Showing posts with label project. Show all posts
Showing posts with label project. Show all posts

Wednesday, March 12, 2025

Revisiting The Past

The last couple nights, I've had the pleasure of watching the first two episodes of Daredevil: Born Again. Man, I missed that show. Vincent D'Onofrio is so great...I've followed his career for years (starting with the Blood of Heroes, cheering him as Rob Howard in The Whole Wide World, even watching him as that evil Billy Corgin-looking serial killer in that Jennifer Lopez movie whose name escapes me)...but his portrayal of Wilson Fisk has got be his greatest role. And Charlie Cox makes a terrific Murdoch/Daredevil. Chef's kiss.

But MCU television isn't the reason for this post's title (although, as usual, it makes me itch to run a superhero campaign. Also, Sofia was watching The Incredibles 2 the other day...I'm sure that's part of it). No. I received an email from someone the other day that read (in part):
Reading The Complete B/X Adventurer I've noticed a teaser for the module "In the Realm of the Goblin Queen". I didn't find it anywhere, was this module published?
Ah, man...I'd forgotten all about that one.

BXC1: In the Realm of the Goblin Queen was an adventure module I had originally planned on publishing alongside...or in conjunction with...my B/X Companion book. I wanted a companion adventure for my Companion that provided a decent scenario for high level B/X play in the same way that B2 was published with Moldvay's Basic set and X1 was included in the Cook/Marsh Expert set.  Unfortunately, it never happened...for a number of reasons.

That doesn't mean there wasn't work done on the thing. Looking through my laptop's hard drive, I not only found my notes on the thing, but whole sections of text that were completed for the module: nearly two dozen pages of text, in fact. Considering the size of other adventures I've written for publication in recent years, this is pretty darn huge...the thing probably would have been close to the size of Dragon Wrack, had it been completed.

Of course, it's too wordy by far, and in need of serious editing. It looks like I last worked on it in 2010 or 2011, and my idea of what's needed/necessary in a module (even an introductory/teaching example, as this one was supposed to be), has changed quite a bit over the last 14+ years. It's not bad...in fact it has some decent ideas in it. But it could certainly be more clear and direct and less, mm, "flowery." There's read aloud text here (similar to that found in B2 and X1), and its presence makes me cringe a bit...I was putting a lot of effort into aping old adventure writing styles at the time.

Understandable, of course. BXC1 was my first attempt at writing any kind of adventure module.

However, it wasn't dissatisfaction with my own writing that kept me from completing the thing. Heck, it wasn't even lack of ideas for content: all the content is pretty much outlined in my notes (and most, if not all, of the more complex encounter areas were the ones I finished writing. Nope. This project got shelved for the two my two biggest bugaboos (of that time): lack of artwork and lack of satisfaction with my mapmaking abilities.

*sigh*

Which is all so dumb. I mean, sure, I STILL drag my feet when it comes to drawing maps (for me, the map is the hardest part about designing an adventure), but I've developed strategies and methods of dealing with that particular weakness of mine. And the art thing? That is sooooo not a concern for me these days. Way too many adventure writers are prioritizing form and style over functionality and playability...to the detriment of the product they're ostensibly trying to create. I'm at the point where I'm more-or-less anti-artwork in adventures. Which I grok is bad for the business side, but the artwork in adventure modules is so rarely helpful/useful. Decorative fluff, rather than truly illustrative.

SO...I should probably just finish this thing. 

I actually don't think it would take that long to do (hahaha...sure, pal! it always takes longer than anticipated!). But seriously, the bulk of the work has already been done. Cutting the extraneous and cleaning up the format doesn't take that long. If I could find my maps (never scanned, though they're around here somewhere), I could probably bang this out in a couple weeks or less. But there ARE a couple things that make me hesitate:
  1. It's a high level adventure written for B/X.  I am sorry, but these days I'm not wearing the same rose-colored glasses I once did with regard to the viability of long-term B/X play. Do I really want to be encouraging this concept? Finishing BXC1, at this point, would be more of a vanity project than substantive (at least, so far as my own development as a game designer is concerned). Good practice for writing (maybe), but doubtful in its practicality.
  2. I've got three (or four) adventures still in need of writing for Cauldron 2025. And all of eight months left before that little trip...eight busy months (with one kid graduating and starting high school, Confirmation classes, volleyball season/playoffs, soccer club tryouts/tournaments, summer travel, etc., etc.). Not to mention I still need to finish cleaning out my mom's house so I can get it on the market. Just a ton of stuff.
But "being busy" is nothing new for me; I suppose I should be used to it by now (though, to be fair, "not completing writing projects because of busy-ness" is also nothing unusual). Ah, well.

Okay, that's enough for the nonce. I'm currently in the process of thawing out a frozen beef liver for my lunch. Talk about "revisiting the past:" I haven't had liver & onions in some 30+ years. It was one of my mom's favorite dishes, though she stopped making it around the same time I started going to high school...instead, she'd get it for her birthday, once a year, when her best friend would take her to the (horse) racetracks.  Just had a craving. 

Later, gators.

EDIT:  Man, there were a lot of typos in this post (fixed most of 'em). ALSO: the liver and onions dish was delicious.
; )

Thursday, March 28, 2024

F***ing Idiots

Started a post on Monday that was fairly wistful. Started a post on Wednesday that was more nostalgic. Started a post this morning that was full of irritation and ranting...real piss and vinegar stuff, calling out people, naming names, etc.

I ain't posting any of that. Heck, I ain't even going to give you summaries.

Here what I'll say instead:

Let's for the moment assume that you wanted to read a book explaining the path to being a great Dungeon Master. Because (let's say) you really like Dungeons & Dragons, AND you're the person (for whatever reason) that ends up in the Captain's Chair, more often than not. AND you've decided that, hey, maybe I could use some notes or insight or gosh darn instruction that might help polish my game. A handbook of practical information, untethered from considerations of rules and mechanics (as one finds in the DMG) yet structurally sound, applicable, and good for reading/reference. Something containing a paradigm that makes use of the BEST information found on various blogs BUT CONDENSED, in a way that meandering bloggers just can't seem to get going. Something with a table of contents, perhaps.

Let's say, as a thought exercise, that you wanted that. And let's say there WAS such a book, available in paperback and audio and ebook format...a platinum best-seller on DTRPG with a (near) 5-star rating and a ton of positive reviews and accolades. And let's say you bought it and opened it up to that table of contents...a table of contents that featured multiple authors giving essays on various aspects of running the game. Would you hope and expect to see chapters with these titles (in this order):

"Making Players Shine"
"Creating a Fun and Inclusive Game For All"
"GMing for Kids"
"Giving Initiative: Engaging Shy Players"
"The People At The Table"
"Advice for New GMs"
"Tips for Long-Time Gamemasters"
"Planning Your Campaign in Four Stages"
"Character Love Interests"
"Gamemastering on the Fly"
"One-Shot Adventures"
"Winning Player Investment"
"Knowing the Rules vs. Mastering the Game"
"The Art of Theatrical Gaming"
"Laughter, Cellphones, and Distractions from Serious Gaming"
"Roll With It! What to Do When It Doesn't All Go As Planned"
"Feasts and Famines: Handling Large Groups or Just One Player"
"Ditching the Miniatures: Playing A Smoother RPG"
"Getting Things Going Again"
"Dealing with a TPK: How to Save Your Players, Your Campaign, and Your Reputation"
"Moving the Perspective"

Really? This is going to show me how to be a Dungeon Master? 

With tax, the price of the book runs a bit under $22...a little more than $1 per essay. That wouldn't be an unreasonable price...if any of these essays looked worth reading, I suppose, if I'm bring perfectly honest, I do have some curiosity about one or two of these...what could a four page essay tell me about handling "large groups or just one player," for example, that couldn't be said in four sentences? Hold on, let me give it a try:
While D&D can be played with as few players as one (or even none, should a DM want to use the random dungeon generators, wandering encounters, and treasure tables to play an abridged "solo" game), the game functions best with a number of players, working in cooperation. Challenges will need to be adjusted based on the player number: I've found six to eight player characters to be optimal, and groups with fewer players benefit from a number of NPC companions that can fill the ranks to this number. Over the long term, campaigns can sustain play from a huge number of players, but practically speaking, it is difficult for a DM to manage a table with more than nine players at a time, slowing play substantially and diluting the play experience for all. If you have such large groups, it is best to run multiple sessions of smaller parties, rather than huge groups at once.
That's not bad for a first pass. I mean...it's about all that needs to be said, really (perhaps a footnote regarding large campaigns with multiple DMs).

