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.
Friday, 3 February 2012
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 The traditional policing structures techniques have been replaced by a system of hardline law enforcers known as Judges who are a combination of policeman, judge, jury and executioner.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)
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)
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).
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.
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)
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.
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 |
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 |
- TECH Judges have a TS of 40+
- MED Judges have an MS of 40+
- Psi Judges have a PS of 40+
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 |
"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.
Labels:
80s,
Fluff/Inspiration,
Judge Dredd,
Nostalgia,
Sci-Fi,
UK
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.
Monday, 30 January 2012
Spellbooks as Physical Accessories
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
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.
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 |
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.
- There are plenty of instructables about making antiqe paper with tea or coffee
- The Necronomicon Notebook has some excellent downloadable pdf pages
- Use a thrift store belt as a book clasp.
- Follow Zombie Nation's Necronomicon Tutorial to make an awesome cover.
- All Things Crafty's Spellbook with Removable Recipe Pages has a useful \bootlace binding.
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.
"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.
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