Showing posts with label kids. Show all posts
Showing posts with label kids. Show all posts

Saturday, September 12, 2026

Game Day

Nope. Not football. Futbol.

The school soccer season kicks off today...this will be my 4th season coaching my daughter's team, my tenth year coaching my kids, and my second-to-last year (probably) coaching youth soccer. As usual, I'm all keyed up, the adrenaline starting to pump as soon as I hade even a modicum of wakefulness at 6:30am (the wife holding a rather loud conversation in her sleep)...despite being up past midnight working on the game plan.

This season got off to a rough start, it's still a little rough, but I've done my best to iron things out. It hasn't been particularly easy.

Started a few weeks ago when I discovered that my team had been put in the 8th grade division this year (our team of 21 kids are 7th graders). I thought this was just a simple mistake, easily corrected. Nope. Turns out the school only had five 8th grade girls registered for soccer and so, rather than find them homes with other schools (the usual practice), or figure out what happened to all the players who they played with last year (another option), the Athletic Director decided to combine our grades and make us play up a year....basically selling our season. Without any communication or prior discussion with me (the coach) or anyone else on the team.

[at this age, an extra year of size, strength, speed, experience, and training makes a BIG difference in soccer]

I won't bother detailing all the rigamarole that ensued. Suffice is to say, a little legwork on my part turned up another 4-5 kids that had been left off the roster (mostly 8th graders) and we ended up NOT being able to get our old division back nor even split our (now monstrously-sized team) into two. At least the league gave us a dispensation that allows us to remain "playoff eligible" despite exceeding the player limits for normal roster construction (we had 31 players till a couple dropped out).

I'm just required to document all their minutes played to ensure equitable playtime. Reports due before 8am, Monday morning after every game.  (*sigh*)

Then there's my assistant coach. Well, one of them. Diego's also assisting and he, of course, is a great boon. But we've got a dad volunteer who...let's just say his coaching style is different from mine. And tends to center on his daughter a bit. And tends to make her a bit insufferable and insubordinate. It's rubbing Diego the wrong way...but that's how a lot of parent-coaches are (I've explained to him). The whole reason I ended up with the gig four years ago was because half the girls were going to quit playing (including my daughter) because of a similar coach. 

Anyway, I'm coach now (the Big Cheese), and I pride myself in my retention rate. That's part of why our enrollment's gone up every year (we only had 18 last season)...kids keep coming back to play.

In considering it, I'm not sure if my Dungeon Mastering has informed my coaching, or if my coaching has informed my Dungeon Mastering over the years. I have a remarkably similar approach to both, so there's probably some correlation between the two. But I wasn't DMing for kids (as an adult) 9 or 10 years ago...really that's only been about seven years. And when I was DMing 15 years ago, I had no idea I'd ever be coaching kids sports in any way, shape, or form.

Maybe it's just my nature to be a compassionate hard-ass?

Because that's pretty much my style. There's not a lot of goofing at practices. It's drills. It's me critiquing what they do wrong (and praising what they do right). It's me barking at them a lot. It's me taking the time to explain our strategy and tactics and WHY we are doing things in a particular way. 

Because they're smart kids. They get it...if you explain it. For the most part. But even the ones who can't grasp the overall picture can understand their ROLE in that picture, if you spare a couple minutes and give them some attention. I say I'm compassionate...and I am...but perhaps it's more about patience

Eh. Maybe not (see the bit about barking at them on the field).

Well, whatever it is. They seem to be having fun...well, what passes for MY version of "fun." There's a new kid (new for me...she's an 8th grader) who has an "ankle issue" and has a hard time doing laps or running sprints (she's overweight and slow, even without the ankles) and whose mom told me is "not very competitive" and just wants to be here with her BFF (who is also "not very competitive"). And, yet, she takes a bus across town to get to practice and she DOES run the laps and DOES run the sprints, and darned if she hasn't shown some tenacity in tackling and winning balls in our scrimmages, even against the faster "club" players on our team. It's just about not ignoring the kid...I treat her the same as the others: encouraging her when she does good, critiquing her (telling her to "hustle up," mostly) when she needs critique, and letting her know she's a contributor, just like everyone else. Not just turning a blind eye and focusing on the "good players." I coach up ALL the kids. 

Anyway, the club players aren't always available anyway (because a lot of families prioritize their expensive soccer clubs over their school teams when there's a schedule conflict), so it's just plain survival to get the best out of every player who shows up. 

I'm a competitive guy. I like soccer; I want to play more soccer. And that means, once again, shooting to reach the playoffs, so that we get extra games. Knock on wood, but I've never missed getting to the playoffs with any team I've coached...I'm 5-for-5.

This season, though, is going to be a bitch. Or...just maybe...it will be our greatest triumph?

Hahaha...no it's far more likely to be the former. But damn it, we're going to pull together, and we're going to suffer together, and we're going to have a damn good time suffering together! Just like a party of D&D adventurers getting their asses handed to them in some dungeon where they're in over their skis. 

Yeah, there's a lot of "bleed through" with my hobbies.

Our first game (today) is against a school that is, traditionally, the Big Bad Bully of the league...they won't be Tomb of Horrors tough, more like Steading of the Hill Giants tough. We'll see how well I can DM us through this mess. We're down six of our best (club) players for the first half, and we'll only be getting two back in the second (and losing another). Imagine if an adventuring party had to play the game without their best magic-user and one cleric down...and then you got the cleric back (with half her spells and hit points depleted) midway through the adventure only to see your other cleric disintegrated. Yeah, like that.

*sigh*

I'm silly; I know. The goal here is to have healthy, happy, active kids running around in the fresh air, getting their heart rates up, and not getting injured. Just like [my] goal with D&D is getting kids away from their screens for a few hours and getting them to use their imaginations and reasoning skills and (safely) getting their heart rates up. Oh yeah...and helping them learn cooperation and teambuilding and sportsmanship, yadda-yadda-yadda...in both activities.

Mm. Yeah. Just keep the vision.

All right, that's enough for this morning...a bit of insight into where my head's at. Yeah, the rest of the world's in flames at the moment, I'm well aware, but right now my attention is a little more local, focusing on the things I can control, the 30ish kids I can impact. Hopefully in a positive fashion. 

Have a good weekend, folks. Peace!

Sunday, August 30, 2026

Back Into The Woods

I'm starting this Saturday morning; we'll see how long it takes to write.

Currently in Vancouver, Washington for yet another youth soccer tournament. The boy and I had things going on yesterday (including coaching middle school girls) so we hopped the Amtrak last night to meet the wife and daughter down here. It was a late night (though I do love a train ride); everyone but me is still sleeping. Both kids are "guest playing" this weekend.

With regard to the Heroes Unlimited game I was writing about previously, the madness has passed. Well, mostly. I am still doing world building: working out hero demographics, using HU rules to build/model classic (NPC) comic characters, researching storylines from the 70s and 80s (and...rarely...later) for ideas on how various concepts and plots can interact with each other. Yesterday was looking at the history of Alpha Flight (and Omega Flight and Gamma Flight and Weapon X) and its ties to Roxxon Oil and how that was linked to Iron Man, for example. But this is all fodder for the mind factory, grease for the gears. Inspiration, not canon, which is welcome for the "lonely fun" that is world building.

