Monday 17 October 2011

A to Z of UK RPG in the 80s - D is for Dungeon Floors

As some of you are aware I am based in the UK and I've blogged before about how the roleplaying scene differs in Blighty to that across the pond (and probably that over in the Eurozone to boot).  Here's an attempt to pick out some of the highlights of what it was like to be a roleplayer back in the dark days of Thatcher's Britain of the 1980s (cue the V for Vendetta trailer)...

D is for Dungeon Floors

No self respecting DM in the 80s could get away without using cardstock dungeon floor plans.  Back in the 80s we didn't have photoshop and photo-quality printers, so if you wanted nice floorplans you needed to either make your own (and be very arts and crafty) or you could pop-along to your local specialist retailer and buy some ready made ones.  There were quite a few ranges to choose from:

Endless Plans (Endless Games 1983-?) - Not much info has survived about these other than that they were mostly two colour plans and were also featured in The Complete Dungeon Master series of boxed sets and Tortured Souls magazine.  There were at least 8 sets, with Set 8 being Forests, and they were very architectural in design.  As I recall you were meant to cut them out along the dotted lines and you could then build up quite intricate and irregular dungeons by layering pieces one on top of another.  This approach was novel, but futile and unplayable unless you had access to plenty of magic tape and an A3 photocopier.  The wilderness tiles did have overlayed crosses for movement but they were far too intricate to be really useful (in comparison with the Dungeon Planner or Dungeon Floor Plans sets around at he same time.

Example of Endless Plans floorplans
(as found in CDM3 The Watchers of the Sacred Flame)

Dungeons & Dragons Dungeon Floor Plans (Games Workshop 1979) - Published by under license from TSR these are the granddaddy of all the Games Workshop floorplan sets and were reprinted in 1982 without any reference to the Dungeons and Dragons brand and also form the basis for the Dungeon Planner series reusing the same ground artwork. 

Dungeon Planner (Games Workshop) - Neither of these are the traditional type of floorplans.  Each box set came with an A2 map of the area in question (1in to 5ft scale) and a booklet for the DM to write scenario specific information in blocks corresponding to the numbered locations.  The covers of the booklets also doubled as a DM's screen containing Encounter Tables and a black and white DM's version of the map with the rooms and doors numbered.  I particularly liked the fact that the doors were seperately numbered as it is irritating when running a commercial scenario to find the status of the doors in the last line (or worse buried in the middle) of the room description. 
  • Set 1: Caverns of the Dead (1984) - (Artist: Gary Chalk) - This map depicted a typical dungeon and came with an extra A4 map of the region of Koss.

  • Set 2: Nightmare in Blackmarsh (1984) - (Artist: by Albie Fiore and Robert Neville) - This set was part of a waterside village called Blackmarsh.
Set 1: Caverns of the Dead Set 2: Nightmare in Blackmarsh

Dungeon Floor Plans (Artist Uncredited) - Designed in the same style as the Dungeon Planner series and based on the original Dungeons and Dragons Floorplans tile design.  The latter sets included an overlayed cross grid to aid movement which was also used in the Judge Dredd RPG floorplans which were included in the boxed game.  This series included: 
  • Dungeon Floor Plans (1982) - 12 Sheets of generic dungeon floors including;  4 sheets of grey "crazy paved" stone floor, 3 sheets of beige flagstone floors, 1 sheet of wooden floors and 1 sheet of stone steps.

  • Dungeon Floor Plans 2 (1982) - 12 Sheets of exterior floors including; 3 sheets of grass, trees and Hedges, 3 sheets of water, 2 sheets of grey corridor features, 2 sheets of beige and 2 sheets of beige flagstone floors.

  • Dungeon Floorplans 3 (1983) - 12 Sheets of exterior features including; 4 sheets of roof tiles, 2 sheets of roof junctions, 2 sheets of timber features, two sheets of boats and two sheets of stone/dirt features.

  • Dungeon Floorplans 4 (1984) - 12 coloured sheets including; 5 rocky cavern floor Three Tunnel and Cavern walls 2 sheets of junctions openings and corners, 1 sheet of Cave features and 1 sheet of mine rails, rail junctions and accessories such as wagons, wheelbarrows and buffers.
Dungeon Floor PlansDungeon Floor Plans 2
Dungeon Floor Plans 3Dungeon Floor Plans 4

DUNGEON Floor Plans (Games Workshop) - The previous sets released by GW all had a very flat feel to them, being at most 3 spot colours and no attempt was made to light, shadow or texture them.  The next floorplans series attempted to fix that and hence moved to a full colour printing process but the lack of a defined grid made them far less useful for roleplay even though they were very pretty.  The series was made up of:
  • Dungeon Floor Plans 1 (1986) - (unknown artist) - A re-imagineering of the 1982 set with full colour artwork including doors and furniture.

  • Dungeon Caverns (1986) - (Artist: Dave Andrews) - 12 Sheets of Caverns including 3 cavern floors, 1 cavern floor with stream, 3 curved cavern tunnels, 1 straight cavern tunnel with mine rails, 2 junctions 1 entrance and 1 sheet of cavern features such as steps, planks, treasure and weapons and a magma river.
     
  • Dungeon Rooms (1986) - (Artists: Tony Ackland, Dave Andrews, Colin Dixon) - 12 sheets including 23 rooms: Torture Chamber, Necromancer's Study, Armoury, Temple, Bedroom, Mausoleum, Apothecary, Guardroom and Cell, Treasure Room, Throne Room, Alchemist's Laboratory, Orc's Den, Wizard's Study, Great Hall, Forge, Kitchen, Barracks, Mortuary, Gladiatorial Pit, Library, Large Stairwell, Magic Well, Dragon's Lair plus Corridors and Passageways.

  • Dungeon Lairs (1987) - (Artists: Dave Andrews, Colin Dixon) - 10 sheets of monster lairs including: Sewers, Tunnel Complex, Troll Cave, Chaos Cavern, Chaos Temple, Ancient Temple, Barrow, Goblin Hall, Mossy Cave, Tree Root Cavern, Water Filled Cave, Ice Cavern Chaos Throne Room.

