Wednesday 14 January 2015

Doctor Who vs The Librarians - AKA How not to Deal with Santa

One of the annual festive traditions is watching the Dr Who Christmas special, but in 2014 the eponymous time traveller had competition in the form of US fantasy history adventure series The Librarians. 

Santa: Bruce Campbell vs Nick Frost

Nick Frost channels the late Sir Dicky Attenborough while Bruce Campbell channels Norse God Odin
Both shows picked capable comic actors for the role of Santa.  Bruce Campbell was The Librarians sophisticated Saint Nick, a gestalt mortal avatar capable of switching between all his various incarnations throughout history, each with their own individual powers.  Santa delivering all his dialogue in the third person was a great touch, how else would a mortal "possessed" by a mythical construct with God like powers refer to himself.

Nick Frost's bearded fat man was merely a comic foil to Peter Capaldi's dark hero, an anachronistic mnemonic to remind you that you were still in the dream and still being facehugged by a Dream Spider.  Irritatingly his dialogue didn't help much in trying to work out what the heck was going on, being confusing and

Story: Timey Wimey Dreamy Weamy vs Globe Trotting Extravaganza

The essential aim of the Dr Who Christmas Special was to revitalise the association between the Doctor and Clara.  It didn't reveal anything new other than the Dream Spider which was a fairly lack lustre and pedestrian knock-off of a facehugger (they even resorted to referencing "Alien" in the dialogue... maybe it was a legal requirement?).  There was no real peril and frankly the inception dream within a dream was overplayed too heavily in my opinion and the idea that the shared dream space appeared to ignore it's victims relative times and locations made it even more hard to follow.  In the end the show gave up trying to make sense of itself and put it all down to timey wimey wibbly wobbly nonsense.  A reoccurring feature of New Who which I'd rather like to see the back of thank you very much.

The Librarians on the other hand had to deal with the possibility of Santa being assassinated and its global spiritual ramifications.  There were several moments of mild peril for all the cast (despite the low budget plane effects) and the subtext of everyone getting their Christmas wish whether they wanted it or not was a nice touch.  Despite the extremely low budget the action trotted the globe from America to London to Canada to the Arctic Circle with a bit of multi-faith mental projection to the China, and the Middle East to illustrate Santas gift to everyone.

Santa's Ride: Chocolate Box vs Citroen Box Van

Of course Santa gets nowhere without his Sleigh and both shows covered it in different ways.  Dr Who had a full blown digital sleigh and reindeer complete with central locking nose flash.  The Librarians went down a more interesting route of having Santa's sleigh stolen and replaced with a small red french farmers van.  The real sleigh makes a later appearance as a self powered sans reindeer rocket ride capable of busting into a cargo plane.

Ridic-YULE-ssness: Mental vs Mythical

To be honest you have to buy into the huge helping of cheese that goes along with the premise of The Librarians as a low budget, light hearted, family orientated adventure show.  It's not trying to scare you, just take you on a theme park ride in the same vein as Indiana Jones and National Treasure but without the Nazis or dark occult overtones.  It manages to get away with a lot thanks to it's visual jokes, excellent dialogue and lots of running about.  I left the show feeling good about the characters, good about humanity and warmth towardsmy fellow man (and woman)

Sadly I feel Doctor Who is struggling to keep up these days, overburdened as it is by the weight of public expectation thanks to it's "National Treasure" status and the absolute lack of decent writing talent.  In fact it's forgotten exactly what made it good in the first place, snappy dialogue and a lot of being chased about.  I left the show feeling cheated and dissapointed, like when you're left with just the unpopular toffee fingers at the bottom of the Quality Street tin.

Where this special Christmas themed episode is concerned, I'm afraid I have to give it to the newcomer... The Librarians and Santa's Midnight Run.


UGS - A Chronic Illness that only affects Gamers

I suffer from a little know chronic illness that specifically targets gamers...

UGS or more commonly referred to as Unplayed Game Syndrome is a form of addiction which largely goes unnoticed until your wife, girlfriend or significant other suddenly decides to have...

An Intervention

That moment when you are faced with the true scale of your problem.  Namely that you have too many games in your collection some of which, for various reasons, you've never played.  Heck, some of them still have their shrinkwrap.

Just 5 of my Unplayed Games
Tigris & Euphrates, La Citta, Sylla, Outrider and Warcraft The Board Game
My immediate response was denial, then I said

"If I've played it, I can keep it, right?", to which my missus replied,

"No, you have to choose some games to keep and some to get rid of!"

Faced with an ultimatum I used my powers of indefatigable man logic.

"But how do I know what to keep?  I have to play them first to know if they're any good and if I should keep them!". 

In the cold harsh world of decluttering this plea fell on deaf ears, suffice to say I have a few weeks grace in which to decide what to do with some of these potential gems:

Tigris & Euphates - A pre-loved Hans Im Gluck version of this Reiner Knizia classic given to me a couple of years ago by a club member on the grounds that I will play it more than he does.  I feel really guilty that I've never played it and so will definitely add it to my New Years Resolution list.  He also gave me his much played copy of RA (also by Knizia) and I absolutely love playing it, so this is something I have to have a go at.

Outrider - A tabletop car combat game using playing cards.  This was also my first experience of Print on Demand and Drive Thru Cards, but I haven't found the courage or energy to clip out the tokens and print off the road tiles PDF.  I'm a massive car combat game fan, so really can't understand why I haven't played this yet.  To be honest I might just be sneaky and hide this and some other card games inside other games.

Sylla - This years christmas gift from my step daughter.  It's a semi co-op civilisation building game set in Rome and is highly likely to get played in an upcoming boardgame night.

Warcraft: The Boardgame - I picked up this fantasy wargame for some ludicrous price like 99p or something, a total no brainer really.  It has a lot going for it; nice components, hex based map, 4 different races and it's by my favourite boardgames company Fantasy Flight.   I confess I've never played a single minute of World of Warcraft on any computer or console so I don't really have any preconceptions about the IP other than that the box art looks a bit Warhammery.

La Citta - Another 2014 Christmas pressie, this time from my missus, La Citta (pr: LA CHEETA) is yet another civilization building game set in the Italian Rennaissance.  Lots of components and it looks like this might have the potential to turn into a long game even with its 120 minute estimated play time. 

