Showing posts with label Dragonmeet. Show all posts
Showing posts with label Dragonmeet. Show all posts

Saturday, 14 December 2024

Roleplaying... Yes I still do that every week

Regular readers will probably be tired of the sojourn into Model Railroads by now.

Whilst I have been playing Fat Controller, quite a bit has been going on in my roleplaying world.

Dragonmeet 2024

A couple of Saturdays ago I made my annual pilgrimage to Dragonmeet but this year was different for me as I had very little interest in what was new on the dealer floor.  I literally went for the bring'n' buy and I returned with quite the haul.

The Low Life -

This is quite a weird pick for me and I don't know what possessed me... oh yeah it was the £10 price tag.  The Low Life is a wholly unique post apocalyptic setting for Savage Worlds.  Gazillions of years after hoomanity destroys itself in "The Wipe",  what is left of life has evolved, devolved, mutated and discombobulated to wander the "Oith" in search of something.  Archive it under very strange.

The Low Life - Core Rulebook

The first source book is a world guide to the Oith.  This is an incredibly dense book and after a brief read it feels like I'm transported to a Spongebob Squarepants sort of world with a writing style like William Gibson.

The Low Life - The Whole Hole 
 
The strangeness continues in Holy Crap which is another world building guide to the religions and the denizens of Oith.  Think of it as a combination of Unearthed Arcana and a Monster Manual.
 
The Low Life - Holy Crap

Paranoia - The Yellow Clearance Black Box Blues 

An impulse purchase (£15) of this reissued and reimagined version of the classic Paranoia scenario.  I've been getting a lot of requests to run Paranoia at the club and it is one of those games that when it works it's amazing.  The original version of this scenario was reviewed back in 1985 by Marcus L Rowland and he gave it a 7 out of 10 so I have high hopes.  

Having read most of the first book this is definitely something I want to run in 2025.

Castles & Crusades - The Secret of Ronan Skerry 

£4 for a scenario is the sort of money I want to be paying.  Quite slim at 20 pages but it is an interesting sidetrek which could be used in any fantasy game.  Castles & Crusades is one of the best value OSR games out there and the very Celtic world of Airdhe also fits quite easily in most Dark Age RPGs like Savage Worlds Hellfrost which is another great setting.

Among The Stars 

This scifi engine building boardgame looked really interesting and as it came with 2 expansions I snapped it up for £19.  I will report back if this ever gets played and what I think of it.

Colossal Arena 

This has the three magic ingredients - Reiner Knizia design, Fantasy Flight publisher, Silverline game range.  It's a 2-5 player betting game about fighting monsters in a Fantasy Arena.  Sounds great and Knizia is a dab hand at the betting game mechanic (play RA, it's awesome) so I have high hopes that this will be a quick to play and fun game.

Wreck & Ruin 

It's no secret that I am a fan of post apocalyptic car combat games like CarWars, Gaslands and Dark Future so could not pass up this kickstarter version of the boardgame for £25.  I
regretted the decision every time I picked up my bag as this is chock full of stuff and weighs a ton.

Wreck and Ruin - Game Pieces

I particularly like the Desertkin faction who have inexplicably tamed dinosaurs as their ride of choice in the irradiated wasteland.  Looking forward to getting this on the table. 

Dragons Keep Christmas Games Day & Party

Our last Games Day of the year and our Christmas Party is scheduled for today, I hopefully will get to play some more Dorf Romantik and we have a session of our current Cthulhu game - Masques of Nyarlathotep.

Other RPG Purchases

Golden Heroes - Queen Victoria & The Holy Grail 

This scenario completes my collection and it is rumoured to be the best scenario for the Game.  I have a lot of of love for this IP free supers game (check out my Time Travelling WWII superheroess plot line Project Daedalus) and whilst it rarely gets to make it to the table hopefully I can mine this supplement for inspiration.

Golden Heroes - Games Workshop Super Heroes RPG

Judge Dredd Block War 

Another purchase which feeds my Judge Dredd addiction.  I have been gettting a few requests to run a game of Dredd and I would love to integrate this into a game.  Replicating the anarchy of a Block War is something I have struggled to implement in my games so I am hoping that this is a nice quick game which can be easily brought to the table for a group of 4/5 Judges to play collaboratively as perps for a change.

Judge Dredd Block War - Curry and a Game

As I am writing this I am thinking that having a Block War as a decision node in a game is a really cool idea.  Imagine having a plot where the outcome of a Block War determines the rest of the plot.  Now that could be quite cool.  I will have to put more energy into exploring that... 

Mothership Deluxe Box 

I don't actually have this in my hands yet, but I put down the funds on a pre-order from Zatu.  I saw shiny new copies at Dragonmeet so hopefully this will not be too long of a wait.  I played it at the club once and was really impressed with how well it played and it fits my criteria of rules lite no prep roleplay.



Thursday, 30 April 2020

Lasers & Feelings: How can you fit so much game in just 1 sheet of A4?

The April 2020 RPG Blog Carnival hosted by Codex Anathema has the interesting theme of "To Boldly Go" which for me only means one thing... Star Trek.

Star Trek in a Single Page

I'm a big fan of Indie RPGs and when I make my annual pilgrimage to London's biggest RPG convention, Dragonmeet, I always try to get myself in on a game run by the London Indie RPG Meetup Group.  Games are pitched every hour, on the hour and usually run for 2 to 3 hours.  It is very rare that I can't get a game of something at the first attempt.

I first encountered Lasers & Feelings at one such Dragonmeet and was blown away by it's simplicity.  The entire game, including the plot generator, fits on one sheet of A4.  The game unashamedly harks back to the halcyon days of Star Trek (TOS) with its focus on derring do and emotionally chargeds romantic encounters.