Sadly most of the storylines post-1992 or so are pretty much crap. I shake my head and realize I got out of the comic books at the right time.

Still (and as I already wrote), that all's been back-burnered for the nonce (oo...reminds me I had a dream last night where I was interviewing for a sales job and part of it hinged on my ability to cook; interesting!). Instead, I am buckling down on my Cauldron preparations, and that includes designing and running adventures.

Last weekend I was up on Orcas Island with friends, and I had the chance to play-test the tournament adventure that will be this year's Blackrazor Cup extravaganza. Players included three boys and two girls aged 15, 15, 12, 12, and 7. Yes. I ran AD&D for a seven year old last weekend. His first time. As one might expect, he had a great time and the next day wanted to know when I was going to run "Part 2" and could he play, too. I had to explain that there's no "part 2," just a string of neverending adventures and OF COURSE he can join us the next time we play, if he's available and it's okay with his parents.

AD&D, amIrite?

I'd love to give everyone a blow-by-blow, but I can't until after the con because [SPOILERS]. However, I will say the group found a way to shortcut a ton of the content and instead got to both the grand payout (difficult putting THAT cart in front of the horse) before reaching the ultimate objective, and fighting a total of only two battles. Which ended up being fine because...with only five of eight PCs...that first battle was a bit of a slog. Two-fifths of the party were slain in brutal fashion by the end, but they walked away with a big pile of treasure even so...I haven't had the chance to tally the take, but I will (the boys especially were interested in their tournament score...the girls less so as they'd been reduced to steaming remains), and the score will be posted alongside all the other people who participate...at Cauldron. Just so they can know how they did.

So, yeah. AD&D mode. School is starting up this week (Diego Monday; Sofia on Wednesday). Cross country and school soccer starting in earnest this week (I'm coaching again...and it's already off to a train wreck of a start *sigh*). And I've got about five weeks to get physically and mentally ready for Cauldron. Two more adventures to pen (Diego told me "you're cooked") but I think with the kids back in class I'll have some time. And I'm excited at the prospect.

I don't know what it is about the Dragonlance saga that keeps calling me...not the books, but the whole concept of the thing. I don't believe that I'm trying to "rehabilitate" it (certainly not consciously) but I keep dragging out these old modules and using them as jumping off points for working scenarios and situations into my home campaign (yes: more world building). It's just so damn easy...then again, maybe it's just that the fantasy wilderness of D&D worlds lends itself to the real world 'layout' of my Pac Northwest campaign. For sure, if I wanted to do 'the Forgotten Realms' (I don't), I could place "Neverwinter" in Vancouver, Washington (the very town I'm writing this) while having Mount St. Helen's stand-in for Mount Hotenow (Mount "Hot Now?"). Yeah the Pacific coastline is a little farther west than the Sword Coast, but you can always have some cataclysm or other slide the coastline underwater. Global warming, anyone?

I digress. 

[and why not? it's now Sunday evening that I'm continuing this post]

I digress...there is a rich tapestry of ideas in the Dragonlance saga, desperately needing an editor who's also (sorry to say) something of a subject matter expert in advanced D&D theory-hammering. Which is just about the silliest thing to be a subject matter expert in...but we all have our foibles and weirdness. DL is DUMB, but it is totally USEFUL. I realize I am dripping with snobbish condescension when I make this analogy, but it's been a looooong last two days (a long last two months), and I'll make it anyway: reading Dragonlance modules (I have a few) is like listening to the wildest ideas of my younger, "more creative" child, and realizing I can add a dash of Old Man canny and repurpose it into something wondrous and (for the players) "magical." It has nothing to do with story of the thing; the Hickman's "story" is as tired and trope-y as any fantasy fiction. It has to do with the situations and scenarios and ideas being presented...stuff that can be used by a DM to give the PLAYERS an opportunity to tell their own story. Which is what D&D...real D&D (in my opinion) is all about.

Just like that seven year old regaling his parents with his adventures. 

Not his character's adventures, mind you. HIS adventures. "I did this, Mom!" He survived. He triumphed. He struck the final death blow against the 'Big Bad.' It's no different from my own children's introduction to the game. Well, except he hasn't had a character die yet. Next session maybe.
; )

ANYway. I'm meandering. I'll leave it there for now, but...I'm back in the saddle. 

Saturday, August 8, 2026

Beyond The Supernatural

More personal history:

I wrote in my last post that while Teenage Mutant Ninja Turtles was the first Palladium game I purchased, I wasn't really introduced to Palladium as a system until high school when a trio of friends (Ben, Mike, and Michael) showed me how such disparate games as TMNT, Heroes Unlimited, Robotech, and Ninjas & Superspies all worked together off the same universal engine. And, unlike the blandness of GURPS, these were games that lit up all my bells and whistles as far as getting an adolescent's creative juices flowing.

However, I ALMOST got into Palladium before high school through a different friend: Scott.

I believe Scott still lives in Seattle; we were 'friends' on Facebook (an app I almost never use) but he recently deactivated his account (as people tend to do). We were on-again/off-again best friends through elementary school (eight years), but went our separate ways in high school, reconnecting a bit during college, and passing into the realm of casual acquaintance / old (nostalgia) friend after that. The last time I actually sat down with him was before my kids were born; we had a coffee and forgave old grievances and talked about his mom who was dying of cancer at the time. It was a good chat...but I haven't seen him since.

ANYway. I've talked about Scott before, mostly in relation to my old (original) AD&D gaming group. But Scott, like myself, was interested in games outside of D&D. He introduced me to BattleTech (and CityTech and AeroTech and MechWarrior) and we played many battles around his dining room table. He was the first one of us to pick up Advanced Marvel Superheroes and was my GM for that, before those duties migrated to myself. He purchased GURPS (which we never used) and Warhammer 40,000 Rogue Trader (which we WANTED to play, but couldn't, lacking miniatures and not really grokking war games). And, Shadowrun, of course, which was a bit over our heads at age 12 (but which I would play quite a bit in later years).

But one of the last games he picked up, right before the end of middle school...and I can still remember how excited he was by it...was Beyond the Supernatural. And he was excited by it...so much that this was the one game of his that he didn't let me borrow (back in those days we were always swapping our game books with each other so that we could read them and learn the rules). Looking back, I'm not sure if this is because he wanted to keep the 'secrets' of the game to himself (considering that he would be the GM for the game), or because there was just SO MUCH to read and dive into...first edition BTS is over 250 pages long (a lot bigger than 1E Shadowrun, for example) and is chock full of all the lore and high concept stuff that would become a hallmark of trad RPGs of the '90s. Maybe he just never finished reading the thing before we graduated 8th grade and transitioned to high school.