I'd love to hear from any readers who also suffer from unplayed game syndrome.  Do you have any experience with any of these games? Which of them do you think I should keep or play first?  Do you have any boardgame gems in your cupboard which you're too embarrased to play or you've just not got round to playing?  Leave your comments in the box below.

Sunday 11 January 2015

In Response - Venger's GMing Questions

Today +Venger Satanis asked some General GMing Questions on his Old School Gaming Blog

Everyone has to get eaten by a
Gelatinous Cube ONCE in their life
Here's my response:
  • On average, how satisfied do you feel about your GMing?  Does that feeling or your perception change when you're at the table running (in the moment), hours after, days after, months or years after? - I feel pretty satisfied with my GMing.  I tend to be flexible with the rules in favour of a cinematic feel and I only become dissatisfied if the players aren't having fun.  It's especially nice when a player reminises about something that happened in one of your games several months or even years later. 
  • Have you ever had a (you assumed) moderately satisfied player from the past come up to you months or years later and tell you how much he appreciated your GMing or that you were a great GM compared to what he encountered later?  Ever had a player tell you how much you sucked? - Yes I've been complimented many times, only occasionally told that I suck and it's been a few years since the last time that happened.  I usually give my players what they want, action and memorable encounters.
  • Does grumbling, complaining, whining, etc. bother you when it comes to either house rules or a particular ruling vs. book rules (RAW)? - I don't normally suffer rules lawyers but my opening statement to anyone playing my games is that the rules are only a guide and I will interpret them as I see fit.  After that I try to keep the action going as fast as possible so they don't get the time to consider the rules too much.  That said, I'm open to suggestion so if the player gives me a plausible reason why they might do x then I say let them do it.
  • Do you ever feel that you don't receive enough credit, recognition, accolades, understanding, or appreciation for your GMing? - As long as everyone's having fun that's accolade enough.
  • As a GM, do you feel the need to "entertain" players beyond your usual GM duties? - I feel my GMing is entertaining, but I do go to the extra effort sometimes of making props, floorplans and physical puzzles if I have the time and the game deserves it.
  • Do you think it's best to keep yourself separate or apart from the group to some degree, similar to an employer around his employees?  Or are you just "one of the guys" and completely informal and chummy with the players when you're not actually GMing?  What about when you are GMing? - At the end of the day (sic session) these are still my friends and I treat them as such.  I do not like an adversarial GM, It is not the GMs job to beat the players but they should challenge them.  A game which ends in a TPK is a failure on the part of the GM (unless you're playing FIASCO, Paranoia or Call of Cthulhu of course). 

  • How often do you get one or more players in your group asking if he (or she) can GM soon?  How do you feel about that?  Do you generally take it as a compliment because obviously you make it look easy and fun?  Or do you take it as an insult for encroaching upon your turf? - At my club we have a games rota where GMs can put themselves up to run a game in any free slot at anytime.  I usually GM for a year and then have a year off.  Seems to work at the moment.  I'm not precious about GMing, I love it, but GMing all the time can be bad for you, you have to be on the other side of the table as a player as well.
  • How often (if ever) do you wonder how much players are enjoying the game, each session, the campaign, and your GMing?  Do you regularly ask for feedback?  If you do, are changes ever implemented? - They're my friends I would hope that they'd tell me that I suck.  Generally I don't ask for feedback because I can tell if they're not engaged or having fun.  IMHO when a player is not having fun, it's because their character isn't panning out with what they originally envisioned or they aren't gelling with the rest of the party.  This is fixable in most cases with a little bit of between encounter roleplay or by the player doing something that endears their character to the rest of the PCs. 
  • What are the three most important qualities for a GM to have? - 1. An open mind, you do not have all the answers most of the time players will come up with a solution that you never thought of.  2. Patience, some players are more forthcoming than others and you might need to coax something out of a player who wants to take a back seat.  3. Energy and Enthusiasm, if you can't spread your enthusiasm for the game to your players then you need to stop GMing.
  • Do you have a particular word, phrase, question, or statement that you frequently employ during the adventures you run?  What is it? - Only that I remind myself to say "Yes" to players.  The GM is a conduit, not a player.  The players will often do things that seem pretty stupid, in the name of heroism, as long as you point out all the things that might go horribly wrong and they still want to do it fine, it's their character let them do it, just make sure that they realise that it's their choice.
  • How long, generally, before you start to feel GM burnout?  - See above, I usually GM for 1 game and then recharge.  If I'm running my campaign a game may last for a year (upto 52 weeks) and players may come and go and switch games during that period.

Dragonmeet 2014 Review - The changing face of gaming?


A bit late in the day, but here never the less here's my review of Dragonmeet 2014.

My christmas wish list for Dragonmeet 2014 like the best laid plans of mice and men... went to hell in a handbasket, meaning I didn't get to play half as many games as I would like, but did get to experience:

Castellan (Steve Jackson Games) - A 2 player abstract area control game, which is a bit pricey, but the gorgeous plastic castle pieces make it total eye candy on top of what is a solid fun game.  I also witnessed their Mars Attacks Dice Game which looked like a lot of fun for all ages.  I hope SJG make iOS/Android implementations of both these games soon as they are a lot of fun and more people need to play them.

Always / Never / Now is Will Hindmarch's hack of the one shot Lady Blackbird game by John Harper, set in a non-specific cyberpunk future.  It's got a very simple rules light system which rewards cinematic play and is perfect for a convention session.  Our awesome GM (a member of the London Indie RPG group) taught us the system basics and we were up and running very quickly, hacking, cracking and generally blowing things up in a style which John Woo and Michael Bay can only dream off.  It was hands down the most fun I've had at a con in years.

Drooling over the Sons of Anarchy boardgame at the 247 Toys stand, I played a few rounds of the UK edition of the Firefly boardgame (The one with the extra "Artful Dodger" ship).  It's definitely a long game with plenty of complexity and variety and whilst not as impressive as their demo tabletop (See photo) it will still end up on my BGG wishlist.

Firefly The Boardgame (UK Edition) includes 5th player ship "The Artful Dodger"

Chessex brought their usual truckload of dice (and a big jug to scoop them up with).

I love dice but they sometimes don't love me, they key...
...change them regularly and discipline the naughty ones

Small indie publishers were in evidence all over the show, along with a crop of new micro armour sci-fi miniature wargames fresh from their dropships like Firestorm Planetfall.

