Saturday 25 February 2012

RPG Papercraft: Judge Dredd H Wagon and Riot Tank

It's been a couple of weeks since I posted anything as I've been busy papercrafting again.  In honour of the 35th Anniversary of Judge Dredd, here's some photos of the prototype H-Wagon (and Riot Tank variant) I've designed for my upcoming Judge Dredd game.

UPDATE:  I've now created a 3D printable H-Wagon for use with 15mm sci-fi miniatures.

H-Wagon configuration - Front Quarter(The interior floorpan measures 3" x 2")


H-Wagon configuration - Rear Quarter
(The model will come with six detail boxes
which can be glued anywhere you like)

H-Wagon configuration - Underside (showing off the grav plates detail)

Riot Tank Configuration  (the tank "lid" just slots in place, so you get 2 models for the price of one)
 

Monday 13 February 2012

The Ages of D&D: A Timeline v3

By popular demand version 3

Click on the image to embiggen
You can also download a really big version from 4shared.

So what's the point? I hear you ask.  Well, I just wanted to see where I fitted into this whole D&D universe and I have so far come to the conclusions that:

I am definitely of the 2nd Age of D&D, I cut my teeth on 2nd Edition AD&D and my favourite campaign setting is Al-Quadim (precisely because it is the most alien campaign world to most players).  I was a late adopter of 3/3.5 and for me it didn't have the same hold on me as 2nd Edition (for all its failings).  I have played a demo of 4e and am unlikely to buy it given that D&D Next is on the horizon.

The lifespans of D&D editions have become shorter, whether or not this is as a result of commercial pressure, is hard to say as there is evidence to suggest that D&D has always had more editions with shorter lifespans than AD&D and that it has only become noticeable since the 3/3.5 reformation.  In fact I was mostly ignorant of the "Basic" D&D versions for many of my formative years, as my go-to game was AD&D.

More new campaign settings were published during the Second Age than any other and this may account for the slightly longer timescales between editions but also coincides with the Golden Age of Roleplaying, the 1980s. Dragon and Dungeon Magazine have been my stalwart companions along this journey, more so than any "edition" of D&D, and I have taken ideas from their pages and converted them to work in many systems and genres over the years.

D&D as a brand has been "managed" for a longer period of time than it was by its creators.  It is bigger than any one person or team and it will most likely outlive us all (in some form).  I wish Mike Mearls, Monte Cooke and all the other people at WotC the best of luck in what is arguably a truly Sisyphean task and I can say I am excited about the future of D&D under their guardianship.

Saturday 11 February 2012

Wednesday 8 February 2012

The Ages of D&D: A Timeline

When you can't google an image sometimes you have to make it.

Click on the image to embiggen

Monday 6 February 2012

A to Z of UK RPG in the 80s: K is for Knightmare

A player dons the helmet of Justice as Treguard looks on
In the late eighties Tim Child, a Journalist/Reporter/Producer for Anglia TV, came up with an idea for a kids TV show having been inspired by the popular 8 bit dungeon questing games such as Atic Atac and Dragontorc.

The concept was simple, a team of four children would embark on a quest to retrieve an artifact from the dungeon.  One child played as the "dungeoneer" and wore the "helmet of justice" effectively blinding them (to the primitive TV technology available at the time) whilst the remaining three acted as guides watching the action through a "magic mirror" and telling the dungeoneer where to move and what to do.

L: Treguard (Hugo Myatt) and R: Pickle (David Learner)
The guardian of the dungeon was a character called Treguard (played by Hugo Myatt) who would act as Dungeon Master, giving the players clues as they progressed through the dungeon rooms.  Other characters would appear in rooms to offer clues to the completion of puzzle or give the players a riddle which might help in the next room.  In later series some of these characters like Pickle (played by David Learner, who also wore the Marvin suit in the BBCs Hitchikers Guide to The Galaxy) became permanent fixtures.  

Spells Yes, Combat and Roleplay No

Often players would be required to cast spells in order to defeat a puzzle, these consisted of the dungeoneer spelling out a word.  I was never sure whether this mechanism was deployed due to the limitations of the technology or as an educational content element to pass the TV commissioners scrutiny.  The technology was definitely a limiting factor with regards combat and the producers eschewed the opportunity to add a roleplaying element with the dungeoneers always being known by their real names.  In essence the show was essentially a puzzle solving exercise and although there was some inspiration to be got from viewing in hindsight it was pretty limited, but nevertheless a fun show to watch. 