But...whatever. Curiosity is about the only reason I could see myself spending money on this thing, because none of this looks like solid, practical information. In fact, much of it looks incredibly counter-productive and terrible advice; I could easily see individuals incorporating this nonsense into their DMing producing games that are far worse than what it would have been without these "tips."

Here's an excerpt from the first chapter (I'll remove some of the excess padded word count that adds little-to-nothing):
"...we're there to make the players shine and the world come to life, and the nice thing about doing so is that both activities feed into each other. The more engaging the world is, the more players feel encouraged to get involved and make their characters shine. The more the PCs shine, the more engaging the world becomes.

"GMs can make players shine by giving them as many chances as possible to succeed and look cool while they do it. That's it! ...

"Thinking of GMing as a service job helps make the game as great as possible for all of the players. If your focus as a GM is on your players and their awesomeness, and you are constantly engaged in making "shine moments" happen whenever they can, then you create a positive feedback loop: Players work to do cool things with their characters, you make the world react in a cool way to what they do, the whole table celebrates the cool moment as it's happening, and the loop continues. Players get more invested in the game, the world, and the story, and contributing more great ideas and story grist as a result. Everybody wins!"
Sure. Dance monkey, dance. Feed the narcissism at your table. 

The chapter continues with telling the DM to celebrate good dice rolls when they occur, to use elaborate descriptions of how awesome a player succeeded at their skill check or attack roll, so that the player can feel special and shiny. This is shitty, shitty advice. Just what, do you think, you're communicating? Hey, anyone remember Deep Thoughts by Jack Handey? Here's a comparable quote:

Children need encouragement. 
If a kid gets an answer right, tell him it was a lucky guess.
That way he develops a good, lucky feeling.

Yay. You picked up a 20-sided die and rolled a high number! Let's celebrate! You're really good at rolling dice! Glad to have you on the team!

Now, hold up a sec. Probably there are DMs out there who could benefit from some advice on managing players at the table: understanding the difference between DMing kids and adults, or extroverted individuals and introverted, and the general nuts-and-bolts of acting as a facilitator/referee for group dynamics at the table. Sure. But that's ONE CHAPTER, and (for my money) probably not a terribly large chapter. The fact is, being able to manage group dynamics effectively is DMing 101, and if you need a whole lot of training on that, you're probably NOT cut out to be a DM.  Sorry.

Tuesday, I had lunch with Rob, my oldest friend (we've known each other since preschool). It's been roughly fifteen years since the last time we got together; a lot has changed for the both of us in that time. For one thing, he's playing D&D now and is, in fact, acting as the Dungeon Master for his group. This despite never having much interest in the game in the past (to be clear, we played other RPGs...like Classic Traveller...and hex-n-chit war games. D&D was just never his thing). Amazing, quite frankly...never thought I'd see the day. Gave us PLENTY to talk about, even after catching up on all the fifteen years of history we'd missed.

He is, of course, playing 5E "but only because that's the version my game group wants to play." Never heard that before. He ended up becoming the Dungeon Master after the first session and "the DM decided she really preferred to be a player and not a DM." He says he enjoys the role mainly because it has stopped him from having to answer the question 'what do you want to do?' He'd much rather react (dance monkey!) to the players than have to generate his own proactive action. 

[comes from playing a directionless game with no focused objectives, I suppose]

Rob is VERY new to D&D...he doesn't know anything about 2nd or 3rd or 4th edition D&D, for example, though he has heard of Matt Mercer (*sigh*). He found my perspective on the game...mm..."intriguing," to say the least; especially what the game is, what it does well, and how best to use it. "I might have to invite myself to one of your games," he said. Yeah, probably, should. 

It's too bad he lives in Everett. 

See, Rob is now discovering...at the ripe old age of 49 and a half...some of the joy of Dungeons & Dragons. "Some" being the operative word, because there's also discontent...it's like he can see the potential, but just can't grasp it. Like he sees there's an answer, but he doesn't know the right question. He knows people are having fun with the game, but he's not quite sure he is having fun...or (perhaps) not quite sure he's having the kind of fun that he wants to have. Or feels he could have. Or even knows what it would look like to play enjoyable D&D.

Is "fun" on the chapter list for the aforementioned 'gamemaster guide?' Hmm, let's see:  "Creating a Fun And Inclusive Game For All" would seem to suggest something about "fun," including "fun for the DM" (I mean, I'm just inferring that from the "For All" part of the chapter title). Hmmmm...reading through the chapter, the answer would be "no;" it's just about understanding and recognizing issues of diversity and privilege and being understanding of people's feelings, maybe using an "x-card," setting boundaries, etc.

Um. Okay. I guess that's good advice to being a better human being, but it's not really giving me information specific or pertinent to running Dungeons & Dragons. Again: small chapter on how to run a table: good. Maybe a couple sentences about not being an asshole or allowing people at your table to be assholes to each other. But this is really remedial shit, and if you need a six page tutorial on the subject, you've probably got bigger fish to fry, life-wise.

*sigh*  

Anything about running a long-term campaign or the benefits thereof? No. Anything about commitment to world building and the mindset necessary for engagement? No. Anything about studying real world history, politics, sociology, mythology for the betterment of your campaign world? No. How about the absolute importance of knowing and understanding the rule system being used, in order to provide the players with consistency and a referee that they can trust? No, in fact we get gems like this instead:
"Understanding when to strictly apply rules instead of maintaining game fluidity is one of the true marks distinguishing the novice GM from the master GM...the GM has to learn how to balance the impacts of ruling on the fly to ensure that the game continues without making it "too easy" as well as ensuring that the carefully-crafted player character abilities are not swept away and ignored.

"Game play can be improved in both the short term (flow) and long term...by improvised decisions. To master the game, you, the GM need to be agile enough to decide when to just make a decision rather than go with the rules or rulebook...

"...What is important is that you spend game time actually playing, and not consulting rulebooks every 15 minutes. True mastery of tabletop roleplaying means that a GM has control of the table...this, in my humble opinion, is best accomplished by maintaining game flow and progress.

"One of the most definitive differences between modern games (such as Pathfinder and 5th edition) and the old style games (like OSR games) is that in the former, rules and not pure rulings govern play."
What in the actual F is this guy talking about? Are you f**ing kidding me? You know, I happen to play an "old style game;" it's called first edition AD&D. "Pure rulings?" Are you a f**ing idiot?

Yes. The answer is yes. He is a fucking idiot.

Sorry, sorry, sorry. I said at the beginning of this post that I was NOT going to rant. But that was before I started digging into this thing, this boondoggle of an "advice" book. It is full of shit. Just dreck. Reading it will make any novice DM stupider and less competent or (at best) do ALMOST NOTHING to improve their ability to run the Dungeons & Dragons game.

And I am angry. I am angry that there are smart, enthusiastic people out there who want to play this game, who want to RUN this game, who want to be Dungeon Masters, who are not getting the help they need. Who are instead given dreck like this. That and a thank you from WotC for buying their a product and a middle finger for those asking for some solid advice.

Yes, I'm angry. I'm angry at myself. I should have already written a book on how to run this fantastic, amazing game. A helpful, no-nonsense, non-padded book. Something that ANY novice DM...middle aged, like my buddy, or kids like my own...could benefit from. Man, I've wasted a bunch of my time. 

That's the next project. That's the new project. Everything else is getting back-burnered.

Friday, November 10, 2023

News & Notes

Good morning! Hope everyone fortunate enough to have the day off today is enjoying their holiday (it's Veterans Day, here in the States). My kids are out of school, so they are sleeping in this morning...I, myself, woke up at 6:30am (not unusual) and went back to sleep till 7:40 (very unusual). Brewing myself some coffee at the moment...ratio of decaf-to-caf is approximately 5:1.

I appreciate all the condolences and kind thoughts expressed over the passing of my dog...thank you so much. Life continues to move on (as always), and everyone here is fine (more-or-less). It's still a little odd the small ways I miss her...many of my habitual behavioral patterns (closing doors, locking gates, guarding food, sealing off trash cans) were adapted over the years to compensate for my incorrigible rascal of a dog, and now every time I brush up against that, I feel a small void of emptiness. It's a bit more immediate than the loss of my mother...though it brings up a similar feelings, as this is the kind of thing I would get on the phone and call her about, causing me to confront (again) her absence. 