Smallcu.be travelled across the channel from belgium to show off their beautiful crokinole boards (I'll own one one day)

YAY Games UK put on a fine show with their fabulously grisly Frankenstein's Bodies game funded via Kickstarter and Chief Creative Andrew Harman was suitably kitted out in his blood stained butcher's apron.

Oakbound Games were showing off their War of the Worlds homage Tripods! in which players try to escape the Martian invasion of London and avoid the encroaching "Red Weed" which begins to cover the board.

Money is always in short supply and so my purchases were limited to a copy of Housing Crisis by Rack & Pinion Games, a tiny 2 player micro game about placing tenants in different sized housing developments.  It was reminiscent of some of my first games from the 70s/80s which also came in small zip-lock bags and I fell in love.

Housing Crisis Rack and Pinion Games, This much fun in a little bag is usually illegal!!
A couple of friends bought some of the award winning and wonderful All Rolled Up dice bags, a beauty to behold especially with the little hand grenade toggles. 

Free swag was minimal (Curse you global recession!) but I did get a promo Munchkin silver coin and "Official cheesy promotional bookmark of power!" from the SJG demo table.  Thumbing through the very glossy Dragonmeet programme you will also find "The Star Fish" a creature for use in Modiphius's WW2 Achtung! Cthulhu setting and "Ornery Octal" a magic item for Cubicle 7s The Laundry RPG.

Overall it was an enjoyable day but there were a few organisational snags, namely:
  • Travel around the trade hall and more importantly between trade hall and gaming rooms felt more of a struggle than usual with what seemed like narrower aisles.  Attendance also seemed higher than at previous years events but this might have just been my perception as the venue felt smaller and more cramped than previous years.  (Organiser Chris Birch has confirmed that attendance was 1600 twice that of previous years)
  • Locating the bring and buy stall and signup boards so close to the entrance/reception may have been a logistical necessity but it caused a bottleneck for people trying to get into/out of the trade hall all day long.
  • Whilst I applaud the sentiment behind the charitable pre-booking of game seats, in reality it just meant lots of game sheets going up on the board were all pre-booked before the show opened its doors.  With seats in such short supply anyway, I'm not sure how much extra this raised for CLIC Sergeant and Vision Rescue, it didn't paint a very inclusive or open picture which is something that I've always liked about Dragonmeet.  Perhaps next year just take a £1 of the ticket price as a donation for these worthy causes and go back to the old system of first come first served, or at least limit the number of pre-bookings per game to 50%.
  • Cloakroom facility was a neat idea which I wish I had used as the venue got hotter and hotter requiring frequent trips outdoors to cool off.
  • A lack of game information in the days leading up to the event makes it harder to plan your day and you end up missing the seminars you want to attend.
  • I didn't see any cosplayers, were they put off by the cold weather?  This may have been a blessing in disguise as they really need their own display space so people can fully appreciate the hard work that they put into their outfits, and space was at most definitely at a premium this year. 
As for the "Changing Face of Gaming" you can see some more photos from the show and attendees tell me "What it means to be a gamer" in this short video.

Saturday 10 January 2015

Semantic Spell Casting in Video Games.

Shorty C over at Noobist Magazine brought this cool video game idea to my attention

Runes: The Forgotten Path is a kickstarter project with a unique semantic spellcasting mode.

Clockwise from 12 - FIRE, AIR, WATER, EARTH
+ 10 ARCHETYPE RUNES from the video  
Essentially the game is designed to use either wiimote style nunchucks, or the analogue sticks of your joypad to "air write" semantic gestures in order to cast spells.  Each Rune begins with an orthogonal movement of each joystick from the center resting position and continues with a circular gesture.  These shapes drawn with left and right hand are combined to create a rune. 

There are 4 basic element runes, 6 combination runes and 10 archetypal runes offering at least a  hundred potential combinations and apparently options to create your own.

Semantic spell components have been around for a long time in tabletop games, I checked... they're in my AD&D PHB published back in 1980.  And it's one of the things I've recommended that my players do for ages (along with creating a physical spell book prop) to add depth and drama to their spell casting characters and increase their level of immersion.

In addition to the added dramatic element, as a DM I can use the characters physical situation to challenge them.

For example a mage is crossing a rope bridge, when it snaps.  Do they resist the urge to grab the bridge and cast a feather fall spell in mid air as they plummet to their death, or do they grap the remains of the rope bridge and wait for the rest of the party to save them?

Similarly what happens if a mage gets injured (or is restrained) and they can't cast because they don't have full use of their hands/arms.  How does the party cope?

Thursday 4 December 2014

Dragonmeet 2014 - A Very British Con

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

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

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

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

Wednesday 3 December 2014

Space Travel Plot Ideas

Inspired by Chris Treganza's recent post over at 6d6 here's another take on his 5 Ways to make Space Travel More Interesting

JMC Curry Carton by P2P via Deviantart

The Computer is Not our Friend


Travelling through hyperspace can do strange things to people but even stranger things to computers.  Even something as simple as the corruption of the crew file can lead to deadly consequences when the computer enacts its hi-jacking defence protocols after being boarded by what it thinks are unknown biological entities.

Upgrade Gone Wrong


Spaceship captains are reknown for their use of percussive maintenance and for begging, borrowing or stealing vital components and upgrades for their ships.  What would happen if they replace their computer with an upgraded version never meant for their ship.  Imagine how you would feel if you woke up one day in a body that wasn't yours, the familiar feel of your weapons arrays replaced by a chicken soup vending machine.  You'd have a mental breakdown wouldn't you.

Mirrorship


Their last trip through hyperspace was a strange one, the crew feel all twisted about inside, but weirder still is the fact that everything they know to be familiar is flipped, like a reflection in a mirror.  The computer voice is unintelligible everything is written back to front.  Up is down and right is left, how will they cope? is the damage permanent?  Fortunately the side effects of an Arcturian Brandy hangover only last for 12 hours but all sorts of things can go wrong by then.    

The N Space Worm


Coming out of hyperspace with a thunk the crew find that they've landed on a strange swamp planet full of dangerous life forms.  It wasn't on any charts and the computer can't get a fix on their position because there's no stars or anything to act as reference points.  The external sensors are off the charts with biological life, it's almost like they've landed on a Genesis world.  How long before they realize they're inside the stomach of an N Space Worm which swallowed them in hyperspace? Cue the Fantastic Voyage...