The Technology

The show used the chromakey tecchnology to superimose the "real" world onto the digitised matte paintings of the "virtual" dungeon, the work of airbrush artist David Rowe who had painted a few of the more popular 8bit game covers of the early 80s.

Dungeoneer Martin gets fried by Sorceress Morghanna
Behind the scenes view of a typical room which 
demonstrates the "blue screen" (chromakey)
technique that the show used extensively

Knightmare: The Boardgame and the Adventure Gamebooks


It wasn't long after the show's debut that the first of six gamebooks were released, between 1998 and 1993, in an interesting part novella part gamebook format.

Knightmare - Book 1
The Labyrinths of Fear - Book 2
Fortress of Assassins - Book 3
The Sorceror's Isle - Book 4
The Forbidden Gate - Book 5
The Dragon's Lair - Book 6

The obligatory TV boardgame was released by MB in 1991 and seems lack lustre and pedestrian by comparison to other earlier MB adventure games such as Heroquest both incidentally designed by Stephen Baker. 

The Knightmare Boardgame
 All the above are quite rare but can still be found if you search for Knightmare game on eBay.


Groundbreaking For It's Time

Although I look back at this early attempt at an immersive TV show through rose tinted nostalgia glasses, it's hard not to be impressed with what they achieved.  An attempt at a CGI reboot (known as Knightmare VR) was attempted with a pilot in the early 00s, but to date no channel has attempted this level of immersion in a mixed media environment. 

The BBC have come close with the creditable shows Trapped!, Raven and Mission 2110 which are essentially reworkings of the Crystal Maze physical challenge format with expensive sets.

Want To Know More?

Friday 3 February 2012

Quadrotor Swarm: Evil? or am I just being paranoid

Don't you just hate it when someone invents something with the best of intentions and all you can think about are it's potential evil uses.

Wednesday 1 February 2012

A to Z of UK RPG in the 80s: J is for Judge Dredd

2000AD hit the newstands in 1977 and its most popular and longest running character, Judge Dredd debuted in Prog 2.  The vision of writer John Wagner and artist Carlos Ezquerra, Dredd is a product of late 1970s pop culture, economic stagflation, and social and industrial upheaval.   

Judge Dredd: Comic Book Hero (1977 - Present)

22nd Century North America is largely a blasted radioactive wasteland known as The Cursed Earth, humanity has retreated to the safety of a handful of megatropolis known as Mega Cities.  The traditional policing structures techniques have been replaced by a system of hardline law enforcers known as Judges who are a combination of policeman, judge, jury and executioner.

Judge Joseph Dredd is the epitomy of a Judge, a single minded human machine entirely dedicated to the task of upholding THE LAW.  He is feared and respected in equal measure by his peers and the citizens of Mega-City One and is an example of the Anti-Hero character concept.  A peculiar aspect of the character of Judge Dredd is that in an almost unbroken 35 year long run of comic book appearances, his face has never been shown.  This gifts him an almost mythical "Everyman" aspect, which coupled with his status as a clone (via a policy of state sponsored genetic experimentation), reinforces the man/machine idea and that he is more a product of his environment rather than humanity.


Judge Dredd: The Games Workshop Boardgame (1982)
JUDGE DREDD Boardgame (GW)

In the 80s Ian Livingstone designed the Judge Dredd boardgame to fit in with its expanding range of bookshelf boardgames.  Essentially, a cluedo style race around Mega-City One to find and arrest a random collection of perps who were busy commiting random crimes in random locations.  Each of the perps were famous faces from the comic escapades of Judge Dredd and had a "Perp Rating" which coupled with the severity or "Crime Rating" of the crime they were committing gave a target number you had to roll against with a pair of d6.


The artwork came straight out of the pages of 2000AD and the board (by Ian Gibson) was a glorious piece of artwork in its own right.  Brian Bolland's cover pretty much sums up this very simplistic game, but lots of fun could be had trying to arrest the The Dark Judges for littering or The Angel Gang for Umpty Bagging even though these perp/crime combinations could be a bit bizarre.