It was many years later...probably college...that I would come across the game in a shop and, flipping through it, realized that it was a Palladium system and thus compatible with Rifts and all the rest. Astounding. As an old hand at Rifts (by that time) it was fascinating to see where all the PPE and ley-line mumbo-jumbo first appeared. 

Of course, by the time I was in university, Palladium was pretty much dead to me (except for the collecting of their always inspirational world books). I had tried running the game multiple times and it always collapsed under the weight of its own clunk. I had resigned myself to the fact that there were far better systems out there (at that time, I was all about White Wolf, and I could run their "Storyteller" system blindfolded). In fact, I had some college buddies who invited me to play in a one-off Rifts game with them (I wouldn't even have to run the thing)...I wasn't interested.

But their interest in Rifts was unusual at that time. Most of us were playing some sort of White Wolf game in the early 90s. Or some version of BRP. I was running Stormbringer every now and again, and there was an on-going Call of Cthulhu game in the dorms that I never got into...despite my love of Lovecraft and that whole "eldritch horror" genre that his work spawned/inspired. I own CoC (and the GUMSHOE game Trail of Cthulhu), but playing a game where you're powerless in the face of existential horror just never felt fun in the same way reading creepy stories did.

Which maybe why BTS still appeals to me...despite the turn-off of Palladium's system.

I mean: just look at that cover.
This is EXACTLY what I want out of a "horror" game. A bunch of dudes in jumpsuits (obviously non-military) firing off automatic weapons while getting chewed up by some Monstrosity-That-Should-Not-Be while trying desperately to locate an exorcism spell in an ancient grimoire (do you read Sumerian?). I mean, THAT's the kind of "modern adventure RPG" I can get behind. No matter how much dumb-dumb might be in it, there's an energy there that's missing from the more staid and polished efforts on the market. Apologies to Unknown Armies, Chill, Delta Green, Esoterrorists, etc. but BTS got it pretty much right the first time.

Yeah, sure. It's my opinion. Others may beg to differ.

Just reading BTS takes me straight back to 1987. Man, I wasn't reading Shanarra books back then (not that I ever have); hell, I didn't even read The Lord of the Rings till the 1990s. No, I was reading books by Steven King, Peter Straub, Clive Barker. Mostly King, though...everything I could get my hands on. You can see a LOT of King-type tracings in BTS; ideas cribbed from The Dead Zone, Firestarter, and IT. Of course, you can also see a lot of the shlock horror that we were watching back in those days, too...things like Hellraiser and Phantasm and Poltergeist.

Beyond the Supernatural is a game that asks, 'What if Ghostbusters wasn't a comedy? And what if it was  written and directed by John Carpenter?'  

That doesn't sound pretty rad to you? It does to me.

And, yet, I confess it is a game for a different time. And I don't just mean "because it has an old-school'ish, clunky system." For someone of a particular age/generation (i.e me and the friends of my youth...who do you think got me into all that horror nonsense, back in the day?), it has tropes and ideas that we are intimately familiar with, lacking only some sort "dream fighting" psychic ability a la Dreamscape, Elm Street, or Masterton's Night Warriors series.

[come to think of it, I could use a little more Cronenberg/Scanners-style head exploding psychic powers, too...but that's just me]

The really nice thing about BTS is that it's self-contained: it is a complete game in and of itself. Or, at least, it was. There is (of course) a 2nd edition of Beyond the Supernatural that cuts out all the magic stuff (!!) and significantly reduces the bestiary...these things were going to be covered in two "later supplements." Which has never happened. 2E BTS was published in 2005, twenty-one years ago. Not sure we'll EVER see these books...at least not in Siembieda's lifetime.

Which is fine. My advice (as usual) is: stick with the first edition. Especially as it's still available for purchase as a PDF (in print some places as well). I'd say more on the subject but it would probably amount to flogging a dead horse...plus I'm digressing. 

As I was starting to say, Beyond the Supernatural is a game for people of a certain age and generation: people who remember what life before smart phones and the internet was like. Yeah, my kids love Stranger Things, too, but that series is just a period piece for them...like watching Downton Abbey. If I tried running a game for them set in 1987 (the year BTS was originally published), they'd have tremendous blindspots in the subject matter...not just with regard to history, but with regard to tropes and genre conventions.

You know how little kids know these days even about such 'old hat' monsters as vampires and werewolves? Seriously...they have no idea.  

Whatevs. I'm sure people are wondering why the heck I'm even talking about Beyond the Supernatural right now...other than it is another Palladium game that I've said I might find useful for the Heroes Unlimited campaign I'm developing. Well, that's just it: I DO think it would a useful piece to my campaign "puzzle" and, while Palladium takes a fairly secular view of supernatural evil (I'd guess Satan would simply be another "alien intelligence" on Rifts Earth...get the railgun!), unlike Mr. Siembieda, I AM a fan of "magic" in my comic book properties. Yes, aliens and galactic adventuring is fun (and I'm still reading the Galaxy Guide...we'll get to that), but I was a big fan of Doctor Strange, too. Hell, I like mixing both scifi AND mysticism...always dug that Syzygy Darklock guy from the Dreadstar comics.

Probably because he was a cyborg.
; )

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!

Wednesday, December 17, 2025

Learning To DM

Sometimes I forget...or (perhaps more truthfully) fail to even consider...that I've been doing this DMing thing for a long time. A long, long ass time.

Some people say I'm a "good" DM. I am decidedly uncomfortable with this praise. But I AM competent. I can run a solid game of AD&D with very few "flubs" or mistakes. Certainly nothing that can't be easily and quickly corrected in play...which makes for a fairly smooth game. Which allows players to be fully engaged in play. 

Usually. Generally. I don't always poll my players or ask for feedback...maybe they just keep their complaints to themselves; after all, there are worse DMs than me out there.

And maybe that's it. I'm fine being "adequate." Being adequate is hard enough. I don't need to be anything more than that. 

And all my "holding forth" and advice giving I do on this blog and elsewhere? All of that is just me trying to instill adequacy in others. I don't want people to be "good DMs." I just don't want them to be "bad DMs." I want them to be competent

Competence can take a long time to achieve.

I talk a lot about how I was not mentored or taught D&D...I learned it from a book. And when it came to learning how to run AD&D I likewise learned it from the (AD&D) books, not from an adult, older sibling, teacher, cousin or anything like that. I read the books. I found where AD&D differed from B/X (the system I initially learned on), and then I discarded and/or replaced the old B/X systems with the AD&D mechanics. I was 11 at the time and in the 5th grade. Mrs. Martinson's class, St. Luke elementary.

But by age 11, when I (and thus "we," my circle of friends who were my first group of players) decided to go "full Advanced," I was already a Dungeon Master. Had been a Dungeon Master for at least a couple years.

Doesn't mean I was a "good" one...nor even "adequate."