N Space Burglars


The crew wake up from hyperspace to find that they've been burgled.  The ship's computer has a gap in its memory, and they've lost some vital cargo and equipment, for god's sake they've even pinched the captain's chair.  Good thing those cargo pods have trackers on them. 

Friday 28 November 2014

How to Build a Medieval Castle

My favourite living history team are back on TV again and this time they're belping to build a 13th Century Castle from scratch.

Secrets of the Castle is a new 5 part show in which Historian Ruth Goodman, and Archaeologists Peter Ginn and Tom Pinfold, learn the skills needed to build a castle and get a taste of life in the 13th Century.

(L to R) Peter Ginn, Tom Pinfold and Ruth Goodman
Not sure if this series is available to international viewers but it's on BBC iPlayer right now.

You can learn more about this ambitious 25 year long, Guedelon Castle project from wikipedia or at its own website.

Wednesday 26 November 2014

The Dark Valley - An Austrian Cowboy Movie, WTF?

Well that's what I thought initially but being the self confessed fan of European cinema (and my missus being a cowboy movie fan) I thought "What the heck, I'll give this a go".

Dark Valley (2014)
Directed by Andreas Prochaska (Dead in 3 Days), "Das Finstere Tal" is set towards the end of the 19th century in a village in the Austrian Alps.  Sam Riley (Maleficent, Byzantium) is Greider, a lone rider, who enters the eponymous valley in search of shelter from the approaching winter.

The villagers are a bedraggled bunch of peasants who are kept firmly at heel by their self appointed leader and protector Brenner (Hans Michael Rehberg) and his six sons.  Nothing happens in the valley without their approval and Brenner makes all the laws, including reviving the barbaric feudal custom of Droit du Seigneur.

Greider tells the Brenner boys that he's a photographer recently returned from America keen to document the valley, so they let him stay.  It's not long before the first of them meets a grisly end and Greider's real motive for entering the valley is revealed... Revenge!

Whilst the acting is convincing enough, the real star of the movie is of course the scenery and the cinematography of Thomas Kienast, ably assisted by Mathhias Weber's cold and haunting soundtrack.  Filmed in Val Senales, Italy during heavy snow, they manage to paint a beautiful yet sinister backdrop against which Greidel and the Brenner family's stories unfold.  It's so chilling it makes the nine walkers trip through Redhorn Pass look a Snow Day. 

Well worth a look if you fancy something a bit different. 

Tuesday 25 November 2014

Let's Blow this Kid and Go Home!!

Wow, the Dungeonmorphs 2 kickstarter has unlocked THE CITY STRETCH GOAL and with a little bit more we could have, wait for it....

CITY RUINS !!!!!!

CLICK ON THE IMAGE TO BE LIKE LUKE AND BACK THIS KICKSTARTER

Let's be like Luke and hit that £19K Stretch goal.  I've already upped my pledge level to 3 sets of dice, and if we shoot through £16K everyone gets a...

SECOND BONUS DICE per set!!!!

so if you're a 3 set backer you'll get 6, yes count them, 6 bonus dice.  That's an extra set of dice right there and it will cost you nowt, nish, nada, zero, zilch, nothing.

Come on guys and girls this is just too good an opportunity to pass up.

I want my Ruins!! 

Monday 24 November 2014

Almost There... Almost There...

...as Red Leader would say. 

Over the weekend the Dungeonmorphs 2 kickstarter funded and it's almost unlocked it's second dice set stretch goal, only $1000 bucks to go!

There's still time to jump on board this project and push forward to hit that stretch goal.

If you back at the 2 dice set pledge level you'll have 10 dice (+ 2 bonus dice) to create your villages and cities.  All for a measly $40 ($3 a dice). 

If there are any FLGS stores reading this, you can still grab a retailer bundle on your customers behalf and save even more money.

Dungeonmorphs 2: Cities and Villages
Click the picture to become a backer
Joe will be releasing some proofs of the city dice designs later today, so come on guys, share this with your friends, get them to pledge and we can unlock some AWESOME.



Friday 14 November 2014

5 Boardgames Still Crying out for an App

1.  Car Wars

Original Car Wars "Pocket Game" Box Art
Published way back in 1981
There are a few noteable real time car combat games out there such as Death Rally, Auto Mangle, Indestructible, and Horror Racing.  I've had fun playing them all, but there's but nothing that's turn based.  A while ago I went through a period of playing Dark Wind which is a 3D turn based combat game, it was fun for a while but the interface was a bit clunky on my old mac.  there's a massive gap in the market here for a top down, turn based car combat game with an RPG/Tournament community angle.  Come on SJG this needs to happen alongside the re-launch of the Car Wars boardgame you promised during the OGRE kickstarter.

2.  Citadels

There's an iOS version of San Juan which sports a similar theme and variable abilities mechanic, so I don't see why there's not been a Citadels app.  I don't know how difficult it would be to program the  AI element but surely it's not be too tough a nut to crack.  If you solve that problem I think you're half way towards a version of the other Bruno Faidutti classic Mission Red Planet.

3. Formula D / Formula De

When Asmodee re-launched Formula De as Formula D an inbox flyer promised "raceronline", an online version of the game with tournaments and the usual multiplay options.  Well that never really happened (unless you spoke french) and the online site has since gone belly up.  Before anyone calls foul, yes I am aware of Racer Feud, which whilst a pretty good version is not officially licensed and personally I've found a bit buggy on my iPad2.

4.  Robo Rally

This is one of my favourite and a classic of the "programming" style games.  Once again a talented developer has released their own unlicensed version in the guise of Parcours.Robo, sadly it's a one player puzzle game and not the multiplayer anarchic deathmatch so typical of every game I've ever hand the pleasure to play.  I don't know who holds the licencse for this one as it's been through the hands of several different publishers since it was originally printed in 1994.  It's last reprint was in 2006 and it's high time that this got some appification.

5.  Thebes

Thebes by Queen Games
Whenever I feel the itch to be Indiana Jones, I dig out Thebes (no pun intended).  There's just so much variety in it but the game itself is quite simple to play, you either travel, research or dig.  I'd love to play it more often but the pre-game set-up takes a while to resolve in exactly the same way as Settlers of Catan.  It's probably not on any developers wishlist, but it's a game I love and I'd relish the opportunity to buy it in app form.

