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.

Thursday 24 November 2011

Coinage, Nationhood and the defacto Gold Standard

Irrespective of your particular flavour of FRPG the Gold Piece is one of the defacto fantasy standards, and is accepted the world over (whichever world it is that you play in).  The implicit reliance on a Gold Standard, the intrinsic value of gold itself, means that a GP acquired in one nation has an equivalence to one acquired somewhere else ensuring trade is not stifled and that PCs can still buy what ever they need irrespective of what nations coinage they choose to use.

But what if that wasn't the case, some interesting plots and fun could be had from playing around with the Gold Standard and the ubiquity of the GP

1.  Gold is Commonplace - The Gold Standard only really works because gold is rare and therefore valuable.  In a society where gold is commonplace its value will be reduced and some other rare commodity will take its place.  This concept is explored to a degree in post-cataclysm Dragonlance where steel currency replaces gold.  However, this is the case throughout Krynn rather than just single region.  Consider a party visiting a nation which has access to vast amounts of gold (like the conquistadors encountering the Atecs), the PCs will no doubt struggle at first and will need to convert their existing wealth into whatever is used as the local currency.  Greedy PCs might try to exploit the difference in commodity prices by frequent trips across the border which could bring them to the attention of local law enforcement or worse border bandits.

2.  Not Legal Tender - Imagine that two bordering nations are in dispute over something or other and their respective governments refuse to accept their neighbours coins as legal tender.  A coin minted in one nation does not automatically become worthless on the other side of the border, as it still has an intrinsic value thanks to the gold standard, it just becomes really hard to spend it and stay the right side of the law.  Local law enforcement may be on the lookout for strangers trying to infiltrate or subvert the locals with coins from across the border.  PCs may be forced to turn to the blackmarket in order to buy simple provisions.  They could even be approached by criminals offering to launder or re-mint their illegal coinage for a fee.

3.  This gold's been watered down! - We've all seen those pirate movies where a character tests a coin by biting into it.  This crude form of assaying tests that the coin has the correct amount of gold in it, but if a nation state changes the amount of gold in its currency this be reflected in the gold standard for that currency.  For example Nation X is going through tough times financially and its unscrupulous leader decides to change the gold content in the GP it mints.  Everything goes swimmingly until import prices start to go up and the population is in revolt.  Enter the PCs with a fat wedge of foreign "pure" gold and suddenly the corrupt local sherrif is looking at ways he can relieve them of their burden and smelt it down for a fat profit.  However, the local sherrif might be the least of their problems if the Thieves Guild's coin clippers and forgers find out that they're loaded.

4.  Ripped Off! - Wandering into a town over the border can get PCs into all sorts of trouble when they are trying to spend unfamiliar coin with the local merchants and their chances of getting ripped off increase dramatically.  Any difference in size or shape of a coin will result in differences in the coins value and exchange rate.  One nation's GP might be twice the thickness of anothers and therefore worth twice as much.  The first time they get a handfull of change, they might be pleasantly surprised or falsely accuse a merchant of ripping them off. 

5.  Accused of Forgery - The Gold Standard ensures that the intrinsic value gold is preserved but that doesn't mean that the local merchants gleefully accept foreign coin and trust it like their own.  They might try to take advantage of the situation and accuse the PCs of forgery, particularly if they are using coins acquired from a distant land and not a neighbouring one.  If the case goes to trial the local magistrate may be in on the swindle.  This is also where an Adventurers or Merchants Guild can provide a valuable service to its patrons by operating a coin exchange program, for a fee of course.

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.

Tuesday 22 November 2011

On the Workbench: Ral Partha Djinn & Efreet

One of my favourite AD&D campaign settings is Al-Quadim: The Land of Fate and I've used the odd scenario or module on numerous occasions in my own campaign world.  I picked up these two Ral Partha minis as a blister pair at least 20 years ago and I've had several abortive attempts at painting the Djinn (the turban wearing guy on the left) but never touched the Efreet.  Hopefully this time (with an audience) I can push myself all the way to the finish.