Skills (Lasers and Feelings)

The core mechanic of the game revolves around two skills, Lasers (all the physical stuff and technical stuff) and Feelings (all the intuition and emotional stuff).  When you generate your character you choose where on the scale of 2 to 5 you want to be, The higher the number the more adept at Lasers, the lower the number the more adept at Feelings.

Skill checks are done with 1 or more D6 with Laser success rolling BELOW your skill number and Feelings ABOVE your skill number.  A roll of exactly your skill number results is known as LASER FEELINGS and you get to ask the GM a question which he will answer honestly.

Star Trek Original Series Painting
These people are not meekly going on a space adventure

This sort of super simple system often results in Lasers characters being required to make Feelings rolls and the system includes a mechanic for helping out your crewmates by lending them a die.  Counting the number of successes

Like a lot of Indie RPGs the game lends itself to players contributing ideas on the fly from worldbuilding to storyline.  The best games I've played and run have always built upon the skeleton of the Adventure Creator with the best ideas being supplied by the players.  If you are going to try it unleash your imagination and you will have a blast.



Thanks of course go to Of Dice and Dragons for continuing to promote the RPG Blog Carnival.  This is my 6th entry and you can read the rest by clicking the RPG Blog Carnival tag below.

Thursday, 4 December 2014

Dragonmeet 2014 - A Very British Con

This Saturday (6th December) is Dragonmeet 2014, it's certainly London's biggest RPG convention and one of the highlights of my year.

A few things have changed with the shift in organiser to Modiphius and this year promises to be a much bigger event at a new venue.

Saturday 6th December - 10am to Midnight
IBIS HOTEL EARLS COURT &
ILEC CONVENTION CENTRE
LONDON SW6 1UD

This year I'm aiming to play as many games as I can, in particular I'll be
  • Finding out what all the fuss is about with D&D 5e.
  • Seeing if I can find a game of DREAD to play
  • Playing some boardgames especially Pandemic Contagion
  • Trying not to add to the budget deficit...
I'll also be snapping pictures / doing very short interviews for the blog.  In particular I'll be trying to capture the changing face of tabletop gamers for a blog article.  If anyone is attending and would like to take part please feel free to contact me via the comments below or by sending me a google+ message to +Roleplay-Geek

Tuesday, 7 May 2013

Indian Robot Endhiran

My head is sore (as are my sides) after watching this action sequence montage for Bollywood's take on The Terminator and Matrix franchises, Indian Robot Endhiran.

Saturday, 18 August 2012

The Super Secret Happy Birthday Gary Gygax Giveaway Bundle Extravapalooza!

WOTC reprint 1st Edition Players Handbook
WOTC reprint
1st Edition Players Handbook

The Secret DM is running a great contest with an awesome prize...

A complete set of WOTCs recently reprinted 1st edition AD&D books!!


and

The chance to have your submission published in a professionally produced digital edition!!


All you have to do is to come up with a 10 room dungeon which evokes the feeling of 1st edition and submit your entry to thesecretdm@gmail.com with the subject line Gygax Contest.

The contest runs until 27th September 2012, so get your designing pens out... I know I will.


Sunday, 12 August 2012

Make: iPhone Dice Tower

iPhone 3G box - nicely sized for use  as a dice tower or dice box
iPhone 3G box - nicely sized for use
as a dice tower or dice box
iPhone dice tower: Prepare to decouple
Prepare to decouple
iPhone dice tower: Decoupled!
Decoupled!
iPhone dice tower: ready to nest
Ready to nest
iPhone dice tower: Nested and ready for action!
Nested and ready for action!!
Okay, so it's not a dice tower made out of actual iphones, rather just the extremely sturdy boxy it came in.  I stumbled on this instructable the other day and knocked this out in a lull between olympic events last night.   

My iphone 3G got stolen a couple of years ago and I still had the box, so i decided to put the box to good use.  The 3G box is considerably larger than either the 3GS or the iphone 4 boxes (as used in the instructable) and makes a more practicle dice tower and also doubles as a capacious dice box. 

I followed the general guide in the instructable, but as I wasn't using exactly the same box, I needed to fiddle with the dimensions of the opening hole.  I also elected to just go with one baffle which throws the dice forwards onto the cradle and then down onto the 45 degree baffle at the bottom.  I think that the second baffle's job is to slow down the dice, lessening bounce-out, so I would reccommend that you stick with the instructable and put 2 baffles in if you try this yourself. 

After construction I discovered that my hand was just a bit too podgy to comfortably retrieve the dice and the visibility from an observers point of view was also quite poor.

It was a trivial matter to trim the edges of the lid at a angle to rectify this whilst maintaining its function as a lid.  I also discovered during modification that there is enough material in the off-cuts to make your baffles.  It is entirely possible to construct the dice tower solely from the contents of the iphone box with no need to resort to scraps of foam board.  Of course you will still need the glue to hold the whole thing together.


The other advantage of the using an iphone 3G box is that it comes with foam pre-glued into the lid already, which dramtically reduces the chance of dice bouncing out. 

Sunday, 29 July 2012

My Fighting Monks are Benders... discuss

In my experience, when a party is being assembled, the fighting monk is always the guy that gets picked last (even after the gnome).  

An Earth style mage using
Earth Fist Technique
Although monks are competent fighters and have a few neat abilities at higher levels, they always lose out in favour of a cleric because of their lack of magic.  This is a bit of a contradiction when considering that in most wuxia movies monks are kick ass characters full of mystical know-how.  In the Avatar anime franchise specifically, they are are masters of the four great elemental forces of air fire wind and water. 