Dungeon Floor Plans 1Dungeon Caverns
Dungeon RoomsDungeon Lairs

Role-Play Floor Plans (Playtwice Ltd)  - I have one sheet (I have no idea when or where I acquired it) from one of the two sets published and they mimicked the Dungeon Floor Plans Set 1 but were slightly more colourful.  No lighting effects were present but you did get a good spread of floor accessories as can be seen in this period advert from Adventurer Magazine.


Other NoteableFloorplans from the Era
  • Halls Of Horror: Gothic Floor Plans (Games Workshop 1986) - (Artists: uncredited) - Although not technically in the "DUNGEON Floor Plans" series these came out at the same time and were squarely marketed at Call of Cthulhu players even though GW did not brand them as such (probably due to licensing issues).  12 Sheets of floorplans depicting a gothic mansion including 11 Rooms; Hall, Dining Room, Kitchen, Conservatory, Laboratory, Guest Bedroom, Drawing Room, Library, Scullery, Attic or Cellar, Master Bedroom, Bathroom and 2 sheets of accessories including 2 cars, staircases sarcophagi and some
    corpses.

  • Heroquest (Games Workshop / MB Games 1989) - This boardgame featured a big full colour dungeon which although it has some unfavourable design characterstics it is still quite useable for smaller dungeons. 

  • Advanced Heroquest (Games Workshop 1989) - Came with some really nice floorplans with jigsaw connectors so they didn't slide all over the place.  Far nicer and more useable than the DUNGEON Floor Plans which GW released 3 years earlier.

  • Judge Dredd: Slaughter Margin (Games Workshop 1986) - (Artist: Dave Andrews) - A campaign scenario boxset which included 8 A3 playsheets depicting scenes from the scenario but designed to be quite generic and 3 sheets of accessories like furniture and machinery.
     
  • Judge Dredd: Citi-Block (Games Workshop 1987) - (Artist: Dave Andrews) - 8 A3 Floorplans representing an open area, park, entrance plaza, office units, helipad/hover bus stop, 2 pipeway/corridors, and sky-rail station and 4 A4 sheets of cardstock vehicles, street furniture and machinery to populate your own Mega City block.  Fully compatible with the earlier Slaughter Margin and very useable for all manner of Sci-Fi games. 
Collecting Dungeon Floors

Despite the rise in popularity of digital roleplaying platfroms such as Roll20 and Fantasy Grounds, there is a large base of players still using analog floorplans.  As result the products above can command high prices for what is essentially pieces of cardboard.  If you are a completist that doesn't matter you just have to search for Dungeon Floors on eBay.

Next: E is for Elric of Melniboné

    Thursday 13 October 2011

    A to Z of UK RPG in the 80s - C is for Citadel

    As some of you are aware I am based in the UK and I've blogged before about how the roleplaying scene differs in Blighty to that across the pond (and probably that over in the Eurozone to boot).  Here's an attempt to pick out some of the highlights of what it was like to be a roleplayer back in the dark days of Thatcher's Britain of the 1980s (cue the V for Vendetta trailer)...

    C is for Citadel Miniatures

    I'm not going to recant the life story of this company, just tell you what it felt like from my perspective.  In my early days as a gamer my dad took me along to wargames conventions in an around the north of England from the age of 5.  Shows such as Northern Militaire, Sheffield Triples or Leeds Fiasco.  Roleplaying and Fantasy wargaming in general was often seen as the young punk of the wargaming scene, but it was very much part of the scene and not a seperate hobby.  All the miniatures manufacturers were present so I got to see everything that was readily available.  It wasn't particularly impressive to be honest.
     

    The miniatures hadn't really evolved from the primitive "tin soldier" sculpts of earlier decades.  For many wargamers in the 70s, my Dad included, it was all about Napoleonics.  Large formations of miniatures which looked impressive due to their numbers and so they were sculpted to "stand off scale" quality.  Yes you could see a nose and maybe an ear, but there was never any expression (or maybe that was cos they really were that stiff upper lipped back then).  I ws never going to get excited about a featureless figure with no facial detail, this is my character I want to represent, he has to have a face!!

    Early Boxed Set Packaging
    Then along came Citadel Miniatures, they were sculpted with charisma, a lone barbarian facing off against the goblin horde had a facial expression, you could tell he was pretty angry.  The poses were far more dynamic and they had musculature, it was almost like the before and after shots in a Mr Universe advert.  Of couse this was the only encouragement I needed to beg some extra pocket money and start my collection with the Dungeon Adventurers Starter Pack.

    The early miniatures looked pretty primitive, by todays standards, and when in the Citadel launched it's slotta base ranges in the early 80s it was quite frankly a revolution.  Gone were the mishappen lumps of solid lead at the bottom of each figure, which were never flat and which you had to file down (generating lots of lead dust) to make the mini stand up straight.  Instead between its legs the mini had a strip of lead bearing the range number and the Citadel stamp of approval.  An unintended consequence of this being that you can now easily identify any vintage miniature you pick up on ebay and prices of vintage miniatures particularly citadel have sky rocketed.

    Early slotta base minis from my own collection
    (LtoR: C10 Guard, ADD11 Female Magic User [Low Level], C10 Brave)
    My friends and I would drool over the Citadel Compendium and choosing a new miniature became a bit of a ritual as you scanned the contents of each page or jiggled the miniatures around in their "blister pack" to see if the one you wanted was in there.

    There were some really useful ranges back then, Games Workshop released the first Warhammer Fantasy Battle rules in 1983 and White Dwarf was still mainly a roleplaying magazine.  Highlights included:

    Advanced Dungeons & Dragons (ADD): The Player Character Packs featured 3 versions of the same AD&D class minis per blister pack.  Designed to represent your character as it evolved through the levels you got a Low, Medium and High level version of each character, all sculpted by Aly Morrison.  There were also Monster Packs with a varying number of minis all of the same race usually.  There's a great photo archive of the AD&D range over at Stuff of Legends.

    Talisman: All the player characters from the original Talisman Boardgame were represented and were designed to replace the original card standees which came inside the gamebox, and came with distinctive hex bases.  As further Talisman supplements were released the range expanded to include the characters from Expansion, Adventure, Dungeon and Timescape.  These are some of the more sought after minis.