It wasn't enough to just read the books and make characters and run fights and hand out treasure and draw labyrinthine maps. It wasn't enough, even, to practice managing complex group social dynamics with my peers, developing patterns and strategies for organizing a table and keeping people focused. I certainly wasn't thinking in those terms back in those years. Heck, I couldn't even arrange my own outings and "play dates" (my friends and I all lived too far from each other for just bicycling to each others' houses). When we did manage to get together to play, I had to be ON IT...because you never knew when would be the next time we could all get together again.

But learning to be "on it?" That took a while. A good long while. I got my B/X boxes sometime around the age of 8 or 9. I was not even able to run a B/X game with anything approaching competence (or confidence, for that matter) until age 10...certainly over a year. 

That's right: it took me well over a year just to learn to run B/X. Even with modules like The Keep on the Borderlands and Isle of Dread providing additional information.

I often write as if learning to run D&D is as simple as "just read the book, stupid." That's not really the case, especially if you have NO reference point. Granted...I was a wee young lad at the time, and I'd imagine an adult with enough education could probably learn how to run the game from the B/X books alone. But AD&D? That's not as easy. Certainly not as easy as "just read the PHB and DMG."

Again, I was BLESSED by having already mastered the B/X books by the time I started AD&D. After that, it was a matter of filling in the differences. Okay, combat is more complex with these extra considerations. Okay, spells are more complex with their material components and casting times. Okay, monsters have a couple more bells and whistles, alignment comes in additional flavors, we have this whole new system of PSIONICS to learn. Okay. Okay. Okay.

It took TIME to integrate all these rules into our game. Because, in our youth, we were interested in getting the game RIGHT. My friends and I had been raised to play by the rules when you played a game. No one had ever told us, "just make shit up." And we approached AD&D the same way: we didn't just cut stuff or edit what we didn’t like...instead we studied it, corrected our mistakes, and worked hard to play the game better

Fortunately, AD&D is not rocket science, and even 12 year olds can figure it out.

But it took us time. It took us EFFORT. It did not happen over night or after one read through of the books. If the stuff I've written implied that it was just a 'walk in the park' to roll out an AD&D campaign, I apologize. Mea culpa

NOW...now, forty years later, I can run AD&D with very little effort. I have my house rules that I use, but I don't have to. I could make clerics memorize their spells at the beginning of the day. I could make everyone choose an alignment. I've run the game strictly By The Book in the past, and it's no problem falling back into that. In point of fact, it's pretty darn easy. Hell, I could easily incorporate all the stupidness found in the Unearthed Arcana (we used that from 1985-1990) with Drow cavaliers and Upper Lower Class barbarians and comeliness and hierophants, etc. Not A Problem.

Heck, if I dredged my memory a bit, I might even be able to remember how to use the non-weapon proficiencies found in the Dungeoneer's Survival Guide. Man...what a waste THAT book was!

But the LEARNING to use and run the game with all that stuff came with time. These days, I’m more mature and sophisticated and (Lord knows!) patient as a DM, but for the most part I run the game exactly the same as I did when I was 15. I would say I was definitely “adequate” by 15…but that means it took (roughly) THREE to FOUR years to achieve competency in AD&D. And even then there was a LOT that I didn’t understand…things I really didn’t start comprehending till the last ten years or so.

I just knew how to run the game. Worrying about nuance and “game theory” is the purview of old geezers.

SO...about five years of training to become an AD&D Dungeon Master. Which, actually, is the typical length of time for most tradesmen to go from "apprentice" to "journeyman." Three to five years. That sounds about right. Probably not 8,000 hours...maybe 2,000 hours? Hours spent reading, writing, studying, and running games (the actual running being the smallest portion compared to the preparation). Hard to come to an exact figure...I never really kept track of all the hours I spent on D&D over the years.

Regardless...it's a long ass time.

For the most part, you can open the box of your average board game and figure out how to play it in an afternoon. But Dungeons & Dragons...especially Advanced Dungeons & Dragons...is not your "average board game."

I apologize if I've misled people into thinking otherwise.

Friday, December 12, 2025

Tamoachan

Notes on Tournament Play:

The purpose of tournament play is to get out of the ruins before time runs out. Choosing less direct paths, arousing monsters, or searching for treasure will cost players precious time. There is a real time limit of 2 hours on tournament play. If a shorter playing tournament is desired, it may be played that when the party reaches room #39 they have reached safety. This shorer version may have a time limit from 1 to 1.5 hours.  The DM should note the time at which play begins and halt play when the predetermined length of time has elapsed...

- From module C1: The Hidden Shrine of Tamoachan


It's been decades since I've run the C1 adventure. In the past, I've run it as both a "standard" camaign adventure, and in its "tournament" format...minus the time limit.  Having now experienced tournament play (and run several timed tournament sessions) I have a pretty good idea of what it takes and how much is possible when it comes to running such adventure sites.

Tamoachan is too big for the time allotted. That much was crystal clear from the outset.

Still, "nephew" Spencer was coming over Wednesday to play D&D, and by God we were going to give him a game! He picked up Sofia from school, and showed up around 3:30ish...about ten minutes after Diego got home. We sat down to play a bit after 4pm, pre-gens in hand, determined to tackle our "two hour" adventure. Meanwhile, my wife was working in her office, and had already agreed to make dinner (pozole...nummy!) after she knocked off work...figured we'd be eating around 7ish or thereabouts.

Then...at roughly 5:30pm...we heard a distant explosion and all the lights went out.

It's been "atmospheric river" up in Seattle over the last week...perhaps you've seen the images of flooding on CNN through some parts of the state (most notably Pierce County...south of Seattle). Well, it's been accompanied by a hell of a lot of wind, too. An enormous tree took out a swath of power lines and blacked out some 10 city blocks in my neighborhood. Our electricity wasn't restored till 3:20am.

Still...the show must go on. My wife moved out to the car where she could charge her phone and use her laptop to finish sending emails. Pizza was ordered from a place outside the dark zone (still had to go pick it up...but that gave me an excuse to get a six pack of beer). Candles and electric torches were lit, and we continued our game by lamplight, only breaking to eat.  

We finished up sometime around 9:40 (and then played a few rounds of laser tag in the dark house).

So...about four hours? And I ended the thing just after area #39, stating that the stairs beyond led "out" rather than to the slightly more complex (if shorter) 2nd level of the dungeon.

I should point out that the kids are no slouches, by the way, not even Spencer...who has less experience with AD&D than my kids at this point. He is very no-nonsense and decisive, maybe even more so than Diego who, I have to say, had a spot of difficulty wrapping his head around the scenario's parameters ("get out") when he's so used to the usual objective ("get treasure"). But he was able to buckle down pretty quickly, even as he decried the LACK of treasure within the adventure.

Sofia, on the other hand, was quite on her game. Of the pre-gens, she chose Rhialle the fighter (her standard class) which is the only character that speaks "Olman," the language of the various monsters and critters in the adventure. Which is great, because she tends to be a "talk first THEN kill" type player. She quickly won the friendship of the crayfish and guardian crab, scoring an off the charts natural "00" on her reaction roll, and likewise managed to 'talk down' the awakened monks and buy them off with a potion of climbing that she had little use for. She was also quite generous with the Keoughtom's ointment in her inventory and they'd used the entire thing before the end of the adventure. 