In my recent Castle and Crusades campaign, when one of my players (a self confessed street fighter fanboy) decided he wanted to play something different,  I thought it would be nice to apply this Avatar concept on a new character class.  Luckily for me, I made a concious choice in the design stages of The Lands of Dual to create all of the landmasses first and then allocate cultural memes to each of them.  This enabled me to apply any of the associated mythologies and styles as I saw fit whilst simultaneously restricting any game destabilising effects to just one locale (in case they got out of hand).

One of these memes was that of the Feudal China seen in hundreds of Wuxia movies like Crouching Tiger, Hidden Dragon or House of Flying Daggers.  The island of Huang-Zua is my attempt to combine all of my favourite wuxia memes in one place and so it has become the home to the mystical Martial Mage's who use their mastery of fighting techniques to shape elemental forces to their will. 

The Martial Mage

Prime Attributes: Intelligence & Strength
Race: Human only (Huang-Zua)
Starting Gold: 30-120gp
Hit Die: d12
Alignment: Neutral Good or Neutral Evil
Weapons: None
Armour: None
Abilities: Unarmed Attack (as monk), Elemental spell-like abilities (as below)

The Four Elements, Styles and Schools of Martial Mages

Every Martial-Mage adopts a fighting style related to one of the four elements (Earth, Air, Fire or Water) and is taught how to use that styles techniques in one of four fighting schools.  Only that school can teach the secrets of their fighting style and their is fierce rivalry between all four schools.  It is forbidden to practise more than one school of fighting at a time although each fighting school's archive contains accounts of one or more styles being practised simultaneously by their ancient masters.

The Techniques

In the Avatar series, all the manifestations of this elemental power are triggered by a series of fighting moves and in RPG terms a conventional ranged touch attack is required in almost every instance.  This retricts the spell casting abilities of the Martial Mage character to use in solely in combat, but also distinguishes it as a class from other spell casters.

Avatar Fan-art by DeviantART user slifertheskydragon


Likewise, in order to perform any of the techniques a martial-mage must have access to a source of elemental material matching their fighting style.  For example, a water style martial-mage must have access to a suitable volume of water.  This makes some fighting styles difficult or even impossible to use in certain environments, for example a water style mage would find it extremely hard to use their techniques in a desert, and fire and air style mages would both find using their techniques almost impossible whilst submerged.

ELEMENTAL FIST (Level 1)
Duration: InstantSAVE: NO
Description and Damage
When using this attack the casters hands are enveloped by elemental material. A successful melee attack inflicts 1d6 +1 per level of damage to the target.

ELEMENTAL STRIKE (Level 2)
Duration: InstantSAVE: NO
Description and Damage
When using this attack the caster shapes a ball of elemental material into a 1ft diameter ball. Upon a successful ranged touch attack, they can fire this ball upto 100ft at a single target inflicting 1d6 +1 per level of damage.

ELEMENTAL SHIELD (Level 3)
Duration: 1 Turn / levelSAVE: NO
Description and Damage
This technique allows the caster to form a ball of elemental material into a free floating disc approximately 6ft in diameter which they can move around their body at will like a shield. This affords them a +3 AC bonus against all attacks directed at them during melee and missile combat. This also affects spells which require a successful touch attack, those that automatically hit are unnafected.

ELEMENTAL SHARDS (Level 4)
Duration: InstantSAVE: NO
Description and Damage
When using this attack the Martial Mage collects and shapes an amount of elemental material into a 1ft diameter ball. Upon a successful ranged touch attack, they can fire a barrage of shards in a 20ft wide, 100ft long cone inflicting 1d6 +1 per level of damage to anyone caught in the cone.

ELEMENTAL STEED (Level 5)
Duration: 1 Hour / levelSAVE: N/A
Description and Damage
This technique allows the caster to create a spinning ball of elemental material which can be ridden much like a horse or other beast of burden. The ball can move in any direction at a speed of 5mph / level of caster. Any change in direction or speed requires a DEX save to avoid falling off.

ELEMENTAL BLAST (Level 6)
Duration: InstantSAVE: DEX
Description and Damage
By using the stomp technique a Martial Mage emits a shockwave of his chosen element material in a 50ft radius sphere around him. This shockwave does no damage but all targets within the blast radius (including those flying) must make a DEX (with a +1 difficulty modifier per level of caster) save or be immediately knocked to the ground.. Alternatively a mage can direct the stomp technique at a single target up to 100ft away.

ELEMENTAL CAGE (Level 7)
Duration: InstantSAVE: DEX
Description and Damage
After making a successful ranged touch attack, this technique allows the caster to surround the target with a mass of elemental material unless they make a DEX save (with a +1 difficulty modifier per level of caster). Targets who are successfully captured can also break free on a successful STR save (with a +1 difficulty modifier per level of caster)

ELEMENTAL WALL (Level 8)
Duration: 1 Hour / levelSAVE: DEX
Description and Damage
When using this technique a Martial Mage shapes a wall of his chosen elements material into a 50ft high, 10ft thick wall upto 100ft in length directly in front of him. Any targets caught in the path of the wall who fail a DEX (with a +1 difficulty modifier per level of caster) save will be hit by the wall (causing 1d6+1 per level damage) and be pushed out of the way in the direction that the wall is growing. In the case of Air and Water Style, the wall can be as transparent as the mage wishes, however in the case of the Earth and Fire the wall can only ever be opaque. The wall is impervious to all attacks other than those which take the form of the same element which do half damage.