Honourable Mentions

I was going to add Battlelore to this list, but it appears that Fantasy Flight are in the process of releasing an iOS/Android/PC version, (albeit single player) of the game in time for Christmas.  I'll also be checking out the Bloodbowl app, maybe do a video review in the not too distant future.  



Wednesday 12 November 2014

Another Post Apocalypse thing I want

You know those post apocalyptic motorcycle chariots I blogged about, they need to be ridden by these guys.

The Humans #1 by Keenan Marshall Keller & Tom Neely
* Out Now *
Also I wanted to ask if anyone could track down any of the alternate history photos which I think were released around the time of Rise of the Planet of the Apes.  I seem to remember there being some black and white photos of Gorillas in vietnam style jungle uniforms or similar.  If you know where these might be located, please drop thim in the comments below.


Tuesday 11 November 2014

RPG Mapping in Sketchup Part 5 - Building your City from a 2D image

In my previous videos I shared all the sketchup techniques I use to create 3D buildings in my games.  Now it's time to start building a city from the ground up using a 2D image as a reference. 
This is the image I used in the video

I'm using one of my citymorph sketches but you can use any image which will import into sketchup, just make sure that you have some sort of scale in mind.  If you've not seen the amazing Dungeonmorphs 2 kickstarter which inspired this tutorial check out the link on the right side of the page.

In the next video I'll be finishing off the roofs and showing you how you can turn your models into "components" which allow you to duplicate your buildings or citymorph tiles and expand it even faster.


Related Posts:

Monday 10 November 2014

I'll show you mine if you show me yours

So last week I asked readers to help me out by completing a little survey (a big thank you to all those who responded) and although I'm not yet ready to reveal what the results were, I can tease you with this emerging trend:

UK roleplayers like to do it in a club
US roleplayers like to do it in their own home (or at a friends house)


It's still very early days at the moment, so I've put a permalink to the survey on the right hand side of the site for those who haven't left a response.  As they say in Paranoia, it's just a bit of fun really.... mandatory fun!!

And for all those of you who game in a club anywhere in the world, I'd like to share this with you in the hope that you will also share in return.  Perhaps we can get an internet thing going, share an image of your own club on your blog and put a link in the comments section below.


The Roleplayers Creed

This is my roleplay club. There are many like it, but this one is mine.

My club is my best friend. It is my life.
I must games master in it as I must games master my life.
My club, without me, is useless.  Without my club, I am useless. 

I must roll my dice true.
I must roll them better than the Games Master who is trying to kill me. 
I must kill him before he kills me.

Anyone in the South East London area interested in joining my club, please visit our website: hobbitshole.com

Saturday 8 November 2014

RPG Mapping in Sketchup Part 4 - Adding features and Sketchy Styles

In part 4 of my RPG Mapping in Sketchup series I show you how to add smaller features such as chimneys, towers and dormers to existing models. 

I also show you how to make your models look hand drawn using the styles pallette.  This is particularly useful if you are going to use the model in your own player handouts either as maps of the city or as first person point of view scenes.

Sketchup lets you to export your model as a 2D image so you can do further editing in a bitmap editor if you want to add in characters or other elements.




Related Posts:



Thursday 6 November 2014

RPG Mapping in Sketchup Part 3 - The Cross-Gable, Gambrel and Mansard Roof.

The next installment of my short video series on RPG Mapping in Sketchup covers the three other simple roof shapes found in most top down RPG maps.

The Cross-Gable roof is essentially just two gable roofs which intersect, commonly found in "T" "X" and "H" shaped buildings.  The Gambrel (or Dutch style) roof is a common double height roof shape popular for larger buildings like barns and is found all over Europe and the USA.  The Mansard roof is another common double height roof style, the second roof section can be gabled or hipped.




Related Posts:



Wednesday 5 November 2014

Using Node Maps to Figure out your Criminal Network

Yesterday caught me reading Reality Refracted, and thinking about his observation that games which focus on the criminal underground always rely on the interconnectedness of people and locations.

I'd also come to this conclusion from watching movies like Lock, Stock and Two Smoking Barrels and TV shows like Sons of Anarchy.

If you're going to run a crime/cyberpunk style scenarioyou might like to try mapping these relationships out as a node network to help you visualise where your plot might end up.  Fans of the indie RPG FIASCO will be familiar with this concept as the basis for character generation albeit on a much simpler level.  Taking my favourite crime TV show "Sons of Anarchy" as my inspiration I made this relationship map to illustrate my point.
Sons of Anarchy Relationships Map
(Click to embiggen)

Whilst far from accurate, it demonstrates that often overlooked minor characters can have unexpected or glossed over connections with otherwise unconnected groups.

For example in the Sons of Anarchy universe:

Chuckie Marstein is an often overlooked minor character often seen hanging around TM, working behind the scenes at TM, in the bar at the clubhouse, serving at the ice-cream parlor or running errands for Gemma.  However, his backstory also reveals he was Otto's cellmate and friend in Stockton County Jail, and that he was the Bookkeeper for the Lin Triad who'd stolen two of their counterfeit money printing plates.  He's also done his fair share of work for SAMCRO such as wanting to be an amputee porn star so the gang could gain access to Georgie Caruso's porn studio when he was working for Otto's wife Duanne Laney as the Cara Cara bookkeeper. There's also the unrequited love angle, as he holds a torch for Gemma after she bought him new prostethic hands.

Brooke Putner is another minor character who joined the show as a crazy teenager who blamed SAMCRO for her mother's death.  In fact it was Jax's father John Teller who collided with their car killing both himself and Brooke's mother Emily, although the show hints heavily that her mother is in fact alive and living on the streets as we see her picking through dumpsters every now and then.  Brooke has since fallen in love with Ratboy, helped out at the clubhouse and now works for Gemma as Abel and Thomas' nanny.  This close proximity to the centre of the SAMCRO empire means that it's only a matter of time before she gets hit by some of the club crossfire.

Visualising your crime network in this way makes it easier for you to write convincing plots.  You can see what the effect of an NPC death might be.  If Gemma were to be killed would Chuckie take out his own type of vengence on her killer or if Ratboy were killed in some accident would Brooke hire Happy to hunt them down?  The consequences for larger characters tend to be more obvious, say if August Marks is taken out of the game someone will fill the vacuum, but who?

