Monday, 2 April 2012

Dragonsfoot Down?

The forums at Dragonsfoot seems to have gone down overnight, so I am obviously extending a grace period for my Barrowmaze play-by-post.

Speedy recovery, gents!

Tuesday, 27 March 2012

Barrowmaze PbP

http://www.dragonsfoot.org/forums/viewtopic.php?f=44&t=55308

Having just picked up Barrowmaze and read it in a cursory fashion, I thought it would be fun to run as a rather leisurely pbp.  If you are interested, the link is above.  No number of players is too many, I should think, but if there are fewer than four people interested, I'll probably give it a pass.

When my advanced pdf of Goodman Games DCC RPG arrives in my email, I'll be happy to set up another Barrowmaze group under that ruleset.

RC

Thursday, 15 March 2012

Dungeon Crawl Classics RPG

Well, my interest in the Goodman Games Dungeon Crawl Classics RPG peaked when they set up a sweet pre-ordering deal.

Last summer, I went to Dueling Grounds in Toronto for Free RPG Day, and picked up the DCC RPG starter module.  Sweet.  There were not many stores doing Free RPG Day in the area (DG is the only one I know of), so I wanted to support them.  I bought some product there, and I placed my pre-order through them.

As a result, I will be running a DCC RPG event at Dueling Grounds on this year's Free RPG Day.  If time permits, I am planning on running two events for this system.  I will post more details here as they become available!


Wednesday, 14 March 2012

John Carter of Mars


If you don’t want spoilers, or don’t want to read my rambling about movies, skip it.  Because this post is going to contain spoilers.  And it is going to ramble.  You have been warned!



















I had been burned by so many bad Batman films that, when Batman Begins hit the theatre, I decided to wait for the DVD.  It wasn’t until the context of Dark Knight that I really began to kick myself for that decision.  I simply wasn’t ready to accept another Batman film at the time for what it was.

Leaping on the bandwagon for John Carter seems to consist of jumping upon it with both feet and the benefits of Mars’ reduced gravity to kick it in the guts.  I won’t be doing that here.  Overall, I was pleased by John Carter.  I will have a few complaints, though, so bear with me.

My first impression is that we are treated to a full story, which is thankfully becoming more common again as time goes on, thanks in large part (I think) to the success of film projects like Lord of the Rings.  A full story is appreciated from this quarter, at least.  I think those in the “too much exposition” crowd have become used to the Hollywood shorthand-instead-of-story, and there is still a very active trade in this sort of film making.

John Carter does suffer a bit from two current Hollywood trends:  (1) everything must be bigger and badder, and (2) the reluctant hero.  

As to the second, John Carter as Edgar Rice Burroughs envisioned him is anything but a reluctant hero.  I understand the attraction of a Bilbo or a Frodo, who has adventure thrust on them without necessarily seeking it, but the ERB heroes tend to be more empowered than that.  This film shifts empowerment to Deja Thoris in a way that works, but I feel that the same could have been accomplished without making John Carter reluctant to get involved.

As to the first, there is actually very little of it in John Carter.  The white apes are larger than I remembered them from the novels, but not by much, while the banths seemed smaller.  Of course, the banths are dead, while the white apes are alive when introduced.

What to do with the therns?  In the original work, they were the priesthood of Barsoom, feeding off the dying carcass of the planet like yellow-wigged parasites.  The relationship between the therns and John Carter’s arrival on Barsoom isn’t from the novels, but it works as an extrapolation…including the idea that the therns are preparing their control of Jassoon to feed off when Barsoom is at last truly a dead world.  They are definitely “bigger and badder” than they were in the novels, where the greatest resistance to their overthrow is social and political.

Exactly what motivates the therns in this movie is unclear, and that is an unfortunate flaw.  But I do like the idea of the therns as a series enemy, and it seems likely that we shall see them again in Gods of Mars.  I did like the use of the therns to make the frame story from the novel (involving Edgar Rice Burroughs being made the guardian of John Carter’s remains) a larger part of the overall story.  In a continuing film series, the therns could also then be tied into the invasion from Jupiter that marks ERB’s last work on the John Carter series, and could be tied as well into a series about ERB’s moon adventures.