*sigh*

ANYway...moving on to the "news and notes." Apologies for not yet get my AP reports out from the Cauldron convention; those are still coming, and should get typed up (*hope*hope*) before the end of the month. Others (Ghoul, Melan, Prince) have provided their own post-con reports, so if you're interested in the German, Hungarian, and Dutch (respectively) perspectives on the event, I'd direct you to their blogs:


(yes, they're all written in English)

For myself, I've been rather busy lately with the current writing project (writing? What a shock!). The deadline for the NAP III contest draws near, and I have only begun writing up my entry. It's a rather large one. My first NAP submission (Hell's Own Temple) was all of ten pages and 18(ish) numbered encounters. My second NAP submission (Ship of Fate) doubled the number of encounters and ran to 17 pages PLUS an additional six pages of pregen characters. Those I knocked out in a couple-three days.

This one's...a bit bigger. Double+ the size of my last adventure in terms of numbered encounters, three appendices, plus a dozen pregens. The thing is currently in a "mostly outline" state, and it's already 14 pages. 

Have not yet started the stocking spreadsheets; have not yet drawn a single map.

Instead, I've spent the last ten days "sharpening the axe," diving deeply into the lore and figuring out how...really how...the adventure works and interacts with my own campaign world. There may not be a lot of the Emerald Empire in the thing, but there will be some. The adventure is set in the Idaho Deathlands, after all. Troop numbers and resources and geography are all being drawn from my home setting. It's a doozy.

And while I'm pretty sure I'll be able to finish the thing with alacrity (my push to have adventures ready for Cauldron showed me what's possible), I am running up against an additional time constraint: my imminent trip to Mexico. The family is leaving town next Friday...the first time we'll be traveling to see our family and friends down south since 2020 (2019? maybe). Everyone is, of course, excited. But if I don't have this thing knocked out (or mostly written) before I leave Friday morning, chances are slim that I'll be able to complete it before the end of November. Polishing I can do in my in-laws house. But scanning maps? No...and I'm not going to be bringing a bunch of books and reference materials either.

SO...six-ish days is about what I have left to finish the thing (we'll be back on the 27th, but a day or two to recover from the trip will mean almost no time before hitting "send" on the email). And it's not like I have six full days...my weekends afford me very little time to write. The bulk of my work comes when my kids are at school and the wife is at the office. 

Or early mornings. Hmm...maybe I shouldn't have slept in...

But, there it is...I'll be pushing through and (if the blog is sadly silent) my readers won't be wondering whether I've fallen off some cliff or something. Just busy. In fact, I should probably log off now and clean the kitchen. The damn dishwasher broke down a couple days ago and I have to do all the washing up by hand...and last night I cooked a rather large feast of pork shoulder, Brussels sprouts, and mashed potatoes.

And...oh, crap. It's my birthday in three days. The Big 5-0. And I'm sure the fam wants to do something for me. Something that will no doubt eat into my time. Crap.

All right, all right...I've got to go. More updates in a few days!

Sunday, May 7, 2023

En Español

As I wrote, I've been doing far less "D&Ding" of late. Probably doesn't help that the last game session I ran (April 5th, per my records) resulted in a Total Party Kill, including three PCs and at least as many henchmen and hangers on (I believe the total was eight, mostly seasoned characters). Damn harpies.

However, even though I haven't been playing D&D, it feels like I keep getting called upon to evangelize the Dungeons & Dragons game...especially concerning the way I play and the reasons inherent in...well, in doing what I do. Running into folks who I haven't seen or talked to in decades, the subject just continues to...strangely...come up. Some examples:
  • One of my mom's best friends (and past supervisor or mine) ended up having an extensive conversation pertaining to the history of the game, detailing the entire history of the game its various editions and the state of the hobby. Her son-in-law is, apparently a rabid D&D fan who is teaching his own children (her grandkids) how to play.
  • A woman who was one of my mother's oldest and most beloved friends (they were maids-of-honor at each others' weddings), told me how my authorship of D&D books has made me something of a minor celebrity (or at least "impressive figure of lore") in their family as her adult grandchildren are now big D&D fans, like their mother (whom I grew up with and introduced to the game...waaaay back in the day).
  • A local attorney and old family friend who I contacted about my mom's will and testament (and for whom I used to run games: he was in my brother's class)...the first words out of his mouth were "Have they put you in the Dungeon Masters' Hall of Fame yet?" He had no idea I wrote a blog (or books) or was still gaming; he was just remembering the games of our youth. His own daughters, now in high school, play D&D, but it's a different game from what he remembers (duh) and after long discussion, there was some thought that I might run a game or two for his family to show them what it was like.
  • Had lunch with my old college buddy, Joel, who I NEVER played D&D with (we were balls deep in the White Wolf back in the 90s), but who is now playing Pathfinder 2 on a weekly basis. Ended up having an incredible 3-4 hour discussion about the fantasy gaming hobby, its evolution the last 20 years, and why I'm playing AD&D these days (hint: it's not nostalgia). I think I might have even convinced him to come over to my side of the fence, though he's one of those types that stubbornly maintains it's all about the quality of GM, not system (and perhaps it is, but system certainly helps). At least he remembers my GMing in a positive light.
But here's the real kicker: the last week-and-a-half we've hosted some friends from Mexico in our home. These are very old, very beloved friends: the woman, Heidi, grew up with my wife (they were neighbors as kids) and both she and her husband, Carlos, hosted us in their apartment in Mexico City the first time I visited Mexico (in 1998). They were at our wedding (Heidi was maid-of-honor) and we've watched their kids grow up (their youngest is 21 or 22 now??!). We all get along quite famously, Carlos and I especially (he is fluent in English and we share a passion for beer, music, Star Wars, and American football), despite him being a couple years my senior.

However, I've never had a conversation with him about Dungeons & Dragons...until yesterday. Like, never ever. I think he knows I did the writing thing (??) but usually when we've hung out we've spent our time discussing family or sports or culture or food or beer (these days he is a master-brewer and owns/operates a good-sized micro-brewery in Mexico...one of the few). This trip we've spent a LOT of time talking about beer (he's been touring the local breweries) or the inconveniences of death (his father just died in December and he's faced many of the same estate issues as myself). I mean, he and I have plenty of non-gaming stuff to talk about: Carlos is one of those bright-eyed, intelligent folks who goes through life with curiosity and thoughtfulness and a mind open to discussion and dialogue.

But (perhaps prompted by my wife) yesterday he brought up that his niece "really wants to learn how to play Dungeons & Dragons" and wanted to know what I recommended. Hoo-boy...what a can of worms!

What followed was an attempt to explain one of the world's stranger concepts (RPGs) to our friends in some combination of English and Spanish with a constant barrage of interruptions (er...helpful interjections) from my wife and kids. The strangest bit might have been my non-gamer wife enthusing over how much fun (?!!) the game is and how they (Carlos and Heidi) should try playing as well. Diego even offered to have me run a game for them while they're here (thanks, kid) though my wife told them we could always do it on-line (???!!!) when they returned to Mexico.

[you have to understand that my wife is fairly obstinate in her refusal to play RPGs; and, yes, she's tried them on more than a couple occasions]

Of course, there exists some significant challenges with the lack of Spanish language clones for my preferred edition(s) of the game. Even native English speakers get lost in the complications of a game like D&D (forgetting, missing, or misunderstanding rules)...throwing an English copy of B/X or Labyrinth Lord at a native Spanish speaker (even one fluent in English) and telling them to learn the game and teach it to their friends unassisted is a tall order. Never mind something as convoluted as Gygax's 1st edition manuals.

SO, despite many misgivings, and out of an altruistic desire to be helpful (and an ambassador for the game) I did pick up a copy of the D&D Essentials box set en Español for my friends at the local game shop (let's hear it for WotC inclusivity!). I own a copy of the Kit Esencial (as it's labeled) myself...though in English...and it's not a terrible way to introduce some of the basic D&D concepts. I mean...

*sigh*

Okay, I'll be honest: It actually IS a terrible way to introduce D&D concepts, but it is also the easiest way to do so, when you're talking about young teenagers from a different culture needing concepts (like class and race and hit points, etc.) in their own language. For a game taking place primarily in the imagination and constructed almost entirely from words, it IS "esencial" that the instructions be conveyed in a readily comprehended idioma

And it reminds me again of my own failure to produce a Spanish language retroclone, something I started working on back in Paraguay. Español isn't MY native language, of course, and translation is hard enough without needing to translate fantasy concepts (how do you say "halfling?"). Even doing a SMALL clone (I was using the 40-some page Holmes Basic as a foundation text) is grueling, thankless work...especially when considering the unlikeliness that I'd ever use it myself. Why would I? I already own all the instructions I need in my own (native) language.

But...now...here I am, exactly where I feared back in Paraguay (when my kids were young and I was surrounded by a culture of non-English-speaking, non-gamers): in a situation where I want to teach the game, and without the instructional text to do so. And so I am giving my beautiful friends WotC box sets that feature dragon fights with dragons that have no treasure. NO TREASURE. Does a hoard-less dragon scream "D&D" to you? Does that say "fun adventure?"

