Sunday, 27 November 2011

Dragonmeet 2011 - Con Report

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

LAYOUT

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

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

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


TOON

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

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

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

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

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

CASTLES and CRUSADES

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

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

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

THE INDUSTRY IN RECESSION?

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

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

Thursday, 24 November 2011

Coinage, Nationhood and the defacto Gold Standard

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

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

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

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

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

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

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

Wednesday, 23 November 2011

Monsters of Dual: Brain Vine and Fungaloid Lurkers

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

This is the fruit of my labours:

The Brain Vine

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

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

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

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

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

Fugaloid Lurkers

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

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

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

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

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

Tuesday, 22 November 2011

On the Workbench: Ral Partha Djinn & Efreet

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

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

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

Unworked Blue Djinn and Battle damaged Efreet

Sunday, 20 November 2011

Sometimes I'm just in awe

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