My Dice Are Probably Older Than You
Last night, we play-tested a friend's "Dr. Who" game for OwlCon.  I find our group's individual approaches to playtesting rather interesting.  For the most part, when I've brought something, it's a pretty complete product.  Maybe lacking in visual aids, but the plot is usually there and the major beats worked out.  If something doesn't work, I'll note it and press on, trying to test out all my scenes.

On the other hand, last night's game was a lot looser.  We went about two hours and then the game stopped and we spent about twenty or thirty minutes spitballing ideas to prop things up where there seemed to be problems.  Friend wasn't just down with this, he seemed to expect and want it.  In that respect, it felt more like workshopping a piece of fiction or a theatrical scene.

This is neither good nor bad, just different.

Along the way, I got some more ideas in the mix for my annual "Heroes of the New Wave" game. Enough that I've got the big pieces nailed down.  Now it's a matter of filling in the gaps and populating it with 80s Goodness.  I probably won't play-test it.  System wise, I know Ubiquity well enough and I find going in cold on HotNW really gets my adrenaline going in a good way.
My Dice Are Probably Older Than You
Last Tuesday, I GMed a test run of my OwlCon Lucha Libre Hero round.  I got quite a bit out of it, all in all, both in terms of the story and the game system.

On the story front, it's mostly little tweaks.  I need to make the first scene more engaging for all the PCs and there's a fight in the middle that runs the risk o being irrelevant, but I've got some ideas on how to make that work.  Honestly, I was mainly concerned with playing out the combat encounters, and we only had three hours instead of the four I'll have at the con, so the story got short shrift anyway.

On the game system front, I'm making quite a few adjustments.  My original plan (which was, admittedly lazy) was to use some handy-dandy simplified write-ups of the heroic characters from the Lucha Libre Hero sourcebook.  The editor of the book had put some together for a convention and shared them online.  I figured that since this is a game for newbies as well as old hands, it was worth scaling down some aspects of the Hero System.

The problem was, I really didn't notice until two days before the game HOW much he'd scaled things down.  This is no criticism of his efforts, because it obviously worked for him, but some of the things he did were going to take this too far outside the scope of the game.  I made some quickly eyeballed fixes and, while I largely got them right, there were some glaring omissions.

The second problem I found was that this is billed as a Hero System 6th Edition game.  But LLH was one of the last 5th Edition Hero products out the door and while the editions are probably 90% compatible, that remaining 10% is different enough that any holdovers are all the more glaring.

So, I'm in the process of completely converting the sourcebook characters to Hero 6th.  Thankfully, I've got a copy of Hero Designer to do the heavy lifting.  In doing so, I have to seriously read over all of the character write-ups and I'm seeing places where the shortcut character really just doesn't cut it.  Which brings me to the biggest post-playtest revision I'm implementing:  I'm not going to simplify things so much.

My biggest concern going in on Tuesday was whether I could run a combat-heavy game in the allotted time-frame.  This proved to be a non-issue, even with two players who'd never played the Hero System before.  While I may be a little out of practice running the game (having not done so since last spring), I've been doing it a hell of a long time and I'm good at keeping things moving.  As a result, I'm going to give the players more complete (read traditional) character sheets, I'm not going to give all the characters the same Speed, and I'm going to count on my players to pick up the basics if they aren't familiar with it from the outset.  I still won't worry about Body Damage or Knockback, and I'm still not going to use a map, but everything else will be as by-the-book 6e as I can make it.

Also, that fight in Scene three will be more meaningful and midget-filled.



Quandaries

Jan. 20th, 2010 08:04 am
My Dice Are Probably Older Than You
Last night, our weekly D&D game provided me (by way of my character) with an interesting and juicy quandary.  Namely, what does a paladin do when faced with a Good vs Good conflict, wherein his actions MAY contribute to significantly weakening a major god of good in order to correct an ancient injustice.

Some backstory is probably in order.  This campaign (a D&D 3.5 Forgotten Realms game) takes place almost entirely in the basement of a manor inherited by three PCs way back at 1st level.  The manor sits over a megadungeon, which has been used by a number of factions and groups over the centuries, including the Cult of the Dragon, a mercenary company hired to conquer Baldur's Gate, a Duergar colony, Drow, Aboleth, and the Orcus-worshipping lich of our ancestor who built the manor in the first place.  It also contains the entry points for a number of pocket dimensions, which play into the greater story.

