Thursday 19 January 2012

A to Z of UK RPG in the 80s: I is for Indiana Jones

Indian Jones
Indiana Jones
For most people of my age the movies of George Lucas and Steven Spielberg are part of the pop culture landscape and none more so than those of the unlikely hero, archaeologist and tomb robber Indiana Jones.  The 80s saw Indy make three outings to the silver screen in Raiders of the Lost Ark (1981), The Temple of Doom (1984) and The Last Crusade (1989) but his origins lie in the heroes of the Saturday Matinee serials of the 1930s, 40s and 50s.

Kids TV in the UK also saw the more popular serial heroes (Flash Gordon and King of the Rocketmen) being repeated as cheap time filler. Christmas TV schedules were always peppered with repeats of great pulp movies like Doc Savage: The Man of Bronze and Doug Mclure always seemed to pop up "At The Earth's Core", in "The Land That Time Forgot" discovering "The People that Time Forgot".

The net effect was that British cinemagoers were already primed for Indy's arrival.

Indiana Jones RPG (TSR)


TSR Indiana Jones RPG
TSR Indiana Jones RPG
TSR released the Indiana Jones RPG in 1984 and followed up with six adventure modules and an expansion:

IJ1 - Indiana Jones and the Temple of Doom
IJ2 - Raiders of the Lost Ark
IJ3 - Indiana Jones and the  Crystal Death
IJ4 - Indiana Jones and the Golden Goddess
IJ5 - Indiana Jones and the Nepal Nightmare
IJ6 - Indiana Jones and the 4th Nail
IJAC1 - Judge's Survival Pack

Bizarrely, for an RPG, the boxed set did not include any rules for generating characters in the world of Indiana Jones, forcing you to play one of the established characters such as Indy, Marion or Shortround which probably accounts for its poor critical reception.  When the license expired, all remaining unsold copies were ordered to be destroyed, all except one...

The Diana Jones Awards

The Dian Jones Award
The Diana Jones Award
When the staff at TSR UK destroyed their unsold copies the last one was creatively assembled into a perspex pyramid and has since 2001 been used as the trophy for the annual Diana Jones Awards celebrating excellence in gaming.

Other ways I've Roleplayed Indiana Jones

GURPS Cliffhangers - Originally released by Steve Jackson Games in 1989, this Genre Expansion for the popular GURPS System contains all you need to replicate Indy or any other pulp character's adventures.

Call of Cthulhu - CoC is set in the 1920s so needs little or no modification to update it for Indy millieu (anytime between 1930 to 1950).  Dropping the heavy mythos creatures has little effect on the game mechanics and SAN can still be lost as a result of truly terrifying or shocking events such as dangling over a pit of snakes or gazing into the Ark of the Covenant.  I have successfully used the system many times to game in the literary worlds of Agatha Christie, Tintin, Hercule Poirot, Jeeves and Wooster as well as other pulp heroes.  Check out White Dwarf #60 (or the WD Cthulhu Omnibus) which featured the mini-scenario "The Bleeding Stone of Iphtah", an archaeological adventure set in Egypt.

Tuesday 10 January 2012

All I want from 5e is...

This is what happens when you type
"D&D 5e" into Google Images
The blogosphere is abuzz with the announcement that WotC are going ahead with development of the next iteration of Dungeons and Dragons.  Rather than fuel the fires of the edition wars, which would be pointless as I don't play 4e and I don't play Pathfinder either, I thought I'd just throw up a list of what I would like to see in 5e and what would make me as an old skool gamer fast approaching 40 part with cold hard cash for what is essentially a new version of an old game.


1.  Simple Rules to Start With - The concept of a basic game which as you level up gets increasingly complex makes good sense both from a new player/DM perspective and from a sales perspective.  Everyone needs the basic rules to begin with but not everyone needs the Expert/Immortal rules right from the get go (notice how I didn't use those new fangled Heroic/Paragon/Epic Tier names, that's because it's a conceit and it sucks, what's wrong with calling something "an adventure for 5-6 characters of levels 10-15" anyway!!).

Face it, it takes years to become a good DM, there are no short-cuts or training courses you can go on.  We've all put the years in to a greater or lesser degree and the focus of any pen and paper based game should be on DM arbitration.  Too many rules to begin with overloads the casual or newbie DM and makes the game drag for players.  If you want to entice more younger gamers into D&D to replenish the ranks of the old and bold then this is a must.

2.  D&D needs to be cross platform - There are 2 major consoles (3 if you consider the Wii which actually outsells both of the other 2) which are more than upto the task of running an MMORPG / VTT game.  There's also the traditional Mac and PC platforms, which even if you can't put together a full 3D HD Wizzy MMORPG such as WoW, it shouldn't be too difficult to put together an HTML 5 web app which will run on almost anything from the lowliest console to the latest spec kit.  Hire an expert company like Zynga or their competitors to do the dev, they do it day in, day out.

Let's face it the world has moved on even from the 4e release only a handful of years ago.  There are potentially more iPod/iPhone/iPad and Android users in the world than there are console gamers or any other platform specific community and it's getting bigger every day.  A character builder is something that can  feasibly be built for next to nothing and can even be given away as a free mobile app to entice new and old players alike.


Want to support the Organised Play / D&D Experiences / Living 5e communities, fine, let authorised DMs add XP and other adventure rewards online.  These can then be reflected on your character app almost instantly.  Couple it with a web based VTT as above for which you charge players as an in-app purchase to go on adventures and you've got a new funding model for a digital age (this should keep HASBRO happy).