*sigh* (again)

SO. I got my friends the box set to give to their niece, which should tide her over till I have something more useful to provide her (at least the thing comes with dice). And I also purchased a copy of the Spanish language PHB (5E) which I will use alongside my son's dust-gathering English copy to reverse engineer RPG concepts and vocabulary for a better (Spanish) basic set. Just something I've put off for too long, considering the culture that shares my life and household.

OH: And to all my Spanish-speaking (and, sure, Portuguese-speaking) readers...you know who you are!...if you have suggestions for already-existing retroclones of "old edition D&D" that you prefer, I'd love to hear about them. Thanks in advance.
; )

Wednesday, November 2, 2022

Confessing Dragonlance

I have a love-hate relationship with Dragonlance. I can beat it up all day, but it continues to draw me to it, like a moth to a flame.

I once heard it said that "whatever you're into circa age 12 will be the things that continue to fascinate you the rest of your life" (they may have been speaking only of boys/men). For myself, there's certainly an element of truth to that. The Seattle Seahawks. Dungeons & Dragons. And, sure, the Dragonlance saga.

One of the NAP2 adventure entries in Prince's contest was a little entry called Keep the Pace, a fairly creative submission that took some shit from me for being something that occurs entirely within a dream. *sigh* As I commented at the time: not my cup of tea. "Dream adventures" is something I associate with the old World of Darkness (games like Vampire, Mage, 3rd edition Ars Magica, etc.)...games written for the "Storyteller" system (yes, that's the actual name WoD gives their proprietary mechanics) which I played extensively back in the 1990s. 

But there have, of course, been the occasional D&D forays into dreams (and, heck, back in my youth I remember running some dream shenanigans in my own AD&D campaign...embarrassing to admit). Combing my memory for some of these, the one that sprang foremost to mind was adventure module DL10: Dragons of Dreams. Written by Tracy Raye Hickman and featuring one of my absolute favorite covers (Caldwell), this is an adventure I've never owned nor read, though having read Spring Dawning multiple times (told you I was a fan) I am aware of the whole Silvanesti/Cyan Bloodbane/forest-locked-in-dream-thrall scenario. 

All green dragons
should be so cool.
SO...decided the other day to grab a PDF copy of the thing and check it out. And was...um...confounded? by the adventure. It's a little...mm...crazy-nuts how the whole "dream thing" is handled. 

So THEN I spent more than a bit of time looking for an in-depth review of the module...preferably one that included an actual play report that didn't come from someone hacking the mechanics and just doing some heavy-handed "narrative driven" drivel with their players. Couldn't find a single one (there's a four part YouTube video of actual play that I started listening to, but they're not using the original characters and include...for example...a "draconian paladin" as a PC, which makes me wince more than a little). What I did find was an extensive deep dive of every Dragonlance module published for AD&D (and many of their 3E adaptations). Ended up spending a couple-few days going through that.

The writing of the author ("Purple XVI") is caustic and profanity laden, in the style of Bryce or Prince, but there's an obvious affection for the source material. No one "hates" a topic, setting, or product line so much as to spend THAT much effort dissecting it. I know I write long, rambling screeds and rants about how beloved "classic" adventures are crap...but this is tens of thousands of words (99,819 words per my laptop). Without an actual fondness for the material no one's going to martyr themselves simply to lampoon an entire series...a series that MANY folks agree (at this point in time) Weren't Well Done.

So what does that say about me? Well, as I said, I was a fan of the novels in my youth, but I never owned, ran, or played any of the DL adventure modules. My co-DM owned a couple, but said they were awful (remember: at the time she was 14 and a fan of the novels, too, but even then we could recognize they were crap D&D). But, while I have absolutely no desire to run an epic heroic railroad (hey, man, I said I ran a lot of WoD back in the day...) and unequivocally loathe many of the design choices made by the Hickmans and their co-authors, STILL the series, the world of Krynn, and the potentiality of the setting holds an immense fascination for me.

Reading Purple's reviews was a way of assuaging my curiosity without going out, buying, and reading the whole shebang myself.

There's just so much material there! Multi-level dungeons! And DRAGONS! Did you know: the original impetus/idea of the DL series was to create a 12 module series with each featuring one of the cannonical MM dragons? Yes, that includes both Bahamut and Tiamat (those were modules DL13 and DL14, respectively). Why, then, were there 14 modules (originally) published? Because DL5 was a mini "setting sourcebook" (an overview of the Krynn world) and DL11: Dragons of Glory was a chit-and-hex wargame for running battles during the War of the Lance. SO...remove DL5 and DL11 and you get 12 adventure modules, each corresponding with one of the month/paintings of the original Dragonlance calendar from 1985 (the cover of the calendar was used for the cover of DL5). 

It was a DELIGHTFUL attempt at creating a succinct, 12-issue campaign series. With extensive, multi-level dungeons, such a project could occupy at least a year of game play...and probably years if the thing was run as a sandbox campaign instead of a story oriented railroad. While I'm not as enamored with the Dirtbag Dragonlance concept as some folks, I do like the idea of running the world as a war-torn, post-apocalyptic fantasy setting where players must find a way to survive and thrive.

It's Twilight 2000 for AD&D.  Hell, the size of the setting isn't much different from Eastern Europe (the continent of Ansalon, as mapped, is only about half the size of Australia, and has a lot more water in its interior). My own campaign world is smaller in terms of area, but not so much in terms of land mass, considering all the inland seas.. Which is to say: the thing is TINY.  And that's fine for a pseudo-medieval fantasy campaign that doesn't provide jet airliners for commercial intercontinental travel. The Cataclysmic changes the world's undergone from being hit by a divine meteor strike has resulted in plenty of dungeons and monster-infested wilderness, even as it's left some city states with better-than-usual technology remaining. In many ways, Krynn/Ansalon is a perfect world setting for D&D...even before you add in the dragon war.

And so we come to this: even though I really, REALLY don't care about the DL fiction that's been penned over the years (despite my absurd fondness for the original two trilogies), the setting/situation created by the Hickmans remains appealing as a very game-worthy environment in which to set a Dungeons & Dragons campaign. And while I have no wish (zero! zilch!) to play through the modules as written (they are, in fact, terrible), I find myself really loving the idea of possibly running a campaign set in the World of Krynn...of, in fact, taking those first 12-14 modules and mining them for stones from which to build a most excellent imaginary environment worth exploring.

A fool's errand. That's a statement, not a rhetorical question. It is madness to conceive of this as a project...especially as a commercial project (which, indeed, is what I've been considering over the last few days). And, yet, the idea...and ideas related to it...simply won't let go of my brain. 

Now, I'll tell you folks, a lot of times when I breathe out something like this into the internet it cures me of that buzzing bee in my bonnet. Just typing out the words and phrases of what's rambling in my head helps settle my firing synapses and bring me back to a more "neutral" frame of mind. But not always...and, perhaps, not this time.  If that turns out to be the case...if just writing about this subject begins to stoke the fire in my mind rather than douse its flames...and if I actually begin writing this thing that looms in my imagination...well, I'll post a few more missives on the subject. 

It's a completely idiotic idea for a project. But, right now, it's one that's got some "grab" to it. 

Tuesday, May 24, 2022

Working

Apologies for not posting recently. Currently working on something. 

Meanwhile: everyone's good in the 'hood round these parts. The kids want me to run them through N1: Against the Cult of the Reptile God and I have agreed. It's our first venture into the "Idaho Deathlands" because (of course) Orlane might as well be Coeur d'Alene. Problema is, that I was using Potlatch for Hochoch which is ridiculous as Coeur d'Alene is about 50 times the size of Potlatch. Maybe Nampa? Except that Nampa isn't old enough (being founded after Coeur d'Alene)...

*sigh* I'll figure it out. Hopefully before their characters are all killed.

SO...busy, busy, busy.  More later.

Wednesday, April 27, 2022

Pipe Dream

So, I've decided I want to write a new book. About how to play Dungeons & Dragons. Well...how to play Advanced Dungeons & Dragons.

[just changed the title of this post...fits better]

I am guessing this news will meet with very little fanfare or excitement...and that's okay. My normal blog readers already have a pretty good grounding (I believe) in the D&D game...or even if they don't (or play it in a different style from myself) they are experienced enough and/or set in their ways enough that such a work would be less than truly useful.

Likewise, most of the younger, hipper generation who are all about the 5E, or the Pathfinder, or the Powered by the Apocalypse, or the Into the Odd, or whatever...they are surely likely to find very little of value in such a tome.