ELEMENTAL SPHERE (Level 9)
Duration: 1 Round / LevelSAVE: N/A
Description and Damage
The caster surrounds himself with a 10 ft diameter sphere of elemental material which is impervious to all attacks other than those which take the form of the same element which do half damage. Whilst maintaining the sphere the caster cannot attack or perform any other action.

ELEMENTAL FLIGHT (Level 10)
Duration: 1 Hour / levelSAVE: N/A
Description and Damage
Using this technique the Martial Mage can achieve flight. For Earth and Water styles this is achieved by creating a disc of material underneath the caster which is then levitated vertically and horizontally in the air. In the case of Fire and Air styles, jets of material are emitted from the casters hands and or feet which propel the user vertically or horizontally. The caster can accelerate or decelerate at upto 10 Mph per level and achieve a maximum height of 1,000ft per level.

Saturday, 28 April 2012

Apple Security Questions: aka Choose This Adventure!!

I was so incensed this morning with Apple's ridiculous Apple ID security questions and the lack of sensible choices it provoked me to ranting.

When offering choices for security questions they have to:

1.  PROVOKE CONSISTENT ANSWERS - The best security question always has only 1 answer and a person should be able to answer with 100% reliability consistently.  Asking someone "What is your favourite car you have owned?" may have an answer which changes over time, you could easily buy a new car next week and your preference may change.


2.  PEOPLE FORGET - Fact is we are all getting older and our memories fail us, so asking a teenager "What is the name of you first teacher?" will likely provoke a consistent response more frequently than a 40 year old.

3.  PEOPLE HAVE DIFFERENT EXPERIENCES - Even though we are all sharing in this global digital experiment they call the Internets, our personal experiences are different depending on our age, sex, nationality and culture.  Ask a person from India "What is the first car you have owned?" and they may never have owned a car.  If subsequent question choices always contain one car question then you have dramatically reduced their options for selecting a question that they can reliably answer in a consistent fashion (see 1 above).

4.  IF YOU'RE GOING TO FORCE PEOPLE TO SUPPLY 3 DIFFERENT ANSWERS DON'T HAVE QUESTIONS WHICH CAN PROVOKE THE SAME ANSWERS - If you ask "What was your first car?" and then in another question "What was your favourite car?" don't be suprised if people choose the same answer!!  They may have only ever owned one car, but more importantly people often have a fondness for their first of any experience.  I can remember the number plate of my very first car almost 20 years ago yet I can't remember the number plate the car that I own now!!

What annoyed me most is that there was simply no reason for this to happen, and it wouldn't if Steve Jobs had gotten wind of it.  The content of the question and it's answer are entirely irrelevant and merely exist as a way to provoke a validateable response in 100% of cases.  Therefore the only logical method is to is ask your users to write their own questions and answers and not to force them to choose between your choices in an Adventure Gamebook style!

Thursday, 29 December 2011

2011 in Review

2012 is almost upon us and its time to set some goals, but first I have to review 2011.

2011 Resolutions Progress

Last year saw me start blogging in earnest and for the first time in ages I made some New Year Resolutions:


1.  Take More Notes (5/10) - I'm counting this as a partial success.  I created the Lands of Dual website to act as a repository for session reports and to store all my campaign notes and maps.  I also began using record cards to take notes, but still relied far too heavily on players notes than I would have liked.  This became particularly troublesome when calculating the XP earned by individual PCs so I must come up with a better solution.

2.  Weekly Blog Series (5/10) - Another partial success as I managed to create two of the weekly blog series ideas I spoke of in my original resolutions article.  Unfortunately they petered out within a few articles.
  • Monday Motivations - was an attempt to compile a list of mini-backgrounds for fantasy characters along class lines.  I managed to write 12 articles before the juices ran dry.  There's plenty of life left in this series though and I did promise to publish it as a collected series which will clearly need to be expanded upon.

  • Citymorphs - Following in the footsteps of the Geomorphing community I successfully created 29 citymorph tiles over the course of 7 articles.   In retrospect I should probably have reduced the number of morphs per article and eked it out over more posts as the pressure to create 4 morphs per week quickly exhausted my creative juices.  However, I did manage to get them added to Dave's Mapper so you can play with them to your heart's content. 

    The focus for Geomorphs seemed to shift towards the Dungeonmorph Dice project founded by Joe "Inkwell Ideas" Wetzel but there were casualties along the way and the inspirational Dyson Logos has apparently gone off line for the forseeable future.

    I liked the concept a lot and as my attention drifts away from Fantasy (in the form of my current OSR clone Castles and Crusades) towards Sci-Fi (namely Judge Dredd) I think there are options for this in the future.
This was not theend of the story and a couple of other series ideas sprang forth.
  • A to Z of 80s UK RPG - Was an attempt at nostalgically recording my gaming inspirations but stuttered at "I is for ....".  I intend to continue this series as I have written further articles along the line which have yet to see the light of day and it would be a shame to end it after only 8 articles.
     
  • Mapping Tools - Was a little 4 part series investigating the state of free cross platform mapping solutions at different scales.  I enjoyed making this series and it led to the discovery of the sweet little tool TILED which I have now used on a number of occasions to construct classic blue style dungeon maps such as The Ruined Tower of The Archmage.
3.  Blog in Advance (3/10) - I have come to the conclusion that scheduled blogging really only works if you have an ongoing series combined with enough inspiration to easily create articles for it in advance.  This lack of inspiration has really been my issue and I don't want to end up with quality suffering for the sake of quantity.

Other Achievements in 2011

Blog Performance

2011 has seen Roleplay-Geek hit the 20,000 pageviews mark (woot) and I've written 96 articles.  I've even tried mobile blogging with limited success, if anyone has any suggestions for free iOS apps for mobile let me know in the usual way. 

