Friday, May 17, 2013

Artifact Use Chart


In Dragon #25 Gary Jaquet updated the Artifact Use charts from the first edition Gamma World rules. My photo-copy of the chart looked pretty natty so I went ahead and made a new version (above). When we were playing GW1e a couple years back my whole agenda then was to use the rules as written, just to get a feel for what the authors intended, before making any house-rule changes. That meant using those old artifact use charts that were so fascinating to me as a kid. Of course it doesn't take long before you realize that all you are doing is rolling dice over a certain number for effects and the flow chart is just for looks. So I started using the GW2e rules after a while to see if there were any subtle flavor differences between the two (GW2e rules are just straight dice rolls, but the system is a bit more complex). Not only did the GW2e rules seem oddly "safer" (less catastrophic results), but I found myself missing the visual interaction of the old charts. So when I found this updated version somebody posted on the internet form Dragon #25 I vowed to give it a spin, but we ended up putting the GW campaign on hiatus before I got to try it. I have no idea how well tuned it is, but it is kind of pretty.

Huh, perhaps I should post how to actually use the chart.

Monday, May 6, 2013

Attending Daedalus

Deserted Estuary by Bruce Pennington
By coincidence I came across a used copy of Attending Daedalus by Peter Wright around the time I was finishing reading Solar Labyrinth by Robert Borski. Borski's book had a lot of tantalizing theories about Gene Wolfe's Book of the New Sun in it (even if I am inclined to only agree with around 60% of them), but seemed to focus only on the puzzles and mysteries of the series without actually discussing Wolfe's literary techniques. Attending Daedalus is definitely a good remedy for that, examining Wolfe's writing style and its effect on the reader throughout his career, with specific emphasis on the Book of the New Sun. Wright's writing tends to be overly-academic and dry (it was an English dissertation after all), but he illuminates the complexity of Wolfe's genius in a way that I may have intuitively grasped, but without an intellectual understanding the process involved.

All in all, my re-reading of Wolfe's Book of the New Sun, along with the various analysis of other authors, has deepened my already reverent appreciation of his works to a level of almost baffled mystification. How can he be so good?

Monday, January 28, 2013

Reading List (year one)

Not so much an "Appendix N" as simply the stuff I've been reading over the last year that has some quality of gaming inspiration, one way or the other. Lately, I've been rereading my personal holy grail to that end of things, The Book of the New Sun by Gene Wolfe, although this time through I have Michael Andre-Driussi's Lexicon Urthus on the nightstand as well for further edification. After I finish the series I plan to pick up Robert Borski's Solar Labyrinth as a final delve into the layered mysteries of Wolfe's world creation.

  • Peace, Gene Wolfe (A)
  • Kingdom Come, JG Ballard (B)
  • Wireless, Charles Stross (B+)
  • Zero History, William Gibson (B-)
  • The Tree of Life, Israel Regardie
  • Home Fires, Gene Wolfe (A-)
  • Tlön, Uqbar, Orbis Tertius, Jorge Luis Borges (A-)
  • City of Saints and Madmen, Jeff VanderMeer (D)
  • Imaginal Reality, Aaron Daniels
  • Holy Fire, Bruce Sterling (C+)
  • Magical Circles in the Grimoire Tradition, William Kiesel
  • Promethea, Alan Moore (B)

Saturday, June 16, 2012

Gamma World—Part I

Original drawing by Jeff Easley / Coloring by Sorvan
Gamma World was a game that had always fascinated me as a kid in the late '70s and early '80s, but somehow we never really got around to playing it back then. It became one of my bucket list games that I would spend free time musing about while busy playing other games for years. It wasn't until after finishing a long, multi-year campaign with 3E D&D that I realized my brain needed a rest from crunchy rules systems and swords and sorcery. I had a captive audience with my new gaming group, so I good-naturedly pressured them into playing Gamma World. Since most of my fellow gaming friends were slightly younger than me, and quite enjoyed modern game design, I wasn't really sure how well GW would go over, so I was pleasantly surprised when the players really dug into the game and we ended up playing a campaign that lasted over two years. (And is still not even close to being completed... we are just currently taking another genre break for a little while.) It was, in truth, the experiences of playing old-school GW that first triggered my interest in starting a gaming blog, although due to my slow-moving nature and general laziness, I didn't actually get around to starting until after putting our GW campaign on hiatus.