The green Barsoomians (the Tharks and Warhoon) are very well realized in this film.  The locking of tusks in challenge was well done.  The four arms are used with body language that pairs arm motions both as above-and-below sets, and right-and-left sets, depending upon context.   Likewise, the white apes, the calot (Woola) and the thoats.  Willem Dafoe, as Tars Tarkas, is nigh perfect.

I had expected to dislike the red Barsoomians, because they looked rather like normal Earth-types on the trailers.  However, when viewing the film, there is a definite red cast to their skin and their blood is as blue as that of the green Barsoomians.  I would have liked to have mention of their being oviparous in the film, including perhaps sight of the egg that would hatch into Cathoris.  I found the red Barsoomians well cast, with special note to Deja Thoris and Kantos Kan, who are, of course, important to the series as a whole.  Kantos Kan seems to be a model ERB hero in this film, demonstrating a sense of humour, a willingness to accept whatever comes, and a clear head every time he is on screen.

(Note:  There is a lot more skin in the ERB novels – both male and female – than in the film.  If the film followed the Martian clothing fashions of ERB, it would have received an R rating for sure!  There is also a good bit of gender stereotyping and gender role inequality in the novels that is quietly removed from the film, where de-sexualized female warriors stand side-by-side with de-sexualized male warriors.  Not so the original novels, which are, frankly, overtly sexist by modern standards.  The vast majority of ERB’s work dealt with relations between men and women from a very sexist viewpoint, and the unnaturalness of clothing was also a common theme.)

The action was good, particularly the scene where John Carter slaughters a great mound of the Warhoon.  The scene brought to mind Robert E. Howard’s Conan, as a direct literary descendent of the Edgar Rice Burroughs heroes (REH’s novel Amulric is very much a cross between John Carter and ERB’s Pellucidar novels).  The scene where John Carter hides by leaping up to a ledge area was reminiscent of ERB’s other great hero, Tarzan of the Apes.

There are people who mistakenly believe John Carter to rip off Star Wars, with its jed, banths, and padwars, but ERB’s novel, A Princess of Mars, was first published in 1917.  Star Wars is derivative of John Carter, not the other way around.  I applaud Disney for not changing things so that the link between ERB’s Barsoom novels and Lucasfilm’s Star Wars franchise becomes obscured.  Here’s a hint:  If the John Carter series continues, we may yet encounter a sith!

In the original novels, John Carter was immortal, having been apparently the same age as long as he could remember, with a memory that stretched back centuries.  The quest for immortality was of interest to ERB (he made Tarzan immortal twice), probably stemming from Edwin Lester Arnold’s 1891 novel, Phra the Phoenician

In the film, “Uncle Jack” remembers dandling a then young-adult “Ned” Burroughs on his knee (although John Carter seems to be less than 20 years older than Edgar), and he spends 10 years trying to find a way back to Mars without seeming to age in doing so.  Likewise, he appears to be the same age when he had a family in Virginia.  So there are tantalizing hints that the film John Carter may be as immortal as the novel John Carter.

Overall, I found that John Carter stayed true to the spirit of ERB’s Barsoom, even if it did not cleave to the sexist stereotypes of the era it was written in.  The film extrapolates well from the novel series, and sets up the therns well for a sequel (presumably Gods of Mars) wherein we will see John Carter as a truer ERB-type hero, committed to action from the first frame of the movie.

The visuals were very impressive, particularly the CGI work on the Tharks, Warhoon, and other Martian creatures.  The appearance changes of the Therns were very effective.  The screenplay was obviously written by folks who not only knew the original works, but who loved them.  There is quite a bit of “What can we extrapolate from this?” but very little of “Let’s make this, but make it BIGGER, BETTER, and DIFFERENT!!!!” that damages so many film translations. 

I felt that John Carter was worthy of both the time and cost to see it on the big screen.  Contrast this to the Lord of the Rings films, each of which I needed to see twice – once to grit my teeth and grimace through what had been done to the novels, and a second time to watch it for what it was, knowing how it was changed.