Over the course of our explorations (my PC is 17th level now, so we've been doing this a while), we've discovered that one of the pocket dimensions is nothing less than a prison where Lathander locked away Paivatar, a minor goddess of the sun, in order to usurp her role during the events known as the Dawn Cataclysm.  We know where Paivatar is, and what's more, we know how to free her.  And thus our quandary.

Lathander is without doubt a major force for Good.  Releasing Paivatar will doubtlessly diminish his power.  Even though Val (my character) is not a Lathanderite, he still doesn't particularly want to harm the cause of a god of Good.

All of which was brought home last night when we found ourselves confronted by a trio of Devas who demanded (quite rudely) that we turn aside from our current quest, as it will doubtlessly lead to the freeing of Paivatar.  When we balked on this (we didn't refuse them outright, we just didn't bow and scrape and immediately do their bidding), they attacked, leaving us on a cliffhanger.  Given that Val is significantly less effective when it comes to fighting things that aren't evil, this is going to be a difficult conflict from both a moral and tactical perspective.
My Dice Are Probably Older Than You
Of amusing mediocrity and failure.  Because those can be just as entertaining as tales of triumphal daring exploits.  I'll start!

A friend of mine ran a pulp one-shot.  The premise was that all the PCs were members of a traveling air circus working in Central America.  We were forced down by sky pirates and subjected to the whims of a crew of bad guys who'd adopted an Incans Reborn sort of theme, wearing the costumes and working out of the local pyramid, you know the drill.

Anyway, there we were.  After suffering many depredation in Durance Vile, we were dragged in chains before their almighty chief.  The GM described him sitting resplendent in a feathered cloak, upon a throne of gold and jade.

My PC (the group's weisenheimer), couldn't let the moment pass.  I said something snide.

The GM put on a gloriously affronted face, drew himself up (he was a big guy) pointed at me and said...

"HUSH!


You...

fellows..." he trailed off pathetically.

After we stopped laughing, we retconned the moment so that he actually said, "Silence, Dog!" but his moment to be impressive was lost forever, and "Hush, you fellows" became our rallying cry for those unintentional moments of fail.

My Dice Are Probably Older Than You
Last night, we took a break from the ongoing 3.5 campaign to playtest a couple of encounters for the Master Maze event at Owlcon.  One of our group has thousands of dollars worth of Master Maze scenery and lots of D&D minis, and every year, he and some co-conspirators put on a massive D&D event wherein everything in the dungeon (character, creature, prop) is represented by a miniature.  It's damned impressive, especially since it's an elimination event with two groups running through identical threats simultaneously.

Without spoiling much of anything, last night tested an 18th level party composed entirely of Martial characters in two successive encounters.  And in each, I actually found myself experiencing the so-called "sweet spot" that the designers of 4th edition went on at length about.  Part of it was doubtlessly my own character's effectiveness (an 18th level Elven Ranger/Battlefield Archer is a truly a thing of terrible beauty), but it was also the synergy with the rest of the group and the way the monsters played off each other.  Yes, it felt more like playing HeroClix than D&D in some respects, but it was engaging and exciting and it didn't bog down and there was enough uncertainty to make it feel dangerous.

Oddly enough, my past experiences as a player haven't felt nearly so satisfying.  My suspicion is that we've gotten a bit more familiar with the game and our DMs have gotten better at encounter design.

One interesting thing that came up at dinner before the game was a notion among a couple of folks in the group that I'm against playing 4e on a regular basis on Tuesday nights.  Given that I've been running 4e for the kids and a couple of guys in the group, I'm now entirely sure where that impression came from.  I suspect it's because I was very definitely among those grousing about perceived gameplay issues, though far from the only one, and the other principle grousers moved on to play in other regular 4e games.  In looking back at our initial efforts, I think the reasons for my initial negativity flow from a couple of sources.  

First, the initial adventures we were exposed to weren't very good. "Keep on the Shadowfell" has been widely held up as how NOT to create an introductory adventure.

Second, our first home-brew campaign began with a lot of promise, but stuttered rather badly when the DM started messing with the movement rules in order to incorporate Spelljammer-style ship to ship combat.  The net effect of this was to nerf every single movement related ability, and in 4e, movement is a key pillar of the system.