Diego, playing as Cair the magic-user/thief, and Spencer, playing Myrrha the cleric, alternated taking the lead for the party, though there weren't many disagreements (the one time they couldn't come to a consensus on a direction, they used augury to make a decision/achieve consensus). Both players ranged from good to great with their chosen characters:

Diego's an old hand at playing "thief types" (usually assassins) and had no issues knowing when to search for traps, picking locks, etc. and he's played plenty of elves and half-elves in the past. What was new for him was playing a magic-user...especially one with access to so many mid-level spells (he just couldn't wait to let that fireball off the chain), but he did just fine: killed the nereid's eel with magic missile, used detect magic on the statue's sword, knock to open the door in the flooded room (in order to safely empty the water), and light once the party ran out of torches (which just got them to the fire beetle chamber...thank goodness!). He did have a chance to use fireball...on the giant slug (in a chamber large enough to take the thing), boiling its hide and collapsing the wall on the thing...a fine use of the spell. And while he got his arm trapped in the beak of the eagle stature, he used his potion of stone to flesh to soften the thing so they could just cut him free without bashing his arm. 

Meanwhile, Spencer was fantastic as the cleric...quickly deducing that slow poison would help them with the poison gas of the place. using create water to wash the silt out from below the stuck door, and using snake charm on the two-headed amphisbaena in the final chamber, as well as the aforementioned augury and (duh) cure light wounds. He also made made excellent use of his wand of secret door and trap detection to (narrowly) avoid the sand box trap and to discover the secret door in the cat-faced wall (after Sofia had already failed her attempt to search for secret doors there) which would eventually lead to freedom...I think he ended the session with only 3 or 4 charges left after starting with 15. Kudos also for destroying 9 of the 15 zombies and knocking down another two with his quarterstaff.

And kudos to the whole group for simply ignoring the gas spore (Sofia did try to talk to it in Olman). Though Diego was tempted to take a swing at it (which would have been disastrous), they decided to simply not waste the time. I should note that NONE of the three players have the slightest idea what a beholder is, having never encountered one in the game (and not being the kinds of kids who fawn over a Monster Manual), so that probably accounts for their nonchalance about the thing.

All in all, the three of them hit some 24 of the 39 encounters that comprise the "lower chambers" and the "first tier" of the adventure. Even though many of these are designed to be easily bypassed or ignored for the sake of expedience, that's still remarkably  good time. Generally speaking, 3 to 5 numbered (i.e. "interact-able") encounter areas per hour of play is what I expect from an experienced group of players. Even accounting for the fact they weren't searching and looting for treasure, knocking down 6 numbers per hour is solid play.

Their scoring (tournament-wise) was pretty good as well. They had +46 positive points and only accruing -14 negative points. Adding +100 for all PCs surviving and the 100 point base, that gives the group a very respectable 232 point score. Not bad at all, despite struggling a bit with the whole nereid encounter and nearly losing Cair in the "plant pits" right before the end.

[to be fair, that one's a little "iffy;" Cair was healed...using the last of the Keoughtom's ointment...at the same time he was being reduced to zero hit points. We diced for initiative but the rolls came up tied, and I allowed him to continue on. Regardless, the PC wouldn't have "died;" he would have been "zeroed out," and still could have been dragged from the dungeon by his companions. Since they entered the final encounter area directly thereafter...and Spencer neutralized the snake threat immediately...Cair being down would not have altered the outcome of the session in the slightest]

Showing the map to the players afterwards, they were incredulous that the scenario could be completed in only two hours. Diego, a solid chip off the old block, was disgusted by the pitiful lack of treasure in the place (although I haven't actually run the numbers yet...). I did explain that treasure hunting was not the actual point of the adventure but, rather, escape...and the PCs could always go back, now that the air was somewhat cleared, and try plundering the Shrine. He grudgingly conceded the point.

[okay, I should probably look at this now: C1 should have an expected treasure yield of around 190,000 g.p. given that is it designed for five to seven PCs averaging 5th level and contains 54 numbered encounter areas. Total treasure count for the place is more like 90K-100K depending on how you want to price the many unique and weird magic items in the place. I suppose you COULD make up some of the shortfall by stocking an excessive abundance of "stucco figures" in area #1 (there's no specific number given, only their value) but an upwards limit of 4,000 g.p. worth seems appropriate. Still...only about half of what I'd like to see, and the upper tiers are especially meager. One podcast review of the adventure I listened to suggested doubling the value of all the ornamental jewelry and gemstones, and that seems like a reasonable (and easy!) fix, if you want to make the treasure count more palatable]

But it was fun; everyone had a good time, especially Spencer who loves "old school" D&D and just does not get enough of it. But isn't that something we ALL could say?

Okay, that's enough...hope I didn't spill too many spoilers on this (nearly 50 year old) adventure!  Cheers!

The Kids


Thursday, August 28, 2025

Play-Testing Complete

Still at Orcas. A fine, fine day with plenty of sunshine, hiking, good fellowship, and the eating of seafood. So much seafood.

(*sips wine*)

We also finished my final play-test of the tournament module that I plan on debuting for this year's Cauldron convention. My own players (kids..they're just kids) did quite a bit better than those (adults) who sat down at my last play-test, suffering only three deaths and coming away with some 60k+ in treasure. But it was a pyrrhic victory due to...well, I'll let your imagination fill in the blanks when it comes to the whys and wherefores.

Diego was miffed (for the most part) because, in the end, they'd left so much treasure on the table. The adventure is downright fiendish...I am VERY pleased with how it functions, as it should bring a lot of grief and suffering to the players if run correctly. I need to polish up the text a bit to make sure there's proper instruction for the DMs as to HOW to run it. But this shouldn't be an easy "cake-walk" in the same way (some) people referred to last year's module.

[and just to be clear: when I ran last year's adventure for my home group, it ended in a TPK]

[which reminds me: best line of the evening tonight: "Yes, we suffered two deaths so far. But one was a suicide and the other was, also, technically a suicide." Oh, my. We laughed so hard the kids were worried I was going to faint...]

For a group of 6-8 Euro 1E aficionados...yeah, maybe they'll find a way to break the thing over their knee. And that's fine; that's part of the game. I've been seeing players wreck my crafty machinations since I was a kid...it is what players do (duh). But my job is to make them work for it; it's no good if they find things too easy. 

Iron sharpens iron. And I want my players to be honed to a hair-splitting razor.

SO...polish the text for clarity and context (in terms of running) and then I'll get it out the door to the Cauldron organizers who (it seems) have appointed me "tournament director" for this year's con. Which just means (I think) that I get to decide the winner of the tourney. Which is, like, cool and everything (so long as they provide the medals)...but I'm less concerned with 'winners' and 'losers' and more concerned that people just have a good time running (and playing) the adventure. THAT is what we're all there for, after all.

Besides, I have three more adventures I have to write/prep/test before I leave town. ALSO, I should probably get on the task of buying my plane tix to Germany. Jeez, I'm a disaster!