I give it a solid 7 out of 10, and would be more than happy to see Gods of Mars if and when it comes out.  I would love a Tarzan, Pellucidar, or Carson of Venus series that was as true to its source material, while being updated to modern sensibilities (just, please, don’t make Tarzan a reluctant hero!).

The Edgar Rice Burroughs novels intertwine in ways that would make these potentially all one big franchise – Tarzan, after all, went to Pellucidar, and there may be hints in Tarzan: The Lost Adventure (finished by Joe Lansdale) that the cave led not again to Pellucidar, but would allow John Carter-like transit to Barsoom.  Could what T:TLA describes as a praying mantis-like creature from Pellucidar actually have been a green Barsoomian from Mars?  Based on the way other ERB novels refer to each other, I believe that might have been what ERB had been planning.  Tarzan would have been the third earthman ERB had sent to Mars.

I feel that this movie is destined to be considered a classic of the genre in years to come.  John Carter isn’t a perfect film by any means.  Neither is Batman Begins.  But, when Gods of Mars hits the big screen, I am guessing that a few people will be kicking themselves for not having seen John Carter in the theatre when they had the chance.  This is a very enjoyable film for what it is.

Thursday, 8 March 2012

Megadungeon Inspirational Links


Are you interested in creating a megadungeon for your campaign world?

Here are some links that I found, which may be of use to you:

http://beyondtheblackgate.blogspot.com/2009/08/megadungeon-design-and-philosophy-part.html  (This is a series of posts, with links to the next of the series at the bottom.  All of the posts in the series are worth reading.)



http://www.therpgsite.com/showthread.php?p=504466 (If you follow no other link, I would encourage you to read through this thread.  It is excellent!)

https://panzerleader.wordpress.com/tabletop-tableaux/ (A number of interesting articles related to megadungeons and 4e.  Worth a look.)

http://www.philotomy.com/#creating_dungeon (Philotomy’s musings are well worth the read!)

http://www.therpgsite.com/showthread.php?t=21819 (Links to additional resources.)

Some Resoundingly Good Advice for WotC

http://www.chubbyfunster.com/blog/2012/01/11/my-advice-for-wizards-of-the-coast/

Glad to point out something of interest.

Thursday, 23 February 2012

Some Thoughts on the Relevance (to me) of 5e


Information about 5e has been slowly....oh so slowly....trickling in.  

Or “D&D Next” as WotC is calling it, presumably hoping that we will be playing it next, and also to minimize that this is yet another edition in a line following from 3e, 3.5e, 4e, 4e Essentials, and now 5e.  There is are thriving communities devoted to “D&D Previous”, be they Rules Compendium, Basic, White Box, Little Brown Books, 1e, 2e, or 3e…all in the form of the original prints or in the form of simulacrums.   The aspiration to make a “Rosetta Stone” edition is understandable.  That’s a lot of lost market share to tap into.

But, especially in light of the time (now years) spent working my own system into a presentable game, this all begs the question:  Will 5e be relevant to me?

There are a couple of questions that need to be answered in order to know:

First, is this going to be an OGL game?

Second, is this game going to offer a significant improvement over what I am playing?

As to the first question, 5e is not WotC’s first attempt to make a “lingua franca” of role-playing.  When 3e was announced, one of its important building blocks was the OGL.  The OGL made it possible for other designers, and other game companies, to feed into the same system, thus presumably driving sales of the D&D core books and other WotC products.

Sadly, in this writer’s opinion, WotC didn’t learn the lesson of the OGL.  IMHO, the OGL did its job initially, and, as long as WotC followed that initial plan, the OGL drove folks to buy their products.  I mean, there might be (for example) some really cool competing psionics systems, but unless they were Open Gaming Content, you were limited in how you used them.  So, the WotC psionics system predominated.  But, if you hated WotC psionics, there were other systems you could use without abandoning 3e altogether.  3e was, one might easily argue, the most commercially successful D&D edition since 1e.  Perhaps of all time.