    Two figures from the Talisman TL10 Blister Pack - Gypsy and Martial Artist


    Gothic Horror: For players of Call of Cthulhu, Citadel released this range even though at the time they did not hold the license for CoC minis, they did distribute CoC in the UK for Chaosium and later created the Halls of Horror floorplans to expanding their Dungeon Floors range of cardstock floorplans.

    Citadel quite literally broke the mould and pretty soon other mini companies started to smell the coffee.  Wargamers demanded better quality sculpts and new manufacturers were started up, some by the Citadel sculptors themselves, those that didn't re-design their lines just faded into obscurity.

    Collecting Citadel Miniatures

    Collecting these tiny replicas of the 80s is getting quite expensive as Citadel miniatures (particularly the pre-slotta base era) command high prices.  There are still bargains to be had and I particularly enjoy searching for job lot miniatures on eBay.  As soon as you search for Vintage Citadel Miniatures on eBay you will find a host of traders competing with hobbyists clearing out their stashes.  There are still bargains to be had but be prepared for some eye-watering prices.

    Next: D is for... Dungeon Floors

    Tuesday 11 October 2011

    Old Skool Accessory: Dungeonworks Magnetic Dungeons

    Before Bendy Walls... before Dwarven Forge... before Hirst Arts... there was...

    Dungeonworks(TM) Magnetic Dungeon!

    Released in 1991, the set consisted of a 10" square felt backed metal board with 1" square stone tiles printed on it's face.  The plastic walls and doors had a rectangular recess in the base to house a strip of magnetic plastic, a sort of thick version of that used in magnetic sign boards.

    The corners of each wall section were mitred at 45 degrees so you could make convincing corners and but walls together to make corridors.  Door archways were also included in the set, but there were no doors themselves.  As you can see I added some resin cast doors to a few of the walls in my set.

    There was one huge problem with the whole set which I found almost immediately during play.  The walls are way too high and the board too small.  In fact my experiences with this set were partly behind my reasons to go with a 1.5" square floorplan scale and 1" hinch walls in my foamcard 3D dungeon, a winning combination in my opinion.

    The miniatures end up being crammed into a tiny area and the board can only handle a maximum room size of 50'x50'.  I guess they were expecting you to buy more than one set, but it was too heavy to carry around compared with a box of cardstock floorplans, not to mention the price.

    Monday 10 October 2011

    A to Z of UK RPG in the 80s - B is for Beast Enterprises

    As some of you are aware I am based in the UK and I've blogged before about how the roleplaying scene differs in Blighty to that across the pond (and probably that over in the Eurozone to boot).  Here's an attempt to pick out some of the highlights of what it was like to be a roleplayer back in the dark days of Thatcher's Britain of the 1980s (cue the V for Vendetta trailer)...

    B is for Beast Enterprises

    Tortured Souls! - Issue 5
    Publishers of Tortured Souls! magazine from 1983 to 1986 which was a scenarios only title in the same vein as Dungeon but pre-dating it by a whole 3 years!.  It's primary focus was of course D&D / AD&D and specifically the Zhalindor campaign, but there was always an attempt to reach out to the Runequest DM so stat blocks also featured RQ conversions.

    The genius idea (which was probably made out of necessity rather than anything else) was that they worked in close partnership with a few other companies, namely:

    Integrated Games - Producers of the Complete Dungeon Master Series of boxed-set scenarios each containing everything you needed to run an entire game from the scenario itself (written by Simon Forest and Basil Barrett) to the floorplans (Brendan Hickling), A4 scenic illustrations (by Judith Hickling) and even a GM's screen.  The boxed sets were:







    Endless Games - Produced A range of very detailed architectural floor plans known as Endless Plans, drawn by Allen and Brendan Hickling which featured in all of the Integrated Games products and Tortured Souls! issues.  This mutually beneficial arrangement (from a GMs perspective) is much like that of  Ptolus where Monte Cook teamed up with Ed Bourelle (Skeleton Key Games) to produce high quality campaign material with equally high quality floorplans.

    TM Games - Manufactured (in partnership with Endless Games) a range of accessories such as the A4 character record pad and the ever useful hex map pad.

    Back to Tortured Souls

    Looking back at Tortured Souls! I find it odd that the scenarios were never credited to anyone.  They were always well constructed although they shared the same densely packed san-serif typography which was to be frank a little tireing on the eye.

    The covers always stood out in a minimalist kind of way being almost exclusively black with a single illustration in the center.  Interior art was supplied by Paul Ward and Jon Baker, who also supplied interior artwork for the CDM series and both had very distingtive styles.

    My Collection Includes

    Tortured Souls #6
     Tortured Souls #11

    Tortured Souls #12

    These are pretty rare these days but you still find them when you search for Tortured Souls Magazine on eBay.

    Next: C is for... Citadel Miniatures 


      Saturday 8 October 2011

      A to Z of UK RPG in the 80s - A is for Adventurer Magazine

      As some of you are aware I am based in the UK and I've blogged before about how the roleplaying scene differs in Blighty to that across the pond (and probably that over in the Eurozone to boot).  Here's an attempt to pick out some of the highlights of what it was like to be a roleplayer back in the dark days of Thatcher's Britain of the 1980s (cue the V for Vendetta trailer)...

      A is for Adventurer (Superior Fantasy & Science Fiction Magazine)

      Adventurer was the first of the "independent" roleplaying magazines that made it out of specialist stores (in the US read FLGs) and into the High Street newsagents like John Menzies and W H Smiths.  Published by the liverpool based Mersey Leisure Publications, it  ran for a total of 11 issues between April 1986 and July 1987 and appeared in the wake of TSR UK's IMAGINE magazine which had closed the previous year.

      It was put together by a small team on a small budget and the quality of the interior artwork sometimes suffered as a result, but that was always made up for by the glossy full-colour front covers.

      The first issue featured:
      • The Black Tower (John S Davies) - A Rolemaster/AD&D scenario in two parts (Issue 2 containing the second part)

      • White Fire (Uncredited) - A Call of Cthulhu scenario featuring an amazingly detailed cut-a-way illustration of the mansion which was the main location.

      • How to become a Method Role-player (Steve Rawlinson) - An article discussing approaches to method acting in RPGs.