Ultimately choice of OS should not be a barrier to enjoying a D&D online experience.

3.  Miniatures with RFID/Bluetooth - The recent Wii hit game Skylanders has pushed technology that little bit further with their RFID enabled miniatures, do the same for D&D miniatures.  No collectibility, just offer them for sale.

4.  No Subscriptions Please (were British) - I know that PC and console gamers are going to object to this, but I'm afraid that the subscription model of charging for gaming is a bit of a dead dog.  It works in an MMORPG sense as you tend to collaborate online with people you don't know, but in a sit around the table VTT sense I'm not sure it will work as I'm sure nobody wants to tell one of the Players to get their VISA card out or they can't join in.

I don't think I'd be able to convince "Her Indoors" that a subscription for a game I may only play once a week is value for money, but I also don't want, and can't afford, to invest the sort of time one needs to in an MMORPG style game in order to recoup my cash investment.

Ultimately, if the likes of major newspapers like The Times or the WSJ  can't get paywalls to work for them, I can't see how WotC can get it to work for D&D.

5.  Print Pubs with Online Extras - This is already happening in the indie scene as more and more publishers supplement purchases of the dead tree version of their games with a free PDF version.  We're not stupid, we know that you sent the book to the printer as a PDF, don't try to rip us off with overpriced e-books.  Whilst you're at it, give us some promo codes for extras which are only available if you buy the dead tree adventure modules (that are allegedly hard to sell).  Look at the sterling work being done by Worlds of Wonder with their bordgame promo codes.

If a tenth of this ends up appearing in the final release edition of 5e, I may be enticed back, maybe...

Monday 9 January 2012

Judge Dredd: New Crazes Part 1

The unemployment rate continues to peak at 87%, and so in our latest column were going to look at some of the newest crazes to sweep the streets of in Mega-City One.  Let's just hope they don't end up in our readers being swept off the streets.

Anti-Grav Base Jumping

Most of you will have one of those boring old Anti-Grav Chutes in a closet somewhere in case of a fire in your block.  Well the kids down at Keanu Reeves Heights have been putting them to good use with their new extreme sport of Anti-Grav Base Jumping.  They just strap on a chute and hurl themselves off the top floor of the block.  Spotters below track their progress and jumpers score points equal to the Block level number that they pass when they pull their chute.  The jumper with the lowest score wins, but don't forget to pull your chute or you'll be painting the ped-ways red.

Scratch-n-Laff

Those crazy guys at Channel 666 have come up with a new Tri-D comedy show called "Die Laughing" which promises to be the latest hit in really real TV.  Participating viewers use the patented Scratch-n-Laff cards at the indicated points in the show and if your chuckle volume beats the score on the Chuckleometer then you win big prizes.  Guaranteed to be a hell of a show, so make sure you sign up with the 666 team and get your Scratch-n-Laff cards today.

Tuesday 3 January 2012

Moviewatch: Looking forward to 2012

I know that this is a little "off topic" but who doesn't use movies as inspiration for their games...?  Here's a list of movies I'm looking forward to in 2012

MOVIEWATCH: LOOKING FORWARD TO 2012 

JANUARY

  • The Divide - 13th January (USA) - A bunch of survivors are holed up in the confines of their apartment building's basement after a nuclear war.

  • Haywire - 18th January (UK) - Steven Soderbergh directs this story of a female Black Ops soldier who seeks revenge after being set up during a mission.

  • Underworld Awakening - 20th Jan (UK) - Kate Beckinsale dons the leather catsuit again for another outing as Selene in the 4th Underworld movie.
FEBRUARY
MARCH
  • John Carter - 9th March (UK) - Disney adaptation of the Edgar Rice Burroughs' Martian hero John Carter.

  • The Hunger Games - 23rd March (UK) - Gary Ross (Seabiscuit) directs this adaptation of the Suzanne Collins novel of a dystopian future. 

  • Wrath of The Titans -  30th March (UK) - Sam Worthington returns as Perseus to battle Hades and rescue Zeus.
    APRIL
    • Iron Sky - 4th April (FIN) - Nazi flying saucers leave their secret moon base to invade Earth.

    • MS One: Maximum Security - 13th April (UK) - Guy Pearce stars in this outerspace prison break movie written by Luc Besson. - Update: In the UK this was titled Lockout

    • Battleship - 20th April (UK) - Liam Neeson tries to see off an alien invasion with his trusty naval fleet

    • The Avengers - 27th Aril (UK) - Thor, Iron Man, Capt. America, Black Widow, Hawkeye and The Hulk appear in 2012's most anticipated superhero slugfest.
    MAY
    • The 25th Reich - 10th May (AUS) - Time travel, Nazi Robot Spiders, what's not to like?

    • Sinbad: The 5th Voyage - 18th May (US) - Patrick Stewart narrates this low budget Sinbad tale.

    • Men in Black III - 25th May (UK) - Will Smith and Tommy Lee Jones return as agents J and K in this time travelling sequel. 
    JUNE
    • Prometheus - 1st June (UK) - Ridley Scott directs this Alien prequel which covers the events of an earlier expedition to LV426.

    • G.I. Joe Retaliation - 22 June (UK) - Sequel to the family friendly action movie featuring Channing Tatum backed up by Bruce Willis, Dwayne Johnson and Ray Stevenson
    JULY
    • The Amazing Spider-Man - 4th July (UK) - Andrew Garfield dons the lycra in this reboot of the spidey movie franchise and faces off against classic super-villain The Lizard played by Rhys Ifans.
       