The OGL also allowed WotC to build an edition of D&D that took advantage of the best OGC available.  Rather than coming up with what they did for 4e – and, let’s face it, design decisions should not be made on the basis of trying to limit applicability of the OGL in favour of a restrictive GSL – streamlining 3e’s clunky bits, making combat go faster, and divorcing the system from the necessity of the grid.  But as we all know, that’s not what happened.

Paizo has, IMHO, learned the lesson of the OGL that WotC first promoted, and later failed to retain.  Paizo, like many smaller OSR companies, has been extremely generous with its OGC, and, partially as a result, levered itself into a real contender for the 800 lb. gorilla in the room.  You don’t have to play Pathfinder as written; you can publish your house rules on the web for easy access for your home group, or so that you can play via forums or Skype with people across the globe.

Can “D&D Next” really act as a “Rosetta Stone” without this same flexibility?  I think not.  And I don’t think a generous “fan policy” is enough – that a company can make you pull your documentation (possibly effectively ending your campaign) in order to sell “D&D Next.5” or “D&D Nexter” simply will not cut it.  You are far better off playing Pathfinder, OSRIC, Labyrinth Lord, Basic Fantasy, or any of a number of generously licensed (and often free) games.

Which brings us to the second question:  Is 5e going to be a significant improvement over what I’m playing now?

Based on what I’m reading thus far, the Magic Eightball reads “Outlook Doubtful”.  But there is no real way to know.  Most of what we have is hype backed by no substance at all, and a lot of questions from the designers.  The WotC playtesting is very different, in terms of transparency, than that done by other companies, such as Goodman Games and Paizo.

Yet, many folks in the Internet gaming community seem to believe relevancy, or interest, is a default position.  Let me be clear where I stand here:  My default position on any product, whether a television or a personal computing device, or a game system is “Not Interested”.  If a gaming company wants my money, they must make me change my position by actual information. 

Simply saying “Trust us; we know what’s fun!” isn’t enough.  It wasn’t enough with 4e.  It is not enough with 5e.  We need to not only know what you hope to do, but also how you hope to do it.

In conclusion, WotC deserves real kudos for re-releasing the core 1e books, and I hope to see more early era D&D released by them.  Some of the earlier modules, at the very least, would be very relevant to me.  The good words I am hearing about Barrowmaze are relevant to me.  The chance to playtest the Beta version of Goodman Games’ DCC RPG without signing away all rights to any comment I might make is relevant to me.

The relative Cone of Silence around 5e makes it less relevant.  The Cone of Silence around what the licensing structure will be makes it even less so.  It is hard not to be cautiously optimistic – and I am – but, right now, this is something that I’ll wait to read reviews on from those whose judgement I trust.

How about you?

Wednesday, 15 February 2012

What Am I Good At?

Largely for my own amusement, I have worked out an alternate system for AD&D proficiencies, based largely on Goodman Games DCC RPG rules.  It allows for both randomness and choice, with the hopes of allowing both customization and a greater difference among characters.  No challenge to Goodman Games IP is intended.



What Am I Good At?

An Alternative Proficiency System for 1st Edition Advanced Dungeons & Dragons

Every class has tasks that it is good at, as indicated (or implied) in the character class description.  Thus, fighters know about the care and maintenance of armour and weapons, a magic-user understands arcana, a cleric is knowledgeable about religion, and so on.

In addition, every character gets one roll on the Secondary Skill table.  This indicates the character’s background prior to adventuring.  In addition, the character gets to choose three Proficiencies from the following list.  In some cases, depending upon the character’s class and or race, he can choose from additional options as follows:

If the character has any abilities that rely on percentile rolls (such as a thief’s chance to hide in shadows or a gnome’s chance to detect unsafe walls, ceilings, or floors), a Proficiency  can be spent to give this ability a +5% bonus.  A single-classed fighter, and only a single-classed fighter, can spend a Proficiency to specialize with a weapon, or to double-specialize in a weapon the fighter has already specialized in.  (This replaces the use of weapon proficiency slots for specialization.)

Otherwise, a Proficiency grants a +2 bonus to a related skill check, using the following system.