Ral Partha (ES69) Djinn (left) and Efreet (right)
Ral Partha (ES69) Djinn (left) and Efreet (right)

Here's an updated shot after the efreet had a little accident. His blade bent and snapped off... Guess I'll have to do some sort of fix, but not sure what yet, the blade is too thin to pin so perhaps I'll have to build something up in milliput as a replacement. I do however like how the skin and face came out.  I'm also trying to work out how to blend from red to white on his trousers to make it look like he's rising out of a pool of smoke.

Unworked Blue Djinn and Battle damaged Efreet

Sunday 20 November 2011

Sometimes I'm just in awe

This is the Golden Demon Germany 2011 Slayer Sword winning diorama and there's not much more you can say apart from... OMG!

Saturday 19 November 2011

I'm a Chaotic Neutral Human Wizard

Been a while since I've done one of these cosmo style tests but everyone seems to be giving this a go, so...

I Am A: Chaotic Neutral Human Wizard (4th Level)

Ability Scores:

Strength: 9

Dexterity: 11

Constitution: 11

Intelligence: 14

Wisdom: 12

Charisma: 12

Alignment: Chaotic Neutral


A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.

Race: Human

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class: Wizard

Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

Which makes me the Ninth Doctor


I found this Dr Who alignment chart... oooh I'm the Ninth Doctor, Chris Eccleston


Friday 18 November 2011

A to Z of UK RPG in the 80s - H is for Heavy Metal

H is for Heavy Metal

Iron Maiden - Powerslave
(Cover by Derek Riggs)
In the late 70's the New Wave of British Heavy Metal (NWoBHM) was unleashed across the airwaves and in dingy pubs and clubs all over the UK.  Spearheaded by bands like Iron Maiden, Motörhead, Saxon, Judas Priest, and Venom who, although they had been inspired by the largely educated and middle class Progressive and Heavy Rock bands of the late 60's and early 70's, were unashamedly working class and many originated in the industrial towns of the Midlands and North of England such as Birmingham and Sheffield.

Teenage rebellion usually goes in search for something that will annoy the heck out of your parents and NWoBM was just waiting to be discovered.  The music was a mix of piercing and wailing vocals, thumping bass and drums and a shredded guitar sound like an angle grinder on steel.

The album covers often featured Fantasy or Sci-Fi themes and the band logos (often using vaguely occult typography and symbology) were worn as patches on your sleeveless denim jacket like some sort of tribal brand.  You wore your greasy long hair like a viking marauder and bullet belts and studded bracers were all part of the genre uniform.

Fantasy in song

Uriah Heep - Abonimog
(Cover by Les Edwards)
The literary tones of Sci-Fi, Horror and Fantasy were evident in much of the lyrical content of earlier progressive bands such as Hawkwind and Black Sabbath and this influenced many of the later Metal bands to cover these genres.  On Iron Maiden's album "The Number of The Beast" the track "Murders in the Rue Morgue" was directly influenced by Edgar Allen Poe's novel of the same name, "Children of The Damned" influenced by John Wyndam's "The Midwich Cuckoos" and "The Prisoner" influenced by the cult TV Show of the same name starring Patrick Magoogan. 

Just to prove a point Maiden famously did a 13 minute rendition of Samuel Taylor Coleridge's "Rhyme of the Ancient Mariner" on the 1984 album "Powerslave".  This has to be both my favourite Maiden album and my favourite Derek Riggs cover.  I spent a lot of time staring at that album cover and if you look closely at the hieroglyphics you'll also see some graffiti from "Indiana Jones", "Mickey Mouse" and the British "Chad" a  version of "Kilroy was here". 

Other artists like Saxon had tracks such as "The Warrior" which portrayed a generic fantasy storyline.  

Of course Metal wasn't a peculiarly british phenomenon and US bands such as Metallica famously covered HP Lovecraft in the tracks "The Call of Ktulu" and "The Thing That Should not Be" and New York Thrash Metal band Anthrax covered 2000 AD's Judge Dredd in their song "I am The Law"

Art influences Art

Magnum - On a Storytellers Night
(Cover by Derek Riggs)
One of the other big attractions aside from the music where the amazing works of fantasy and sci-fi art which adorned almost every album.  In fact it seemed that in addition to the standard lineup of drums, bass, rythmn guitar, lead guitar and vocals it was almost as important to find a great artist to design your band logo and album covers.  A tradition begun in the 70s with prog bands like Yes employing Roger Dean and continued by Iron Maiden and their long (if not entirely harmonious association) with Derek Riggs.