There are myriad subjects I wanted to touch upon in regards to playing first edition Gamma World, so I will just chip away at my notes as I feel inspired. One of the most visceral pleasures I had as a GM to a table full of fledgling GW players, was the fact the all the monsters would be new to them and completely mysterious. Hell, after close to thirty years, the monsters were pretty "new" to me as well! Each random encounter on the road would fill the party with dread (as is fit for any D&D-like RPG), but also a sense of wonder because they would be trying to figure out just what the fuck that crazy sounding beast was. The sensation kind of mixes together the two of the primary elements of RPGs... battle and exploration at the same time. I love all the classic D&D monsters, but to a certain extant, everybody at the table knows what you are getting when you encounter a goblin, or ghoul, or dragon. But what the hell are up against when the GM is describing a horl choo, a barl nep, or a yexil? Even the names are completely alien and beyond deciphering. I remember as a kid I was kind of tripped up by those weird names and the fact there were no monster illustrations (for the most part), but these days all that is fundamental to my enjoyment of the game.

I tried to stick to the essential power descriptions as listed in the rulebook (occasionally allowing for some ideas from the second edition rules as well), no matter how strange, and let that flavor my impression of the creature. For example, the arks have the weather control ability that didn't seem to mesh well with their other powers, but after some thought I decided that the arks were these witchy wolf-people that lived on the fringes of civilization, feeding on humans and spoiling the crops unless the humans were able to broker terrible deals with them. I also allowed the arks to summon the occasional lightning bolt with their weather abilities, just to make them more fearful and devastating.

On the other hand, there were some descriptions that proved too tortured (or boring) for my rationalizations as is... mainly with the shapechange ability of a few creatures. For example, the ability of cren tosh to morph into "any lizard" (boring), or the similar ability of fleshin to morph into sleeth. (Why sleeth? The two creatures are not overly similar, and sleeth are much more sophisticated and intelligent than fleshin.) I decided to keep as close to the rules as written as I could while injecting a small dose of rationalization into both those monsters. Basically, I made them the weird juvenile forms of the mature sleeth, the cren tosh being the males and the fleshin being the females. Each has the capacity to mimic the adult sleeth, although at a much diminished capacity... it's more of a disguise than anything else. Who knows what sort of strange and mysterious process finally transforms these adolescent creatures into full-blown sleeth? The cryptic sleeth guard the secrets of their culture well.

Friday, April 13, 2012

Thinking Out Loud

I think one of the best ways a DM can learn how to become better is to actually play the game as a player with some frequency. It helps to open up the lines of empathy to the player's situation as well as gives the DM a bit of a vacation... it is so much more relaxing to only have to be concerned about a single character rather than the whole milieu! One of the things I have learned as a player that I believe helps the game to move along is to think out loud. Let me try to explain.

The game revolves around the DM and the players sharing an imaginary landscape between them, wherein all the action takes place. The majority of the burden of description is with the DM, but the players are also responsible for a great deal of setting creation of their own. The key point is the fact that the world only exists in everybody's imagination and the only way a functional game can happen is if everybody is on the same page as to what is happening and what possibly could happen. Even a slight breakdown in that consensus reality can cause than whole game to grind to a screeching halt.

I've been a player in a game where the DM set up a complex trick room that required a lot of thought and experimentation. It was fun for a while until hours started to pass with no success on the horizon. (The situation was such that the characters retreating was not an option.) Things ended up breaking down into player hopelessness and DM frustration. Later, when everybody talked about what had happened and the DM explained the simplicity of the trigger, the players were convinced that they had already done that very thing trying to work out the trick room and had become dejected when nothing else would work either. The consensus reality between the DM and the players had broken down and left everybody feeling shitty about it. And it was on a very minor detail.

