Check it out! I have a banner! With Pig-Faced Orcs!
Just wrapping up a few things at work and I'll be off until 2011. Hopefully, I'll get a couple more posts in before the end of the year, though.
Green Devil Face
6 hours ago
| Name | Type | Race | HP | Sex | Weapon | Armor | Alignment | Background | Possessions & Knowledge | Notable Features |
|---|---|---|---|---|---|---|---|---|---|---|
| Samix | Torch-Bearer | Human | 2 | M | Dagger | None | Neutral | Mercenary | Nothing | Unwashed |
| Ulmyr | Torch-Bearer | Human | 2 | M | Dagger | None | Neutral | Failed Apprentice Mage | Nothing | Yellow teeth |
| Balgar | Man-at-Arms | Human | 5 | M | Spear, Dagger | Leather | Neutral | Failed Tradesman | Nothing | Pudgy |
| Beyda | Man-at-Arms | Human | 4 | F | Spear, Dagger | None | Neutral | Street Thug | Nothing | None |
| Corgard | Torch-Bearer | Human | 4 | M | Dagger | None | Neutral | Beggar | An ink pot | Hook for a Hand |
| Worford | Man-at-Arms | Human | 2 | M | Club, Dagger | Leather | Chaos | Escaped Slave | Nothing | None |
Tyrvand Dedsoon RIP.I rolled a new character. I was hoping for stats for another Magic User, but the dice weren't cooperating. I ended up making a fighter named Targ. He wears chainmail and swings a heavy pick. He worked out pretty well. We solved a strange musical puzzle, defeated another half-demon, and discovered some other crazy hidden clues about the history of the temple at Darves Hill.
You were the first Dedsoon to ever leave the confines of Nahm and return in one piece, even if it was only two days. He will be remembered by his kin and stories will circulate through the Dedsoon clan, telling of the brave adventurer Tyrvand, who died of a bug bite.
This is just an announcement:
I'm about halfway through Fantasy Freaks and Gaming Geeks, a sort of a combined memoir and exploration of gamer lifestyle. Subtitled "An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms", the books covers traditional table top RPGs like D&D, LARPs, MMORPGs like World of Warcraft, SCA events, and gaming and other fantasy related conventions. Described by NPR as "Lord of the Rings meets Jack Kerouac's On the Road," the author, Ethan Gilsdorf, travels the globe, interacting with fans of role playing of all types. He plays with a few legends at GaryCon, swings some foam swords at a boffer larp, and interacts with some interesting people spending their free time exploring fantasy worlds. So far, it seems like he's grasping towards some sort of reason why people gravitate towards these types of experiences, but even at this point in the book, I'm not sure he's really going to find it. It's got to be pretty different for different types of people. Sometimes, it even seems a bit disjointed, almost like he is trying to force some kind of theme across the book. That said, it's been a fast and easy read. It's fun, but in the long run, I don't feel like I'm really going to learn much about my group of friends or myself. It did make me want to attend GaryCon at some point, though.
I also read James Raggi's latest Lamentations of the Flame Princess module, Hammers of the Gods. A stand alone module designed for character level 3-5, it looks like it could be inserted into just about any home campaign pretty easily. I'll probably be using it for a future OSR campaign, so I want to avoid spoilers, especially since my players read this, but I'll point out some highlights. First, I love the list of books held in the library. There are 100 titles, all with descriptions, that are chocked FULL of ideas for future adventures for the players. The alternate history for dwarfs is interesting and can certainly fit within the ideas I've been constructing. Like the other LotFP stuff I've read (the RPG box set, Stargazers Tower, No Dignity in Death, parts of the 4 issues of Green Devil Face), the adventure is steeped in atmosphere. What it lacks in combat encounters, it makes up for with interesting environments. I'm curious to see how I handle his modules in action, since I more used to running highly combat oriented RPGs. I'm also curious to see how the players will react to a significantly more deadly play style than what they are used to playing.
Finally, I've really been digging the writing on B/X Blackrazor, an OSR blog out of Seattle. The author is probably best known for his OSR book The B/X Companion, which provides a continuation/completion of the game presented in Tom Moldvay's Basic Rules and continued in the Dave Cook/Steve Marsh Expert Rules. I haven't read the book, but his writing on the blog has me curious. He recently provided a highly amusing play report of his group playing through the classic D&D module White Plume Mountain. Far too often, I find play reports to be tedious, even if I understand the purpose from the DM & player point of view. I found his reports to be a great deal of fun to read. I need to spend some time digging through his older posts for interesting content. ![]() |
| Contents of the S&W White Box box set |
In preparation for my turn back behind the screen once the Gamma World adventure wraps up, I started ripping through Hollow Earth Expedition. I picked up the book at origins this summer after a quick demo at the booth, but I never really sat down and read it. I have to say, the writing is darn good.A campaign setting is usually a fictional world which serves as a setting for a role-playing game or wargame campaign. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place. [...] many game masters create their own settings, often referred to as "homebrew" settings or worlds.Since returning to the hobby, I've played games set in Greyhawk, the Forgotten Realms, and Ravenloft. I've played in the Warhammer 40k Universe, post-post-apocalypse earth of Gamma World, the weird wild west, and the 1920s, as envisioned by Lovecraft. I haven't tried my own hand at making a world, though. It's quite a daunting task, but there are some great resources out there to help the designer along.
[...]these two types of fiction are diametrically opposed. The heroes you find in Sword & Sorcery fiction are individuals that test their mettle against whatever foe steps across their path, and they always live to fight another day. In the stories of H.P. Lovecraft there really are no heroes in the truest sense of the word [...] The challenge then becomes presenting a story (or in this case a game) that has both elements of Sword & Sorcery, as well as a good dose of Yog-Sothothery, without compromising either genre.I'm curious to see how he handles this opposition in the game, both with the "fluff" and the "crunch". How will the characters differ from the standard tropes of the D&D and CoC? Could this system work as a great "What if?" scenario as in "What if TSR received the Lovecraft Mythos License, rather than Chaosium?" For more info, check out the blog and the FAQ. Consider me very excited. If I had known about the blog last week while putting together my list of OSR related blogs, SAOD would have certainly made the list. I'm not sure how Shane found me, but I'm glad he did. If you happen to read this Shane, and you need play-testers, consider this my application.
I'm really curious how the players will react to a game which requires more roleplaying and features less tactical combat. Since I'm going to have at least a month of downtime, while Dave acts as GM for the Gamma World, I'm going to try to put together a few things together. I like the idea of putting together a few adventures using different play styles and systems. A lot of the old school systems and clones, and some of the newer pulpy systems like Savage Worlds and Hollow Earth Expedition, are rules-lite enough that the players should be able to pick up on how to play, and get a pretty good feeling for the style of play after just a session or two. Additionally, I'd like to open the table up to an extra player or two. I know a few people that are interested in checking out a game. The ongoing campaign probably isn't the best place to try to indoctrinate these guys into the hobby, but a convention style demo game over a night or two could be perfect. 
Finally, I'm going to try running something using Hollow Earth Expedition. I think at least a couple of the players will enjoy the two-fisted pulp tales of adventure offered by the setting. The game mechanic, using the Ubiquity system, is pretty interesting. Ubiquity, which attempts to offer very cinematic game play, uses dice pools to determine successes and failures. It also stresses that the focus should be on cinematic action story telling over excessive dice rolling and has built in rewards for players who (at least attempt) to pull off exciting feats of daring. The mini demo I played at Origins this summer was a blast and I think we can have a lot of fun with it. 