Joe Petagno has had a 31 year association with Motörhead and devised their famous "Snaggletooth" emblem which has graced many of their albums.

Yngwie Malmsteen - Trilogy
Needless to say for every great piece of cover-art there were lots of awful ones which slipped through the net. 

A particularly comical one was that of Sweden's Yngwie "J" Malmsteen (pronounced Ing-vey) and his 1986 album "Trilogy".  The  impossibly posed neo-classical guitar-god Yngwie, is depicted seeing off a three headed dragon with what can only be described as "a fire spewing lick of his stratocaster".  I'm sure everyone in the meeting thought it was a good idea at the time.

In researching this article I also stumbled across an album cover which although it isn't metal is so monumentally bad that there just aren't words to describe it... Rick James - Throwin' Down

Métal Hurlant and Heavy Metal Magazine

Heavy Metal the Movie
(Cover by Chris Achilleos)
In France in 1974 two comic book artists Jean Giraud (aka Moebius) and Phillipe Druillet began publishing a quarterly sci-fi graphic novel under the title Métal Hurlant (Howling Metal).  These comic books were in a grphic novel format and featured distinctive and detailed artwork and strong storylines with adult themes it was picked up by National Lampoon, translated into English and relaunched in 1977 as Heavy Metal and in 1979 the format was changed slightly to include Rock Music reviews. 

With the release of an animated feature film Heavy Metal (1981), the combination of art, music and Sci-Fi/Fantasy stories was brought together in one vehicle.   A combination of original storylines and a soundtrack featured tracks by a plethora of rock bands of the era such as Black Sabbath, Blue Oyster Cult, Cheap Trick, Grand Funk Railroad, Journey and Stevie Nicks it was every pubescent teenage boys fantasy brought to life. 

Other Metal Movie Moments

Maximum Overdrive
The 80s saw the use of Heavy Metal soundtracks in films particularly of the Sci-Fi Horror genre and led to AC/DC recording the soundtrack to the movie Maximum Overdrive (1986) written and directed by Steven King.  The movie featured Emilio Estevez and a bunch of "survivors" as they are terrorized by an army of machines, led by a "green goblin" faced truck, which have been brought to life by the passing of a strange comet.  The author also makes a cameo appearance in the movie as a bespectacled sunday driver.

1986 also saw Kiss bassist and tongue waggler extraordinaire Gene Simmons and rock legend Ozzy Osbourne appear in cameo roles in the horror movie Trick or Treat which featured a soundtrack by Fast Eddie Clarke (also famed for playing guitar on Motörhead's "The Ace of Spades").  The plot plays heavily on the urban legend of satanic messages being heard in records when they are played backwards (Hey kids! I bet you can't do that with your Lady Gaga CD) and the spirit of dead rock star Sammi Curr's attempt to be ressurected through a Halloween Dance sacrifice.  All good clean adolescent fun really.


Heavy Metal... Meet White Dwarf

The association of Heavy Metal music with gaming reached a climax in November 1987 when Games Workshop's John Blanche conspired to give away Nottingham Thrash Metal group Sabbat's "Blood for the Blood God" as a flexi-disc single in issue 95 of White Dwarf. 

Sabbat - History of a Time to Come
(Cover by John Blanche)
I was lucky enough to see Sabbat in '88 when they played London's Marquee Club (the Charing Cross Road incarnation) following the release of the album "History of a Time to Come"which also featured cover art by John Blanche.  A great gig which introduced me to the art of stage diving and I swear I had tinitus for three days afterwards.

Another Nottingham band to emerge in the late 80's in association with Games Workshop were Bolt Thrower whose name originated from the siege weapon featured in their Warhammer Fantasy Battle wargame.  The cover of their 1989 album "Realm of Chaos" is the same painting by John Sibbick which graced the front cover of the original Warhammer 40,000: Rogue Trader rulebook.