If a character’s background supports his know­ing such a skill, the character may attempt a skill check.   If a character’s background does not support a skill use, the character is not familiar with the activ­ity and cannot attempt to use the skill.  If there is ambiguity – for example, the character may have used the skill somewhat but not regularly – the character may make a check with a -4 penalty.   Finally, if the skill is something that any adult could have a reasonable chance of attempting, then any character can make a check.

Ability Score
Skill Check Modifier
3
–4
4-5
–2
6-7
–1
8-12
+0
13-14
+1
15-16
+2
17
+3
18
+4
18/01-50
+5
18/51-75
+6
18/76-90
+7
18/91-99
+8
18/00
+9
19
+5 (+10)*
20
+6 (+11)*
21
+7 (+12)*
22
+8 (+13)*
23
+9 (+14)*
24
+10 (+15)*
25
+11 (+16)*
* Numbers in parenthesis apply to Strength scores only
Making a Skill Check

A skill check is made by rolling 1d20, adding the appropriate ability score modifier, and comparing the result to the DC for the chal­lenge.  If the roll beats the challenge, the skill check succeeds.  Otherwise, it fails.

Some tasks are harder than others and Difficulty Class (DC) allows us to gauge this.

·         DC 5 tasks are child’s play.  Typically, these minor chal­lenges aren’t rolled unless there is a consequence for failure.  Example:  walking on a four-foot-wide castle wall requires no check, but walking a four-foot-wide bridge across a yawning chasm does, as there is a sig­nificant consequence to failure for this easy task.

·         DC 10 tasks are difficult.  The weak and un­skilled could not achieve these tasks.  If a character has the Alertness Proficiency, he can attempt a DC 10 task (using his Wisdom skill modifier) to negate surprise for himself only.  A character can attempt a DC 10 task to gain a +2 combat advantage (see the Advanced Combat Rules pdf).
  
·         DC 20 tasks are feats of derring-do. It takes someone special to ac­complish these tasks.  Examples: leaping the gap between two city roofs, hurling a log at an oncom­ing bear, or grabbing a pouch lashed to the saddle of a gallop­ing stallion.   If a character has the Alertness Proficiency, he can attempt a DC 20 task (using his Wisdom skill modifier) to negate surprise for himself and his companions.  A character can attempt a DC 20 task to gain a +4 combat advantage (see the Advanced Combat Rules pdf).

·         DC 30 tasks are hero’s work.   Only the most super-human charac­ters attempt and succeed at these tasks.  A character can attempt a DC 30 task to gain a +6 combat advantage (see the Advanced Combat Rules pdf).

Sometimes two charac­ters attempt opposite actions.  In this case, roll a skill check for both parties.  The higher roll wins.

In some cases, more than one check can be made to represent a longer contest, like a game of chess.  The winner is the one who reaches either (1) a preset number of successes first, or (2) one character “pulls ahead” of the other(s) by a preset number of successes.

Skill checks are designed for use when a system of abstract rules is nec­essary to adjudicate a situation.  A skill check is only made when practical descriptions by the players will not suffice.

List of Proficiencies



Alchemy
Alertness
Animal Handling
Appraise
Arcana
Blind-Fighting**
Bluff
Boating
Calligraphy*
Charioteer Driving
Climbing
Combat Manoeuvre***
Court Manners
Craft (Any, Choose Specific Craft)
Dance
Diplomacy
Direction Sense
Falconry
Fire-Building
Foraging
Fungus Identification
Gambling
Gaming
Healing
Heraldry
Hunting
Iaijutsu*
Juggling
Jumping
Knowledge (Any, Choose Specific Subject)
Musical Instrument (Any, Choose Instrument)
Noh*
Origami*
Painting
Perform (Any, Choose One Performance Type)
Profession (Any, Choose Specific Profession)
Religion
Riding (Any, Choose Mount Type)
Rope Use
Running
Saving Throw Bonus (Choose One)****
Seamanship
Sense Motive
Signalling
Singing
Sound Imitation
Swimming
Tea Ceremony*
Tracking*****
Tumbling
Two-Weapon Fighting**
Weapon Skill (Any, Choose One Weapon Skill Group)
Weather Sense
Wilderness Lore (Choose Environment)



* This Proficiency is limited to Oriental characters, unless DM approval is granted for a specific exemption.
** This Proficiency reduces the normal penalty by 2 each time it is selected, but cannot result in a bonus.
*** This Proficiency can only be selected by a fighter or a member of a fighter subclass.  This Proficiency reduces the normal penalty for a manoeuvre by 2 each time that it is selected, but cannot result in a bonus.
**** The character gains a +1 bonus to saving throws made in one particular saving throw category.
***** The character does not gain the same information that a ranger would, but gets instead the most basic information available from a set of tracks.