Okay. It's after 1:30am and I need to get some sleep. Tomorrow's our last day here and it promises to be filled with pickleball and homemade pizza (among other activities), before I'll be catching a ferry back to Sea-Town (by way of Anacortes). It is time for BED, folks...hiking Mount Constitution, watching the Sounders drub LA Galaxy, and spending a couple hours in the dungeon really takes its toll on a person. 

Besides...my wine glass is just about empty.

(*drink*)

; )

Tuesday, April 15, 2025

Quick Tuesday News & Notes

Spent all of yesterday doing my taxes, so I'm taking a bit of a day for myself. Apologies. Hope to post something later this week.

For the curious: our volleyball season is over. We lost in the semi-final to a very good team that received some very questionable line-judging calls from the parent/volunteer. By my count we won the first set 25-21 (rather than lost 21-25), and if that's judged differently, we go to a third set with our strongest players and a good chance to win. Maybe. They were still a very good team.

And you can call it sour grapes, but we did go to the championship on Sunday (by "we" I mean myself and half the team), and watched a game with neutral (i.e. official league ref) line judges and watched them play extremely mediocre and get beat in straight sets. To a team that (I think) we also could have handled.

Ah, well...it is what it is. We had a very good, very successful season with a group of kids (most of whom were new to the sport) who had a great time. Losing is a part of sport...a valuable part, as it helps build resilience. You don't die from a loss: you pick yourself up, dust yourself off, and move on to the next challenge, hopefully taking a moment to glance over your shoulder at the road you just navigated for the length of the season (12 weeks for us, and a lot of victories under the belt). There's even some discussion about a couple/few of our players moving into club volleyball. Diego's one of them...though he intends to see how his soccer try-outs go first.

Volleyball. Such fun.
 
And good for the boys. Been listening to Steven Bartlett's Diary of a CEO podcast lately and I found this one with Logan Ury and Scott Galloway was really thought provoking. While it doesn't address Dungeons & Dragons or the place of fantasy RPGs in the scheme of the declining demographic of young males, it made me consider what could be the benefit of such groups (something that has been broached before by others in our community). Noisms definitely had a point with the importance of male role-models to young men...and yet, I'm NOT a humongous fan of "all dude gaming groups," finding it pretty neat/useful to have people of different genders playing/operating together in a cooperative fashion that lets all sides see others' strength and value to the collective. For me, growing up playing D&D with young women was immensely helpful...and yet, I also had the benefit of many male role models in my life (my father was around till I was seventeen, and I had male teachers, male coaches, male Scout masters, etc.). There are plenty of boys...including those I grew up with...who didn't have the same luxury. And that sad state of affairs is, it seems, becoming more common not less.

Mm. Just something I'm thinking about this week, as my own "young man" (who is now taller than his mother) is gearing up for high school. Probably I should just keep coaching.

Funny observation from coaching both boys and girls sports teams: with regard to boys, the main issue is keeping them disciplined and focused; for girls, the main issue is stoking their "competitive fire." Doesn't mean there aren't boys who are disciplined (like Diego) or girls who are fiery competitors (like Sofia), I'm just talking about "general trends." But you know what? I think one of the things that has helped BOTH my kids in this regard is the game of Dungeons & Dragons: playing D&D has forced Diego to reign back his more reckless impulses and had forced Sofia to step up and be more assertive. Yet another great reason to encourage your kids to play D&D from an early age!

*ahem*

The last thing I'll mention is that I am, indeed, working on some D&Dish stuff; ending vball, getting the taxes filed, and getting through all D's high school enrollment stuff means I suddenly have some extra "free" time. Today, I've been going through a LOT of old stuff that's been lingering in open windows on Ye Old laptop...adventures I'm writing and whatnot...and I came across this old (I mean old) post that any fan of T1 or The Temple of Elemental Evil might enjoy perusing. It's not the blog post itself, but the discussion in the comments (spearheaded by the once prolific scottsz) that is worth the read. This kind of discussion...minus all the Greyhawk-ian "lore"...is the kind of thought process I go through these days when I'm rewriting/repurposing a Hickman adventure module. Not that they don't "function" (well...) adequately for an evening's D&D entertainment. But it's possible to do a deeper dive and dig into the "why" of a thing such that it translates into stronger world building in your campaign.

Which is a VERY GOOD thing. For me, anyway. Because I'm not into superficial ("cheap") thrills when it comes to my game. Oh, it doesn't matter to me that such information will probably NEVER matter to anyone besides myself (certainly not the players!)...it helps me understand and grasp how the adventure works and how it fits with everything else going on in my game world. Which gives a comprehension of my campaign world such that I can answer any insipid questions the players come up with in a reasoned and meaningful way. Which makes me a better Dungeon Master. Hard to be a Dungeon Master if you can't even 'master' your own world.

ANYway...good post, good discussion. I'm not a Greyhawk dude, but between that, Joe Bloch, and Trent (whose new book you should take a look at if you're interested in 1E adventure material) I feel like I might want to do something with ToEE. And I have a pretty good idea what (although let me get through these other three projects first!).

Also, it may be time to revisit cosmology in my AD&D game. That should be the subject of my next blog post.  When I have the time.
; )

Monday, April 7, 2025

Wee Hours - Redux

Yes, another volleyball post. For those who are interested but, mostly, for my own enjoyment and edification.

It is again 5:30am and (again) I've been up/awake for, roughly, an hour plus. No volleyball today, but volleyball is what is on my mind. Also, I had some chocolate last night (Sunday doesn't count for the ol' Lenten fast) which might account for 4ish hours of sleep. Maybe. Playoff volleyball carries its own hyper-stimulation.

Some context: as a Catholic school (of course my kids go to Catholic school) we play in the CYO (Catholic Youth Organization) league of the Seattle Archdiocese. The vast majority of teams we play against are our fellow Catholic schools (CYO allows the occasional secular private school to participate also), so many of these schools are teams we see many times over the years, in various sports. Schools have rivalries; schools have reputations. And schools have strengths and weaknesses (by class). 

Our school is a small one...tiny. My son's class size is 17...eight boys and nine girls. Our parish has a vibrant Latino community thanks to its offering of bi-lingual (Spanish) services...one of the reasons my wife and I chose this parish for our family, besides its close proximity to our home. However, the majority of the Latino families send their children to public schools rather than our school, despite the fact our school offers Spanish language class from kindergarten through 8th grade (another reason we chose to enroll our children).

To say that our school is NOT known for athletics would be a gross understatement. These days (i.e. unlike in my youth) CYO is very interested in giving all students an opportunity to play sports, and as such schools are allowed to partner together with other schools (or simply have their students join larger schools) in order to play sports. My son has played CYO soccer since kindergarten, but he has not played under his own school's name since 5th grade (when they shifted from 7v7 to 9v9); in basketball, he's NEVER played for his own school (there are only four boys in the class that play). Same with cross country and track. It is what it is.