      • Gumshoe (Peter England) - A preview of the detective RPG of the same name set in the "gangster-ridden" streets of 1930's Chicago.  I've never played Gumshoe, but it was released by Sleuth Publications who were also responsible for the bookcase boardgame Sherlock Holmes Consulting Detective which is well worth picking up if you can get it as it is the closest you'll ever come to a Boardgame / RPG crossover.

      • A review of the First British Play By Mail (PBM) Convention - The concept of PBM (ie: posting off your turn every week (including the small fee) to the GM for them to send you back a letter telling you how it went)  seems so quaint looking back from this high-speed broadband always on mobile internet world that we live in, but it was the great granddaddy of the MMORPG, just done via snail mail.

      • Psychology in Games (Stephen Dillon) - A Roleplaying Theory article explaining the basic concepts of Psychology (ie: Motivation and Personality) and how they manifests themselves during play in PC and NPC interaction.  Padding anyone?

      • Blood Loss (Paul Evans) - An article which offers an alternative way to describe damage to characters (particularly those high level characters with 50+ HP).  Death by a thousand cuts anyone?
      Regular Columns were also present in the shape of:
      • Figures Front (Martyn Tetlow and Will Hannah) - doing a reasonable job at reviewing new miniatures and featuring a page of full colour painted miniatures although the photography and printing were pretty grim by todays standards.
      • Live By The Sword - The defacto "letters page" including a letter requesting submission guidelines from Marcus L Rowland who was a contributor to White Dwarf and has since gone on to create supplements for GDW's Space 1889, Call of Cthulhu and his own RPGs Diana Warrior Princess, Flatland and Forgotten Futures.

      • Shop Window - Reviews of new RPG releases including; A View to a Kill (007 RPG), Gods of Glorantha (Runequest), Send in the Clones (Paranoia), Alone against the Wendigo (CoC), Fluffy Quest (Generic Fantasy scenario), Super-Power the boardgame (Games Workshop) and Time & Time Again (A Timetravel RPG)

      • Town Crier - A news section discussing products in development and new releases.

      • Once Bitten  - A regular comic strip with artwork clearly inspired by the work of underground comic artist Robert Crumb.
        The Adventurer Team:

        Editor: Stephen "Ste" Dillon - Is this the same Steve Dillon who has since gone on to be a celebrated comicbook writer? you decide (see inset pics).   

        Miniatures Reviews - Martyn Tetlow and Miniature Painting Tips - Will Hannah.  

        Artists: Robin Parry (who created the cover for issue 1) and George Jones.

        When I could get hold of a copy I would pour through it avidly as it had a certain homebrew appeal and was pitched at a slightly maturer reader. 

        This was at a time when the other dominant force in the UK RPG (Games Workshop's White Dwarf) was still publishing RPG material for CoC, Golden Heroes and my favourite Judge Dredd and it had yet to morph into the Warhammer brochure that it is today. 

        I've since discovered that they're all available online via mediafire, if anyone else would like a slice of RPG nostalgia along with their cup of tea.

        My Collection Includes:

        imageimageimage
        imageimageimage
        imageimageimage



        Thursday 6 October 2011

        Scenario Writing: Non-Linear Plots and Node-Based Design

        A fine post from Justin (The Alexandrian) about Advanced Node-Based Design with respect to scenarios made me realise that I'd been been doing this for years without realising that there was a formal theory surrounding it.  In an earlier article I described some of the techniques I've used to write linear plots, which can also be described in this node-based design approach like this:


        Although the example is deliberately simple it demonstrates how taking this approach can and does prepare you for almost any eventuality and may even reap rewards in the design stage by focusing your writing (in a similar way to a mind map) and offer other plot possibilities that you hadn't thought of initially.  Why does the patron want the artifact? Can it be used to control the Evil?  Was the patron behind the event which threatened the PCs life?

        However, this node-based design approach works best with non-linear adventures, particularly those where investigation is required and the DM has left clues which send the PCs off in one direction or the other as in this example:
        Again the deliberately simple diagram above only details Two Clues per node and I cannot reccomend enough the importance of following The Three Clue Rule lest your scenario grind to a halt in a choke point.  However, as you can see, the PCs may take any route through the scenario they choose and you will have already done the hard work of designing each node in advance and be prepared for most eventualities.

        As Justin quite rightly points out these do not have to necessarily be clues, they can be events, objects or rumours which PUSH players into moving to the the next node or equally their desires can PULL them in a particular direction.  It's quite fun to watch your players sweat over equally enticing possibilities or for them to choose what they think is the easy option only for it to turn nasty.

        Tuesday 4 October 2011

        Passing on the Torch

        One of the joys of parenthood is passing on your bad habits to your kids and I have been hopeing that I can pass on my love of Sci-Fi and Fantasy literature to my 12 year old step daughter.  This has been a struggle (personally, I blame Jacqueline Wilson novels) but my heart skipped a beat when she brought home her Key Stage 3 reading list from school.  Here are some of the titles:

        The Hobbit
        Plague 99
        The Mortal Engines
        The Wind Singer
        The Crysalids
        The Hunger Games
        Classic 20th Century Fiction:
        • The Hobbit (JRR Tolkien) - Despite her reticence to read my dogeared and yellowed 1973 copy which was handed down from Father to Son many moons ago (the book is one year younger than I am).  By the time you read this we will be over half way through and I think she's secretly enjoying it (but trying not to show it).  Of course I couldn't help myself but to put on a good Andy Serkis voice whilst reading the part of Gollum.

        Science Fiction and Fantasy
        • Plague 99 (Jean Ure) - I know absolutely nothing about this book and am quite worried that other books by her have titles like "Girlfriends: Pink Knicker's aren't Cool" or "Frankie Foster Freaks Out!"

        • The Mortal Engines Quartet (Phillip Reeve) - I've been waiting for a good excuse to read these.  I've been lusting after the Dystopian Wars miniatures from Spartan Games which appear to be inspired by them.

        • The Windsinger (William Nicholson) - From what I can glean from the internet this looks like a run of the mill fantasy trilogy.  We may have to pass on this as I'd really like to get her opinion on Trudi Canavan's Black Magician Trilogy.