That being said...

That being said, posting long essays on my blog about Big Concepts or a New Paradigm or blah-blah-blah...even when linked by some universal theme is...well, it's not the same as throwing a book out into the universe. Hear me out for a second: a book might be read, it might not be, it might be passed around, loaned, borrowed, picked up, stolen, found on a shelf, in a library, in a gas station restroom...anywhere. It's a piece of thought given concrete form that might be useful in the present, or some years down the road when it is discovered at a yard sale or in a used book store. 

This blog...who knows how long it will exist? I blog at the pleasure of blogger. It could disappear tomorrow without a trace, all its content being lost the way everything on G+ vanished into the ethers. *poof* I was never much of a presence (or reader) on G+, but there are other forums / internet thinktanks that carried long spiels written by Yours Truly that have disappeared and (as far as I know) gone forever.

For all its appearance of permanence...Ye Old Blog is more likely a transitory, temporary phenomenon.

SO...a book. On D&D. Advanced D&D. That's my new project. Wrote up a tentative table of contents today...should amount to somewhere between 150 and 240 pages. Which is too long, of course (for this day and age where folks don't read)...but I can always do an audio podcast of the chapters for the literacy-impaired types.

Everyone needs a hobby.

Yeah. Mark it down. 4/27/2022. Started work on the grand opus. I mean, we really don't need another retro-clone do we? Let's just teach people how to play the game that already works.

I promise I'll let folks know when it's done. Just in case they want a copy for their shelf.

Tuesday, August 18, 2020

"New" Stuff


"New" being pretty much a relative term.

My world building has taken a small backseat to a couple-three other projects the last week or so. Part of this is normal delay and procrastination, of course: the work is hard, with very little immediate reward, and so it gets put aside in favor of the latest hotness. I am used to my proclivity for this type of distraction, and it bothers me less these days (i.e. I don't feel as guilty about it as I did in the past), knowing that I'm in for the "long haul" and shall be returning to it soon enough.

However: publications! As I mentioned, oh, sometime last year (or two years ago...time is slippery recently) I have a couple books that want publishing and the sole thing they're waiting on is the artwork. My artists have (understandably) been preoccupied in recent months (as have we all), but I have been in contact with both in the last week, and received a number of "final" illustrations.

Which is exciting and amazing and makes me want to do stuff with those (B/X based) books.

Thus, the last few days have been spent repurposing a certain classic adventure (hint: the title begins with the word "Keep" and ends with the word "Lands") with the idea of doing a little play-testing. The fam and I are heading out on a mini-vacation tomorrow (we'll be up in the mountains...far away from the densely populated plague lands), and I'm hoping to have some D&Dish fun with them. Depending on how it goes, I might write up the notes in some useable form, to be released with the book (when it's finally finally ready). We shall see.  Here's hoping.

Oh, yeah...and I have an idea for a "new" project (again, very loosely defined). It is (duh) rather masochistic of me to work on yet another book when I already have 2+ in the hopper with no publication date in sight, but what's a guy gonna' do? Just sit on my hands and bitch&moan? One of these days, perhaps, I'll have an idea for an actual non-gaming product (like a novel or screenplay or something), and I'll bang the thing out and sell it on Amazon. But that's not today. The concept needs a little tinkering and a lot of polishing, but...well, it IS interesting. If I find the thing has legs, I'll write more about it.

All right...that's all the updates I have time for at the moment.

Monday, April 27, 2020

Supplemental Material

Started work on a new OD&D supplement this morning (my personal "Book IV"), mainly because I wanted to capture the new illusionist material. My intention, once completed, is to have a working "campaign Bible" to supplement (ah! That's the word!) my edited version of OD&D. At this point, it is perhaps putting the cart before the horse, considering I haven't yet set down one word of Book II.

[there are a couple reasons for this "hole" in The Work. First off, I haven't really needed the book yet: I own two copies of Book II anyway, and many creatures in my adventures to date have been hand-designed or else adapted from other sources. But mainly, I'm really considering an entire overhaul of Book II's structure, organization, and contents...and I'm still considering the exact paradigm I want to use. Is this supposed to be a book for me? Or a book for anyone? Or a book for players and DMs who want to use my campaign setting? Or what? I *do* eventually want some "bestiary" type book, but I'm not yet sure exactly what it will contain...perhaps every entry will have an "ecology" section while the tables have the necessary short-hand combat info for inclusion in adventure write-ups]

[oh, yeah...I also want to completely overhaul or do away with the treasure tables as designed. I do make use of them - somewhat - for identifying how much treasure a monster tends to have in its lair, but then I tailor each encounter's hoard individually to suit my needs. And while I have been using the included magic items as "templates" and inspiration, I am striving to make each one unique and special, and none of them are being generated via random roll. Figuring out how to rewrite THAT section is a bit of a bear, and I might not even do so, instead simply throwing some hasty notes into an appendix of Book III]

Why throw a PC class like the Illusionist into a supplement? Because I'm not yet ready for the class to be "open" to players (some things shall be "revealed" in time). For a similar reason, gnomes (as I conceive them) will not be added into Book I but, rather, left for the "supplement;" they are my own strange species (call them "svirfneblin lite"). Besides, I can't be adding a race with an illusionist option before I've introduced the illusionist, can I?

The new supplement should also include the Thief class, once I've overhauled the damn thing. Despite his Gord the Rogue writings, I'm starting to get the impression that Gygax disliked the thief concept, and I'm starting to feel the same. However, I continue to feel a lot of love for the assassin as a concept, and a thief baseline is thus a necessary evil. Starting player characters at 3rd level mercifully solves the issue of new assassins having no thief skills, and the idea currently bumping about my noggin is that of assassins as a sort of "prestige class;" that is, there aren't any 1st or 2nd level assassins (at least, not as player characters). Non-human thieves are NOT going to be the "go to" class (caused, I'm sure, by the unrestricted leveling); instead, any such character is going to be some sort of outcast from their society, probably restricted from training or progression in ANY other class.

[might make an exception for half-elves with a wisdom under 13; i.e. half-elves who are unable to progress as clerics. To me, half-elves are the true "jack-of-all-trades" character]

Of course, that would do away with my favorite multi-class combo: the gnome illusionist/assassin. But since gnomes, illusionists, and assassins are all going to be part of the supplemental material, maybe they'll get some sort of exception, too. Or maybe not...phantasmal killer is fine and dandy for any illusionist styling herself an "assassin."

[as is using a phantasmal image to conceal a booby trap, pit, or hidden assailant]

Bards will probably be a similar story (i.e. unavailable except as a single, restricted class). But then why would anyone choose to be a thief if you could get all the abilities - albeit at reduced level - plus magical abilities, bardic charming, an increased (d6) hit dice?

Why indeed.

I am, of course, looking at bards as originally presented by Doug Schwegman in The Strategic Review (volume 2, issue 1). This particular bard had none of the multi-classing madness (even though it would have functioned better and more sensibly in OD&D...). Schwegman's bard is also available to elves, dwarves, and hobbits, unlike the version Gygax gives us in the PHB. While half-elves are not mentioned, I would guess that this is a case of the class being submitted to TSR before the publication of Greyhawk (or before it was read by Schwegman), just as happened with Aronson's illusionist class (requiring his later update in The Dragon #1). Schwegman's class is a bit over-powered...attacks and saves as a cleric, magic-user spells up to 7th level (hmmm...guess he did read Greyhawk), bardic charm and legend lore, double languages, chain armor, and d6 hit dice, plus unrestricted weapon use. Sheesh.

[can you imagine a teleporting bard with the ability to cast delayed blast fireball?]

I see why A) Gygax threw the class into an appendix as an optional class, and B) attempted an update to make the thing playable within the spirit of the original, while preserving some semblance of "balance" (OR, alternatively, making the class as hard to play as possible in order to dissuade its use). I haven't yet got around to my (planned) post on the AD&D bard, but...well, now I've got this OD&D trainwreck to deal with.

[one might ask why bother? Multiple reasons, not the least of which my soft spot for the class after spending the majority of my AD&D career playing bards. Recently, I've been reading the old MZB Lythande stories...part of my research on Thieves World, one of the major inspirations for my campaign setting...and I am considering how such a character might best be modeled in the game. "Bard" would be a fair choice...]

As for other stuff that will be in the Supplement: info on the campaign world, including its geography, cosmology, history, etc. The various deities, the PC races (how and why they interact with each other), major political entities, etc. Probably The Haggard Goat (the tavern/inn that is the PCs' base of operations) and its proprietor, Meredith. Assuming she survives the players' antics.