That we were able to put together a full volleyball roster is...amazing. Last year we had a combined team of 7th graders and 8th graders. All three of my 7th grade players returned this year, and they brought three of their five classmates. The one 7th grader from St. Matthew's (another small parish) that played last year also returned, and we got one new 8th grader (Jesus) who attends the parish but doesn't attend the school proper. Finally, we are once again including 7th graders on our (8th grade) roster with two from our own school and one from St. Benedict's...a traditional partner school of ours that is even smaller. None of these new boys had ever played team volleyball before this year.

When last I wrote, we we were about to play our penultimate regular season game against a hated rival; I'll call them "AB." Hated is a pretty strong word, but they are a school with an obnoxious reputation (in sports) and a rather unlikeable coach who has a tendency to jump out of her seat (not allowed under the league regulations) and yells instructions to her team continuously throughout matches. The team is large in size and numbers (a maxed out 15 man roster), and tends to get by on their athleticism. We played them on their home court with a biased referee (an alum of the school) and we lost...mostly (IMO) from us losing our cool over questionable calls. They finished 7-1 and #2 in the Northern division while we finished #3 after beating (what I considered to be) the best team in our division in the final week of the season (a team who had been undefeated in play before we beat them...their only other loss coming by forfeit when most of their players were taking a high school placement test for Seattle Prep).

So, at 6-2 (our only other loss being in the first week...mostly due to nerves...against last year's champ and the eventual #1 seed of our division), we entered the playoffs this weekend. Single elimination. Our first game was on Saturday and (as with all playoff games) was played at a neutral site (St. Louise in Bellevue) with League official scorekeepers and referees. The last time we had been in that gymnasium was last year, for our first (and last) playoff game of last season...a game in which my son injured himself making a diving save (scoring the point!) before having to be carried off the court. He sprained his MCL that day, which caused him to miss soccer tryouts for his club team (and was subsequently cut/sent down to a lower division) and prevented him from most athletics till July. 

ANYway...we won (against the #5 seed from the South division) in straight sets 2-0. 

Which set up yesterday's (Sunday's) quarter-final game against AB at 5:30pm in West Seattle.

The players were pretty keyed up...as you might imagine. Excited to be playing, fired up to avenge their earlier loss, a little worn out from a long-weekend (not only did we play Saturday, but this was the weekend of our school's Spring Musical...which has all middle school kids participating. Most of our players came directly from the Sunday "matinee" performance). Some were tense just from the drive to West Seattle in the pouring rain (there was pickup truck accident on the West Seattle bridge that is never helpful). Nathan was out sick. Herbert wasn't going to make it by game time. That kind of thing.

I said to them: "You guys ever watch sports movies?" Yeah. "You know how there's always a hero team and a jerk team that gets its comeuppance at the end? Well, today's our movie day when we knock off the jerks." That settled them down and fired 'em up.

While the rules of volleyball are pretty straightforward (best two out of three sets, first two sets to 25, third to 15, rally scoring, sets must be won by two points), the method of tracking scores is fairly intricate, as there are specific rules/procedures for serves and substitutions. In addition, CYO has specific rules with regard to participation and playing time (all players must serve at least once, all players must play at least 25% of the game). None of this is a problem for us (my wife is our scorekeeper), but it's cool because these intricate score cards allow me to recreate the game as they played out. Here's how yesterday's game went:

Coaches and captains met with the ref. Our captains for today were Diego (my son) and Atticus. Atticus is, perhaps, the nicest, kindest kid in class and is (definitely) the least competitive. He is good at volleyball (he was one of my players last year) but he plays it because its fun and he likes his friends (he plays no other competitive sports). He has also begged me all season NOT to make him a captain (captains on the court are the ONLY people allowed to address the ref during games and are responsible for having their players ordered and lined-up). I told Atticus after our win Saturday that he would be a captain against AB, no "but-but-buts" about it. Before the game I told him: "I am empowering you to be a leader with your kindness. You make sure our team is being kind to each other, and kind to the other team. Help them stay out of the whole drama that comes with playing this AB team...that's your job as the captain." He understood. As the "away" (lower seeded) team, he called the coin toss, which we won, and...as I always do...we deferred serve till the second set. 

We returned their serve to score the first point but immediately gave it back with our first server, Judah. They scored a point before we won a rally (making it 2-2), then gave it back again (Diego's serve), another exchange, then Evan got an extra point before they rallied, we exchanged again, and immediately gave it back after Atticus's serve. The game sitting at 5-5. They then served five in a row before we rallied, but an immediate exchange (Jesus serving) followed by a point put us down 12-6. I then subbed in Herbert for Evan.

Evan is the shyest, quietest kid on our the team...he has literally said less than 10 words to me all season (in practices or games). Maybe six words? And yet, he has the main role in the musical and I watched this kid rattling off plenty of memorized lines along with (not very tuneful) singing. He's one of our taller players, but he lacks quickness, decisiveness, and agility. He plays soccer to be with his friends but he's generally a bench player. Herb, on the other hand, is a 7th grader who plays premier soccer (same club as my son but a year behind) and is used to high level competition. Neither have played volleyball before but they both bring their own strengths: Evan, who's been taking tennis lessons, is one of our most consistent servers, while Herb has raw athleticism and competitive fire.

They score another point (13-6) and I call timeout. I check in with them, remind them there's no time limit, make sure they're calm, deep breaths, locked in. They rally and Ryan scores a point before we exchange and the gap is narrowed to six.

We immediately rally to make it 14-9 and then Judah, our gentle giant from St. Matt's parish, gives us 10, 11, and 12. He's going under-hand today, not trusting his nerves (6'3", bespectacled kid who's actually homeschooled, the Panther kids have embraced him since last year). I consider subbing him out after the exchange (like Evan, he's one of our slower backline players) but decide to let it ride. They score another point before we exchange and now the score is only 16-13.

Then its time for "Nails" to step in: my son, the Capricorn, has icewater in his veins (you should see him take PKs). He serves up 14, 15, and 16 to tie the score. Then he serves up 17 to take the lead and the AB coach calls timeout. I check in with our players...they are locked, they are solid, they've been here before. We would scrimmage our 8th grade girls back at the beginning of the season and routinely go down 8 or 10 points and have to claw our way back. This is what we do.

And now the crowd is chanting from the bleachers on the opposite side. "Let's go Panthers!" (*boom*boom*boom*) "Let's go Panthers!" (*boom*boom*boom). I have never heard this before at an elementary school event. Not volleyball, not basketball, not anything. It's rather incredible.

The timeout ends, the crowd goes silent (viewers are REQUIRED to be silent during serves). Diego scores another point to put us up 18-16 (thunderous applause) and then the exchange. 