 The top 5 articles of the year (by pageviews) are:
  1. Minions My OSR take on the one hit wonder (697pv) - High interest in this article probably due to being picked up in Tracy Hurley's Festival of Lights article on the official D&D website.  I must namedrop 4e concepts a bit more...
  2. Make: 3D Dungeon Tiles Pt 1 - The Design (193pv) - Where I set out the design to produce a cheap as chips and, more importantly, a useable 3D dungeon set.
     
  3. Make: 3D Dungeon Tiles Pt 2 - The Build (189pv) - Building the rooms with foamcore.
  4. RPG Mapping Tools Part 1 - Battle Maps (183pv) - Part one of my 4 part series exploring free cross platform mapping tools.
  5. UPDATE: RPG Google mapping with MAPLib (159pv) - An update to my article on using MAPLib for your campaign map needs.
Top referrers are of course RPG Bloggers Network  and RPG Blog Alliance, thanks for all the visits guys.

Roleplay Geek Publishing

In April I became an RPG publisher and over the course of the year managed to create a total of 7 products which are currently available for download on RPG Now.  All the advice I gleaned from the various blogs I read forewarned me that this wasn't going to make me a millionaire, but I have enjoyed the experience so far and have been pleasantly surprised with the results so far.

ItemTOTAL SALESTOTAL EARNINGS
Item Cards - Adventurer's Gear57$ 36.68
Item Cards - Potions44$ 26.18
Item Cards - Animals32$ 18.48
Paper Minis - Animals28$ 18.90
GM Aids - Decision Deck18$ 25.20
Item Cards - Free Sampler391$ 0.00
Paper Minis - Free Fungaloid Lurkers & Brain Vine130$ 0.00
Grand Totals627$ 124.44

RPG Now is a fantastic way to publish but consequently there are some 15,436 products available to download and standing out from the crowd is extremely difficult. Most of my sales occurred soon after products were added to RPG Now and so featured in the Latest Products list and I haven't worked out a marketing strategy yet.

PDF pricing seems to be a bit hit and miss, Tim Shorts of Gothridge Manor recently wrote a neat article revealing his thoughts and research into pricing his own products.  It doesn't seem to be any easier for the DIY print publisher either, Chris Tregenza has started a new thread on his blog detailing his progress towards making a profit for the 6d6 RPG and I will be watching this with interest.

My philosophy with my PDFs is that I'm producing them for my own games anyway, so the personal effort involved isn't factored into the profit equation.  I'm under no illusion that I'm going to become rich as a result, but if I can gather up a few dollars along the way to buy the odd bit of swag then it's a success.

Miniature Painting

I returned to miniature painting and finally completed my Harlequin Giant Forest Troll and am part way through painting a Ral Partha Djinn and Efreet.  As I get older I have begun to have issues with painting under electric light (or it could be those god awful compact fluorescent bulbs we now have to use) so this restricts the time when I can comfortably paint to a small window on a Saturday morning.  I have a stack of minis which need a bit of colour so I need to ramp up production in 2012.


All in all a mixed year, stay tuned for the New Year Resolutions post.

Thursday, 1 December 2011

Fields of Battle: What's in the box?

During several recent trips to my FLGS (Orcs Nest in central London) I have found myself being drawn to Fields of Battle: Miniature Battle Rules for Castles and Crusades.  Unfortunately I like to know what's in the box (or book) before I buy it and scouring the internet for photos drew a blank.  Well here is a box content photo for those of you who may be thinking of making this purchase.

Fields of Battle Box Contents
Fields of Battle - Box Contents
As you can see the bulk of the content is made up from cardstock counters, wilderness battlemat sheets and the beautiful papercraft siege engines from Fat Dragon Games. The rules are contained in a slim 48 page book. Potential buyers may be turned off by this plethora of cardstock, particularly if they are intending to use this as a wargame with their own miniatures, but this would be an injustice.

I'll admit that this is probably a niche product, but I see it coming in veru handy as an adjunct to a regular RPG campaign session. I know that in my own games I have written storylines where PCs are involved in mass battle events, either as a group of fighters in a particular unit or in defending a castle from a siege assault.  RPG combat systems don't cope well with this scale of combat yet it is a quintessential part of almost every work in the genre which we use as our inspiration for our games.

The usual cludge is to focus purely on one or two encounters within the battle and your players will have no appreciation of the scale and in many cases will not have any impact on the battle as a whole.  Fields of battle attempts to bridge that gap by introducing a variant of the Siege Engine system which allows your Castles and Crusades PCs to get directly involved in the battle and their players can see the whole battle rather than just the tiny vignette you may have otherwise created for them.

In essence I just can't see myself carting around hundreds of heavy miniatures in order to stage a battle as part of my regular games session, whereas slipping this box into my backpack opens up a whole new scale of combat for my players.

Sunday, 27 November 2011

Dragonmeet 2011 - Con Report

dragonmeet
Dragonmeet 2011 was held yesterday, as usual, at Kensington and Chelsea Town Hall in the heart London's upscale Knightsbridge.  It's a good venue and is close to the traditional exhibition centre that is London's Olympi and Earl's Court venue's.  Sadly in recent times the Tube Network has suffered from engineering works at this time of year and this year was no exception.  That said there was a good turnout with around 1,000 gamers queing up outside efore the doors opened at 10am.

LAYOUT

The venue lends itself to an RPG convention as it offers multiple small halls and meeting rooms where gaming can be broken up into collections of tables thereby keeping the volume levels down so you don't have to strain to hear or be heard.