Yes, there will be rangers as a playable class...but again, they have not yet been introduced to the campaign (they are outside the city my players are currently exploring). Half-orcs...no. This isn't Tolkien. And even in Tolkien, "half-orcs" appear (to my reading) to have been very much a product of magical cross-breeding (a la Saruman), NOT the biological offspring of two distinct species. My orcs are not the "fecund race" of 1st edition. I'm not yet quite sure WHAT they are (my players haven't encountered any); once I figure that out, I'll consider blogging about it. Maybe.

[probably some sort of magically created slave race, engineered in the misty past by decadent, sorcerous elves. Would explain why elves speak their language, as well as the animosity between the two species. In fact, done. That's the short answer to the "orc question"]

Monks? Ummmmmm...haven't decided. Need to run some mock combats between monks of various levels with a variety of opponent types. That's a loooong way off, at this point. Assassins first.

Druids? Yeah, maybe, probably. This isn't really a foresty setting (as currently conceived). Mostly sand and scrub and swamp and sea...the four S's of environments (also snow and subterranean...six S's, I guess). My original intention was to include them as a character class (the "neutral cleric" option), but I kind of like the neutral clerics I've already added to the game. Nothing in OD&D prevents a player from playing a "neutral" cleric; they're simply limited to 6th level of experience (i.e. no 5th level spells). This has allowed me to add multiple "minor (i.e. neutral) deities" to my world along with perfectly competent clerics that have no ability to raise dead, commune, or create food (they still have the potential to turn any of the undead types). Adding the druid diminishes the impact and utility of such characters...why go to a lesser cleric when one can find a druid? Mainly, however, it's more of a setting/environment thing. I'm not sure yet how many bears and beasts are going to be in the setting. Still developing.

Anyway. Huh. I sat down to blog about elves this morning and I got completely distracted with my own thoughts and ideas. And I didn't even talk much about the campaign, just thoughts on what's going into the supplemental material. *sigh*

Apologies folks. More later.


Friday, April 10, 2020

Good Friday

Welp, we've made it through to Triduum, somehow, someway. Kids have the next 10 days or so off school (which means no "remote learning"...thank goodness!) though my wife's work continues. As for my own work: well, I'm through Book 1 (Men & Magic) and on page 26 of 36 of Book 3 (The Underworld & Wilderness Adventures).

Oh, yeah: and I'm attempting my second batch of chipa this morning. The first recipe fell flat (literally and figuratively), but the new one holds promise; used this video after the other recipe I had was just...not...good (won't bother with a link). There's a problem with not having queso paraguayo  in this country (at least, not anywhere around my house) but the ratio of yucca flour to corn meal seems to yield the right consistency.

[also my wife, rather unfortunately, just composted all the leftover banana leaves we had from cooking tamales the other day...if I'd known, I would have saved them for baking the chipa instead of parchment paper. Ah, well...]

SO...things are going mostly well and I won't belabor readers with my non-hardships. Best wishes for you to all have good weeks (well, as good as possible under the circumstances) and hope you find ways to be with, love, and appreciate your friends and relations. That's what I'm trying to do...and it's keeping me (mostly) sane.

[all right...this chipa recipe seems to be a winner. Cheese isn't quite right, but it's not bad at all. Puffed up pretty good]

And speaking of insanity: I told the kids about the Tomb of Horrors and now they really want to "solving" it (or, at least, surviving). They were a little disappointed that it was for such high level characters, as their own PCs have pretty paltry XP totals. However, maybe we'll try running it with pre-gens...just for fun.
; )

Tuesday, April 7, 2020

Page By F**ing Page


Happy Holy Week to folks. I suppose we all have reasons to send up prayers to our respective deities these days (though, don't we always?). I'm pretty bummed at the lack of Mass and such (I can't quite bring myself to stream church services...it's just not the same as participating in the celebration), but to be perfectly honest I'm fairly numb to the state of spiritual life these days. I totally grok the defiance of some religious leaders in wanting to keep their institutions open and functioning (even though I disagree with the decision to do so)...stubbornly clinging to habits has often been a bastion against the fears, sadness, and traumas that threaten our functionality.

[as with all human traits, there are reasons for the various evolutional developments of our psychology]

ANYway...more classic (original) D&D last night. I'll recount an amusing anecdote: the PCs, in making their third excursion to a reportedly "haunted" island, were making their way to the ruined tower on the central mountain when a wandering encounter resulted in several beastmen emerging from the jungle. Surprised, they found themselves immediately engaged in melee and thus unable to use their crossbows. As the entire party was bloodied in the first round, the party magic-user decided to flee back through the jungle to their boat, figuring it was every adventurer for herself. "Dabby" the fighting-man likewise tried to flee (after seeing both the party's mercenaries slain), but since he was wearing plate armor, the beastmen were easily able to keep up, bashing him all the way.

After a round or two of this he decided to stand his ground and fight, whereupon he discovered that sometimes the best defense is a good offense (the plate stood up just fine to the beastmen's clubs and he was able to kill all three in single combat). Unfortunately for Dabby, the magic-user had given him up for dead, and by the time the warrior reached the beach, the boat was gone. Knowing it would be impossible to swim the 25 miles back to the mainland, he resigned himself to his fate as a castaway. A wandering encounter in the night with a giant poison snake ended his melancholy situation.

[I'll point out that while Diego was justifiably irritated at being left behind on the island, his sister didn't strand him maliciously: she honestly figured he was a dead duck and was just trying to save her self from the same fate. D also learned valuable lessons about speed, evasion, and encumbrance and his new character...also a fighter...decided to go with chain armor instead of plate]

Anyway...

Regarding the title of this post, I've decided that my new stupid gaming project is to rewrite Original D&D, and I mean that in the most literal sense of the term. I am copying the exact text, line-by-line, chart-by-chart, page-by-f'ing-page into an A5 sized word document. I may (or may not) attempt to copy the illustrations, but for the time being, I'm mainly concerned with the text.

Rewriting
There are several reasons behind this madness, not a single one of which involves "profit." Aside from allowing me to get a deeper dive (and, hopefully, understanding) of the rules and system, my intention is to have a working document I can edit as necessary to meet the needs of my game. I really, really like the format of the original three books...I find them far more practical than a fat volume rulebook (like, say, Swords & Wizardry). But while I own (and actually use at table) copies of the original LBBs, they are in danger of falling apart from age and I'm intensely hesitant to mark them up with changes.  Putting them in a Word doc will allow me to cut, paste, and edit as I want, order monsters, spells, etc. alphabetically, clean up text formatting I don't like...plus add rule updates from later supplements (if I desire) or cut things (that I don't).  It will allow me to print copies that I and my children can use or even (some day, if I'm lucky) distribute to other players that might sit at my table.

Anyway, it's not a huge project. Book I is only 36 (A5) pages in length, much of which is not text, and I'm more than two-thirds the way through after only a couple mornings of working on the thing. It's not a bad exercise...it's helped clear up a few things, and refreshed my memory on certain procedures. And it's kept my mind thinking and percolating with regard to Dungeons & Dragons, rather than simply succumbing to ennui and depression and numbness. Which I'm sure all of us are staring down the barrel at on some level or other.

So there. My other books...well, I've been getting some good updates from my artists (apparently they're still finding time to draw), so I might be able to release a couple eBooks in the near future. I'm going to shoot for something earlier than Summer; we'll see what happens.

Saturday, August 3, 2019

Crap...Crap...Crap...

That's the title of the post I started to write back around mid-July, as I went through all the various super powers found in Palladium's Heroes Unlimited products over the years.

Yes, Kevin Siembieda has nothing on me: I've purchased pretty much every HU product ever-penned by the man over the years...sometimes more than once!...all those "Powers Unlimited" books, GM and Galaxy Guides, etc. I've got a whole shelf filled with Palladium product and a good chunk is Heroes Unlimited related (the bulk, of course, is the prolific Rifts line...). And doing a "deep dive" of the evolution of the game...and the every-expanding list of powers down the years...simply leads me to the conclusion that nearly all of it after the original, unrevised first edition is crap. Just...crap. By which I mean "useless drivel," unnecessary filler and fiddly wanking that's just...so...not...needed.

In my opinion (of course). Your mileage may vary (of course).

So for those wondering what I've been up to the last couple weeks (other than winding down Ye Old Summer Fun Stuff, etc.), it's this: I'm back on the design train, designing my own superhero game. Again (*sigh*). No, I haven't been writing, other than writing notes. No, it hasn't been play-tested yet (though it's ready to start...going to be doing that with the kids this week, God willing). But, at the moment...it seems like I have a pretty solid start to a nice little system. A gritty little system that has absolutely no "point buy" and is EXTREMELY "non-abstract."