One of the things I love about the show is that when SAMCRO try to get themselves out of a bad situation, their actions always have unforseen consequences which almost end up burying them.  Your game should be no different the PCs should always be making a hobson's choice with the information they have at their disposal, it's not their fault that the guy they killed in revenge is actually a key player in an even bigger, more powerful crime syndicate.  It doesn't rain.... it pours!

Tuesday 4 November 2014

10 Things I Don't Know About You

Wil Weaton asked his fans to respond to a survey, on Google+ today, for an upcoming article in the Washington Post and it's something I've been meaning to do for a long time. 

So after 4 years of shouting blindly into the blogosphere, I'd like to know a little bit about you, my readers.

Take part in my 10 Things I don't know about You survey

Thanks

RPG Mapping in Sketchup Part 2 - Simple Buildings Walls and Roofs

In this second part of the series I show a quick and easy technique to draw simple buildings with the 3 most common type of roof shapes; the Gable, the Hip and the Double Hip Roof.  Using this technique you can use sketchup to quickly construct models of buildings for use in your own RPG campaigns maps or as scene setting handouts for your players.



In the next part I'll demonstrate techniques to create the Cross Gable, Gambrel and Mansard roof shapes. 

Related Posts:

Part 1 - Unhiding the 3rd Dimension

Friday 31 October 2014

RPG Mapping in Sketchup Pt 1 - Unhiding the 3rd Dimension

As you know I got commissioned by Joe Wetzel for his Dungeonmorphs 2 Cities and Villages dice project on kickstarter, which requires me to make lots of geomorphs with buildings on them.

After a while you look at your collected sketches and think OMG all my buildings look the same.

Sketching out the idea process - not sure if any of these will be in the final product
This is caused mostly by the constraints of making sure the design is legible and that they fit on a 1inch d6.  In search of inspiration I decided to experiment with roof shapes and turning them into 3D buildings using sketchup.  Enjoy...

Wednesday 29 October 2014

My post apocalyptic future needs... Motorcycle chariots

In the 80s we had our fair share of visions of a post apocalypse future, my favourite being Mad Max, which had motorcycle gangs but sadly none of them had motorcycle chariots...


Is this not a sport fit for the "Ayatollah of RockandRolla"?

There's a cool article on Viral-Nova with more photos and a video of ex pro wrestler Buff Bagwell's attempt at a chopper chariot.  Googling also found this neat Fallout 3 concept art

Fallout 3 "Chariot" ConceptArt
and dakkadakka member wyrmalla's recreation for miniature wargaming.

Wyrmalla's mini wargaming version of a Fallout 3 Chariot vehicle

Monday 27 October 2014

Citymorph Dice Kickstarter from Inkwell Ideas

Who woulda thunk it?  Citymorphs has spawned a kickstarter!!

Roll your own Cities!!
Inkwell Ideas head honcho Joe Wetzel has gathered together a few of the RPG communities morphing cartographers, myself included, and is kickstarting a version of his popular Dungeonmorph Dice but this time with city designs.

The aim is to produce a set of 5 dice with which you'll can quickly "roll up" your own city map.  There's pledge levels for all sizes of pockets with PDF/Font versions available from $5 and a set of dice for only $20.  They're pretty substantial at 1 inch square (so have dictatorial thunk of authority when they hit the table).  Unlike a lot of custom dice which might just predict the weather, random direction or what body part you've hit, these also function as regular dice and are pretty unique. 

The first set is a mix of City/Village designs,  but the project has far higher aspirations and includes stretch goals to create further sets with designs for Ruins, City Walls and Harbours.  The more money Joe can raise, the more designs he can get into production and the more variety you can create.  With plenty of stretch goals to unlock on the way like free bonus dice and dice trays available, it's a win win situation! 


Pull them out in your group and hear your friends gasp in amazement as they lust after your cool new dice, buy them for your roleplaying partner as a gift, they'll love you all the more for it.   

So if you're interested go to the Dungeonmorphs 2 kickstarter page and become a backer.


Tuesday 21 October 2014

The Vikings Have Landed - Codex Nordica Thane Unboxed

In some bizarre twist of history the vikings have once again sailed across the Atlantic Ocean and delivered my Codex Nordica Kickstarter Thane bundle.  There's a lot of stuff to digest but at the moment I am a happy Di Sma Undr Jordi (see page 35).

Map of the Nine Realms, Wooden Rune Tiles & Box, Kings Table Boardgame, Nordica Tankard
Codex Nordica Hardback, Odins Fury and Hel Rising Nordica Adventures,
My bonus Items (Players Handbook, Curse of the Khan, Malady of Kings and Heart of Glass Adventures)
There's also an unboxing vid on You Tube.

Monday 20 October 2014

Rick and Morty - Packed full of Sci-Fi Tropes

I guess sometimes I can be accused of sleeping under a rock when it comes to the latest US TV shows, but I bet I'm not the only one.  Which is why I just have to share the love for Adult Swim's Rick and Morty.

An example of what happens in just about every episode.

Created by voice actor and director Justin Roiland, who some might recognise as the voice of Adventure Time's "Lemongrab",  and Dan Harmon, creator of the hit sit com "Community".  Rick and Morty is an adult sci-fi cartoon series following the mind bending, dimension hopping adventures of sociopathic alcoholic scientist Rick and his 14 year old grandson Morty.   

A show of two halves, each episode finds Rick and Morty on some wild adventure whilst his family (unemployed ad exec dad Jerry, horse surgeon mom Beth and unpopular sister Summer) are often left to deal with the unintended consequences of one of Rick's devices.

Bizarre ideas are the meat and potatoes of this show and no trope is safe.  Season 1 has seen cyborg dog revolution, a contagious love virus / preying mantis / Cronenberg monster apocalypse, inception dream walking, alien abduction, a Rick and Morty multiverse, sex robots and alien child rearing to name just a few.

Meanwhile Jerry and Beth struggle to keep their marriage alive, as Dan Harmon puts it, "the nature of their relationship is that it's always 1 minute from ending" and Summer stives to improve her social position from "not super hot/super popular" high school girl whilst being the result of the "unwanted pregnancy" that keeps her parents together.