Third, it took both our DMs and the game designers a while to find an effective balance point between monster ACs and PC abilities.  Until MM2 and DMG2 came out, there was a significant disparity as you went up the ladder and for a group of players who were used to having a a combat-optimized tenth level character hit monsters on anything higher than a four, suddenly needing a 10-12 at a minimum to have any
effect on an opponent was a rude awakening.

(It didn't help that our group has far more than the optimal number of players, which meant a fair bit of guesswork when it came to getting encounters balanced correctly.  Which in turn tends to exacerbate the problems.)

Finally, there was the Grind.  Wherein the final opponent (or two) took for-freakin'-ever to put down because Elites and Solos have ridiculous amounts of hit points compared to the amount of damage PCs can put on them.  Which meant every fight fell into three phases:  Minion Sweeping, where the 1 HP Minions that are cluttering up the area making nuisances of themselves get wiped out; The Tactical Portion, where most of your Encounter powers get used and interesting stuff happens, and the Boss Fight, where, because you're finally fighting something whose HP DON'T remotely scale up with PC damage potential, you pray one or two of your Dailies will actually work and you grind your way through hundreds of HPs just to get the big bastard down to Bloodied status.

Fortunately, since then we've seen MM2 and DMG2, which changed some of the guidelines for critter creation.  We also got a slew of new and nifty powers for every class.  Last night, my ranger hit a Fire Giant for something like 94 points of damage in a single strike.  I'm pretty sure that wasn't entirely possible when the game came out.  It may be an escalation, but it's an escalation that feels like it kept pace with the monsters rather than trailing behind them.

For me, that's where the sweet spot lies.

My Dice Are Probably Older Than You
Yesterday, I picked up the print edition of Barbarians of Lemuria (link goes to the cheaper PDF).  It's a tight little game that's specifically designed for running Sword & Sorcery adventures.  I'm still reading through it, but I'm very impressed with what I've found so far.  It looks like you can easily put together a character in under fifteen minutes, without falling victim to cookie-cutter syndrome.  The system uses only four stats and four combat ratings.  All other skills are rather ingeniously handled by "Careers," broad areas of experience with applicability to be determined by the GM.  Boons and Flaws based on a character's homeland further flesh out the abilities.

While the game is written for the S&S genre, with Careers, Boons, and Flaws appropriate to such a setting, re-skinning the game for another genre would be simplicity itself.  I understand there's an officially published post-apocalypse setting and I know of a publisher working on a 17th century France setting as well.  I definitely want to try it out sometime, probably with the Tuesday Night crew, once we get past OwlCon.

My Dice Are Probably Older Than You
A mashed-up collision between Glorantha and certain evocative elements of Steven Erikson's Malazan Empire novels, replete with ancient ruins, savage barbarism and civilized intrigues (also barbaric intrigues and civilized savagery), meaningful religions, technomagical intelligent dinosaurs, demi-gods that walk the land, undead magic cavemen, and clever heroes (and heroines).

The really frightening thing is how little one would actually have to stretch Glorantha as-is to make it work.  Pavis makes a perfect starting point for such a campaign, as it's out there on the edge of the Lunar Empire, surrounded by barbarians in the wastes with the granddaddy of all mega-dungeons (The Big Rubble) right there in the back yard.  Toss in the elements listed above that didn't originate there, throw in a pinch or two of Exalted's Creation, garnish with Stormbringer's demonology, and it would make for one hell of a sandbox.

At least I think it would.

My Dice Are Probably Older Than You
"Those who are wise in matters of the Demon Planes may claim that they know the natures of those who dwell therein; yet when one consults The Book of Presences, The Scroll of Bringing Forth the Unnameable, or indeed any of the other writings of the masters of the past, one is struck by the many and diverse descriptions of the Demon Prince of the land of Qélem, great Lord Rü'ütlánesh. It is known that this mighty Prince rules the Southwest Quadrant of the Demon Planes, that he [the manuscript uses the Engsvanyáli pronoun for "he" throughout, yet adds both the determinative ideographs for "female" and for "neuter" --?], that he comes forth in reply to those who summon him with appropriate litanies and sacrifices, and that he gives many boons, though of perverse sorts. Yet no one can speak with authority of his form, nor can one say what is this Demon's true nature. The rune by which this Prince is known includes elements of sensuality and alliance with the principles of the Emerald Ladies [probably the Goddess Dlamélish and her Cohort, Lady Hriháyal], although devotees of other Deities (including some of the more daring of the priests of the Lords of Stability) may call upon him.