Wednesday 16 November 2011

Stop SOPA, SAVE The Internet

Today is American Censorship Day and although I am not an American Citizen I feel very strongly against this poorly drafted bill which has the potential to do more harm than good.

Here in the UK we've already failed at preventing bad internet legislation from being passed in the form of the anti-democratic whitewash that saw the introduction of the Digital Economy Act (DEA). This law sought to create a situation where ISPs were responsible for actioning take down requests and for providing copyright owners with infringing customers account details without a judges court order or legal test to determine whether the content in question actually infringed anything.

Truth be told the mechanics of the enforcement of this bill are in such a state of dissarray that no-one knows how to implement this new law. This has recently led to the issuing of legal demands by copyright owners to ISPs to block traffic to certain domains. The impact of course is that every domain everywhere is subject to the same potential action. If you give government the tools in law, sooner or later they'll use them. The SOPA is similarly well intentioned but poorly drafted and dangerous legislation and I urge you to contact your congressman/woman.

You may well ask WTF has this got to do with RPGs?

Well, just from a blogging perspective this means that you could be censored for a whole range of posts where your original content draws on themes from movies, characters, locations or even ideas or even sharing that link to a funny fan generated karaoke video. If the owner of the copyright deems that you've crossed the line, at best you'll be staring a DMCA Takedown Notice in the face with no recourse to "fair use" or "safe harbour" and at worst you could be facing a legal challenge and potentially a punitive fine.

As a roleplayer I'm concerned that this legislation will ultimately damage our hobby and as a member of a democracy I am against the corruption of democracy by the money and power of "big business" for its own agenda against the will of the people.  If you're like me and feel that we are on the brink of a cyberpunk dystopian future, act now before its too late.  And here's a message from your Vice President Joe Biden.

Thanks for listening.   

Sunday 13 November 2011

On the Workbench: Harlequin Giant Forest Troll - Complete

Yesterday I posted a progress photo of my first miniature painting project in rather a long time.  Here's the finished miniature (apologies for the crap photography).

giant forest troll giant forest troll
giant forest troll giant forest troll

Saturday 12 November 2011

On the Workbench: Harlequin Giant Forest Troll

Giant Forest Troll
I have been out of the miniature painting game for many years but as I've always found it to be quite stress relieving I recently decided to give it a another go, so invested in some new brushes and paints.  I hope that I can begin to put a dent in the large stock of unpainted miniatures which I have collected over the years.  My first project is a Harlequin Miniatures Giant Forest Troll.

I was given this miniature many moons ago as a birthday gift and I had one abortive attempt at painting it soon after moving into my new home 9 years ago.  The miniature is a multipart casting comprising of torso, legs and a huge log club which the troll wields with both hands.  So the first order of the day was to de-flash the parts and then pin and glue them together with superglue.  The gaps (and there are plenty) were then filled with milliput and textured.  I then mounted the miniature to a Foundations of War 60mm Round - Battlefield Debris Base and sprayed it with black primer.

I never liked the painted image on the box lid as it was far too troll-like, so I decided to make mine a bit more generic so it could serve equally well as a giant or a giant ogre.  I use Miniature Paints (the ones in the little glass bottles), they're cheap and have a reasonable consistency and don't seperate too much unlike other paints I've tried in the past.  My painting style is to build up layers of colour from a black base getting gradually lighter and lighter and I find that this gives a good balance of detail at a stand-off scale, particularly when you are painting a bad casting.

Progress: face and skin all painted
I usually paint the face first to give me a guide to the rest of the figure and then block out the large areas of skin and clothing in darkest shades.  With this miniature it was almost 30% painted to begin with but I wasn't happy with the skin tones so I decided to paint all the skin first.

The giant troll is wearing a sort of animal skin toga which barely covers its bum but the painted example on the box shows no trousers.  Clearly this creature is fashion concious ( and enough of a seamstress to sew an animal hide toga) so I decided that it wasn't going to be comfortable without trousers.  These I'll paint as a patchwork of different smaller pieces of cloth which it has clearly picked up off the battlefield (including a rather fetching red gingham tablecloth).