        • The Chrysalids (John Wyndham) - Can't wait to read this with her.  She really enjoyed the BBC2 version of The Day of the Triffids.
           
        • Harry Potter (Series) - J K Rowling - She's expressed a strong dislike of Mr Potter, so we're going to have to skip these (which I'm rather glad about as I think they're purile derivative nonsense as well).

        • The Hunger Games (Suzanne Collins) - I know nothing aboout this book other than that it is being made into a movie slated for a 2012 release starring Jennifer Lawrence (who played Mystique in X-Men First Class).  It's IMDB summary is "A young girl volunteers to take her sister's place in a fight to the death in a dystopian future" so sounds promising then.

        • I am Number Four (Pittacus Lore) - We really enjoyed the movie and I suspect that the book is a lot better.
        Oh and the rest of the books on the list are:

        Pre 20th Century Fiction
        • What Katy Did (Susan Coolidge)
        • Heidi (Johanna Spyri) - I used to love watching this on TV as a kid.
        • Alice's Adventures in Wonderland (Lewis Caroll)
        • Black Beauty (Anna Sewell)
        • Little Women (Louisa May Alcott)
        • Jane Eyre (Charlotte Bronte)
        • Oliver Twist (Charles Dickens)
        Classic 20th Century Fiction
        • Lord of the Flies (William Golding) - This is a must read.
        • Ballet Shoes (Noel Streatfield)
        • The Secret Garden (Frances Hodges Burnett)
        • Peter Pan (JM Barrie)
        • Anne of Green Gables (LM Montgomery)
        • The Little House on the Prairie (Laura Ingalls Wilder)
        • The Lion the Witch and the Wardrobe (CS Lewis)
        • The Railway Children (E Nesbit)

        Modern Fiction
        • A Series of Unfortunate Events (Lemony Snicket)
        • Girl Missing (Sophie Mckenzie)
        • The Princess Diaries (Meg Cabot) - Got to read this.
        • Noughts and Crosses (Malorie Blackman)
        • Refugee Boy (Benjamin Zephaniah)
        • Step by Wicked Step (Anne FIne)
        • Saffy's Angel (Hilary McKay)
        • Lola Rose (Jacqueline Wilson)
        • Feeling Sorry for Celia (Jacyln Moriarty)
        • The Exiles (Hilary McKay)

        Biography/Autobiography
        • Diary of Anne Frank (Anne Frank)
        • When Hitler Stole Pink Rabbit (Judith Kerr)
        • Chinese Cindarella (Adeline Yen Mah)
        • My Family and Other Animals (Gerald Durrell)
        • All Creatures Great and Small (James Herriot)

          Saturday 1 October 2011

          Hard at work in The Lands of Dual, Super Random Saturday

          Unfortunately work on my campaign world has kept me very busy in the limited free time I have, but I thought I could share what I've been upto.

          Castles and Crusades Class Based NPC Generator

          As some of you may know I'm using Castles and Crusades for the rules sytem in The Lands of Dual, and I've been winging it with class based NPCs for a while and thought it high time that I created a generator which could knock out stat blocks in HTML.  My programming skills are pretty limited so I usually turn to Excel for this sort of thing.

          So far my Stat block looks like this:

          NPC #1 (Level 7 HALFLING Paladin) STR (12), DEX (9), CON (12), INT (8), WIS (11), CHA (15) with Hit Points (44), wearing NONE Armour (AC:10). INIT (0) MELEE (6) MISSILE (6)WEAPONS: Hvy Crossbow (1d10), Sickle (1d4)


          and the HTML output (which Blogger appears not to like! )


          The generator can create upto 10 class based NPCs and I've configured it to give a choice of:
          • LEVEL - User can input individual levels for each NPC, Have all the NPCs one specific level, or randomly generate either LOW (Lvls 1-5), MED (Lvls 6-10), HIGH (Lvls 11-15) or HEROIC (Lvls 16-20)

          • RACE - User can either select one race (from the standard PC races) for all 10 NPCs or randomly generate each NPCs race.  This enables the generation of mixed race NPC parties or gangs.

          • CLASS - User can either select one class (from the standard PC classes) for all 10 NPCs or randomly generate each NPCs class.  This enables the generation of mixed class NPC parties.

          • ATTRIBUTES - User can choose to generate the 6 standard stats (STR, DEX, CON, INT, WIS, CHA) either totally randomly or LOW (values between 1-12), HIGH (values between 9-18) or along class lines where NPCs get one PRIMARY (values between 13-18), two SECONDARY (values between 9-15) and three NORMAL (values between 6-12) attributes.

          • ARMOUR - User can choose to randomly generate armour (or not) either Randomly, Random + Shield or give all the NPCs the same armour.

          • WEAPON - User can randomly generate each NPCs weapons from a subset of Melee and Missile weapons. 
          Now I can generate my bands of brigands or companies of knights pretty quickly and also automatically create their stat blocks in either plain text or HTML ready for printing or for inclusion into the the campaign website.  Please remember that this is v1.0 so is probably buggy :)

          Download Link

          Monday 19 September 2011

          Magic Item: The Bar of Expectation

          This curious item is a 1/2" square section ebony rod 8 inches in length.  It is tipped at one end with a gold cap and at the other with a platinum cap (the business end).  The rod holds upto 20 (2d10) charges and can be used once per round, a charge is spent each time the rod is used.

          Using the rod enables the weilder to anticipate the actions of another.  However, the item is a fickle one and only it decides the outcome.

          During combat the weilder points at a target and utters the command word (DM decides what the command word is), and the DM then flips a coin secretly.  If the result is HEADS the target always acts after the weilder and the weilder gets a free dodge or parry attempt whenever their opponent attacks.  If the result is TAILS then the opponent always acts first.

          The rod can also be used out of combat at the DM's discretion, although it's effects have a time limit of 5 minutes.  Some example uses would be:
          • Assisting the weilder in winning games of skill or choice.  Predicting the outcome of a fight or 
          • Any form of prediction based on an opponents actions, thoughts and deeds.  Predicting the outcome of negotiation or haggling.
          • Assisting in following a target. the weilder always knows which route the target will take
          Again the DM tosses a coin secretly and if the result is HEADS, the use will be positive for the weilder or TAILS will be positive for the target.

