetting to use an opponents stress dice, but we will be watching for that next session. By the end Punisher & Panther both had some stress and Iron Man had none.
My goal was to get the doom pool to 2d12 as soon as possible so I could end the scene before Destine was defeated as this would make the next scene and the rest of the event a lot tricker to set up. It's nice to have a mechanic to do that beyond just "the DM says he leaves" - there are actual mechanics at work in building up the pool and mechanics for spending those dice. It ads a little structure to it and puts a clock on the scene that everyone can see - Nice!
Fun moment: As we're getting started the boys are checking out milestones and figure out that if Stark drank too much at the party (he gets XP for this), then Punisher could call him weak and pathetic for doing so (he gets XP for that) then Panther could declare Drunken Iron Man a Threat to Wakanda (XP for Panther) and so everyone could gain some XP before anything else happened! They thought that was both very funny and pretty cool.
Tuesday, December 18, 2018
Greatest Hits #18 - A Reminder to All Captains - Count Those Drones!
So we played a little Federation Commander over the weekend ...
| Contact! |
I took the CC Yorktown and the old CL Arizona out on a "keeping the cats out of the yard" mission against Apprentice Blaster's Kzinti BC and CM.
| End of Turn 1 |
| Middle of Turn 2 |
So the drones hit, I line them up for defensive fire and say "OK, four drones - " and Blaster says, no, that's four drones. "What, I have four drones out there-" No, there are eight drones he says. "OK, eight drones-" no, eight drones on this shield, eight drones on that shield he says. "Wait, those are four drones PER COUNTER?!" - yes, he says, "I wondered why you weren't shooting at them before."
AAAAAAAAAAAAAAAAAAARRRRRRRRRRGGGGGGGGGGGGHHHHHHHHHH!
Apparently at some point a few weeks ago I told Blaster to use one counter for all the drones he launched the same turn at the same target. He remembered this, I did not. I was so wrapped up in my own thoughts I didn't notice that his pair of ships with 8 launchers had only lunched 4 drones over 2 turns - at least going by the number of counters on the board. The outcome was pretty bad. I did manage to stop 7 of the 16 drones. I stopped two more with tractor beams though, and when I lost the tractors those two hit the ship as well. Been a long time since that's happened to me.
At the end of Turn 2 the CC is in pretty bad shape but still has some teeth. It's not going to outrun anyone but with a fresh shield towards the enemy and some charged phasers I should be able to stop drones long enough to get some more shots off.
(I did manage to rip up the Kzinti Battlecruiser before this happened - overloaded photons are still nasty up close (even with only 2 left) - but not as badly as the CC was hit)
Turn 3 was pretty much the game. We were still in close but I was reloading photons and the Kzin had disruptors and drones ready to go. The poor Yorktown did manage to turn a new shield but did not have enough phasers to stop the incoming drones. After a final volley of phaser fire the CC went down hard.
On Turn 4 the CL disengaged with no internal damage other than armor, ending the encounter.
Notes:
It's been a long time since I marked off that many boxes on a Fed CC and an even longer time since I've actually had one blown out from under me. It was largely stupidity on my part with the whole counter-counting thing. All I can say is I won't forget that anytime soon.
One tricky thing with drones vs. old-school SFB thinking is that given the turn structure a drone can move 3 hexes before you will ever have a chance to fire at the thing. This makes the job of an "escort" quite a bit tougher as once the drones close to zero range only the target can shoot at them. That 0-3 hex range is where phaser-3's are most effective, and it can be tricky to make that work, especially on slow moving ships. I'll be puzzling that out more, especially since Blaster seems pretty attached to his missile boat Kzinti ships.
A dislike: Federation drone racks in Fed Commander are terrible. Most ships only carry one, and it's the hybrid-loadout type, i.e. the G-racks from SFB. Now in SFB they are fine - against the Klingons I could load up with all anti-drones, giving me an 8-shot defensive system. On the Romulan border I could load all drones, giving me an extra offensive system. In Fed Commander the Feds go halfway - 2 drones, 4 ADDs. Against drone-heavy opponents I can burn through the ADD ammo in half a turn and against non-drone opponents I only have two shots and then have to reload. It's inadequate either way. Beyond that, with only one drone on the ship, any halfway decent penetrating volley will kill it anyway. I've played a few battles with them recently and I'm not loving them at all.
| Not my lights, but a nice set. |
One big like: The Federation Old Light Cruiser - It's not terribly expensive, it has a lot of power, a solid phaser suite, and it can take at least one good volley from any direction thanks to the armor. I've always had a soft spot for these ships and so far they've worked pretty well. Sure, I expect to lose both torpedoes and the drone rack on any significant amount of internal damage but with 8 phasers and 30 power I should have enough energy left to move and take some shots afterward.
Monday, December 10, 2018
Greatest Hits #10 - New Games, Old Games, New Gamers, and Old Gamers
Barking Alien had a post yesterday inspired by a post from Monsters and Manuals last week that started some wheels turning for me. Rather than restrict it to a comment on those worthy blogs I decided to make it a post here as it goes to the heart of what I do with the hobby. So go read those really quick if you haven't then come back here for the next chapter.
Noisms uses the phrase "the tiresomeness of new systems". I sort of get that, but for me the "tiresomeness" usually comes in with new editions of games I already have that don't really change anything. Especially when they come out far too quickly. Truly "new" systems are interesting to me. For example:
- Third edition D&D was amazing at the time - such a radical revamp of the game that still felt like the game!
- I thought D&D 3.5 at only 3 years into the new system was an annoying money grab on many levels, even if there were some areas that could stand to be tuned up.
- Pathfinder, 6+ years after that, with a stated goal of re-balancing and reexamining the whole system without completely changing it made sense to me, even if it wasn't completely new.
- Fourth edition was so much change I hated it at first but I eventually came around and got to like it for its strengths and it definitely felt like a completely new game.
- Fifth edition I am not settled on. There are innovations there, but there is a lot of change that I am not sure is an improvement. I need more time with it, but I enjoyed reading through it to see what had changed.
| Did you miss this one? |
- After 20+ years of picking up Champions books I skipped the latest edition because I just didn't need another slightly tweaked set of Hero rules.
- M&M 3E was a fairly significant revamp to M&M 2E - recognizable, but not instantly compatible.
- ICONS was a very different approach to supers and I loved it. Mixing elements of Fate (which I did not have at the time) and Marvel Super Heroes (which I love) with an emphasis on simplicity and speed made a very entertaining mix and introduced me to some new ways of doing things.
- Marvel Heroic then came along and turned everything upside down with a radical new approach to Supers that I still think is one of the bigger innovations of the last ten years. It's completely different mechanically than the others I mention, but still feels at least as much like a superhero game as they do.
- When FFG's Star Wars games came out I talked with them about getting a copy of the Beginner Set to try it out. "Why?" was the response. "We have Saga and it works just fine" - and this is coming from the then 14-year old. He didn't want to be bothered with learning the new system, he just wanted to play the one we already had. In contrast he hated d6 when we tried it because for him and his generation the prequel movies carry a lot of weight and the d6 system just is not good for that. Of course, neither is "Edge of the Empire" and that's probably at the heart of it. Saga best fits his vision of Star Wars and that's that.
- He likes pretty much every edition of D&D (and Pathfinder) but he's cautious about 5th and would just as soon play one of the older editions as spend time figuring out yet another version.
- He will play pretty much any superhero game if he has the chance and recognizes that Marvel Super Heroes, Marvel Heroic, M&M 3, and Icons all have a different feel and likes that he has so many options.