In other words, the kind of supers game I want to play.

If it ends up developing into anything, well, I will of course blog more about it (as I find the time to do so). However, just want folks to know I'm working on something game-related and not just blowing the blog-o-sphere off for no good reason.

Carry on, good people. My advice to folks suffering under excessive hotness (ah, yes...climate change) is to stay in a shady indoor area and play table-top RPGs as much as possible. With gusto.
: )

Thursday, June 20, 2019

Let the Madness Commence

While I have no doubt there are some who just love to hear all about my personal stresses, I will forbear regaling you with tales of woe, save that I have been up since 5am in order to babysit a friend of my child (who lacked daycare this morning) and have only just now got my children down to sleep (it's a bit after 11:30pm). True, I did get a 90 minute siesta in around 3pm, but I've otherwise been "on the clock" the entire day...a day that started with something slightly less than a tremendous hangover (trivia night with the family at the local pub last night and I had one-too-many IPAs).

Even so, I still managed to finish the entire text of the new book, including the table of contents. Yes, I still have the headers to do (always a pain in the ass for these game books), and it has no illustrations (save for a few placeholders), but it's complete and done and I dig it. It's a nice bit of campaign setting for B/X, the first I'll actually be publishing, though I've got work on maybe four or six in Ye Old Hard Drive. I'll write more about the thing in the (hopefully) near future, but as of this evening I'm filled with at least a small sense of satisfaction.

Also a slight sense of trepidation. I've more-or-less decided to take a stab at doing my own illustrating for this thing though, frankly, the idea is pretty batshit insane. Still, I'll try doing a couple sketches and see how they turn out (need to set up the scanner my wife brought back from Paraguay in December)...if it's too shitty I'll start soliciting from artists I've got on my contact list. I toyed with the idea of some kind of "black album," but illustrating is a nice challenge. Besides my children like to color too, and it is summer vacation...had them both painting Blood Bowl miniatures last week (yes, the five year old as well); maybe I'll put them to work.

Or maybe not. I do have some money left in the kitty after all...enough for a small art budget anyway. We'll see, we'll see...this type of thing requires a very specific type of artwork and (if it's coming from professionals), I'm going to want to be a little choosey.

But first things first: got to finish those damn headers. And I've got to get up early tomorrow to get the car to the shop by 9am (we've got a road trip to Montana next week). And I've got to get some type of sleep, even a few hours. Man, I am beat.

Till later.

Friday, May 31, 2019

The Tao of Trade


Pictured here is an image capture from my phone...sorry, I'm not a great photographer. The dogs are my "running beagles," not quite as spry as they were ten years ago (but then, neither am I). The colorful hex map on my coffee table is the pull-out map from my copy of GAZ1 The Grand Duchy of Karameikos, purchased some 30 odd years ago, and the subject of my A-Z blog posts in the month of April.

The scale of the map is 8 miles to the hex. The Grand Duchy isn't all that big: I estimate the dimensions of its land mass to be roughly equal to Washington State, which itself is only slightly larger than Uruguay, the second smallest country by area in South America.

[note to future self: if using South America as a campaign setting, probably going to want to use a larger scale than 8 miles to the hex; how about 48 just for sanity's sake??]

And that's the reason I'm looking at the map: it's small. And I'm working on trying to learn the basics of Alexis Smolensk's trade system.

Alexis is a mad genius; most folks looking at his stuff will come to the conclusion that there's no need to go into the depths of world modeling (i.e. "modeling game rules based on real world subjects") that he does. And...to a degree...those folks are right. You can play D&D for years...nay, decades!...without ever worrying about the price of grain, or whether or not it's the rainy season, or how good your camp cook happens to be. I know it's possible to play without that level of detail, because I've done it myself. And just because you play a simpler game doesn't make it a "bad" game...heck, I wouldn't even call it a worse game. It's just...simpler.

And I'm looking to play something a bit more advanced.

So a coherent economy, not even a "real economy" (as Alexis will tell you, he doesn't really model "reality," he's just trying for consistency, and only so long as it improves his game), seems like a good way to start deepening and enriching my campaign...just as picking some real world geography and history as a setting can also create depth and richness. But, of course, I can't just implement something that I don't understand...that would indeed be batshit crazy. So I need to practice with something small.

And Karameikos is pretty darn small.

The nice thing about GAZ1 (What?! Actual praise for the GAZ?!) is that it does a good job documenting the demographics of its territory. It doesn't matter to me if it's based on realistic figures or not...you could always go back and justify weird population spikes and decreases based on plagues, monsters, refugees, or the presence of "magical healing waters" or whatever. What matters for my purpose is that the information has already been written down for me (thank you Aaron Allston!) and it's not a huge chunk of info.

There's only 13 detailed communities in the Grand Duchy, ranging in size from 650 to 500,000 (each community has its population given). Yes, there are also the scattered Callarii elves...about 7,500 in communities of 100-200, but I figure they'll have a single "market place" somewhere in their forest north of Specularum. Thus a total of 14 markets.

The Vyalia elves, keeping their distance from the other communities of Karameikos, won't count for purposes of "trade," and thus it doesn't matter that I have no population figures for them. Perhaps they live some sort of weird communist lifestyle, or perhaps they exist solely on what they can raid and pillage...it won't really matter unless the PCs somehow end up in their woods and want to buy shit from them.

Likewise the estimated 6,000 people scattered in random communities of 2 to 200 don't matter much; if they want to trade, they'll probably be going to the nearest market so, you know, ignore them.

[hmmmm...actually, just noticed that Rifllian IS the "trading town" for the Callarii, so there's no need to add an extra market. Well, that just made my job easier...]

It is unfortunate that the GAZ is a little light on information about what is produced and traded in each community...I mean, there is information there, it's just sparse and I'll have to fill in a lot of the blanks myself. And that's fine; as I said, it'll still serve my purpose. I'm sure the authors weren't intending for a person to try to create a living economy out of the information when they were writing it; I'd guess they simply wanted a more detailed setting in order to make for a deeper game experience. And if I can get a handle on this trade thing it will definitely do that (though perhaps not in THIS particular fantasy setting).

Anyway, that's what I'm working on at the moment. I am going to assume that I probably will end up "dumbing down" Alexis's original system; I sincerely doubt I'll end up with 1500+ references (probably more like a couple dozen). But I'm very interested to see if I can get it to work even a little bit...I can't see the exercise being anything but helpful for when I start building my own campaign setting.
: )

Friday, July 28, 2017

B/X Tactica

Last night I fell asleep reading Musashi's The Book of Five Rings (I was on the book Water). Subsequently, I had a vivid dream involving

  1. shopping at a game shop, and 
  2. taking the kids to P. F. Chang's

Which is ridiculous for all sorts of reasons, including that I've never taken them to a P. F. Chang's (the wife hates to go to restaurants where she comes out "smelling like kitchen"). However, perhaps I'll rectify that this evening (the wife's currently out of town).

As dry as Sun Tzu? Yeah.
My reason for putting myself to sleep with Musashi is that I was doing some "research" into various tactical treatises that I could find with the possibility of putting together some sort of handbook of engagement rules and maneuvers for the B/X game.

I know, I know...but sometimes you just get a bee in your bonnet about stuff.

In this case a recent post by Peter over at nilnotnull (and my subsequent response) got me thinking that maybe a small manual of combat essays and optional rules might be fun...and perhaps useful...to put together. Something that explores the whys and wherefores of B/X's simple, abstract system...as well as its potential.

Am I the right person to put something like this together? Mmm...maybe. Lots of people have researched, written about, and explored the Old School combat system over the years (Delta, author of Original Edition Delta: Book of War, springs immediately to mind). Me...well, it's definitely a subject I've continued to come back to on Ye Old Blog. And a French game company did just petition me for permission to translate/use my B/X mass combat rules for their new retroclone...

Well, you know what? It doesn't really matter. So long as it fires me up to do some writing, I'll use the energy the idea gives me. This morning (when not cooking the kids breakfast) I've been 'making the rounds' at various blogs on the verge of shutting down, and offering encouragement to keep it up. For their own sakes, not mine. Because I know what it feels like to start questioning one's own worth when it comes to the blogging/writing/designing thing. Any type of art is hard, but especially art for little or no recognition. We have to remember that we do art for ourselves, as much (if not more) for other people. Especially those of us who aren't doing it as a profession or livelihood.

[come to think of it, here's a very tasty essay on that particular subject]

Sometimes we get in a funk with our art, and one of the best ways out of it is to just stick our face back in the mess and do something with our art. Art our way out of the funk, in other words. And futzing around with a book of B/X tactics is a perfectly acceptable exercise for Yours Truly to hone his chops. It may not be something that meets my standards for publication, but at least it's a constructive, practical thing I can work on.