The ground floor foyer was predominately reserved for boardgames with just one trade stand, the rest being contained in the large auditorium.  The upper and lower foyers and their respective halls being reserved for games tables covering a wide assortment of RPG, Board and Card games.

The game sign-up table, located in the ground floor foyer was the usual chaotic scrum but I managed to get my name down on the game of Toon I wanted to play.  Attending this con over a number of years has taught me to read the game announcements beforehand and to have at least one backup option should your main choice be full by the time you get to the sheet.


TOON

Toon RPG
I fondly remember the large full colour ads for this Steve Jackson produced game of cartoon mayhem, which graced the pages of White Dwarf in the mid 80s and it had always sounded interesting so I was quite keen to give it a go.

We were playing the supertoons variant and our characters were appropriately named "Defenders of Toonsville" comprising of myself as THE WEIRDO (a purple alien made of rubber), RABBOT GIRL a robot rabbit girl with an OCD for tidying, MAGIC-I-AM a stage magician with a big bag of glitter, S.C.A.T.MAN A bebop jazz fanatic with an NSFW name and last but not least the scourge of toonsville's criminals, WONDER WABBIT.

The first scene called for our caped cartoon crusaders to find and defeat the evil villain known only as THE DE-ANIMATOR who's dastardly plan was to use goons equipped with de-animator guns to blast the citizens of toonsville, robbing them of colour and turning them into mindless zombies.  The goons had arrived in an egg shaped spaceship which we managed to pilot back to his gothic castle in the desert where I used a plot point to "pull the plug" on The De-animator's plan quite literally by pulling the plug out of the vat containing the black ink which made up his body.

The game system was simple and easy to pick up lending itself to con or one-night game play rather than any serious campaign play.  I found it both fun and intriguing to play as you really have to keep up with the action in the scene or your next action won't contribute to the zany plot.  For example in one scene my character, THE WEIRDO, teleported into a corridor where a light was rapidly approaching with a clickety clack sound (clearly a train), as I had the shape change ability I changed my mouth into a tunnel entrance and promptly ate the train.  Later in the final scene when I was been grasped in one hand by a now giant sized De-animator with no means of fighting back, I opened my mouth and let out the train, punching him in the eye.

I suspect that this is quite challenging to GM as you have to be very flexible and receptive to your players ideas.  I liked that the GM (John Wilson) gauged the success of any particular idea by the volume of laughter around the table and awarded plot points accordingly.  These Plot Points are pretty crucial to the game system as they allow you to produce items, re-roll dice and generally influence the plot and result in some very funny situations.  I shall definitely be playing Toon again and it makes a welcome change from the traditional Sci-Fi and Fantasy RPGs I normally GM and play.

CASTLES and CRUSADES

Castles and Crusades PHB
Having run my first C&C campaign for over 30 sessions now, I thought it was high time I played in a game partly to see if my GMing of it was up to scratch and partly to play an FRPG I was familiar with in a con setting.  Unfortunately I arrived at the table last so had the Hobson's Choice of pre-generated characters, a 1st level wizard.  I hardly ever play wizards so this was going to be challenging.  The scenario was GM'd by Gareth Larter (who also happens to be the Dragomeet Webmaster) and I was pleasantly surprised that he had also chosen to abandon the (IMHO) overly restrictive Vancian magic system in favour of a spell slot style system.

The Beacon at Enon Tor was a dungeon crawl in and around a large tower on a cliff-side promontory which acted as both a lighthouse and a wizards laboratory.  The concerned townsfolk had hired the party to find out why the fog horn had been blaring for two straight days (long after the fog had lifted) and then had suddenly stopped.

I have always felt that I made a poor tactical player, and an even worse wizard.  However, in this game I ended up playing extremely tactically, particularly in the use of a simple hold portal spell to prevent the escape of an orc and to get the drop on a bugbear.  Perhaps my recent campaign sessions watching my own players struggle in tactical play has had an effect on me, I don't know, but I really enjoyed the game as a consequence.  The rest of the players also enjoyed themselves and at least one descended into the dealers hall to try to pick up a copy of the PHB.

THE INDUSTRY IN RECESSION?

Sadly this year there were no goodie bags stuffed with freebies and all the trade stands seemed to have shrunk somewhat in the volume and variety of games they brought to sell.  Perhaps this is sign that the industry is in recession or more likely that it's customers disposable income is shrinking and dealers are responding to this.

Unfortunately my game schedule meant that I was unable to attend many of the peripheral events such as the Discussion Panels from the attending industry celebreties such as Ian Livingstone or the aftershow auction.  Nor did I manage to take any photos this year, however Big Lee has put up a few of his photos on Big Lee's Miniature Adventures which give you a taste of the atmosphere and scale of this event and I recommend that everyone who is a London based gamer should aim to visit next year.

Wednesday, 23 November 2011

Monsters of Dual: Brain Vine and Fungaloid Lurkers

In a recent session of The Lands of Dual, I wanted my players to be harrassed by some plant minions during their exploration of a tunnel network like my favourite flamethrower wielding heroine Ripley.  

This is the fruit of my labours:

The Brain Vine

This plant is only ever found in subterranean locations and therefore does not rely on sunlight for energy, instead it has evolved a mechanism to secrete a highly acidic enzyme from its tendrils which breaks-down the soil and rock to release minerals which it then consumes.  Once the plant has grown to a huge size its energy needs soon outstrip it's surroundings and so it sends out its tendrils to find new sources of minerals, eating through solid rock and anything else which stands in its way.  The plant often encounters small quantities of Gold within the rock it consumes which solidify and become trapped within the plants heart like gall stones.