The language and visuals are as adult and bizarre as they can be and dialogue is often delivered at a breakneck pace in order to cram as much action in as humanly possible.  The casting is spot on from regular voice performers Justin Roiland (Rick/Morty), Chris Parnell (Jerry), Spencer Grammer (Summer), Sarah Chalke (Beth) to the great vocal cameos delivered by Alfred Molina, Dana Carvey, David Cross, Rich Fulcher, Claudia Black, Virginia Hey, John Oliver and Cree Summer.

Rick & Morty 3D Billboard courtesy of Dailybillboard
 The show is a definite must see and has been picked up for a second series scheduled to air in early 2015 along with a spin-off comic book.  The "point and click" style game "Rick and Morty's Rushed Licensed Adventure" is also available to play on the adultswim website.

With all this richness it should only be a matter of time before someone writes a Fiasco playset based on this universe and it's one setting that most definitely has to go "gonzo"... every single time.

Thursday 16 October 2014

Delving the Dark with Dungeon Master G

Following on from yesterdays Geomorph related post, I've been following the exploits of the Dungeon Crafting crowd (The DM's Craft, TheDMGInfo and AJ Pickett) on YouTube for a while now and have been especially entertained by The DMG Info's latest series "Delving The Dark".

It's essentially, a video "walk-through" of a dungeon that Gareth has created using his take on DM Scotty's 2.5D tile system.  Each episode describes a single room and its contents.  The descriptions are system neutral and concise and the plot detail offered adds enough spice to keep the viewer and potential DM interested.



Whilst watching Level 1 Area 16/20, Gareth casually dropped that there were at least 5 levels to this dungeon...  Woah, that's gonna be a pretty sweet little series of vids. 

To avoid spoilers, this is definitely one for DMs only and it's a great showcase for how the 2.5D dungeon tiles can be used in your game.

Wednesday 15 October 2014

DIY Tournament Dungeon Boardgame

24 Cheap and easy 2.5D Dungeon Tiles
My RPG club, The Hobbit's Hole, runs an annual memorial tournament in honour of one of its founding members called the Manic Trophy.

This year it's my turn to host the game and I'll be putting on a simple dungeon crawl game.  I'm musing over the rules at the moment but here's my outline: 

PREMISE
My aim is to have a 3 to 5 player competitive dungeon crawl lasting no more than 45 minutes, in the style of the boardgame Dungeon Quest.  Players start on the same tile, like in Drakon, each time they move they reveal a new tile and orient it as they see fit discovering the dungeon as they go.  The final tile holds the great treasure and the Boss Monster.

I'm going to be using a version of the 9 inch cavern geomorph tiles as popularised by YouTubers TheDMGInfo / TheDM'sCraft / DM Kaydons Kastle, where each tile contains an encounter, be it a trap or a monster (or maybe both).  This also gives me a chance to use the cards from the Inkwell Ideas Creature Decks.  

I like the idea of having a finite number of "moves" to a game, everyone has an equal chance the player skill element comes from trying to push your luck or deciding to flee.  I've played  games like Lost Cities which use this sort of "push your luck" mechanic and enjoyed them immensely.

I need quick and dirty "trump" style resolution so I'm going to base everything around a regular deck of playing cards.  Players get to choose their card whereas the DM draws randomly from a deck.

To represent levels of the dungeon the DM deck is divided into 3 stacks; Level 1(cards numbered 2 to 6), Level 2 (cards 7 to J) and Level 3 cards (Q to A).  I have 24 tiles in the game so the first 10 tiles represent Level 1, the next 10 Level 2 and the last 4 are Level 3.

STATS & CHARACTER GENERATION

Looking at the card suit symbols we have:
  • HEARTS - Look like a heart so should represent life force or vitality, these cards are used for all tests of strength and stamina.
  • CLUBS - Look like a tree and sort of like a brain so these represent knowledge and intelligence.
  • DIAMONDS - Looks sharp like a sword so these cards are used to represent Melee combat ability.
     
  • SPADES - Look like an arrowhead so these cards are used for all Missile attacks and Dexterity based skill checks.
  • JOKERS - Each player gets one of these to use during the game to automatically succeed at a challenge or to inflict an instant kill.  However, Jokers cannot be used to defeat the BOSS MONSTER, unused jokers are worth 15 points at the end of the game.
Players get to choose their class and pick up the relevant 2 suits of cards as follows:
  • Warrior - (Strength) and (Melee)
  • Wizard - ♣ (Intelligence) and ♠ (Missile)
  • Thief - ♠ (Dexterity) and ♣ (Intelligence)
  • Ranger - ♠ (Missile) and (Melee)
  • Cleric - ♣ (Intelligence) and (Melee)
Additional Character Classes contributed by Stu Rat
  • Barbarian - (Strength) and ♠ (Dexterity)
  • Bandit - (Strength) and ♣ (Intelligence)
  • Monk - ♣ (Intelligence) and (Strength)
  • Archer -  ♠ (Missile) and (Strength)
  • Warlord - (Melee) and ♣ (Intelligence)
  • Gladiator - (Melee)  and (Strength)
  • Swashbuckler - (Melee) and ♠ (Dexterity)

The first suit is their PRIMARY stat, e.g. Warriors (Strength) and is used to break ties.
ENCOUNTERS

Each time players move onto a new tile they will encounter either a monster, a trap or need to search for a treasure.

MONSTER ENCOUNTER: Players may either FIGHT using (Melee) or ♠ (Missile) or EVADE using ♣ (Intelligence) or (Stamina).  If a player succeeds in a fight the monster is killed and a treasure awarded.  If a player succeeds in evading the player can move to the next tile but the monster remains and no treasure is awarded. 

TRAP ENCOUNTERS: Players may either DISABLE using ♣ (Intelligence) or ♠ (Dexterity) or EVADE using (Strength) or (Melee).  If a trap is disabled it is removed from the game and the player gets a reward otherwise the trap remains.

NO ENCOUNTER:  Empty tiles can be searched by any player using any card. So there is merit in just following the first player and scratching around in the room once they've defeated all the monsters.

As detailed above, players resolve encounters by choosing a card and comparing it with the DMs Card, whichever is higher wins.  Players who fail an encounter must discard an extra card at random from whichever suit they used in the encounter.  In the event of ties a player who used their primary stat always wins, if they used their secondary stat they always lose.
I'm going to decide monster or trap based on a coin flip.  Heads it's a Monster, tails its a Trap, but you could design specific traps for each tile design you have.