Thursday 10 November 2011

RPG Mapping Tools Part 3 - Region Maps

In part 1 and part 2 of this series I looked at Battlemaps and Dungeonmaps which conventionally use a square grid.  Now I zoom out a little bit more and look at options for Regionmaps and enter the realm of the hex.

Regional or Wilderness Maps

Regional maps use a variety of scales, my own maps use a notional scale of 1 hex = 50 miles.  Erin Smale over at Welsh Piper has done some amazing work with a trio of hex templates which you can download in PDF and Hexographer format which use, 125 mil, 25 mile, 5 mile wide scales.  Welsh Piper also has articles about demographics and campaign building for a low fantasy campaign and comes highly recommended.  However, the purpose of this series of articles is to explore and evaluate the free (or as near as free as it gets) software tools available to the budding cartographer, and for the purposes of demonstration, I will be using a sample from TSRs HRW2 Kingdom of Nithia a Hollow World sourcebook and the usual 1½ hour (or thereabouts) timelimit to see what is possible.

Nithia

Hexographer (www.hexographer.com)

A free Java based map editor (There's also an offline Pro version available for $24.95) which comes complete with the majority of icons you will find on a standard TSR map.  I have had trouble running this software before on my mac which is notorious for its Java implementation but a quick look in the support forum got me the answer I needed and I was up and running in no time.  The interface is fairly self explanatory and after a bit of trial and error got some great results on the Hollow World map.  I particularly like the option to fill the bottom half of each hex for the "features" such as towns and cities which is so characteristic of the TSR style of regional maps. 9/10 - "Almost Perfect"

Hexographer Output

HexMapper (http://www.mentalwasteland.net/HexMapper/)

Not to be confused with Hexmapper, is an interesting Java application which focuses on a single hex and allows you to drill down to smaller and smaller scales.  Unfortunately the interface is a little cumbersome and there's not much of a manual to go with it.  The colourset the tool uses is roughly similar to that of the sample map, but there is a limited amount of terrain choice and icons to depict settlements.  I'm sure that given more time I could make a good looking detailed map as I learned how to and when to use the various tools.  I especially liked the line drawing functions but it wasn't enough to keep me interested enough to persevere beyond the time limit.  4/10 - "Interesting... but no more than that" 

HexMapper Output


Old School Hex Mapper (http://www.emacswiki.org/cgi-bin/old-school-hex)

An interesting project from Alex Schröder which generates black and white wilderness hexmaps from ASCII input.  Although it seems simple on the face of it getting the syntax right can be a bit of a challenge and there aren't many feature options.  As an exercise in ASCII to Hexmap it's a bit of fun and I expect it was more of a development challenge than an attempt to create something genuinely useable.  One thing I did like was the oriental caligraphy aesthetic which was most pleasing on the eye.  2/10 - "because Alex could..."



Other Notable Tools

WildGen (http://axiscity.hexamon.net/users/isomage/wildgen/)

As its name suggests Wildgen is a random hex terrain generator and is an excellent resource for the time-poor DM.  It just generates the base terrain and there's no options to edit or add features such as  settlements or roads, but if you are world building in a entirely random fashion it may have some uses.

Conclusion

I was quite surprised that there aren't that many options out which are cross platform bar the excellent hexographer (which has been around for a while).  Perhaps there are some enterprising HTML5 developers out there who feel like a challenge?

Other Posts in this Series:

Wednesday 9 November 2011

A to Z of UK RPG in the 80s - G is for Games Designers Workshop

As I've said earlier I started roleplaying in the 80s with Tunnels and Trolls and then gravitated to AD&D (1e) but my first experience of Sci-Fi roleplaying was as a player in a Traveller campaign. 

Traveller
GDW Traveller
Although I never owned the LBBs (Little Black Books) or the boxed set I did (and still do) own a copy of Double Adventure 1: Shadows / Annic Nova.  At this time White Dwarf was still covering all RPGs and regularly featured scenarios for traveller, a favourite of mine being "The Sable Rose Affair" featured in WD#17.