I'll let y'all know how it goes.
; )

Monday, May 30, 2016

Project Catalyst

Been experiencing a lot of "short-timer syndrome" the last few weeks, as my time here in Paraguay wraps up. I feel listless, just going through the motions, while daydreaming about getting back to Seattle. Really squandering a golden opportunity considering that once I DO return, the "free time" I have for writing will be taken up job searching, daycare providing, getting the kids adapted to a completely new lifestyle, etc.

Plus, I don't think anyone's walked the beagles in the last couple years.

Still, can't help it. I mean, here I am wasting precious time blogging about wasting time. If that's not the perfect illustration of "waste," I'm not sure what is.
; )

Here's the problem. Well, there are a couple really. Problem "A" is that to REALLY write, I kind of need large chunks of time...at least a couple hours and preferably four or more. Just to, like, get the motor up and running. This "snatch 15-30 minutes here or there" thing doesn't really work for me, especially when I'm feeling fatigued.

Problem "A2" is that I'm fatigued a lot. And there's not much I can do about that, except try to sleep more at night or something. *sigh*

Anyhoo, even though I have only a couple-three months left down here (and really, not even that much considering upcoming plans and such), I really want to get a few projects knocked out. I think...I THINK...I can do...um...four. Okay, maybe two. At least two...but I really need to bust my ass.

Hmmm...maybe four.

Anyway, I'm going to try, I'm going to give it a shot...which means I'm going to take a bit of hiatus from Ye Old Blog. Well...from blogging (I'll try to keep up on my blog reading, commenting, etc.). But I don't want to just be writing "progress reports" or my thoughts on...well, whatever it is I'm thinking about this week. I really need to focus if I'm going to churn some of this stuff out. Just to get the writing finished, you know?

I just don't want anyone to think the blog is going dark, at least not "for permanent." Okay? Okay.

BY THE WAY: the title of this post was actually going to be in reference to the superhero genre. In the fantasy genre (wizards and dragons, etc.) most games or fiction start with the creation of a fantasy world...a place to adventure. With the superhero genre, most NEW settings/series (i.e. not the long-tuning, well established Marvel/DC universes) start with a CATALYST...the thing that made it possible for all these superheroes to get their powers in the first place. Some sort of world-shaking event other than the presence of a criminal underground that causes vigilantes to don a mask and skulk the night. The usual ideas are things like some sort of radiation/mutagen-releasing explosion or alien/dimensional invasion that forces the evolution of humankind.

I say "the usual," but...at least when it comes to RPGs...there are a lot of times when the catalyst is simply glossed over, or is even nonexistent. "Since the dawn of human history, there have always been heroes..." blah, blah, blah. Great. Most of the super RPGs out there are taking place in our contemporary world, and it matters little (or nothing) whether there were fire-breathing mutants in Ancient Rome or if Merlin was the first Sorcerer Supreme.

So, yeah, I wanted to talk about catalysts in the supers genre, but then I realized that it was more important to talk about a different kind of catalyst: the "I'm-going-to-be-kicking-myself-in-the-ass" for the next few weeks.

All right, that's enough. More later, folks. Really...I will be back.
: )

Wednesday, March 16, 2016

Idle Hands...

I am sick (again), but not terribly so. Some weird random cough, stuffed up head, and (most irritating for me) the damn nasal drip.

What I should be doing is sleeping, but I'm not (duh). Instead, I've got a (game) project I'm working on that I am extremely engaged in. No, it has nothing to do with my B/X Campaign Setting (that's now up to page 62, though it's currently un-formatted...it's probably 6-8 pages away from completion). And, no, it has nothing at all (or nearly nothing) to do with the recent superhero game I've been diddling around with.

Nope, this is yet another project that I'm all hot and bothered about. I am hoping I can keep it short-n-sweet and knock it out in a day or four. I am really going to give it that ol' college try. The thing is, my time for "work" (of this sort) is growing short...I'll be winging my way off to Oaxaca, Mexico for Holy Week, and will probably be away from my computer from the 21st till after Easter. And who can say even after that?

Fingers crossed.
ANYhoo. The writing is going well, which is a relief because this thing is pretty far "outside-the-box" for Yours Truly. However, I've been recently inspired by a couple new artists with whom I've made recent acquaintance, one of whom is actually Paraguayan. I am really, really hoping I can use her artwork in the new project (Paraguayans don't play RPGs, of course, and I don't write in Spanish, so a "comp copy" of the book probably won't fly as payment for services rendered. However, as I wrote the other day, I DO plan on paying my artists from now on, so I was thinking about moving to cash as my means of barter anyway).

Okay...that's enough. Got to go to the lavanderia and then get home to plug in a few more pages before my illness gets any worse!
: )

Friday, March 11, 2016

Comes Chaos

OKAY. I spent a bit of time at lunch today getting a little stinky-drinky and writing more bad JuJu about Paraguayan ignorance (and drawing parallels with certain presidential campaigns in the home country)...but I'm almost 100% certain that no one wants to read more of that kind of nonsense.

So let's talk about B/X-related nonsense. And, no, not superheroes.

Waaaaaay back in January, I mentioned I was going to get in on this whole B/X Campaign Challenge thing, set up by Mr. James V. West. I also said I figured I could knock-out a 64 page supplement in about 64 days, giving myself (approximately) till the end of March to get it done. Seeing as how it's been seven days since the last time I worked on the thing (just checked...March 4th) people may be wondering how is the project progressing?

Pretty good. I'm at 53 pages (formatted)...a bit more than 36,000 words without counting headers and page numbers. Since I'm aiming for about 58-60 (to make room for illustrations, a cover leaf, and table of contents), I'm pretty close to completion.

It's always that last bit that's the bitch, ain't it?

Actually, that's NOT why I've stalled. For a "campaign book," I started to find there was surprisingly little campaign to the thing...mainly a collection of rules and notes about how to inject a little crazy into one's standard B/X game. I started to think maybe I needed a bit more setting, a bit less system. And then, of course, I got distracted with other brainstorms...

But I'm digressing. As I wrote back on the 22nd (when I was first considering the challenge), the idea I had was an incredibly derivative one, and it still is....specifically, I am adapting the old Warhammer Realm of Chaos books (Slaves to Darkness and The Lost and the Damned) to the B/X game system, an idea that I once thought was pretty ridiculous. Also, not a terribly original idea, considering folks like Steven A. Cook have already done similar work (his Hordes of Chaos is a nice little "monster manual" designed for use with Labyrinth Lord).

But whatever...it's only a 64 page book. It's specifically designed for use with B/X (which everyone loves and now has access to, thanks to the release of the PDFs). It files all the serial numbers off anything that might be considered IP by other game companies. And it's written for a B/X system...for a game of exploration and treasure hunting...not a war-game.

And it does have a setting...one that could easily be expanded with additional books, if I was so inclined.

Slaves to Darkness.
So good, I own two copies.
The fact of the matter is Slaves to Darkness and The Lost and the Damned are damn masterworks. They have terrible, disgusting, magnificent, tragic themes. They are well-designed (for their time and their purpose) and are filled with beautiful, terrible, horrible, awesome artwork. They are classics that most buffs of dark fantasy (and dark fantasy games) should have on their shelves. I own physical copies of both, having paid an exorbitant price for one after many years of searching.

They are also fairly unplayable as they are. While the fluff from the books have penetrated the Warhammer universe for nearly three decades (Slaves was written in 1988 and last time I checked a 40K Chaos Codex they were STILL recycling quotes from its most excellent pages), the Warhammer game long ago dropped the systems found within their pages, keeping only the themes. Mordheim's chaos war band was a pretty poor substitute for a champion-led retinue of miscreants and mutants.

SO, because I love these books...their themes (which simply emphasize the dark spaces in the human heart to terrible extremes) and their mutants and their monsters and their madness...because I do love them, I've adapted them to a system that I love (B/X) so that they can see play at the table. They deserve to see play at the table.

And I find the setting I've designed (that I'm thinking I might want to detail in greater depth) so intriguing that I'd really like to run a campaign set in it, despite having voiced (only a few months ago) a longing to try a Holmes-style campaign. B/X...sucking me back in! Seducing me to the darkest of dark sides!

Anyhoo, it's almost done and my intention is to do my own artwork for it (not sure how that's going to go...) and sell it for a pittance in electronic form. That's my intention; we'll see what happens. But regardless, I've got to finish the writing first.

Hopefully by the end of the month.
; )