-- From possibly the greatest pure-fluff RPG sourcebook of all time.
My Dice Are Probably Older Than You
Now that I've driven off all six of my readers, I'm back.

Gaming-wise, things have generally been of the D&D variety.  I ran my third D&D with the kids game over Thanksgiving weekend, and our Tuesday night game is still in full swing, heading towards the momentous conclusion.  It looks like a completely different group of local gamers I know are starting up a Warhammer Fantasy 3rd edition game and I'm currently planning on joining that.  I've never played any version of WFRP, so I'm looking forward to it.  I also still have two games to prepare for OwlCon.

I think I can safely declare my Champions group dead.  This is due as much to my own lack of effort as other people's schedule issues.  One of my players got very involved in competitive Magic tournaments, and now that WizKids has managed to return from the dead, most of the other folks are looking to play HeroClix on their weekends.  Given all that's on my plate at the moment, it's probably for the best.

Of course, that hasn't stopped me from picking up and looking at new stuff.  Most recently, I've been reading BASH! Ultimate Edition, a really neat rules-light superhero game.  For a long time now, my favorite approach to superhero games is in the context of an animated series, like "Justice League" or "Teen Titans," and while I've done quite well running games in that fashion using the HERO System, I've found the rules crunch really gets in the way of the experience.  On the other hand, ultra-rules-light systems like Truth & Justice lack a certain degree of rigor I find necessary given my own GMing style and the play styles of my groups.  On the basis of a first read-through, BUE might well fit the bill.  It's a point-build game, but quite rules light in its approach.  Hopefully, this weekend will allow me a chance to write up a could of characters and stage a test-combat.

I also discovered that Golden Heroes, an 80s era superhero game published by Games Workshop (before they became All-Warhammer-All-The-Time) lives on in PDF form as Squadron UK.  It's still a mid-80s mess, full of disconnected subsystems and rules for things that don't need rules, but there are some glorious gems in it and it was well worth picking up to revisit them.

So, that's that.  If you're still reading this, what have you been doing, gaming-wise?

My Dice Are Probably Older Than You
I'm still alive, but this writing a novel thing has completely taken over my thought processes and imagination.  As a result, I'm barely even thinking about gaming at the moment.  It's oddly liberating.
My Dice Are Probably Older Than You
I'm currently in a position where I don't have any GMing projects that need my attention.  I've got one more D&D with Kids game to run before I hand off to one of the other dads to have a turn behind the screen, and I've already done all the prep work for it.  At the moment, everything I'm doing on Tuesdays is on the player side of the table, and my Saturday gang is still weighed down by other commitments.

So, I'm going to spend November like lots of other folks trying to write a novel.  Hopefully, it won't end up too much like Witchcraft fanfic, but I'm not holding my breath.

I did just pick up Qin: The Warring States, a really cool kung fu RPG originally published in France.  It's pretty and I look forward to reading it.  Perhaps a proper review will be forthcoming.

My Dice Are Probably Older Than You
Today was the second go-round of Kids and Dads playing D&D.  Overall, it went well.  I ran two encounters with some investigation/roleplay in between and left them on a mild cliffhanger.

By far, the best moment came from Andy's son E.  He is eleven, extremely enthusiastic, and already has his father's knack for absorbing and retaining information.  In the first session, his father had to caution him about broadcasting his memorized information about monster stats.  Which brings us to today's choice exchange.

Andy:  You pretty much need to roll at least a 10 to hit all the time.

E:  Well, actually, a camel only has a Willpower of 9.

The look on Andy's face was utterly glorious.
My Dice Are Probably Older Than You
So, earlier I was complaining about how the online resources for DC Heroes had vanished into the mists of time.  Turns out I was W-R-O-N-G.  Not only is there an active Yahoogroup still churning out massive amounts of message traffic, but there's also www.writeups.org, a website devoted to nothing but writeups of fictional characters in DC Heroes/MEGS terms.

If I didn't have a D&D game to get together for the kids this weekend, I'd be diving deep in the MEGS goodness.

My Dice Are Probably Older Than You
(First off, a disclaimer:  No game is truly dead unless no one plays it.  That having been said, when a title is long out of print, the license has lapsed, and even the old mailing list archives are lost to the aether, it's a pretty near thing.)