This wasn't the last we'd hear from Games Workshop with 2000AD inspired games and they followed up with Block Mania (and its expansion Mega Mania) and Rogue Trooper.  I never got round to buying these with my meagre schoolboy resources but they are on my ebay/thrift store wish list.

Judge Dredd: The Games Workshop RPG (1985)

Judge Dredd RPG GW Boxed Set
JUDGE DREDD RPG (GW) Boxed Set
In 1985 Games Workshop released Judge Dredd RPG written by Rick Priestley (Warhammer, WH40K, Warmaster) and Marc Gascoigne (Blood Bowl, Chainsaw Warrior). As a fan of 2000AD it was almost inevitable that It would become one of my favourite systems and it holds the rare distinction that it's only system which I've bought twice! and still own both copies.

Opening the box reveals 2 books; The Judges Manual (a Players Guide), the self explanatory Game Masters Book, a double sided map to the scenario contained in the gm guide (one side is a meg-way underpass the other a shaggy hall) and a sheet of cardstock counters and standees with a good mix of judges, perps and bystanders.

The game system is very simple being based on two stats STRENGTH (2-4) and INITIATIVE (Percentile) and 6 percentile skills; COMBAT SKILL (CS), DRIVE SKILL (DS), TECHNICAL SKILL (TS), STREET SKILL (SS), MEDICAL SKILL (MS) and PSI SKILL (PS).  The majority of roll playing is resolved through a simple percentile skill check (with modifiers dictated by the GM).  A Combat Round consists of 10 Phases (or Frames) and a character's INITIATIVE dictates how many actions they may make and in which phases, fans of Steve Jackson's CAR WARS will immediately feel at home.  Combat damage results in either STUNS (which temporarily reduce INITIATIVE) or WOUNDS (which temporarily reduce STRENGTH).

JUDGE DREDD Miniatures by Citadel
The full range of Justice Department specialisms can be replicated through this 6 skill system but the majority of PCs will most likely be Street Judges.
  • TECH Judges have a TS of 40+
  • MED Judges have an MS of 40+
  • Psi Judges have a PS of 40+
Once a PC has a score of 40+ in any skill (and for every full 10 points thereafter) they may choose a Special Ability offering bonuses to completing actions or for us in certain situations in much the same way as D&D Feats.

The rules light nature means that a session of Judge Dredd is fast paced with the focus on action (just like the comic books), although there is plenty of opportunity through the skills system to have a more detective style game.  A healthy mix of rounding up perps and then trying to decipher the clues left behind in their aftermath is usually the best way to go.

Games Workshop supported the system with the hardback Judge Dredd Companion, a compilation of White Dwarf articles, two campaigns Judgement Day and Slaughter Margin, the excellent Citi-Block floorplans and a 200 figure strong range of miniatures.




Judge Dredd: The Hollywood Movie (1995)

Sylvester Stallone as Judge Dredd
Sylvester Stallone as Judge Dredd
It was only a matter of time before Hollywood would turn it's attention to the Dredd franchise and in 1995 the Judge Dredd movie was released starring Sylvester Stallone.  Although the film has been derided by many for it's poor plot and acting, the production, costume design, CGI and miniatures work met with wide spread approval, in fact Stallone looked great as Dredd (until he spoke and took his helmet off!!).  In a recent LA Times interview John Wagner was quoted as saying:

"perhaps that was one of the failings of the first film; they tried to do too much and ended up with not a lot." 

Judge Dredd: The Mongoose RPG (2002 - Present)

In 2002 Judge Dredd was acquired by Mongoose who rebooted the RPG system using the D20 system.  Although I have never GM'd or played this version, I do own some of the scenarios and supplements, which are eminently useable and are the usual high quality Mongoose products.

Mongoose were acquired by Rebellion Developments (who had bought 2000AD from IPC Magazines in 2000, coincdence???) and in 2009 they replaced the D20 System with its own Traveller System and also produced a set of free rules for mass combat in support of its excellent range of 28mm Judge Dredd Miniatures. 

Judge Dredd: The Future

March 2012 sees the 35th Anniversary of Judge Dredd and a new movie starring Keith Urban is released in September.  I hope to mark this resurgence of interest in my favourite comic book character by running a game with my Friday gaming group, writing more Judge Dredd blog posts and possibly releasing a PDF or two.