    • The Dark Night Rises - 20th July (UK) - Christain Bale returns as Batman to face off against Bane
    AUGUST
    • Abraham Lincoln: Vampire Hunter - 2nd August (UK) - Dominic Cooper and Alan Tudyk feature in this adaptation of Seth Grahame Smith's novel.
       
    • Total Recall - 22nd August (UK) - Colin Farrell stars as Doug Quaid in a remake of the classic Phillip K Dick short story "We Can Remember It For You Wholesale"
    SEPTEMBER
    • Resident Evil: Retribution - 14th September (UK) - Milla Jovovich makes another outing as Alice in the latest installment in the war against the Umbrella Corporation.

    • Para Norman - 14th September (UK) - The team behind Coraline and 9 return with this animated tale of a boy who can see speak with the dead.

    • Dredd - 21 September (UK) - Karl Urban stars as Judge Dredd in this big screen outing for the 2000AD hero, which will hopefully blow away all the bad memories of the 1995 Sylvester Stallone version.

    • Looper - 28th September (UK) - Sci-Fi thriller where mob hit-man Joseph Gordon-Levitt gets hired to kill his future self.
    OCTOBER
    • Hotel Transylvania - 12th October (UK) - Genndy Tartakovsky directs this animated tale of a boy falling for Dracula's daughter in an upmarket holiday resort for monsters.
    NOVEMBER
    • Red Dawn - 2nd November (US) - Chris Hemsworth stars in this remake of the 80s classic as a group of American teenagers attempt to save their town from a North Korean invasion.
      DECEMBER
      • The Hobbit: An Unexpected Journey - 14th December (UK) - Martin Freeman as Bilbo Baggins in the first part of Peter Jackson's adaptation.

      • 47 Ronin - 14th December (UK) - Keannu Reeves stars in this true story of 18th Century Japanese samurai who take revenge for the death of their master.
      SCHEDULED FOR SOMETIME IN 2012
      • War of The Worlds: Goliath - Animated steampunk movie sequel to HG Well's War of the Worlds produced in association with Heavy Metal Magazine.  This one has been threatening to come out for a while, hope it doesn't turn into vapourware.

      • Paradox Alice - A rescue mission is despatched to Europa to fetch water for a dying earth but something puts the mission in jeopardy.

      • A Little Bit Zombie - An HR manager turning zombie trys to keep his life together and marry his fiance.

      • Polypore - A young man's hunt for answers to his newly found gift of telepathy uncovers a web of corporate intrigue.

      • Cheech & Chong's Animated Movie - Cheech Marin and Tommy Chong's animated movie based on their Grammy Award winning albums.  Probably has nothing useable from an RPG stance but I like a bit of Cheech and Chong now and then.

      • Vehicle 19 - Paul Walker stars as a foreign tourist who unwittingly picks up a rental car and is drawn into a scheme of corrupt local police.

          Sunday 1 January 2012

          Happy New Year and 2012 Resolutions

          Happy New Year to all of you out there in RPG Blogging land, especially to those members of the RPGBN and RPGBA who have been along for the ride over the past 12 months.

          RPG Resolutions for 2012

          1.  Be a Player and not a GM - In 2011 I spent most of my time (33 weekly sessions) GMing my C&C campaign which took up most of my freetime.  I don't know how other bloggers manage to fit two or three campaigns into a year, but one was enough for me.  Playing games rather than running means that I have more time to put thoughts onto paper (or screen) and develop ideas for future games.  I suspect that I'm no different to a lot of other gamers in this respect, I need a playing sabbatical in order to recharge my batteries.

          2.  Read More and Play Apps less - I have been seduced by a number of really cool app games over the last year which have taken over my daily commute and turned me into an iOS zombie.  I used to read on the train but now I can be found playing drawrace or some other equally addictive timewaster.  I have a huge stack of books beside my bed which I really ought to get through.

          3.  Re-skin the blog - Although this blog is cool it looks pretty scruffy and amateurish in comparison to other blogs, my day job is in the web so it's actually quite embarrassing at the same time that I've not done anything about the CSS or branding on the site at all.  This year I hope to smarten things up.

          4.  Publish more - becoming a self publisher has been a blast so far and I have a number of projects which are in several stages of completion.  This year I really must pull my finger out and get them published.

          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.

          Saturday 24 December 2011

          Star Blazer Adventures Random Scenario Generator, or How I Wrote a One Session Scenario in 30 minutes.

          I was scheduled to be playing a one session scenario last night when I received an e-mail that the GM had pulled out at short notice due to illness.  In a moment of madness with 3 hours till I had to jump in the car, I offered to GM the slot with a Star Blazer Adventures (SBA) game.  2 hours of random internet surfing later I decided I'd better write the scenario.