I loved the hard edge that traveller put on the whole Space Opera genre.  It wasn't so much about racing through the galaxy to rescue the princess, it was about dealing with the day to day minutia of staying alive in the cold depths of space and yet trying to eke out a living and possibly making that big score.  In other words more "Alien" than "Star Wars".

Believe you me, this was hugely influential to my 11 year old self whose Sci-Fi diet at that time was limited to Doctor Who, the odd episode of Blake's Seven, Battlestar Galactica and re-runs of Lost in Space.  Traveller also heavily influenced one of the breakthrough 8-bit computer games Elite by David Braben and Ian Bell which I spent many hours playing on my school's only BBC Micro.  Yes back then the entire school shared one computer!!

In 1984 GDW released Twilight 2000 which focused on the plight of the survivors of WWIII assembling their rag tag militas to fend of the remnants of the soviet army.  This got quite a bit of play at the club I was a member of at the time, but it never fit in with my cold war childhod as I recall most of the scenarios being set in the US.
 
Towards the end of the decade GDW released Space: 1889 which in hindsight shows how groundbreaking GDW were when they published the first victorian Sci-Fi RPG before cyberpunk had truly emerged never mind steampunk.  In recent years I have come to enjoy victorian sci-fi more and more, partly as a refracted, quintisentially English, vision of Empire and partly as a result of my fascination with the aestetic of heavy engineering during the industrial revolution (with brass finials and plenty of scroll work).

Thursday 3 November 2011

RPG Mapping Tools Part 2 - Dungeon Maps

In the first part of this series I explored the free options for Battlemaps. In this part I up the scale slightly to look at Dungeon Maps.

Dungeon Maps

These usually conform to the scale of 1 square to 5ft and come in a variety of styles from the original D&D module "Blueprint" style to isometric maps for complex multilevel dungeons. For the purposes of comparison I will attempt to recreate small sections of maps from each of the TSR modules B1 In search of the Unknown (a 2D map) and DL1 Dragons of Despair (a 3D map).  Again I am restricting myself to only using free tools or web based apps and from start to finish each map should take no more than 1½ hours to create. 


2D Map SampleIsometric Map Sample

Google Sketchup (sketchup.google.com)

Free to use 3D modelling application (Windows/Mac OSX) which has a 2d export function.  First thing, make sure that you position the camera to be facing the "Top".  Then you can start off by creating a grid (Sketchup is very flexible when it comes to unit measurement so if you want to create 5ft grids do just that, using the appropriate template) it is possible to use the draw line function to draw in all the floors doors and walls.  Sketchup is always trying to fill enclosed shapes, so bear this in mind and make sure that when you close a shape you either delete or fill the "face".  It isn't really designed to do this, but the learning curve is shorter compared to other free vector graphics tools like inkscape or CC3.  Once you have a flat map it's trivial to use the isometric camera and Parallel Perspectives options to turn it into a full 3D map.  Extra depth can be instantly added by extruding (google calls this push/pull) a short distance, you can even animate the result (Cue spinning Death Star animation).  7/10 - "Who's The Daddy?" 

SketchUp 2d Output SketchUp Isometric / 3d Output

Tiled (http://www.mapeditor.org/)

This is a free bitmap level editor (Windows / Mac OSX) designed to create level maps for 2d scrolling games and although it's not designed as an RPG mapping tool it is seriously versatile as it supports an unlimited number of user generated layers.  However, you do need to supply it with an image of your tiles to begin with so this tool is more of a DIY approach (ie: if you don't have a good bitmap editor then you'll struggle).  Here are my classic blue tilemaps if you want to try it out (the tilemaps are set at a size of 50 pixels square).  It can do isometrics but I spent far too much time putting the 2d tilemaps together to get round to drawing an iso tilemap, but I'll get there as this tool is just a joy to use.