In addition, a character can choose from anything the player can think of, subject to the DM’s approval.

Improving Proficiencies
                                                                      
Using this system, a single-class character gains a new Proficiency with every character class level.  A multi-class character gains a new Proficiency when all classes have gained a new class level.

Sunday, 5 February 2012

Computer and Table Top Games


Do you have players who are coming to the hobby from computer games?  Have they acquired bad habits or strange expectations about how the game world will work?  Do they imagine that foes will run endlessly upon their spears, or that they will respawn, or that the game is all about combat? 

When role-playing games first appeared, they were something new, and required serious explanation as to what they were, and how they were played.  Now, nearly everyone has either played – or at least heard of – a computer “role-playing game”, and the term needs a little less explanation.  If you come to tabletop (or pen-and-paper) role-playing from a computer game background, however, there are some differences you should be aware of:

1.    In a computer game, you can see the characters, the setting, and the opponents on the screen.  In a pen-and-paper game, you must see them in your imagination.  In some cases, the Game Master may provide visual representations – drawings, photographs, and even miniature figures – to help you imagine the scene.

2.    In a computer game, the game designers often determine the characteristics of the character who acts as your point-of-view throughout the game.  In a tabletop game, the system may place limitations on the type of character you can create, and there may be random elements (most commonly die rolls) during the process, but it is largely incumbent upon each player to determine who and what his or her character will be.

3.    Likewise, in a computer game, there is often a predetermined limitation to the number of players who can play a given game at a time.  This is not true for a tabletop game, although a massive-multiplayer online computer rpg (mmorg) will handle far more characters than even an above-average Game Master is capable of dealing with!

4.    A computer game often has a predetermined storyline, with cut scenes that allow no player input.  Even a computer game that allows for multiple side quests is limited to handling adventures that have been fully thought out by the designer prior to play.  A pen-and-paper game generally doesn’t have a predetermined storyline, so that players have the ability to follow whatever interests them within the setting.

5.    Likewise, a computer game only allows players to interact with the setting in ways that have been thought of by the designer prior to play.  Thus, characters cannot simply break into and steal a car to drive away from zombie-infested Quiet Knoll unless that was an action the game writer predetermined was possible.  This is not true in a tabletop game, where the Game Master is capable of interacting directly with the players in real time.  In a tabletop game, when you try to do something unexpected, the Game Master simply determines how to express your attempt in game terms – and you roll the dice.

6.    Computer games can train players to have bad habits in tabletop games.  For example, in a computer game, enemies might be defeated through using the same tactics repeatedly, whereas in a tabletop game, the same enemies will learn from past defeats and change their tactics.  They will begin to learn what to expect, and devise ways to take advantage of it.  Similarly, computer games tend to encourage “button mashing” (following specific formulaic strategies) over creativity in combat…this is part of “learning the game”, and defeating important enemies requires it.  Computer games encourage looking for “what we’re supposed to do” and passivity toward shaping the game.  Good tabletop games encourage exactly the opposite of this approach.

7.    Finally, in a pen-and-paper game, events with multiple potential outcomes are determined by some method of selection – most frequently by generating a random number using dice.  Computer games use randomness as well, although in this case the randomness is hidden within the computer program.  A computer game can also determine among multiple outcomes by how well the player handles the controls – if you have ever had the screen point of view change so that your attempt to run away from a dinosaur suddenly changes to running towards the beast, you know what I mean.  In a tabletop game, knowing the ruleset helps you avoid running into a monster you are trying to avoid, too.  In both computer and tabletop role-playing games, the goals are often the same, but the means of achieving those goals – and the limitations toward achieving them – are different.