          It cannot be used to predict random events such as the drawing of a random card from a deck or the throw of a dice, nor can it's weilder use it on him or herself.

          Sunday 18 September 2011

          Dinosaurs, Myths, Monsters

          This was the title of a fascinating programme on BBC Four in which historian and novelist Dr. Tom Holland charts the alternative history of Paleontonlogy.  
           
          The premise being that the fossilised bones and footprints which make up the fossil record have been misinterpreted by different cultures across the ages, from the early Chinese Dynasties through Ancient Greece to the Victorians.

          I was aware that the origins of many western dragon myths lay in the discoveries made by earlier civilisations, but not in any level of detail.  The Greeks believed that they were descended from the Gods and Titans and that paleontological evidence uncovered during this age was ascribed not just to mythical beasts but to the Gods and demigods themselves.  Holland recounts that the successful conquest of the city of Tegea by the Spartans who recovered a Mastodon leg bone which they mistook for the leg of the giant hero Orestes.

          Every bestiary I've ever read has had it's fair share of mythical beasts or giant this, that and the other, so much so that that you don't think twice about their origins.  Players also take for granted that if their patrons say their village was attacked by a dragon, they ask "did you see what colour it was?"  This blase approach to the origins of mythology got me thinking about some plot options which I could throw at my players.

          Leg-endary Hero 

          The villagers have long revered their most treasured artifact a leg bone of a giant hero which they keep in their long house and bring out on feast days.  During one such feast day, the village is attacked by a dragon who has caught the scent of the bone and swoops down to attack right in the middle of the festivities.  The hero's leg bone is in fact that of another dragon which even though it is hundreds of years old, still contains plenty of tasty marrow.  
           
          For the PCs there's a village to be saved, a dragon to be hunted and a precious artifact to be recovered.

          Skeletal Jigsaw 

          A scholarly wizard contracts the PCs to recover the final piece of his paleontological puzzle which he has pieced together over many decades.  He is now far too old to go digging around in the mud himself and pays handsomely for the party to recover and escort the bone from the dig site to the university where it will be installed along with the other bones in a reconstruction of a giant mythological beast.  Unfortunately the wizard has gotten his reconstruction all wrong and has put the bones together in the wrong order.  
           
          When the all the pieces are in place, the mage has unwittingly reunited the bones of some terrifying ancient magical beast which rearranges itself in its correct configuration before going on a rampage.

          Sunday 4 September 2011

          MOVIEWATCH: Attack The Block (15)

          Having been a fan of the cult humour of Adam & Joe for many years, the bar of expectation (good name for a wondrous item, that) was set pretty high for Joe Cornish's directorial debut.  

          I can happily report that Attack the Block is definitely well worth seeing and I'd go so far as to give it 4 out of 5 stars.


          The action takes place in and around a South East London council estate, where a gang of youths led by Moses attempt to thwart an alien invasion.  The film hangs on the premise that Good can indeed come from Evil when the circumstances dictate it, and the quasi-redemption of Moses (John Boyega) and the rest of his gang is both darkly humorous and thought provoking to watch in light of the recent rioting in London and other parts of the UK.

          Cornish's comedic sensibilities shine through and create some genuinely funny moments as counterpoints to the movie's tense and scary undertone.  The creature design is innovative and well executed applying the common sense approach of less is most definitely more when working on a modest budget (for a sci-fi film) of $13 Million.  The decision to cast newcomers to play the youths keeps the authenticity level high, whilst the inclusion of established actors in the shape of Nick Frost (Ron), Jodie Whitaker (Sam) and Luke Treadaway (Brewis) keeps the film accessible.

          The only issue I have with the film is that the language used will not be familiar to most, being very specific to South East London gang culture of 2011 and like all similar "gang" films the colloquialisms will be also date very quickly.  To help out here are a few words translated into English.

          Endz - Gang territory, the estate.  Originating from the concept that gangs territory is defined from one end of a road to the other.
          Bare - Good
          Fam - Family or gang.  Abbreviation of Family.
          D'ya'getme - Do you understand me.
          Snitch - Informer, also used to
          Po Po / Feds - Police
          Bra Bra Bra - The sound of a machine pistol being fired.

          There's some pretty rich material in here for any DM thinking of running an alien invasion one nighter and the setting would quite easily transpose onto any metropolis be it Chicago's Projects, Paris's "Banlieue, Rio's "Favela" or the city-bottom Blocks of Mega City One  

          Tuesday 23 August 2011

          MOVIEWATCH: Gaiking The Movie

          If there's one thing that I love about anime it's GIANT ROBOTS!!

          Check out this awesome teaser trailer for Gaiking The Movie, hope it sees the light of day unlike some other live-action anime projects (Akira, Gatchaman, Cowboy Bebop)

          Monday 8 August 2011

          Make: 3D Dungeon Tiles Pt 3 - Painting and Decorating

          As I mentioned in a Part One, I've made plenty of 2D floorplans from card and paper in the past and whenever I've painted or covered them they've warped quite considerably. So I approached the decorating of the first tile as an experiment in materials and techniques rather than trying to get any kind of quality or finish.

          I was surprised to find that the foamcore stands up to painting quite well and doesn't warp much at all. I used some old rowney poster paint to begin with but this had a tendency to dry with a powdery finish so when adding wet layers on top it tended to blend or streak.

          I switched to some cheap artists acrylics, but these were a bit too gritty in consistency even though they covered reasonably well and suit my painting style which is to blend up from black.

          My next experiment was with household emulsion. I bought some tester pots from a local DIY store.  This made the boards warp when the paint was wet, but they flattened out a bit when they dried.

          Walls & Floors

          These were painted in two shades of grey, dark then a lighter grey top coat. I then drew on the mortar lines for the brick and cracked floor tiles in pencil, before giving them a black wash. The black wash was repeated in the corners and edges of the door tabs before the bricks were edgelined with a lighter grey.


          Doors

          Bricks and doors were drawn onto foamcore in pencil

          I sketched out a few double door concepts on the computer just to give me an idea of where things like the hardware (hinges, lintels and straps) would go.