          Fortunately chapter 25 of SBA's monster 627 page rulebook contains a plethora of random tables to help you generate ideas for your games.  The results of my rolls were:

          Mission 1Mission 2
          Mission Nature:CorporateMission Nature:Diplomatic
          Objective:Industrial EspionageObjective:Hostage Negotiation
          Complication:Military InterventionComplication:Travel Difficulties
          Who:MobsterWho:Alien Race
          Reason:Mistaken IdentityReason:Training



          Nothing immediately flowed from this so I decided to break the scenario down into 4 scenes and roll randomly for each:

          Scene 1Scene 2
          Location:Town / VillageLocation:Stock Exchange
          Bad Guy Encounter:Traitorous PoliticianBad Guy Encounter:Corrupt Soldier
          Good Guy Encounter:Unexpected AllyGood Guy Encounter:Enemy of My Enemy
          Reason:HeresyReason:Past Embarrassment
          Scene 3Scene 4
          Location:Hostile FleetLocation:Refinery
          Bad Guy Encounter:War CriminalBad Guy Encounter:Murderer
          Good Guy Encounter:JudgeGood Guy Encounter:War Criminal
          Reason:Blood FeudReason:Recent Defeat


          Putting Meat on the Bones

          By now the creative juices had started to bubble now so I decided to select parts of the random generated scenes above and began to flesh out my scenario:

          Scene 1 - The PCs are the crew of a Star Patrol cruiser currently stationed on Zorb 3 and investigating the disappearance of some medical supplies which have been misappropriated by the  corrupt Mayor of the town.  During the course of this first scene the PCs are alerted to an incident at the planetary stock exchange and immediately re-assigned to investigate.

          Scene 2 - The PCs arrive at the stock exchange in the planetary capital only to find that an assault has taken place and a prominent corporate figure has been kidnapped.  A snatch squad has blown a huge hole in the side of the building and made their escape in a warp capable freighter.

          Scene 3 - The PCs exit a warp corridor into the middle of the Mercenary Pirate fleet of Desiderous Black, disgraced Star Patrol Officer and War Criminal.  They are engaged and end up flying their crippled cruiser into a hanger of the pirate fleet's flagship The Medusa.

          Scene 4 - The PCs land at a refinery on an uninhabited world where they attempt to rescue the corporate hostage in a final showdown and capture the terrorists with the aid of the War Criminal Desiderous Black.


          Scene Transitions

          Clearly these scenes needed fleshing out, which would occur during play, but more importantly, they needed transitions from one scene to another:

          Scene 1 > Scene 2 - During their journey from the town to the stock exchange they narrowly avoid a collision with a blue and yellow freighter which is heading out of the capital.

          Scene 2 > Scene 3 - The PCs hastily follow the jump coordinates of the fleeing freighter without knowing where the warp exit point is located.

          Scene 3 > Scene 4 - Desiderous Black reveals that he is in fact still a loyal member of Star Patrol and has been on a deep cover mission to wrest control of the pirate fleet away from its rag tag band of mercenary captains and to use its immense power covertly in situations where Star Patrol cannot operate publicly for political reasons.  With the mission now complete he wishes to "come in from the cold" and going off on a wild goose chase following the promise of hostage treasure is a credible escapade which befits his reputation in the the eyes of the other pirate captains.

          How it Played Out

          The game began at 7:30pm and finished at 2:00am which is quite long for a one session scenario, but fair considering that I had no pre-gen PCs and the players are relatively unfamiliar with the slightly obtuse character generation process that the game requires.

          Scene 1 - The PCs were in the town running computer checks on the batch numbers of the medical supplies with the assistance of a low level admin clerk who refused to give anything other than minor assistance as he was in fear of losing his job.  They successfully identified the serial numbers which had been tampered with and eventually the identity of the user involved.  However, they triggered some file alarms which resulted in the Mayor making a run for it in his hover-limousine.  The PCs gave chase and attempted to communicate with the occupant of the vehicle but in-advertantly caused it to lose control and crash.  Whilst they inspected the wreckage for the body of the Mayor, he slipped into the cargo bay of their cruiser unnoticed.  They were in the process of recovering the medical supplies from the wreck when the call came through to re-assign them to investigating the incident at the stock exchange.

          Scene 2 - On their way to the scene, they narrowly avoid the freighter as they enter the emergency lane splitting the cities incoming and outgoing air-traffic.  When they review the external security footage they realise that the freighter used in the incident is the same one they encountered on their way to the stock exchange.  They use up some fate points to make plot declarations ensuring that they have access to the jump coordinates for the fleeing freighter.

          Scene 3 - Coming out of warp they are attacked by five fighters and although they attempted to jump straight out of the situation, I frazzled their warp coils with some treknobabble about warp static.  They engage the fighters and without suitable heavy weapons themselves attempt to use the enemies own missiles to cripple the flagship.  They succeed in punching a hole inside the hull of the ship but resist the temptation to crash their vessel into the hole, seeking the safety of a conveniently located hanger on board.  With the warp coils frazzled they need to locate suitable replacements from onboard the enemy flagship and assemble an away team to go investigate.  During this mission the away team is captured and the star patrol ship boarded.  Desiderous Black reveals his secret to the Star Patrol Captain PC and offers to assist by accompanying them for the final leg of their mission on board the captured Star Patrol vessel Aggamemnon.

          Scene 4 - This was a straight up dungeon bash inside the atmosphere refinery where I gradually whittled down the Pirate Captain's lackeys until only the PCs and Black were left.  The PCs located the corporate hostage who was tied up and swinging from the claw of an overhead crane whilst the kidnappers leader laughed maniacally from its controls.  Getting the tension just right was key and when the leader was killed there was a chance that the mission would go pear shaped resulting in the death of the hostage.  One of the PCs was playing a mysterious alien with a secret "fugitive time traveller" aspect and I allowed another PC to trade a fate point in order to tag this thereby saving the day.