Although the majority of its diet is made up of processed rock, it is actually omnivorous in nature and equally suited to extracting nutrients from other plants or animals.  This unusual feeding mechanism also provides the brain vine with its only defence mechanism.  When attacked the plant exudes a cloud of acidic poison gas for 1d4 / 1d6 or 1d8 rounds (depending on the size of the plant).  In the first round the gas cloud has a radius of 10ft and expands by 10ft each round after that.  The gas causes all creatures within the cloud to suffer 1d6 damage unless they make a save against poison.

It is especially vulnerable to strong sunlight which causes any exposed parts to wither and calcify and is pale white yellow in colour topped by a purple-pink fruit resembling a giant brain, hence the name.  PCs may confuse this growth as evidence of an evolved intelligence however this is not the case and the brain vine has only a plant-like intelligence.

The brain vine is asexual and once it reaches adult size produces a single seed every 2 years.  This seed is contained deep within the fleshy brain fruit and resembles a spiky rugby ball.  When planted the seed grows quite slowly taking 1 year to germinate and grow into a Young plant (Medium size), 2 further years to grow to a fully grown into an Adult (Large size) and a further 5 years to mature into a Great Brain Vine (Huge size).  A Great Brain Vine can live upto 5d6 further years before it will wither and die.  

BRAIN VINE
# Appearing:1
Size:Medium (Young), Large (Adult), Huge (Great)
HD:4d8 (Young), 6d8 (Adult), 8d8 (Great)
MOVE:0
AC:10
ATTACKS:None
SPECIAL:Acid Gas Cloud: 1d6 damage for
1d4 Rnds (Young), 1d6 Rnds (Adult),
1d8 Rnds (Great)
SAVES:N/A
INT:None
ALIGNMENT:Neutral
TYPE:Plant
TREASURE:1d4 x 100 GP (Young), 1d6 x 100 GP (Adult), 1d8 x 100GP (Great)
XP:40 +4/HP (Young), 120 +6/HP (Adult),
250 +8/HP (Great)

Fugaloid Lurkers

These human sized fungal plants are an entirely seperate species which have evolved a symbiotic relationship tending to the Brain Vine and feeding off its decaying plant material and any other plants which inhabit its underground ecosystem.  They are of low intelligence and appear to communicate with each other by releasing fungal spores from the pustules covering their bodies which they inhale through their tendril covered mouths.  They are a mottled green colour, vaguely humanoid and each armlike appendage ends in two tentacles covered in vicious barbs.  Fungaloid lurkers are immune to the Brain Vine's toxic gas.

They are fiercely territorial and interpret anything that is not either another Lurker or the Brain Vine as a threat to the survival of their colony and they will attempt to grapple their prey to the ground and use their barbed tentacles to macerate the flesh in order to bleed it dry.  They will then feed the remains to the brain vine's tendrils and consume whatever is left behind.  They are relatively quick to grow to maturity but the size of their colony is entirely dependant on the size of the Brain Vine plant that they tend. 

A young Brain Vine can support a colony of 15 Lurkers, an Adult Brain Vine supports upto 30 Lurkers and a Great Brain Vine supports upto 45 Lurkers.  When a Brain Vine dies the Lurker population will consume the remains of the vine and then plant a vine seed in its place (if one is available).  Once this process is complete they will consume each other until only a handful are left in order to tend the immature plant.  As the vine grows in size more Lurkers will be created and so the cycle is repeated.

FUNGALOID LURKER
# Appearing:6-15 (Young), 12-30 (Adult), 18-45 (Great)
Size:Medium
HD:2d8
MOVE:30 feet
AC:15
ATTACKS:2 x Tentacles (1d6)
SPECIAL:None
SAVES:P
INT:Low
ALIGNMENT:Neutral
TYPE:Plant
TREASURE:None
XP:20 +2/HP

You can also download a free sheet of standees for use in your own adventures from RPGNow.

Saturday, 8 October 2011

A to Z of UK RPG in the 80s - A is for Adventurer Magazine

As some of you are aware I am based in the UK and I've blogged before about how the roleplaying scene differs in Blighty to that across the pond (and probably that over in the Eurozone to boot).  Here's an attempt to pick out some of the highlights of what it was like to be a roleplayer back in the dark days of Thatcher's Britain of the 1980s (cue the V for Vendetta trailer)...

A is for Adventurer (Superior Fantasy & Science Fiction Magazine)

Adventurer was the first of the "independent" roleplaying magazines that made it out of specialist stores (in the US read FLGs) and into the High Street newsagents like John Menzies and W H Smiths.  Published by the liverpool based Mersey Leisure Publications, it  ran for a total of 11 issues between April 1986 and July 1987 and appeared in the wake of TSR UK's IMAGINE magazine which had closed the previous year.

It was put together by a small team on a small budget and the quality of the interior artwork sometimes suffered as a result, but that was always made up for by the glossy full-colour front covers.

The first issue featured:
  • The Black Tower (John S Davies) - A Rolemaster/AD&D scenario in two parts (Issue 2 containing the second part)

  • White Fire (Uncredited) - A Call of Cthulhu scenario featuring an amazingly detailed cut-a-way illustration of the mansion which was the main location.

  • How to become a Method Role-player (Steve Rawlinson) - An article discussing approaches to method acting in RPGs.

  • Gumshoe (Peter England) - A preview of the detective RPG of the same name set in the "gangster-ridden" streets of 1930's Chicago.  I've never played Gumshoe, but it was released by Sleuth Publications who were also responsible for the bookcase boardgame Sherlock Holmes Consulting Detective which is well worth picking up if you can get it as it is the closest you'll ever come to a Boardgame / RPG crossover.