Lately, I've been delving into my stack of superhero games.  I'm still only about 100 pages into Hero 6th, but my overall familiarity with the system is bogging me down.  It's a problem I have when I'm reading rules that cover ground I've trod many times before: I start glossing over because it's all so familiar.  Mutants & Masterminds keeps trying to convince me to take another serious crack at it.  The rules-light games like Truth & Justice and Supergang cry out for actual play.  Heck, the other night, I got my Marvel Universe RPG books out of the garage, because I realized I'd never really given them an honest read-through.

But the game I spent the most time looking at this weekend was Mayfair's DC Heroes.  In doing so, I'm struck by two things:  First, how slick the system is.  Yes, it's table-based and granularity is definitely not its strong suit, but it does what it does and it does it well.  The second, is how frustrating it is to read across the editions.

The first edition of the game (1985) had all sorts of problems, mostly in the gadget rules, but also in that the game was written prior to DC Comics' massive "Crisis on Infinite Earths" reboot, which altered the power scale in the DCU quite substantially.  But mostly, it was the gadget rules.  They sucked.  Still, the first edition box was so chock full of goodies (beautiful maps of the Titans tower, character stand-ups, tons of character write-ups), that it's easy to overlook this just for the cool stuff value.  Besides, most of my frustrations have to do with the second and third editions of the game.

The second edition (1989) was magnificently put together.  It came in a larger/heavier box than the first edition, with three books (Rules, Character Creation, and Background/Roster) and tons of cards with character write-ups on them.  I think the game included stats on something like 200 characters all in all.  There was also a neat and cheesy calculator wheel to use for quickly handling task resolution.  I'm pretty sure today we'd just knock out an Excel macro, but it's fun to play with.

The second edition also made significant changes to character creation and completely revamped the gadgets rules.  But best of all, it presented the information in a clear and clean fashion.  The rules are simple, and the elaborations make sense.  It's a little light on complete examples, and there's an alarming late 80s use of he/she instead of a less clumsy personal pronoun, but the overall writing style and organization is wonderfully clear while conveying enthusiasm for the game.  Quite simply, it makes me want to play this game.

Then there's the third edition (1993), which is, in my opinion, rather a bit of let-down.  The changes it incorporates from second edition are quite small, largely incorporating material from second edition supplements and altering a few other bits here and there.  The summary of changes I found on the internet doesn't even fill two complete pages.  This is all well and good.  My issue with the book (and it's just a book, not a boxed set like before), is how poorly it is organized and how stingy it is with supplemental information.  To me, the bigger issue is the first.  Rather than following the very efficient model of second edition, it's like the editors of the third simply pulled out the individual chapters and slapped them together at random.  Why else would you get the rather involved and lengthy character creation section before the rules?  Granted, there is a decent ten page introductory chapter right at the beginning, but this is followed by 65 pages of character creation rules.  It just seems like a very unfriendly way to organize the product.

As to stinginess, that's largely in terms of character write-ups.  Unlike the earlier versions of the game that spilled the beans on hundreds of published characters, third edition gave us twenty nine.  And four of those were the alternate Supermen from "The Death of Superman" storyline.  And only four such characters were female (Wonder Woman, Starfire, Blackfire, and Catwoman).  When you consider a DC Heroes character can be written up in the space of a playing card, it's a terribly paltry selection.

I wasn't as involved in internet doings when DCH 3e came out, so I don't know how it was received by the fans.  I remember looking at it and feeling like the fun had been stripped out of the game in some intangible way.  Reading over it now, I still can't quite put my finger on it and it may just be that my feelings about comics in general were pretty much at an all-time low during that period and it wouldn't be until '96 or so that I started getting my old enthusiasm back.

Which leads to the biggest frustration of dead games: the loss of resources.  Even a bit of cursory searching shows there was once a flourishing online fanbase for this game.  But where vast depositories of character write-ups and rules clarifications once dwelt, there is only 404 errors.  'Tis a cruel fate for such a noble system.

(And don't get me started on the ignominy of "Blood of Heroes."  The less said of that abomination, the better.)

But this is more about the joys of rediscovering this old gem of a game.  I only remember playing DCH a handful of times, but I bought the supplements religiously because they shed so much light on the DC Universe.  I'm sorely tempted to slight all the other games in my library to give it a shot, maybe creating my own fourth season of "Justice League Unlimited" or something.  I think the game would handle the animated DCU quite well.

Now, how to go about selling it to my player base?


My Dice Are Probably Older Than You
So, today was "Take Your Kid To The Dungeon" Day.  All in all, it was pretty damned awesome. No, strike the pretty damned part out, it was awesome.