          Things I Would do Differently

          Overall the exercise was a big success, but the bulk of time wasted during the session occurred during character generation and it's something I've seen players struggle with before.  The freeform concept of aspects and legends and the complex list of skills is a little daunting to first time players and not at all helpfull if you are putting on an impromptu game.  What would be useful is a set of archetypes with all the stat blocks filled in for a wide range of standard space opera types such as the crew of a star patrol ship, a bounty hunter, a law enforcement robot... etc... etc... (sounds like a project for the New Year...).

          Merry Christmas everyone.

          Thursday 22 December 2011

          20,000 Page Views

          Some time today this blog hit 20,000 page views.  Thanks for all the support guys and girls.

          Friday 9 December 2011

          Kicking off Campaigns by Keeping Players in the Dark

          Joe Bloch's recent thought provoking article on Greyhawk Grognard suggests that the question facing DMs when starting a new campaign is one of information flow.  This may be true in sandbox campaigns but I often find that if PCs know too much about the campaign world it results in Analysis Paralysis rather than driving their decision making. 

          Less information to begin with usually helps them to concentrate on the immediate choices to hand rather than worrying about the world at large.  The worst trait that players can exhibit is that of the "Setting Lawyer" where they bring their own knowledge of the world, gained by playing other scenarios, into play.  This can be a real problem for DMs who are not as familiar with the setting as some of their players and can be very disruptive or diverting for the rest of the group, particularly if conflict between player and DM arises as a result.

          Chaucer's Pilgrims - The Canterbury Tales
          Medieval history tells us that travel for peasants was fairly limited, many never having travelled more than 50 miles from their home village in their whole lives.  The pilgrims of Chaucer's "The Canterbury Tales" took part in a round trip of some 120 miles from Southwark to Canterbury and back, which would be considered to be a considerable undertaking for anyone at the time.  However, Chaucer himself travelled widely, making trips to France, Spain Flanders and Italy in various roles as a civil servant and diplomat (and perhaps spy).  He even embarked on a Crusades, and like many English soldiers would have travelled unheard of distances, by comparison to their stay at home cousins.  I like to see my player's PCs as more like Chaucer and those Crusaders (ie: adventurous persons) rather than like his pilgrims who, to all intents and purposes, are really nothing more than NPCs.

          Gary Gygax's sage advice on the subject (A&D Dungeon Masters Guide, p. 87), which is interesting to read nonetheless,  seems to be aimed at DM's running their first campaign and perhaps at novice players.  


          I entirely agree with Joe that the first few sessions of any campaign are really spent getting to know one another and less about finding out where in the world they are or what their next move should be.  Starting of with a simple scenario to get them used to each other's company, traits and talents is a must.

          When running my own campaign world my objective is as much about developing my world as it is about playing out interesting plot lines.  To help me achieve this goal I insist that the majority of players select lands other than the starting location as their PC birthplace.  This often requires them to come up with a convincing reason for embarking on some form of quest as part of their background, giving me the opportunity to weave parts of this into the arc plotline (clever, yes?).


          I also recommend that DMs run short solo encounters, as prequels for each PC as a prelude to a campaign.  These do not need to be any more than 30 to 45 minutes each and can usually be done as part of the first session or offline if needs be.  Your players will thank you in the long run as it bridges the gap between character creation and provides believable reasons for turning up at that cliche of a  tavern looking for work.

          Thursday 8 December 2011

          RPG Mapping Tools Part 4 - Planet and Star Maps

          In this part I zoom out even further and take a look at planetary system maps and star maps.  Which conventionally use the hex grid I looked at in Part 3: Region Maps.

          Regina Subsector Jump Map
          STARMAPS

          The definitive starmap has to be a Traveller sector map, which has some particular conventions of its own, namely the positioning of features around the edges of each hex to denote the hexes contents (clockwise from top; Starport Type, Gas Giant, Allegiance, World Name, and Base Type.)  Stellar trade routes which are also the main lines of communication are denoted by solid lines from one planet to anotherand the hex center contains world information (water present / not present or if it has an asteroid belt).  The sample I'm using is the Regina Subsector Jump Map and the standard 1½ hour rule applies.

          Hexographer (http://www.hexographer.com)

          Hexographer "Cosmic" output
          If you've read Part 3: Region Maps, you'll know I rate this highly as an easy to use tool with great output.  "The Daddy" of free online hexmapping solutions has its own "Cosmic" menu which offers features such as planets, stars, and spacestations which can each have custom colours.  Hex features can also be placed at various clock positions around the hex, but these are not entirely traveller compliant and are time consuming to include and to be honest if you're running anything other than traveller you won't need them.  7/10 - "Not too Shabby"

          The Traveller Map (http://www.travellermap.com)



          An awesome bit of interactive mapping which shows the full stellar map divided into it's individual sub-sectors.  Double clicking on the sectors zooms in and you can even print off the results in booklet form.  If you're GMing a game in the Traveller universe then this should be your first starport of call.  9/10 - "Why DIY when it's already done for you?"

          PLANETARY MAPS


          The inherent problem of mapping a globe onto a flat plane has plagued cartographers ever since our view of the world changed from being flat to round and has resulted in a number of map projection techniques of which we are most familiar with the Mercator Projection.  However, Sci-Fi roleplayers will be most familiar with the icosahedral projection popularised by Traveller.

           
          Icosahedral World Generator (http://inkwellideas.com/2011/09/isocahedral-worldmap-generator/)
          Joe over at Inkwell Ideas has pulled off an amazing planet generator which should keep most DMs more than happy.  Not only does the tool allow you to customise the random size, temperature and percentage of land, mountains and vegetation, it also includes a hex editor allowing you to replace terrain as you like.  There's no export to image function but you can export to hexographer for even more editing possibilities.