          Brickwork was sketched out and then the whole door was painted in three shades of brown.




          The lintel was cut out and glued onto the door, then the brickwork was painted in the same fashion as the walls and floors.  Once the highlights were done I cut out the hinges and glued them to the door.  These were painted in brown and a very dark grey.

          Right First Time?

          As I wrote earlier, this was as much about experimenting in materials and techniques so it would be churlish of me to give you the impression that I got it all right first time, but I wasn't a million miles away.


          In this earlier attempt I decided to go for a simple black and white checkerboard design with a red inlay on the white squares to give it a bit of an accent. My lining skills are pretty poor and not helped by the scabby brushes that now remain in my paintbox after my stepdaughter has been at them, time to invest in some new ones...

          The Future 

          Now the basic technique has been cracked I'll be experimenting with some other features like stairs, a dias and maybe some other door concepts and different floor designs like lava and stuff...

          Wednesday 3 August 2011

          Animals in RPGs

          The Tower of the Archmage is hosting this month's RPG Blog Carnival which poses the question "What roles have animals played in your games?".  Here are some of the ways I've used animals over the years.

          Familiar - One of the things most Sorceror's do fairly early on in their career is to augment their character with a familiar.  As well as providing important skill boosts for the traditionally weak low level sorceror, they can be quite useful plot devices for DMs as well.  In my last campaign one of the PCs had a cat which had an annoying habit of wandering off and discovering things I wanted the PCs to uncover.  Non-magical classes can get into on the action 

          Animal Companion NPC - Non-magical characters can get in on the supplemental skill action with an animal NPC.  Barbarians with tame bears and wolves are not unheard of, Rangers with birds of prey, Elves with dragons etc.  They are a common feature in literature, from Samwise Gamgee and his pony "Bill" in The Lord of The Rings to Fitz's bonded wolf "Nighteyes" in Robin Hobb's Farseer Trilogy.

          Pets - These animals tend to be more of a quirk than anything truly useful, but can be good plot devices for DM's.  One of my current campaign PCs rescued a terrapin from the a streetvendor who was barbecueing them as tasty treats.  All credit to him as a player he had us in stitches when in the middle of a rather intense discussion over a round of drinks in a tavern, he reached across the game table to retrieve his imaginary terrapin as it tried to escape.

          Producers - All animal companions have the potential for use as a melee weapon, but there are some animals which can have uses beyond the mundane biting and clawing aspects of combat.  How about animals such as the humble goose whose feathers make quills or arrow fletchings, the bear that you must kill in the Northern Wastes in order to make a coat to survive a snow storm.  In my current campaign there's an Assassin who keeps a tree frog which produces the poison he dips his darts in.   

          Transport - If you've not run a game where your PCs have bought a lame, stubborn or unrideable horse, or in my case a psychotic spitting camel, then you should even if just for comedic value.  Retrieving a loose horse or fending off a bunch of rustlers are also fun sidetreks to relieve the boredom on a journey.  I've even created my own Animal Item Cards and Paper Minis to help my players to visualise and manage them.

          Animal Hybrid PCs - One of my favourite RPGs is Justifiers which has the "Beta-Humanoid" animal hybrid concept at it's heart.  These corporate owned constructs are bred for their congenital abilities which make them extremely useful for exploring new planets for natural resources which their corporate masters hope to exploit.  I also used the animal hybrid as a concept for Lizardmen in my campaign, complete with a racial schism which over the centuries as meant that a common ancestor evolved into two distinct species Red Salamankari and Green Salamankari but who share many physical and social similarities including a bloodthirsty animosity towards each other.



          Thanks of course go to Of Dice and Dragons for continuing to promote the RPG Blog Carnival.  This is my 1st entry and you can read the rest by clicking the RPG Blog Carnival tag below. 

          Tuesday 2 August 2011

          Make: 3D Dungeon Tiles Pt 2 - The Build

          In Part One I discussed the design. However, I didn't give you any detailed plans with measurements, mostly because I didn't know how accurately I could cut the foamcore.

          After a bit of trial and error, with different construction methods, I settled on the overlapping laminate design for each corner (as seen in the picture to the right).  This means that each tile has an outside measurement of 6" x 6" and they will tesselate quite nicely without any annoying gaps in the floor.  The downside to this design is that any opening which doesn't have a door or wall in it has an obvious slot in it's edge.

          Cutting List

          For each base you will need:

          1 x Base (5mm Foamcore) - 6" x 6"

          4 x Long Corner (2mm card) - 43mm x 1"
          4 x Short Corner (2mm card) - 41mm x 1"
          4 x Long Corner (5mm Foamcore) - 36mm x 1"
          4 x Short Corner (5mm Foamcore) - 31mm x 1"
          8 x Tabs (2mm card) - 10mm, 1"

          Don't worry too much about getting it absolutely accurate to the mm as the foamcore is quite forgiving.  The card on the otherhand needs to be quite accurate as this is going to provide your overhang and ultimately a slot into which you can slide your door or wall sections.


          All the corner sections are glued up with PVA (or Elmers) as in the picture above.  I used masking tape to bind the corner whilst I finageled in the foamcore, again the foamcore is quite forgiving so if the corners fold out, don't worry too much as the foamcore will compress back to 90 degrees when you glue each corner onto the base.


          It's a good idea at this point to draw over the pencil lines on the base with a ballpoint pen, otherwise it'll be trick to get a straight edge in the confined space once you've glued on your corners.

          My trial and error provided me with several abortive boards with good square corners, so I just used one as a jig.  This was invaluable and I would recommend making one.  The corners are then hot glued onto the base.  This is a bit of a messy job, but hot glue is way stronger than the foamcore's paper backing and provides a great bond.
          Once all 4 corners have been glued onto the base, take some time to trim off any excess glue particularly around the join between the base and the overhanging card which forms one of the inside faces of the door/wall slot.  If there's any splodges of hotglue in the slot it will prevent your door or walls from sliding all the way to the bottom.

          Then you just need to cut some 10mm x 1" tabs and hot glue to the opposite faces of the foamcore at both ends of each corner.  It took me a while to develop a technique of sliding the tabs towards the open end to get them into the correct position to prevent any hot glue seeping into the slot.