I am convinced that such a situation may have been avoided if the players had engaged in the simple activity of thinking out loud. If, from time to time, they reassessed the different ways they had attempted to trigger the trick room... out loud so that the DM could hear their line of reasoning... then the DM could decide if the players were on the same page as to what has actually happened in the situation, and amend the details if necessary. ("Oh wait... you guys think you dropped a gold coin into the left slot? I thought you said right slot... ") It is a simple way to occasionally reaffirm the consensus reality between the DM and the players.

I find myself doing this a lot when I am a player, because I have a tendency to hatch some pretty crazy plans in my head, plans that may not actually have a basis in the reality the DM is weaving. So, thinking out loud is also a way for the players to "test the waters" of some outlandish ideas. It gives the DM an opportunity to see into the heads of the players to a small degree and, if necessary, gives him a little advance warning about some wild-ass caper the players are hatching. If this gives the DM enough heads up to keep the game from getting derailed by a surprise course of action that he didn't plan on, then so much the better!

(Now, if you are playing in a game that you don't want the DM to know what you are planning to do, because you are worried that the DM will make sure your plan doesn't work if he gets advanced warning, then I am sorry for you.)

Friday, April 6, 2012

Ubue

Ubue by Erol Otus
Illustration by Erol Otus

I have been running the orange-cover version of B3–The Palace of the Silver Princess in my current campaign, digging on the funky vibe of the whole dungeon, but also changing about 85% of the content to suit my needs. Most of the new monsters in the module are completely shitty, not even worth trying to fix (for those I just replace them with something else that inspires me more), but the ubue are in a class by themselves. It really comes down to the original illustration by Erol Otus... man, that is weird and wonderful! If it wasn't for that gnarly picture I would've kicked the ubue to the curb like the rest, but that picture demands that I use them in my dungeon. 

Well, I actually don't go for the whole "cave-man" style of the ubue as written in the module. I have shifted the flavor of B3's setting into something more like a lost unseelie castle, so the ubue have morphed into these strange beings that have evolved out of wild and evil magic from Faerie. I made them psionic and they like to scour old ruins in search of magical items and lore. They like to wear long, arm-less robes of fine bronze plates (kind of Klimt-esque) and dislike brutish combat, preferring mind powers. They still look ugly and weird, though, and have a bizarre blended sexuality.

Here are my preliminary stats for these guys as I work them out. (Yeah, I found some stats for them in Necromancer Games Tome of Horrors, but it was essentially the same "cave-man" creature from the original module, so that didn't work for me.)

UBUE
large aberration (psionic)
hit dice: 3d8+12 (24)
initiative: -1
speed: 40 ft
armor class: 15 (-1 size, -1 dex, +3 thick skin, +3 bronze robe)
base attack/grapple: +2
attack: Slam +5 melee (1d6+4)
full attack: Slam +5 melee (1d6+4) and 2 slams +3 melee (1d6+4)
space/reach: 10 ft/10 ft
special attacks: Psi-like abilities, multi-attack
special qualities: Darkvision 60 ft, spell resistance 10, naturally psionic, power resistance +13
saves: Fort 7, Ref 2, Will 5
abilities: Str 19, Dex 8, Con 18, Int 14, Wis 9 , Cha 22
skills:
feats: Multiattack, Alertness
environment: Fey-touched ruins
organization: Solitary, pair, or clan (3–9)
challenge rating: 4 [?]
treasure: Standard
alignment: Usually chaotic neutral
advancement: By character class (Wilder)
level adjustment: base creature +2

psi-like abilities: 3/day—defensive precognition, empty mind, mind thrust; 1/day—force screen.  

[For now I just gave them the Phrenic template from the Psionics Handbook, thinking I will flesh out their mind powers more later. I am lazy and move in fits and starts.]

Friday, March 23, 2012

Mark E. Smith reading Lovecraft


In honor of the 75th anniversary of Lovecraft's death... Mark E. Smith from The Fall reading The Color Out of Space for a BBC Christmas special. Proof that, at times, life is indeed strangely wonderful.