          Inkwell Ideas Icosahedral World Generator

          Other Notable Tools

          Donjon's Sci-Fi World Generator (http://donjon.bin.sh/scifi/world/)

          This browser based tool will happily generate planets for you all day long.  You can customise the generator a little to make each planet a bit more useable, the output includes a map, physics (size and physical composition), gravimetry (gravity and esape velocity), rotation (length of 1 rotation and axial tilt),  hydrosphere (ratio of water/ice), atmosphere (chemical composition), climate (temerature ranges) and biosphere (chemistry and lifeforms).  If you want to create a whole star system Donjon also has a Traveller System Generator and a Star Wars D6 System Generator.  There are a lot of really useful tools on his tsite I particularly like the Sci-Fi Name Generator's Star Trek Technobabble option
          9/10 - "Superb"

          Other Posts in this Series:

          Wednesday 7 December 2011

          Legendary Locations: Cave of Crystals, Mexico

          Nature has this unnerving way of making humanities greatest achievements sometimes seem seem really insignificant...

          Crystal Caverns, Mexico - National Geographic
          You can learn more about the expedition to the Cave of Crystals over at National Geographic.

          Tuesday 6 December 2011

          Minions: my OSR take on the one hit wonder.

          One of the 4e concepts that intrigued me most was the idea of minions, I thought it was very cinematic and was itching to see what it was like from a player perspective.  Earlier this year when I got a chance to play in a demo game I was quite dissapointed, there was no sense of fear or uncertainty about the whole combat and It left me quite unsatisfied.

          despicable me minions
          Geek Ken has some useful advice on how 4e DMs should use minions, particularly in the use of attack waves and Glimm's Workshop introduces the Resolve concept to make minions a little tougher but clearly something is not quite right with the rules for minions as they stand.

          In OSR (or retroclones) a monster is generally ranked by its Hit Dice (HD) which in most cases equates to 1d8 of HP.  The DM can simply turn any monster into a 1 hit wonder by reducing the number of HP it has to a value below the minimum damage dealt by the majority of the party.  Even at 1st level this is usually around the 4HP mark and will increase slowly as the party's levels and damage bonuses increase. 

          HOW I HOUSERULE MINIONS OLD SCHOOL STYLE

          How the DM assigns this HP reduction is up to them, for me this depends on what type of monster I am stocking the encounter with.  If it's a creature with animal intelligence or lower with no social structure then I'll either randomly roll or just assign every creature the same value say 4HP per HD.  However, if it's a creature with higher than animal intelligence or an animal which has a clear social aspect then I like to use the following system:
          • ALPHA - (8HP per HD) - This is the pack leader or alpha, the toughest member of the encountered group and will be the one giving the orders.  There can never be more than one Alpha in a group regardless of its size.
             
          • BETA - (6HP per HD) - These are the Alpha's bullies, they do what the Alpha tells them to and will bully the norms into doing what the Alpha demands.  Their number depends largely on the size of the group but I like to use the ratio of 1 Beta to every 5 Norms.

          • NORM - (4 HP per HD ) - The rank and file version of the creature who will be goaded into action by the BETA or ALPHA.  In some cases I'll keep the actual value of Norm HP fluid just in case the PCs have excessively bad rolls, after all there's no point in them falling at the first hurdle and getting slaughtered by minions.
          TAKING DOWN THE ALPHA

          If players have the opportunity to observe a group before engaging they should be able to identify each ALPHA and BETA.  This may have a bearing on their plan of attack, particularly if they have ranged specialists which can target the ALPHA and BETA types and take them out provoking a morale check which may result in the norms fleeing or surrendering and giving the PCs the victory but morale for minions is another thing all together and maybe a subject for a future article.

          Sunday 4 December 2011

          The Ruined Tower of The Archmage

          Ruined Tower Prize
          David over at the Tower of the Archmage is running a competition to win one of his scenic models, a ruined tower.  Unfortunately for me I'm based in the UK and am therefore ineligible (the postage to the UK would be ruinous) but I liked the model enough to knock up a quick map and the basics for an encounter.

          The Ruined Tower of the Archmage

          The ruins of this solitary tower sit atop an exposed moorland hill which is constantly blasted by the elements.  Anyone crossing the moor on a particularly stormy day or night will be glad to shelter inside the towers walls even just for 5 minutes.



          1.  Ground Floor - Even in its ruined state, the ground floor of this 20ft wide tower offers a welcome respite from the storm.  If the PCs search the tower or try to light a fire they disturb 3 Wolves who have made a den under the spiral staircase.  They fight to the death.

          2.  Spiral Stairs - The spiral stairs stop after 1 half revolution, anyone making a leap of faith whilst on the outer part of the staircase will pass through a dimensional portal onto another set of stairs which lead to the 1st floor.  The portal is invisible and can only be detected by magical means.

          3.  The Library - This room is dedicated to learning and storing knowledge as evidenced by the many bookshelves which line the walls.  A staircase sweeps up to another floor above,

          4.  The Storeroom - A small 10ft by 5ft room containing shelves stacked with a myriad assortment of magical and mundane ingredients.

          5.  The Laboratory - An octagonal room whose walls are chalked with all manner of magical symbols and signs.  The floor is dominated by a pentacle and a cloud of oily black smoke writhe within in the shape of a column.  Sprawled face down on the floor just outside the pentacle is a white haired old man dressed in long robes clutching a book.