The interface is really easy to learn and if you've struggled with Pymapper like I did try this with my DT1 tilemap.  In my opinion this could also easily replace Dunjinni for Battlemaps, and the ability to have all your objects instantly available in the tileset window is infact a big advantage, so no more struggling to locate that one particular tree which you accidentally loaded into the wrong folder.  9/10 - "The future so bright I gotta wear shades"

Tiled 2d Output Example of Battlemap Output

RPG Map Maker X (http://fmteau.perso.neuf.fr/rpgmapmaker/rpgmapmaker.htm)

A Mac OSX native donateware tool ($37 to buy) which has been around for donkeys years.  Although the feature set is huge as it has autogenerate dungeons, I found the interface frankly bewildering at almost every stage.  The output is also quite primitive in comparison to other free options I tested and given the low pain threshold I have I couldn't even be bothered expend the extra energy to persevere with it beyond the 2d sample.  2/10 - "There's better fish in the sea"

RPG Map Maker X 2D Output

Other Posts in this Series:

Wednesday 2 November 2011

An infinite number of humans cannot type Shakespeare

Please accept my apologies if you have been unlucky enough to see sneak peaks of future articles which were inadvertently published in the last 12 hours.  Unfortunately there has been a breakdown in the trained humans used, and this will not happen again.

"Trophies" by Jason Edmiston

Tuesday 1 November 2011

A to Z of UK RPG in the 80s - F is for Fighting Fantasy

F is for... Fighting Fantasy

Weirdworld Tunnels an Trolls Solo Adventure
Flying Buffalo not Fighting Fantasy
My first exposure to the world of Adventure Gamebooks was actually a copy of Weirdworld, a Tunnels and Trolls solo adventure which my dad brough back from one of his trips home whilst working in Durham in the North East of England.  I was mesmerised by this crudely made book and I didn't let the mere fact that I didn't have a copy of the T&T rules stop me from repeatedly entering the Madhouse of Maximilian the Magnificent.

My father (who is to blame for all of this) was a keen wargamer and so I ended up going to the Bradford Wargames Society and being exposed to full blown Roleplaying Games such as D&D and Tunnels and Trolls at quite an early age.  Then came the first great gaming hiatus as we moved away from Yorkshire to South East London.  

I was already a veteran when the first of the Fighting Fantasy books was published in 1982.  Schoolmates who had not already been exposed to RPGs devoured the Fighting Fantasy books with gusto and whilst I enjoyed playing their copies and followed them on their trips to the only gamestore in the area, I didn't buy any of these gamebooks at the time.  However, it was on one of these trips that by chance I discovered a copy of the Corgi Tunnels and Trolls rulebook, money exchanged hands and I was now ensconced as the group DM.

So although my relationship with Fighting Fantasy is not atypical, I can acknowledge the huge debt owed by UK roleplayers to Steve Jackson and Ian livingstone for setting many of our friends on the path to exploring our own adventures, not just choosing them.

My Collection Includes

Fighting Fantas #7 Island of the Lizard King
Island of the Lizard King
Buy it on eBay
Fighting Fantasy #13 Freeway Fighter
Free Way Fighter
Buy it on eBay
Clash of Princes - The Warlock's Way
The Warlock's Way
Buy it on eBay

Warlock Magazine

Warlock Magazine
The Abominog - Les Edwards
Fighting Fantasy fans could also indulge their passion on a monthly basis via the pages of Warlock Magazine which was a brilliant piece of marketing and essentially contained at least one new adventure per issue.

My favourite issue was the one featuring the monster form the Uriah Heep album "Abominog" painted by one of my favourite artist Les Edwards.

Les Edwards was pretty much the go-to-guy if you wanted a fantasy or horror painting for your new paperback or movie poster.

When they needed an artist to immortalise Hawk The Slayer, you guessed it they went to Les.

For some strange reason Games Workshop produced an artbook called Blood & Iron containing high quality prints of the many artworks they had used as cover for their games over the years.

Maybe this was part of the deal with Les, but they never did it with any other artist to my knowledge although John Blanche did publish the book The Emperor's Will under the Warhammer 40K banner.

Board Game

Games Workshop Warlock of Firetop Mountain
Warlock of Firetop Mountain
Buy it on eBay
In 1986 Gamesworkshop released the Warlock of Firetop Mountain Boardgame in their defacto Bookcase format.  A race to the finish with heavy Player vs Player interraction this was an immensely popular game in its day and still has a cult following over 35 years later.