Tuesday 31 January 2012

3 abreast in a 10' Corridor: Photographic Evidence from J E Holmes

Jeff Rients recent post jogged my memories of playing with old school 25mm minis and this plate from Dr Holmes' book "Fantasy Role Playing Games" seems to support it.  Citadel and their 1 inch plastic bases have a lot to answer for.

From "Fantasy Role Playing Games" by J Eric Holmes MD (p177)

A tense moment.  The cloaked figure of the thief (Ral Partha) crouches listening at the door as
the rest of the party (Ral Partha) led by the Elf mage (Dragon Tooth) guard the corridor intersection.
  




Monday 30 January 2012

Spellbooks as Physical Accessories

books
Over at The Tower of The Archmage, Tim posted some inspirational images of spellbooks.  In my campaign world, The Lands of Dual, I've always insisted that players whose PCs are spellcasters, create their own spell books (or in the case of Clerics, prayerbooks) as a physical accessory. 

This fits in well with my preference for the "Spell Slots" form of spellcasting, where as long as the spell is in a PC's spellbook (ie: they have indepth knowledge of the spell) and they have an unused spell slot (ie: they have sufficient energy) then they can cast it.  I also insist that the player come up with their own cantrip or rhyme which they recite when casting the spell.

Although some will undoubtedly think that this isn't very fair on the poor player who has to go to the extra effort of creating their own spell book, hang on a minute, there are a few paybacks.

PAYBACK FOR EFFORT

Mary Queen of Scot's Prayerbook and Rosary
How many times, as a spell casting player, have you had to dive into the rulebook to remind yourself of the spells exact effect or range?  Using this system you can copy out the pertinent stats on a specific spell so you always have your own reference manual.

As DM I can give XP rewards to spellcasters for "roleplaying" their casting attempts.  It's far too easy for spellcasters to get ignored (or just become non combat time specialists) when you're not upfront slaughtering the bad guys and getting XP for combat.

I've always struggled with the notion that if spellcasting characters "level up" in a wilderness, they essentially forfeit any advantage until they can get to a major urban location or meet another wizard to learn new spells and go through the whole "non-game time research" rigmarole which is not always possible to do in a fluid campaign. 

Using the spellbook system, "levelling up" just means that you have had a breakthrough and that you have unlocked another level of mastery.  If you already have, or subsequently find, a spellbook containing spells of your new level, you will now be able to "understand" them enough to add them to your own spell book.  To my mind it is only right that mages should covet each others spellbooks, as a font of thaumaturgical knowledge.  Cue a campaign where mages are being rounded up and slaughtered for their books.

PLAYING DOWN POWER

"But this might make spellcasters too powerful!" I hear you exclaim.  Not so, there are ways in which you can temper their ability, whilst still making it interesting and challenging for them as players.

Environmental factors can make for interesting play.  One of my players wizards had to cast all his spells from the safety of a trapped airpocket inside a submerged boat during an underwater encounter as he didn't want to get his book wet.

More powerful spells require longer incantations (the length of recital should be in line with the spells casting time) and therefore there is a greater chance that they will stutter or fluff their recital.  This gives you the opportunity as DM to be a little bit creative with the resultant spell effect.  Perhaps that level 5 Magic Missile wasn't quite on target or lacked a little concentration?

CRAFTING SPELLBOOKS

There are plenty of ready made notebooks, such as moleskines or the plethora of hand made notebooks, which you can buy off the shelf or from ebay.  Personal organisers (medieval monks used miscellanies which were a kind of proto filofax) also make good spellbooks and have the advantage that you can add pages as you go.  If you're a dab hand with word, photoshop or GIMP  you could create your own page templates and paste in the important data in a fantasy font.

Wednesday 25 January 2012

Levelling up

In his latest Legends and Lore article Monte Cook posits that:

"levels serve as a means to incentivize people to keep playing the game"

Whilst this may be true for the majority of MMORPGs and those time wasting level machines on facebook, it is not necessarily the case for D&D and other level based RPGs.