  • A review of the First British Play By Mail (PBM) Convention - The concept of PBM (ie: posting off your turn every week (including the small fee) to the GM for them to send you back a letter telling you how it went)  seems so quaint looking back from this high-speed broadband always on mobile internet world that we live in, but it was the great granddaddy of the MMORPG, just done via snail mail.

  • Psychology in Games (Stephen Dillon) - A Roleplaying Theory article explaining the basic concepts of Psychology (ie: Motivation and Personality) and how they manifests themselves during play in PC and NPC interaction.  Padding anyone?

  • Blood Loss (Paul Evans) - An article which offers an alternative way to describe damage to characters (particularly those high level characters with 50+ HP).  Death by a thousand cuts anyone?
Regular Columns were also present in the shape of:
  • Figures Front (Martyn Tetlow and Will Hannah) - doing a reasonable job at reviewing new miniatures and featuring a page of full colour painted miniatures although the photography and printing were pretty grim by todays standards.
  • Live By The Sword - The defacto "letters page" including a letter requesting submission guidelines from Marcus L Rowland who was a contributor to White Dwarf and has since gone on to create supplements for GDW's Space 1889, Call of Cthulhu and his own RPGs Diana Warrior Princess, Flatland and Forgotten Futures.

  • Shop Window - Reviews of new RPG releases including; A View to a Kill (007 RPG), Gods of Glorantha (Runequest), Send in the Clones (Paranoia), Alone against the Wendigo (CoC), Fluffy Quest (Generic Fantasy scenario), Super-Power the boardgame (Games Workshop) and Time & Time Again (A Timetravel RPG)

  • Town Crier - A news section discussing products in development and new releases.

  • Once Bitten  - A regular comic strip with artwork clearly inspired by the work of underground comic artist Robert Crumb.
    The Adventurer Team:

    Editor: Stephen "Ste" Dillon - Is this the same Steve Dillon who has since gone on to be a celebrated comicbook writer? you decide (see inset pics).   

    Miniatures Reviews - Martyn Tetlow and Miniature Painting Tips - Will Hannah.  

    Artists: Robin Parry (who created the cover for issue 1) and George Jones.

    When I could get hold of a copy I would pour through it avidly as it had a certain homebrew appeal and was pitched at a slightly maturer reader. 

    This was at a time when the other dominant force in the UK RPG (Games Workshop's White Dwarf) was still publishing RPG material for CoC, Golden Heroes and my favourite Judge Dredd and it had yet to morph into the Warhammer brochure that it is today. 

    I've since discovered that they're all available online via mediafire, if anyone else would like a slice of RPG nostalgia along with their cup of tea.

    My Collection Includes:

    imageimageimage
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    Thursday, 9 December 2010

    The Lands of Dual: It's a Crusade!!

    Always late to the party but I get there in the end. 

    My eagerly awaited Castles and Crusades books have arrived from the chaps at Games Lore one of the finest (and cheapest) web game stores here in the UK.  So now the hard work of converting The Lands of Dual over to C&C can begin in earnest.  In my post today were:
    • Players Handbook (Damaged apparently but I can't tell) - £6.99
    • Umbrage Sage (also slightly damaged on bottom edge) - £6.99
    • Monsters & Treasures of Aihrde - £16.49
    • Total (inc shipping) - £30.47 (in US that's approx $48)

    I've already started work transferring some data over at The Lands of Dual site which is primarily aimed at the players but it's totally public and I'm open to comments.  I'll be cross blogging every now and then, mostly with session reports, creature features and NPC Biographies (as soon as the players have finished with them as we wouldn't want to spoil the surprise now would we).  Wish me luck...

    Saturday, 27 November 2010

    Dragonmeet 2010

    This post comes to you live from Dragonmeet 2010.

    10:00 - And it's the usual mad dash to the sign-ups table for the morning session.

    10:30 - Playing Dead of Night, and being DM'd by one of it's authors Scott Dorward.

    13:15 - Just finished Dead of Night, an excellent horror scenario set in an abandoned church in 1920's Islington, London.  I loved the "Tension" mechanic, a sort of timer which advances when PCs spend survival points to affect the plot, I can see this being used in my SBA games.  We all had a lot of fun, great job Scott.  Now off to buy C&C at the trade stands.

    14:00 - Sadly no luck picking up C&C will have to look online.  Spot of lunch required.  Missed out on sign-ups for afternoon RPG session.

    Leo Marshall
    Leo Marshall
    15:00 - Back gaming in the main hall.  Playing Le Cardo with it's author Leo Marshall, a fun little crossword card game with lots of replay factor.  Enjoyed it so much I had to buy it.  Thanks Leo.

    15:30 - Playing Pitch-car in the foyer

    16:00 - Goodbye Dragonmeet see you next year.

    +++ VIDEO UPDATE +++

    Here's a short clip of the Trade Hall full of gamers.

    Wednesday, 17 November 2010

    Dragonmeet 2010

    Anyone going to Dragonmeet 2010 this year?  I know I am and will definitely blogging about my favourite UK Con on here.  Maybe I'll even meet a few fellow bloggers on the day (look on the con message board), maybe I'll blog at the con.

    For those of you who don't know Dragonmeet 2010 takes place on Saturday 27th November at Kensington Town Hall, doors open at 10:00am.

    Whilst I'm there I'll also be:
    • looking to pick up copies of D&D Essentials map tiles The Dungeon and The City after seeing Thaseus C's wonderful unboxing video on his blog "This is My Game".

    • playing a few con games (lots of choice for morning and afternoon RPG game sessions are scheduled)

    • supporting the traders by buying Castles & Crusades rulebooks to use as the system for my upcoming The Lands of Dual campaign