TREASURE

Treasures are awarded for defeating monsters, disabling traps or succeeding in search rolls.  They are either drawn randomly from a seperate deck or if you want the rewards to increase in level as the challenges increase you can just award the challenge card.

THE BOSS MONSTER

When the last tile is drawn, the players have reached the end of the dungeon.  Any players who can move their character onto this tile in their next turn can attempt to defeat the boss monster either collectively as a group or try it on their own.  Players are reminded that the boss monster is an instant kill event and failure will result in death.  There's no such thing as a dead Hero in this game.

In either case they choose a card as normal, excluding Jokers.  However, the boss monster gets to  shuffle all the remaining challenge decks together and draws 1 card plus 1 card for each party member in the combat and discards the lowest card.

Players are awarded 2 treasures each for defeating the boss monster.

FLEEING

Players can FLEE the dungeon before drawing a new tile and keep any treasure cards they have amassed so far.  If their route out of the dungeon is blocked by a monster they must discard a card at random as they flee.

TURN ORDER 

Players determine their Initiative order by choosing one card from their hand.  Highest goes first, in the event of ties the player who used a primary stat card wins, all others discard and redraw.

1.  FLEE - Players may decide to flee the dungeon or continue exploring.

2. MOVE - Move through an open exit and reveal the next tile.

3. ENCOUNTER - Each player resolves the encounter as outlined above.

4. NEXT TURN - Play moves to the player with the next highest initiative.

SCORING

Once the boss monster has been defeated (or all players have fled the dungeon) the game is over and scoring occurs.

1.  DEAD players score 1 point for each unused stat card in their hand (+ 15 points for an unused joker).

2.  SURVIVING players score 1 point for each secondary stat card (+ 15 points for an unused joker) + the face value of any primary stat cards remaining + the face value of any treasure rewarded.

3.  The winner is the player with the most points

Wednesday 27 August 2014

French Space Opera - Time Jam: Valérian and Laureline

I've mentioned several times on this blog that Luc Besson is one of of my favourite directors/producers/writers and I always keep up to date with what projects he is involved with.  Back in 2012 he announced he was working on a Valérian movie, which for those who don't know, Valérian is a French graphic novel first published in Pilote magazine (Nov 1967) and written by Pierre Christin with art by Jean-Claude Mézières.

A few of the many aliens in the Time Jam universe
Just a few of the many aliens from the Time Jam universe (centre: Valerian and Laureline)
Besson has always been a fan of the original comicbook and so he hired Mézières and Jean Giraud Moebius to do the concept art for a little sci-fi project he was putting together which ended up being "The Fifth Element".  Besson's production company, Europacorp, also colaborated on a 40 episode anime series loosely based on the comic book, first aired in 2007.  Besson is not the only fan to be inspired by and some of the original comicbook has bled through to Star Wars.  Jeffrey Willis has a good write up of some of these on his blog The Geek Flag

The series follows the adventures of junior Space Time Agent Valérian, voiced by Nigel Greaves, who travels back to medieval France to undertake cultural observations for the Oxford Intergalactic University.  Needless to say his first mission goes spectacularly wrong and he ends up escaping feudal justice with a headstrong peasant girl called Laureline, voiced by Alison Dowling.  When they time jump back to 2417 they discover that the Earth has disappeared and they spend the rest of the series as the only humans in the galaxy trying to find out what has happened to it.  

The universe features a plethora of alien species, cultures, planets and technology, most notably the insectoid Vlargos who are intent on dominating the Galaxy.  Valérian and Laureline have to constantly thwart their devious plans as they ply their trade as space adventures.  One of their patrons are a trio of weird small winged entrepreneurs with trunks know as Shingouz.  Much like Star Trek's Ferenghi they are always in search of profit and end up sending Valérian and Laureline on quite a few dangerous missions to retrieve various objects. 

Their encounters often occur on weird planets that try to kill them or have been rendered dangerous by some legendary artefact they must recover and they are assisted by ship's computer "Rondha" which fills in some of the blanks for them and the viewer.  There's plenty of variety in setting and plot for each episode as the pair embark on various missions for their different patrons and they end up making just as many friends as enemies.

With the exception of the bizarre "Space Dandy", it's been a while since I've seen anything that I would class as "Space Opera".  By this I mean in the spirit of of E.E. "Doc" Smith's classic Lensman, a light hearted, galaxy hopping tour of the universe with only a laser blaster and a well timed one liner for defence.  It's pitched at an early teens audience, the tone is firmly in the "mild peril" zone, but it's good inspiration fodder for any Space Opera RPG and could be easily "hardened" up for more engaging adult sessions.  I would recommend using it as an alternative setting when you want to drop your players in at the deep end and watch them gradually learn about the universe as they play.

Wednesday 13 August 2014

5 Things I'd Love to do with RPG Props

Here's a bucket list of things I'd like to do with props have effects in a game world. 

Fortune Cookie (may include game content) 
1.  Fortune Cookies - Imagine a game where the PCs have just polished off a nice celebratory chinese meal, when the DM/waiter hands out a plate of fortune cookies.  Each of the players takes one and discovers a clue or instruction to their next adventure inside.

2.  Defuse the Bomb - Make a prop bomb complete with digital timer and hand the players a screwdriver and a set of wire cutters.  I'm going to need to trap them in a locked room so they have no choice but to defuse it.  This is probably the trickiest of the lot as I'd have to find a good timer circuit which I can use. 

3.  SMS Patron - Have a game where all the instructions coming from the patron are delivered to the characters via SMS text to the players mobile phones.

4.  Amaretti Scroll of Raise Dead - This is something I'd like to do when playing a magic user.  When a party member dies, I'd like to pull out a piece of amaretti paper covered in symbols claiming it's a Raise Dead scroll.  Read out some incantation and then roll it up into a tube and set fire to it.  At the last moment the paper will fly into the air (just like in the video) and the character is back from the dead.



5.  Crossword from Beyond the Grave.  Give one or more PCs a half finished crossword puzzle as a clue, preferable found near the body of someone they wanted to interrogate.  The players must complete the crossword to reveal a message from the victim.