          Enjoy....

          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.

          Tuesday 29 November 2011

          Guilds of Dual - Basic Guild Concepts for Fantasy Roleplaying Games

          Worshipful Company of
          Feltmakers of London
          I recently read a couple of interesting articles on Trollish Delver and Grognardling discussing the use of Guilds which inspired me to go revisit the guilds for my own FRPG campaign world, The Lands of Dual.

          My first challenge (and one all GMs encounter) was to bring as diverse a party from the four corners of the globe together in as believeable a fashion as I could.  I decided to use the scenario Challenge of Champions by Jonathon M Richards (featured in Dungeon #58) which called for the use of a Guild to host the annual competition.  Thus was born the Adventurers Guild of Ayfal.

          THE ADVENTURER'S GUILD

          The seaport of Ayfal, and specifically their lodgings in the guildhouse, became the party's defacto base of operations for quite a while (15 sessions in fact).  The guild offers a number of useful services for its members in exchange for an annual membership and I came up with the following template:


          AYFAL ADVENTURER'S GUILD
          Motto:"In Darkness Find Rich Reward"
          Membership:500+
          Annual Membership Fee:200 GP
          Guild Leader:Guildmaster Fenwick
          Notable Members:Guild Secretary Ignatius, Guild Quartermaster Renfrew, Guild Loremaster Ehnid (Deceased)
          Background:
          Catering to the needs of the discerning traveller, the membership of the Ayfal Adventurer's Guild is an eclectic mix of Warriors, Wizards, Priests, Bards, Rogues and other occupations.  Guildmaster Fenwick - A middle-aged Priest has led the Guild for the last 5 years and his greatest achievement has been to expand the welfare services that the Guild offers.  The Guild is well received among the townsfolk of Ayfal and they enthusiatically support the annual Challenge of Champions contest and the increased trade it brings to the town.
          Services Offered:
          Banking - Money (or valuable items) can be left with the guild in it's secure vault and withdrawn at a modest 5% fee.  Depositors are required to give instructions on what to do with their funds in the event of their death.  Guild Secretary Ignatius handles all banking transactions.  International transactions are also possible through the use of "letters of credit" which are accepted between affiliated guildhouses.

          Boarding House - Limited lodgings are available on a first come first served basis and the guild has arranged members discounts at several hostelries within the town.

          Employment Services - The Guild acts as an employment agency for many of the other guilds and organisations such as the Town Council where tasks of a questing nature are concerned.  However, the Guild has a strict policy of not accepting tasks which involve the intimidation or assassination of town or guild officials.  At breakfast each morning Guild Secretary Ignatius reads out the list of quest opportunities.

          Hospital - The Guild has several staff priests well versed in the medical arts and it's multi-faith membership ensures that last rites can be performed correctly irrespective of race or denomination.

          Procurement of Supplies - Superior quality adventuring supplies can be purchased through the Guild's Quartermaster at a reasonable rate (+10% cost above normal) and the Guild has arranged a generous membership discount scheme with local suppliers such as smiths, jewellers, tailors, corsers, and cartwrights.

          Training - The guild employs a team of veteran members in order to pass on their knowledge and skills to younger members. 

          Library - The Guild has a well stocked library run by Guild Loremaster Ehnid who employs several scribes, clerics and cartographers to undertake research into ancient myths and legends and his pet project the cataloguing of creatures and monsters into the Guild's own Bestiary.


            OTHER GUILDS

            The Ayfal Adventurer's Guild is unusual in that it is multi-class in nature, accepting members from all the major character classes.  Each career class should have a "guild" of its own dedicated to the furtherance of their own particular talents although in some cases these may not be structured in the same way as in the example above.

            Rogues Guilds - Thieves and Assassins ply their criminal trades in the shadows and likewise their guilds operate in the murky underworld of organised crime.  The chief concern of these guilds is to:
            • Organise Crime - function as an industry regulator, ensuring that the overall level of crime does not escalate to a point at which the local law enforcement would attempt to increase their arrest rate and to ensure that unregulated thieves do not practice within the city limits thereby protecting their members incomes.

            • Legal Services - including the provision of bail funds, legal counsel, patsies and corpses when members are inevitably caught, tried and possibly even executed.
               
            • Benevolence and Welfare - thieves guild members may use part of their share of any loot to fund a welfare scheme to provide for their children and wives if they are incarcerated or killed.

            • Fencing - ensuring that stolen goods are quickly converted into cash through a network of related tradesmen and merchants.

            • Racketeering - some scams or rackets can only be successfully operated with access to a large network of skilled individuals.

            • Support Services - some jobs require access to equipment such as forged documentation or disguises.  Others require detailed plans of municipal buildings which can only be acquired from certain city planners.     

            Bardic Guilds - Bards, Actors, Jugglers and Circus Performers all have unique talents which to be supported different ways.  In large cities a Bardic Guild may restrict itself to certain types of performers but the most successfull will have an ecclectic mix of membership covering all the entertainment needs of its surrounding population.  Their activities would mainly revolve around:
            • Employment - ensuring that members have steady work and incomes commensurate with their skills or disciplines.  Usually this takes the form of "promoting" members appearances in the taverns, theatres and other performance venues which exist in large towns and cities but also by forming travelling companies which travel from village to village in the lands between them.

            • Library - each guild will have access to thousands of pages of prose, verse, lyrics and music which any member can access in order to expand their repetoire or to assist in the creation of entirely new works.  Members are encouraged to transcribe their creations and are rewarded with performance rights or credits when other members perform their work.