          Once this is done the doors and walls can be cut from foamcore.  Doors are 3" x 2" and walls are 3" x 1", but can be trimmed down if they don't quite fit into the two slots at either side of an opening.  This gives you the option of having a door or a wall in each side.  Just cut more doors and walls as you need.

          Eh Voila, three 20ft square dungeon rooms.

          In my next part I'll be tackling the painting and decorating.

          Monday 1 August 2011

          Make: 3D Dungeon Tiles Pt 1 - The Design

          One of the aspects of Roleplaying that I've always loved is the craft element, be it painting miniatures or making maps, it satisfies the modeller in me. In particular I've always wanted to have an impressive 3D dungeon setup, so when I stumbled upon Eredrian's Warhammer Quest Tiles I decided that I'd give it a go.

          I've designed and built plenty of 2D tiles before, but never in 3D with walls and doors. The biggest change has been to scale everything up to a 1.5" grid as a 1" grid became too cramped and play broke down. Another inspiration was the fantastic drakkon boardgame which has a couple of fun actions like the Rotate a Room and Floating Room which I thought would be nice to have in a dungeon.


          This all percolated into an embryonic design of a 6" square standard tile with a 4x4 grid 1 inch high walls with removable wall/door/feature sections which I drew out in sketchup.

          In Part Two I'll be pulling out the foamcore and starting to cut.

          Monday 25 July 2011

          Movie Watch: Eyeborgs

          Adrian Paul (Highlander TV Series) and Danny Trejo (Machete) star in this cautionary tale of technology gone too far set in a near future Chicago.  

          The eyeborgs of the title are mobile surveillance cameras tasked with the surveillance of society for the Department of Homeland Security, but have they been compromised and if so, by whom?  Gunner Reynolds (Adrian Paul) a DHS agent discovers the truth about the real nature of the eyeborgs design.



          If you can get past the distinctly "TV Movie" CGI eyeborgs which are nicely modeled but poorly composited, there's a good plot in there and certainly something that hasn't been seen before. The characters, and perhaps Paul's acting, are a little one dimensional but passable and Danny Trejo has the most lines I've ever heard him speak in one movie.

          A solid 4 out of 5 for the story and a 3 out of 5 for the CGI.

          Friday 22 July 2011

          Beast of the Week: Hydrothermal Worm

          Nature proves yet again that it can evolve animals which would fit quite nicely into any RPG scenario.  Meet... 

          The Hydro Thermal Worm

          This photo was taken by Philippe Crassous at FEI (makers of Electron Scanning Microscopes).

          Hydrothermal Worm

          I think that this is a suitable image for my 100th post

          Thursday 21 July 2011

          ...meet Leonard of Quirm

          Although it has been pretty quiet for blogging here at roleplay-geek HQ, I'm very busy; running my C&C campaign The Lands of Dual with my regular friday group; designing and building a foamcard pirate galleon; designing a new "Deluxe PDF" approach to Item Cards which will debut soon with the release of RGP004 - Armour and Shields and preparing a Star Blazer Adventures one nighter as a birthday treat for my buddy Paul Stebles, to name just a few.  I'm also working on v5.0 of my post apocalyptic car combat game which I hope to be able to release as a Print 'n' Play PDF in the very near future.
          I'm beginning to feel a bit like Leonard of Quirm, too many projects and not enough time to finish them...

          Wednesday 29 June 2011

          Legendary Locations: Mud Maid of The Lost Gardens of Helligan

          A very evocative image of a sleeping giantess which inhabits a glade at The Lost Gardens of Helligan in St Austell, Cornwall, England.  This beautiful image was taken by flickr photographer Colin Boylett.

          The Mud Maid

          Sunday 29 May 2011

          COMPETITION: RGP Products - Tell me what you think and win a Decision Deck

          I'd love to say that the life of a fledgling publisher is all good, but to tell you the truth I have no frame of reference.  Put simply I have sales (woot) but no reviews (sigh).  I have no idea what my customers think of my PDFs, how I could improve them, are they useful to you, is there anything missing that you'd expect? 

          I need some user feedback.

          So, If you've bought any of the first 3 sets of Item Cards; RGP001 - Adventurer's Gear, RGP002 - Potions or RGP003 - Animals or RGP004 Paper Minis Set 1: Animals please feel free to let me know what you think using the comments box below. 

          As an incentive I'll send each one of you a complimentary copy of my new GM Aids Decision Deck courtesy of RPG Now/Drive Thru RPG.

          Wednesday 25 May 2011

          Dice or Cards? Choose your weapon!!

          My regular gaming group (Hello Dualers!) have had the opportunity to sample my products in the early stages of development and this Friday was no different as I used them for playtesting my Decision Deck.

          What's a Decision Deck? you say, well it's a pack of cards which I use instead of rolling dice.  Each card has a dice roll value corresponding to the size of dice be it a coin toss or D3 to D30.  In the production version I've added a number of other random metrics including Critical Hit, Fumble, Poker Hands and Dice Hands.  It means I don't have to look for the appropriate dice anymore or have to consult a random result chart.

          I know some players object to using cards instead of dice themselves but I gotta say as a GM I really felt they worked for me.  I had my numbers ready at the turn of a card and the combat ran smoother and quicker than with dice.

          What are your thoughts on the legitimacy of GMs using anything other than dice?

          Tuesday 24 May 2011

          MOVIEWATCH: Limitless (15)

          Little clip here from the movie Limitless starring Bradley Cooper (of The Hangover and The A-Team fame) which somehow managed to slip under the radar here at Rolplay-Geek HQ...



          ++REVIEW++

          Watching this movie was as much a revelation, for me, in how you make a superb superhero movie as was, Akira to animation or Blade Runner to near future Sci-Fi.

          If you haven't seen this movie, put it at the top of your list (or at least above Green Lantern) you will not be dissapointed.  Unfortunately I can't tell you anything about the plot in the sameway as you don't talk about Fight Club... it spoils the punchline.

          Bob DeNiro is of course playing Bob DeNiro again, but there are shades of Travis Bickle in there which overshadow even Bradley Cooper's utterly believable performance as Eddie Morra, both as struggling writer and limitless hero.

          5 STARS!!