We had a party of seven adventurers. The kids were at level 1 and the adults were "Level 0," which we simulated by removing the daily and some hit points from a first level character.

The adventure was "Coppernight Hold" from Dungeon Delve. Some minor spoilers for that adventure are related below.

The campaign premise, such as it is, has the PCs as members of the Roadwardens, a combination law-enforcement/militia charged with protecting the open countryside between the Scattered Cities. Their commander, Godric sent them to investigate the disappearance of some dwarven miners.

The Flunkies:
Grudd: An illiterate human fighter, obsessed with learning to read, played by my friend Andy.
Aelar: An elven pacifist cleric, who undertook no offensive actions the entire night, played by my friend Rick.
Autumn: A shifter Warden, played by Rick's fiancee Kat.

The Heroes:
Shadow: an Artful Dodger Rogue (played by my son)
Balazar: a Dragonborn Bravura Warlord (played by Andy's son E.)
Ave: a Chaos Sorceress (played by Andy's daughter K.)
Snails: a Druid who spent most of his time in wolf form (played by Rick's son J.)

With seven PCs, even with the flunkies being slightly underpowered, I expected things to go a little easy, but figured with all the first-timers (Kat had never played before either), the numbers would be beneficial.

The first encounter was a relative walk-over. Once the kids figured out the minions were easy pickings, they concentrated on wiping them out. The high point of the encounter was probably Shadow using Positioning Strike with a shuriken and sliding one of the Slingers into the pit. Grudd was set on fire briefly, but came through slightly singed.

The second encounter was much harder fought. Autumn figured out the statue was a possible trap and used it on the kobolds before they could spring it on the party. However, the tapestry traps worked almost as planned, causing Grudd some fair inconvenience.

Ave rolled a 1 on her attacks not once but twice, causing chaos as she pushed friend and foe across the battlefield. Shadow learned the joy of Reliable dailies when his handspring assault failed him not once but twice.

The final encounter was surprisingly easy, though not anticlimactic. Just announcing the presence of a dragon was enough to get all the wavering attention spans back online. Shadow finally successfully used his handspring assault to nail one of the Slyblades for something like 35 points of damage in a single hit. Too late I realized it could have used its Sly Dodge to spin the damage off on a minion, but really, given his lousy luck with the power the two previous attempts, it would have been a really cheap move to do that.

The remaining minions and the unwounded Slyblade did a fine job of harrying the heroes while the Dragon moved in to breath. When it did, it managed a pretty decent attack, hitting about half the party fairly hard. A weakened Snails got dropped by a minion, but Balazar used his daily (Reckless Rescue) to save him. Meanwhile Ave drew a bead on the dragon and let loose with her Dazzling Ray, which, combined with some earlier damage, dropped him like a rock. Shadow finished off the Slyblade he'd wounded at the outset, while the other one dropped Autumn. Fortunately, Aelar was nearby, so death was averted. Ave blasted the remaining Slyblade and that was the end.

But that's only part of the tale. The rest was the laughing and joking and making up little character and story bits, and eating pizza and drinking Jones D&D Sodas and doing all the stuff I've been doing for over 30 years now and indoctrinating the next generation. And it was a blast. I can't wait until we do it again.
My Dice Are Probably Older Than You
While it does a few things I'm occasionally dubious about, the one place where I can't throw a single stone is in the area of game prep.  Between my handy copy of Dungeon Delve, Dungeon Tiles, and Adventure Tools from DDI, it took me less than an hour to prepare all the encounters for Saturday's game.

I also bought the Fiery Dragon Counter Collection, which had counters for everything I'm throwing at the kids this weekend.

At this point, I'm just about ready to go.  I've got a little bit of mission briefing to write up, but that's it.

My Dice Are Probably Older Than You
Since my earlier post on games I want to run someday, I've managed to run one (The Buffy/Arkham thing) and am getting ready to run another (4e D&D with Kids).  So, as is the wont of my chronic Gamer ADD, I find new ideas coming unbidden to mind.  Since I had such good luck with the first go-round, maybe these will see the light of play someday.

"Swords of the Young Kingdoms" (Stormbringer 4th Edition):  A by the book, bog-standard Stormbringer game.  By which, I mean random character generation, crazy demons, lost cities, mad kings, occasional forays into other planes of existence, and the world ending in less than a decade.  Soundtrack by Blue Oyster Cult, Hawkwind, Manowar, and Iron Maiden.