Levels are a Challenge Metric

D&D 3e introduced the concept of the Challenge Rating (CR) as a device to scale your encounters / scenario to match the levels of the PCs in your group, and before CR, we used a Monster's Hit Die.  However, the constant used in both systems was the PCs level system.  Successive layers of "Customizeable Elements" such as powers, feats, skills and kits have only added to the complexity of character generation and consequently devalued "Levels" as an effective constant.

Players use this metric during play to judge their own survivability and determine their reactions when faced with obviously superior force strength or capability.  For example a lower level party will often resort to non combat means to overcome an encounter if they suspect that there is a high chance that they won't survive.  Being a hero doesn't always have to mean slaughtering the enemy, particularly if a GM has intentionally used the monsters level to frighten or provoke a non-combat solution.

Storytelling Incentivizes Continued Play

In the same way that the storyline of a soap opera incentivizes millions of people to keep watching, the continuation or completion of a plot in an RPG incentivizes players to keep playing.  Although min-maxing and power-gaming exist as styles of play these are generally regarded in a negative light and are discouraged in favour of more positive storytelling or cooperative styles.

Posturing vs Retrospection

Hands up those who've had (or overheard) a conversation before a game session which goes like this:

"My 5th level fighter will kick your 5th level rogue's ass..."

or after a session:

"Remember when I saved your ass by taking out that orc chief..."

As a DM, I know which one I'd prefer to hear my players use.

Tuesday 24 January 2012

My 10 Favourite Sci-Fi Posters

Thanks to Davis Chenault for his post highlighting the IGN 25 Top Sci-FI Posters.

Here's my top 10 (in no particular order) with some alternate versions thrown in for good measure:


1. MAD MAX


Original Theatrical Poster

UK Poster
I love the graphic simplicity of the original release, but the UK poster (which I remember from my childhood) makes me wanna see the movie NOW!.

2. DUNE


UK Poster

Japanese Poster
The haunting alien vista of the UK poster is infinitely preferable to the car crash of bad airbrush art that is the Japanese version.  Who is Paul Atreides supposed to be kissing, cos it sure doesn't look like Sean Young.

3. BLADE RUNNER

Original Poster
Directors Cut Poster
The crazy angles and harsh edged look to the original composite are given a more sympathetic and dreamlike treatment for the directors cut.  Much better poster IMHO.

4. THEY LIVE


Original Poster

Marc Palm Homage Poster
Rowdy Roddy Pipper eyeballs your "alienness" in the original, but there's a nice subversive edge to Marc Palm's "Hope" version.

5. STAR WARS


Original Poster

Olly Moss Homage
The original is a masterpiece of both composition and oil painting, even if the blasters seem to be firing light-sabre beams.  The Olly Moss homage is an elegant piece of graphic design genius.  I'm officially torn between the two.

6. ALIEN

Original Poster
Polish Poster
The minimalist original has it all, black for space, weird cracked egg with green glowy yolk, scary byeline and alien eggbox landscape.  The poor poles have no idea what they're letting themselves in for with their bizarre blood vessel drawing of what I can only presume is a facehugger?

7. ESCAPE FROM NEW YORK

Original Poster
Special Edition Poster
The Big Apple has gone all to hell in the iconic (if a little cliched) original as the characters are caught in a spot of mid escape terror.  The Special Edition looks like one of Snake Plisken's holiday snaps, posed right after he's brought down the Statue of Liberty in some sort of explosive mayhem.

8. SCANNERS

Original Poster
Italian Poster
In the definitive original, Michael Ironside's about to explode!!!.  But I love the comic book style and vivid fiery reds in the Italian version.

9. GODZILLA VS MEGALON
Original Poster
Alternate Poster
Godzilla is kicking Megalon's butt in the original and classic poster.  In the alternate version The Lost Continent of Mu has been given the boot in favour of a battle on top of the Twin Trade Towers which due to the exaggerated scale makes both these Kaiju look a bit puny by comparison.  Nice idea, poor execution (and the typeography lets it down as well)

10. THE CITY OF LOST CHILDREN


Original Poster
Ken Taylor Mondo Poster
The arthouse style original with its dirty steampunk qualities are eschewed by Ken Taylor for a heavily inked composite illustration evocative of a Hammer Horror movie poster. 

Saturday 21 January 2012

Fantastic Locations: Mega City One

This month's RPG Blog Carnival, kindly hosted by Keith J Davies, is entitled Fantastic Locations, and whilst it is tempting to write up one of my own Fantasy campaign locations (like the home plane of the Djinn Caliph), I decided to look again at the origin of the word fantastic. 