            • Training - members are regularly assessed to ensure that their performance skills are maintained at as high a standard as possible and tutors are available where performers need instruction and assistance when learning new techniques, instruments, disciplines or material.

            • Licensing and Protectionism - unscrupulous inn keepers and venue owners are kept in check by the guilds licensers, ensuring that venues pay performers the appropriate fees.  Performers can also avail themselves of bodyguards or escorts when playing venues in some of the less salubrious parts of a town or city.  These bodyguards are often called to perform enforcement services when venues fail to pay their acts.
               
            • Instrument Makers - Luthiers and other instrument makers are generally not populous enough to warrant their own guilds and the functions of quality and cost assurance and regulation therefore falls to the bardic guilds.  Members will be able to commission appropriate craftsmen to fashion and repair instruments at fair and reasonable prices whilst the craftsmen enjoy the benefits of a steady steam of customers and the odd celebrity performer endorsement. 

            Spellcasters Guilds - The organization and function of these guilds largely depends on how your game deals with the concept of magic and more specifically its abundance (or scarcity) or legality.  In societies where magic is rare or outlawed these guilds may be non-existant or operate in a similar way to that of a thieves or assassins guild.  In societies where magical practice is commonplace or legal then they will function much like other class or occupational guilds.  If the magic system you have adopted has different schools or types of magic it is also possible that some schools will operate within the law and others outside it.  Either way these guilds will largely be concerned with:
            • Power Control - ensuring that access to knowledge of spells and their components is controlled to restrict the development of uncontrolled and destructive power.  This may take the form of a hierarchical self regulatiing organisation such as a wizards college or in more extreme cases by the state or government using a system of registration and examination.  These organisations may also be responsible for the licensing of magic shops or vendors of mundane items which may be used in the practice of the magical arts.

            • Procurement - many spells require components which may be difficult or costly to procure.  A guild may control the supply of these components or may even fund expeditions to source and recover or harvest them.  The existence of proscribed spells may result in certain components appearing on "banned lists" and either the guild is responsible for controlling their supply or actively engaged in acquiring these items on behalf of its members.

            • Library - new spells and magical techniques will need to be recorded for the benefit of other scholars or practitioners.  Members may be actively encouraged to register new spells with the guild or if a competitive scholarly structure exists to publish their findings for peer review and adulation or advancement within the ranks of their organisation.

            • Training and Apprenticeship - the magical arts take years to master and there really isn't any alternative to the apprenticeship system.  Schools and colleges may operate systems to locate, and test candidates for basic magical aptitude and then provide training until they reach the level when they can be apprenticed to a master magician.
            Warrior Guilds - These may exist in many forms from the gladiator schools such as the Ludus Magnus of ancient Rome or dojo specialising in specific weapon forms or unarmed fighting techniques.  The specific membership recruitment techniques of the guild can also vary from the lowliest slave fighter, to the wealthy merchants and gentlemen members of fencing clubs.

            • Tournaments - the guild's primary means of income generation outside of any membership system will be to regularly hold contests or tournaments which demonstrate their members prowess.  These may range from gladiatorial contests (much like the roman colliseum) to organised boxing matches or illegal pit fighting against men or monsters or even a simple archery competition.  Admission revenues may be supplemented (or more likely eclipsed) by gambling revenues, although this largely depends on the type of event, patronage and the local view on the legality of gambling.
            • Employment and Recruitment - wealthy merchants (and in some cases the state) will always need bodyguards to protect their persons and establishments and who better to supply them than the guild.  Some governments may even use the guild as a front for recruiting fresh soldiers to fill out the rank and file of their army.
            • Training - the type of training on offer will largely depend on the theme of the school.  It could be as simple as churning out capable swordsmen or wrestlers for entertainment at public venues or it could be dedicated to teaching the swordcraft of a single weapon.
            • Medical Benefits - fighting in any form will likely leave you with wounds at some stage and the medics of the guild will be specialised in patching up their members ready for the next bout.  They may employ underhand or illegal means to do this such as magicians or alchemists and it is unlikely that they will be able to cure chronic illnesses, disease or poisoning.
            NON-CLASS GUILDS

            Some classes do not lend themselves to guilds in the traditional sense, but may instead be constructed around fraternal or religious lines.

            Clerics, Monks and Paladins - their faith is their guild and their temples or shrines their guildhalls, although Monks may be aligned to a particular fighting school and it is through the application of their fighting technique that they achieve a zen like state, enlightenment or may commune with their Gods.

            Knights - swear fealty to their King or Baron and do not seek out the brotherhood of other knights unless they are compelled by their code to seek out a common cause.  Less scrupulous knights may engage in tournaments for sport or financial gain but are unlikely to join or form organisations unless it satisfies their chivalric duty.

            Racial and Ethnic Guilds - Demi-human or humanoids such as Dwarves or Elves may form fraternal guilds out of a common need to support their "own kind" or to preserve or practice aspects of their culture.  Humans from other nations may also band together under a common nationality in order to further their own cultural goals or to present a united front when engaging with a nation state where they may be a cultural or ethnic minority.

              Occupational and Mercantile Guilds - The vast majority of guilds will be either occupational guilds designed to support the needs of a particular set of workers (skilled or unskilled) in the form of a labour union or mercantile guilds which control, regulate and promote their members business interests.  More information on the history and structure of medieval guilds can be found on the website of the Economic History Association.

                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.