"Inglourious Talints" (Godlike):  I freely admit I'm ganking this idea from a thread on RPGnet; it's too good to pass on.  A ragtag group of Jewish-American Talents wreaking havoc behind enemy lines.  It practically writes itself.

So, readership, what's on your dream game list these days?

My Dice Are Probably Older Than You
All in all, the game went pretty well, especially when you consider I'd not played Cinematic Unisystem in three or four years and I'd never actually run it.  Of course, I've been playing with this crew for a couple of years now and we generally get along at the table, so I wasn't sweating rules issues overmuch.  Still, I'm happy with the way things came together and will happily run it again, should the opportunity arise.

One interesting thing I noticed as the game progressed was how much shorter my game notes got from week to week.  While I think some of that was due to familiarity with the PCs and the way the players approached them, I think a lot of it was also just a general loosening up my improv skills from week to week.  The beauty of Cinematic Unisystem is that you can get away with fairly low prep GMing and I took full advantage of that fact.

The one place where I felt I fell a bit flat was in gauging appropriate levels of opposition in combat encounters.  I generally just ran with canned critters, but it was sometimes hard to tell what was too much or too little for them to face.  Which is, I suppose, a trade-off for a low prep sort of game.

Anyway, I'm now beginning my work in earnest on the D&D With Kids game, mostly making sure I've got the visual tools to make it interesting and fun.  I've also got a 12-pack of Jones Soda's D&D flavors to share with the table.
My Dice Are Probably Older Than You
So my wife is out of the house tonight, leaving me alone with The Kiddo.  And with our D&D game now two weeks away, I decided to help him put his character together.  Not surprisingly, he decided to go with a 4e version of the character he played in a couple of Castles & Crusades adventures I ran for him a while back.  And so it was that Mike the Rogue has made the transition to 4e.  

All in all, he's a lot more buff than he was in C&C.  And since the boy's read a shortened version of The Three Musketeers, the idea of a rapier-wielding swordsman is right up his alley.

As I understand it, the other characters so far are a Warlord, and a Druid and possibly a Half-Orc Bard named "Pineapple."  I suspect the grown-ups playing the "flunkies" will be rolling up Defenders.

OwlCon

Sep. 23rd, 2009 09:57 am
My Dice Are Probably Older Than You
It's still months away (February 19-21), but it's already grabbing my creative attention.  For the uninitiated, OwlCon is Rice University's annual gaming convention.  It's also my annual chance to break out an GM different games for (usually) a bunch of strangers and have a grand old time doing it.  Also, also, if you GM at least two session, you get in for free and get a t-shirt.  Bonus.

For the past two years, my mainstay has been "Heroes of the New Wave," a "Neo-Pulp 80s" game that takes the rock-star scientist vibe of "Buckaroo Banzai" and mashes it up with every Duran Duran video ever made.  The first session had our heroes square off against the Terrible Mr. Tolhurst.  Last year, they learned that "Nobody Walks In LA."  This year's adventure is called "Save a Prayer," and honestly, that's all I've got at the moment.  This is pretty much par for the course, but I know I'll have it figured out by the time the con rolls around.  The one thing I'm looking to change this year is the game system.  In the past, I've run it with a slightly modified version of Feng Shui, but this year I'm leaning towards either the Ubiquity System from Hollow Earth Expedition or Cinematic Unisystem, as seen in the Buffy the Vampire Slayer and Angel RPGs.  Either one would run great.  I'm leaning towards the former simply because the game is still being supported and the HEX folks were really nice to me at Gen Con.

The other game is more certain.  It will be Lucha Libre Hero, "Los Miraculos Contra La Hija de Franquestein," a title I'm happily swiping from one of the guys on the Hero Games Boards.  LLH is possibly the greatest single supplement for The HERO System's fifth edition.  It is gleefully, gloriously psychotronic, a labor of love that grabs the reader, puts him in a headlock, tosses him with an El Hurracan to the mat, pins him and demands to be played.

I don't even particularly care for professional wrestling and I'm still compelled to run it.

I may try to run a third as yet to be determined game.  Even though I only have to run two and that seriously cuts into my ability to actually play anything, I've found that I really prefer GMing to playing, even if it does completely wear me out.

As always, if any out-of-towners want to come to Houston for the con, we've got lots of crash space