Want to know more

In the course of dragging these memories from my caffeine addled grey matter I have encountered some very fine Fighting Fantasy resources:

NEXT: G is for... GAMES DESIGNERS WORKSHOP

Thursday 27 October 2011

A to Z of UK RPG in the 80s - E is for Elric of Melnibone


E is for Elric of Melniboné (it's mel-nib-o-nay not mel-ni-bone)

Stormbringer RPG on eBay
Michael Moorcock was de rigeur reading amongst my fellow roleplayers and the Elric Saga particularly so.  Elric was for most readers the first true anti-hero and introduced the concept of exploiting flawed and troubled character possibilities in roleplay.

The Novels

My fondest memories were of my school mates and I swapping the London Panther editions in the playground like kids do today with XBox games. 
  • Elric of Melniboné (1972) - Where Elric, the 428th Sorceror Emperor of Melniboné and he discovers the runeblade "Stormbringer" from which he derives power and vitality.

  • The Sailor on the Seas of Fate (1976) - Forced to flee Melniboné, Elric journeys across the sea and learns his fate, to become the Eternal Champion.

  • The Weird of the White Wolf (1977) - Where Elric returns to Melniboné with his companion Moonglum and confronts the usurper Yrkoon.

  • The Vanishing Tower (1977) - Where Elric turns mercenary sorceror

  • The Bane of the Black Sword (1977) - Introduces the love of Elric's life Zarozinia and sets up the events of Stormbringer

  • Stormbringer (1965) - Elric must confront the Sorceror King of Pan Tang, Jagren Lern, who has allied himself with the Lords of Chaos in an epic final battle.
Michael Moorcock Elric Novels

Elric is one of the many incarnations of The Eternal Champion, a hero who exists in all times, universes and dimensions who is charged by Fate to defend the cosmic balance between the gods of Law and Chaos.  Other incarnations being Doriam Hawkmoon, Corum Jhaelen Irsei, Oswald Bastable and of course Jerry Cornelius. 

The RPG

With all this rich source material and an established fan base it was an obvious move to publish an RPG based on the books, which Chaosium promptly did in 1981 with the release of Stormbringer.  This then led to a small (in relative terms) collection of sourcebooks, modules and expansions.

Chaosium Stormbringer RPG

The Miniatures


When Games Workshop began distributing Stormbringer for Chaosium one of the first things they did was to make a set of miniatures.  The Eternal Champion range was quite extensive and, beyond the boxed set of hero characters,  featured Melnibonéan infantry and cavalry and Pan Tangian infantry, and tiger handlers.
Citadel Eternal Champions Range
(Top: L to R: Corum Jhaelen Irsei, Elric Kinslayer, Elric of Menibone, Erekose)
(Bottom: L to R: Jerry Cornelius, Moonglum, Count Ulrik Skarsol, Duke Dorian Hawkmoon)

The Music

Chronicles of the Black Sword
Buy it from eBay
Michael Moorcock was heavily involved in the London psychedelic scene in the 1960s and he has explored many musical projects and  has colaborated with several bands including Blue Oyster Cult and most notably space rockers Hawkwind.

This lead to the album "Chronicles of the Black Sword" based largely on the Elric Saga, the notable exception being the track "Needle Gun" which is based on Jerry Cornelius another work by Moorcock and another incarnation of The Eternal Champion.

Tracklisting
  1. "Song of the Swords" (Dave Brock)
  2. "Shade Gate" (Harvey Bainbridge)
  3. "The Sea King" (Huw Lloyd-Langton)
  4. "The Pulsing Cavern" (Bainbridge, Alan Davey)
  5. "Elric the Enchanter" (Davey)
  6. "Needle Gun" (Brock)
  7. "Zarozinia" (Brock, Kris Tait)
  8. "The Demise" (Bainbridge, Brock)
  9. "Sleep of a Thousand Tears" (Brock, Michael Moorcock)
  10. "Chaos Army" (Bainbridge, Brock)
  11. "Horn of Destiny" (Brock)
NEXT: F is for... Fighting Fantasy