According to merriam-webster the definition of fantastic  is:
  • a : based on fantasy : not real  
  • b : conceived or seemingly conceived by unrestrained fancy 
  • c : so extreme as to challenge belief : unbelievable; broadly : exceedingly large or great
    When balancing all three definitions it occurred to me that the only location which truly met the criteria was...

    Mega City One

    Mega City One Map
    First appearing in Prog 2 of 2000AD (on 5th March 1977), Mega City One it is arguably the real star of the long running Judge Dredd comic book series.

    Originally stretching across the entire Eastern seaboard of the once proud nation of the United States it was largely destroyed during the Apocalypse War and now is home to some 400 million citizens.  It's western edge is bordered by a gigantic wall which protects it from the mutant inhabitants of the irradiated wasteland known as the Cursed Earth.

    Architecture of Mega City One

    The majority of Mega City One's citizens live in gigantic 1000 storey high Post Atomic Tower Blocks dominating the skyline.  Nestled amongst these are smaller 500 storey blocks and puny 100 storey Pre-Atomic Blocks.  The proximity of the blocks means that daylight cannot reach the lowest (and consequently) poorest levels of some blocks leaving them in permanent darkness and giving rise to the nickname "City Bottom".  Much of what were once the shining corporate edifices of cities like New York has long ago been concreted over to form the foundations of these mega blocks and has created a subterranean "undercity" inhabited by a degenerate subhuman species of troglodytes. 

    Winding around and through all of these structures are a spaghetti like network of megways (roads), slidewalks (moving walkways) and pedways (pedestrian only) which allow citizens to move between blocks and other locations.  Some of the citizens live in computer controlled mobile homes known as mo-pads which perpetually drive around cities megways.

    Comparative Scales of
    Contemporary Buildings
    and a Mega City Block
    The larger blocks house upto 60,000 citizens and contain everything that a person may need from schools, shops and recreation facilities to hospitals, offices and greenhouses.  Each block is a self contained town and it has been known for some citizens to live out their entire lives in the same block until they die and are carted off to Resyk for disposal.

    Life in Mega City One

    Robot labour has largely replaced that of humans and unemployment runs at a staggering 87%.  Most citizens try to find ways of aleviating boredom inevitably leading them to commit some sort of criminal activity which is dealt with swiftly by the city's law enforcers the judges.

    This constant search for new ways to entertain oneself creates a steady stream of new crazes which sweep through Mega City like a plague (and are often just as deadly) and disappear just as rapidly leaving a swathe of destruction in their wake.  The crazes which have graced the pages of Judge Dredd strips over the years are often influenced by contemporary fashions or pastimes, but taken to an extreme level  For example body modification becomes crazes like fatties or uglies, extreme sports becomes crazes like boinging and skysurfing, even something as simple as being a pigeon fancier can be taken to the extreme when a "pigeon" is a giant prehistoric pterodactyl.

    Living cheek by jowl can be stressful and there is always the chance that local rivalries will errupt into a full scale Block War between neighbouring blocks.  Each block is equipped with its own militia (aka Citi Defence) in order to prevent large scale conflict from ensuing but they are sometimes as much of a problem as a solution.  However, there are those citizens who just can't take living in such a crazy city are diagnosed as suffering from Future Shock Syndrome and end up taking their own lives and as many bystanders as they can.

    Locations, Locations, Locations

    The beauty of Mega City One is that it operates on a scale so vast that anything you can imagine might exist on an entire planet can exist within the walls of the city.  Want a zoo stocked with terrifying alien creatures? have one.  Want a 10 mile long ski slope with death defying jumps over a 10 lane motorway? have one.  What ever your imagination can conjure up, Mega City One can accomodate it.

    Mega City One as envisioned by artist Dave Taylor
    Judge Dredd © 2012 Rebellion Developments/2000AD
    Judge Dredd created by John Wagner and Carlos Ezquerra

    Want to Know More?



    Thanks of course go to Of Dice and Dragons for continuing to promote the RPG Blog Carnival.  This is my 2nd entry and you can read the rest by clicking the RPG Blog Carnival tag below.