The ref awards a point to AB for a bad switch in the front row (we use designated setters: Jesus and Diego for this set), and they score another to get to 19, but we win the next rally and we know we have them on the ropes. I sub Evan back onto the court to serve...no need to call time. Evan goes 20, 21, 22, 23 and the AB coach calls timeout. I was told later (I wasn't paying any attention) that she was actually yelling at and berating her players on the court. That's her deal, not mine. I told the team: two points...we just need a rally and a serve and we can move on to the next set. "Or," I said to Evan with a smile, "two more serves. If you want to." Evan said nothing (he never does), but he smiled and he gave me two more serves and we closed it out 25-19.

The tale of the second set was much the same, so I'll be quicker with the telling. They went up 6-1 to start before we got into our rhythm, but at 11-6 I subbed Ryan in for Nicolas. Nicolas is a big guy (tall, not fat) who has good instincts, but his feet are stuck in mud...it doesn't help that he misses practices for ice hockey (his other sport). Ryan, my son's best friend, is the shortest kid on the team (shorter than Diego) but has the biggest mouth (it runs non-stop)...a club basketball player, he's got excellent quickness and agility and is a ferocious competitor. We rally and Jesus takes over.

When we heard we were getting a new kid named "Jesus" this year, the kids joked "Jesus will save us!" When he missed the first two/three weeks of practice we wondered if he'd ever show up...and after missing so much work, there was some grumbling that "He better know how to play volleyball." Well he does, and he's the best overall player on the team. Only slightly taller than Diego (i.e. not that tall) he's stout and athletic and LOVES volleyball (his whole family is into the sport). Sporting long, "beautiful" hair (as described by one parent the other day), when he's on, he's on. He may be even more competitive than my son (the only other person I've seen with tears after a loss). 

Jesus serves us up to 10 before AB calls a timeout, desperate. The crowd is chanting again now (I believe it was Jesus's family that started the chants...Mexicans, go figure). There's not much for me to do or say during the timeout besides "finish strong." Jesus takes us up to 14, before they rally. 

They get back to 16, but I don't panic. Herbert serves and we exchange. I put Nicolas back in for Ryan (I want Nicolas to serve; he's consistent), Logan exchanges, they exchange, Nicolas serves up 18 and 19 to take the lead, then back to them where they take the lead to 20, before another exchange ties it up and Kieran comes in. 

Kieran is about as stereotypical an Irish Catholic kid as you see. He's got the red hair and freckles, he was born on St. Patrick's day, he acted as both an altar server and Eucharistic Minister at Mass the night before (I know...we were there and he gave me Communion). He comes from a musical family and plays multiple instruments...for school Masses he accompanies the choir on the piano. While he's done a lot of swimming in the past and is coordinated, this is the first time EVER that he has played on any competitive sports team. He can get a little "adrenalized" in these games.

He hits an overhand rocket that nearly goes out of bounds...he is obviously amped up. He takes a big step back and sends in another huge shot that nearly kills some poor kid. Now our whole bench is laughing. "What did Kieran have for breakfast this morning?" Ryan says: "We're going to storm the court!" I say: "Don't you dare." Ryan, on the bench is yelling at Kieran to move back, as he continues to put a heavy dose of mustard on his shots. We hit 23 and the AB coach calls a timeout. "We just need a serve and a rally," is all I need to say. They smile. They know. It's all over but the shouting (or chanting, in this case). "You feeling it a bit today, Kieran?" I joke, and he chuckles...he's practically floating.

He gets to 24 before they return one, Diego sets to Herbert who spikes into the net (probably Herb's only missed spike of the game) and AB gets the ball back. 

But it doesn't matter. They serve, Nicolas bumps it up in the air, Diego sets it beautifully to Jesus who spikes it off the head of some poor kid in the front row...an exclamation point on a team that could have been disqualified (under CYO rules) for their coach's antics in the playoff game the day before (we stayed to watch after we finished Saturday). I told the coach of that team, "We'll get 'em for you tomorrow." And we did.  Then we cheered 'em out and shook hands and I told the boys we'd have normal practice this week (ahead of our semi-final match next Saturday), now that the musical was over and we could use our gym again (last week we were practicing at a different school...not ideal).

Ah, sports. So fun, so exhilarating. Probably not as exciting to read about as to watch in person, but writing it up helps me remember the experience, the emotion, the stress, the joy. For the rest of the day, it's pretty much all my family talked about...but we get excited about sport. Not everyone does. 

But boy, the parents of these kids are sure having fun this year.
; )

There are only four teams left, and they are all exceptional teams. I had the chance to watch all of them play on Sunday and take their measure:

St. Al/John: a two school combo that always partners together. While most school's would choose to field one large team (like AB does), St. Al/John's has taken the "interesting" approach of fielding two small teams, one of which is stocked with their best athletes. This is their "A" team; an eight-man squad, they won the 7th grade championship last year (when we were playing up a grade) and at 7-1 were the top team in the North division. They handed us our first loss of the season, mainly due to nerves (I felt we were the better team, but it was our first game and we had a lot of "frozen" players) on the court. I figured they were pretty fraudulent as their record was pumped up playing the bottom-feeders (their only loss was to a 4-4 team)...however, watching them play yesterday, it's clear they have improved steadily over the course of the season. Very tough.

Holy Rosary Seattle: a team stocked with what appears to be varsity basketball players; tall, strong, athletic kids. They were only #3 in the South division, but maybe they lost games because their players were out playing club hoop tournaments? They are a little "exuberant"...their hammer serves fly over the back line nearly as often as they land in, and they mistime many of their spikes, hitting net on easy lay-ups...but this is the kind of team that, if they get rolling and 'in the zone,' they can steamroller teams. I have been told they were the runners-up last year and have a bone to pick with St. Al/John; their head coach is an old codger who looks like he was coaching volleyball since before I was born. 

St. Anthony: the #1 seed out of the South division, and the only 8-0 team. A team composed of mainly Filipino and Southeast Asian kids (judging from the last names on their jerseys), this is an extremely well-coached, well-disciplined team. A fifteen player roster, they have three coaches, and run a circuit training warm up in small groups. Very coordinated teamwork...they lack height and athleticism (they only have two kids I'd qualify as "athletes" on their team) but they run designated setters, outside hitters with a decoy in the middle, and they are all consistent servers (at least two or three with a good jumping overhand). They are the "death by a thousand mistakes" team...they build up a lead based on your errors and woe betide you if you're sloppy and give up easy points. Their main setter is a skinny blonde kid with a wicked left-handed overhand serve; their best athlete is the coach's kid and is basically a mini Jesus with a jump serve. Watched them demolish another playoff team 25-15 and wasn't even as close as that score looks...just no shot for a "playoff" team trying to get by on size, athleticism, and hard serves. Obviously a good team with good chemistry (a lot of love for each other); really, their only Achilles heel, besides a lack of athletes, is they struggle to dig. But they are as patient as Job, and they will wear you down...quickly...if you're not on your game.

We play St. Anthony's...in Bellevue again...on Saturday. If we win, we play the other semi-final winner in the championship at Blanchet high school, in our neighborhood, on our turf (Diego will be attending BBHS next year...it's five minutes from our home). 

All right. I think all that's out of my system now. Time for a nap.

[post momentarily interrupted by the need to get kids off to school]