tag:blogger.com,1999:blog-15403345501349841752024-03-13T12:34:07.098-05:00My Dice Are Older Than YouTheronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.comBlogger386125tag:blogger.com,1999:blog-1540334550134984175.post-65154963435427813632018-08-20T08:44:00.002-05:002019-05-18T20:58:43.237-05:00Review: Mutants & Masterminds Basic Hero's Handbook<div class="SlwI7e" data-cai="undefined">
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Most of y'all know that superheroes is kind of my best genre. Certainly the gaming I've done the most of and (I'd like to think) know the most about. I've played plenty of supers games (though hardly all anymore), and -- regardless of system -- have a pretty good handle on the dos and don'ts.<br />
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So, it may be a surprise that I'd even give a gaming book with "basic" in the title the time of day. To be honest, when I first saw mention of the Basic Hero's Handbook (BHH) for Mutants & Masterminds, I kind of shrugged. I've been playing M&M for a very long time, and since third edition, it's been my go-to for any sort of supers game where a degree of crunch is required or desired. But, I heard <span class="proflinkWrapper"><span class="proflinkPrefix">+</span><a class="proflink aaTEdf XkfHGe" data-profileid="101439145388246911419" href="https://plus.google.com/u/0/101439145388246911419" target="_blank">Steve Kenson</a></span> and Crystal Fraser talking about it on a podcast, and it piqued my interest, so I grabbed the PDF. I'm glad I did. Because this is a model for how a "basic" rules set should be done.<br />
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It starts off with your typical "What is an RPG?" introduction. This one is in the form of comics pages, showing a group getting together, as well as illustrating in-game action. I particularly liked two items on the very first page:<br />
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1. One of the players describes making up his character in the course of a single word balloon and reveals him in the next panel. It stresses that it's easy to get started and jump into the action, something the rules themselves back up quite nicely.<br />
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2. The prospective GM compares roleplaying to Improv or Writing Fanfic. It's a nice update from the usual "Cop and Robbers with rules" explanation we get. It feels a little more relevant.<br />
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Anyway, once that's out of the way, we get a brief rules mechanics overview, covering about five pages. This is broad-strokes stuff, enough to get up to speed, without overloading the details.<br />
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This is followed with another single-page, more traditional, example of play. I think this is a really great idea. We've seen the basics in a comic, and now we get one that shows off the details a bit. It's also fun and entertainingly written, something you don't always get.<br />
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Next we get to Creating Characters, which is really the heart and soul of the book. Those who have played M&M, or other point-based rules (HERO, SAS, GURPS) know things can get seriously bogged down and technical here. M&M3 is a good deal less crunchy than some of its forebears, but there's still lots of potential fiddly bits you can get lost in. The BHH addresses this by breaking this down into a series of steps (eight, to be exact) that largely involve selecting from menus. The process guides the player from a broad archetype through additional refinements until the final product, the new hero, is complete.<br />
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For, example, let's say I'm making a character. I'm going to choose something I don't normally play, a character with animal powers. So, I'm going to pick the Primal Archetype. This gives me a set of base ability scores. Then, I need to choose one of three Primal types: Gallant (majestic nature), Hyper (energy and magnetism, which I admit, I don't get), or Tested, (weary, perhaps in conflict with the animal nature). I'll go with Tested. This gives bonuses to Fighting and Awareness. If I'd gone with one of the other, different stats would've gotten the bonuses.<br />
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After that, I write down my base defenses. These might be adjusted later on.<br />
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For Skills, I automatically get some in Close Combat and Perception. Seems reasonable. I'm beginning to think this guy is going to be some sort of a skin-walker or something. I also get to choose two additional packages of skills based on broad categories. I'm going to choose Mysticism and Tracking. The former reinforces the skin-walker notion, the latter is a handy crime-fighting tool set.<br />
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Next up come Advantages. Like the character type, this is tied to something more than just mechanical benefit. I'm to pick three words from a list that describe my character. After a bit of thought, I go with Alert, Fearsome, and Shadow. Each descriptor yields Advantages for my character.<br />
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This brings us to Powers. Rather than going through all the work building powers from scratch, the BHH has the player pick a power suite, a handy collection of powers providing a good starting point for a character of that type. Primals can choose from Arachnid, Carnivore, or Raptor (Avian) power suites. Given the way I've gone so far, I choose Carnivore. This provides enhanced stats, natural weapons, a healing factor, and senses. I also get one more set of Skills from the previous list. While Investigation might be handy, I go with Gymnastics to get some bonuses to my heightened physical skills.<br />
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Once that's done, it's just a matter of totaling things up and choosing Complications. Which gives me a chance to figure out what my character is about. Let's see. Shadow Wolf is a ninja. A crime-fighting ninja. He's on the run from his clan (the Tatsu Brotherhood), who want him for the clan artifact he stole when he fled from them - a wolf pelt that houses a powerful kami. When he wears the pelt, he is imbued with the powers of a wolf. He's motivated by remorse and wants to make amends for his actions as a Tatsu operative. He needs at least two Complications, but I like having three or four. So let's do Motivation (To make amends for my past), Enemy (The Tatsu Brotherhood), and Power Loss (Must wear the Kami Pelt to have my powers).<br />
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Here's his statblock:<br />
<b><br />Shadow Wolf - PL 10</b><br />
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Strength 7, Stamina 7, Agility 5, Dexterity 2, Fighting 7, Intellect 0, Awareness 4, Presence 0<br />
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Advantages<br />
Daze (Intimidation), Hide in Plain Sight, Improved Initiative, Skill Mastery: Stealth, Startle, Uncanny Dodge<br />
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Skills<br />
Acrobatics 8 (+13), Athletics 8 (+15), Close Combat: Unarmed 6 (+13), Expertise: Magic 8 (+8), Insight 8 (+12), Perception 14 (+18), Stealth 8 (+13)<br />
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Powers<br />
Claws: Strength-based Damage 5 (DC 27; Penetrating)<br />
Enhanced Ability: Enhanced Stamina 3 (+3 STA)<br />
Enhanced Ability: Enhanced Strength 4 (+4 STR)<br />
Healing Factor: Regeneration 10 (Every 1 round)<br />
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)<br />
Predator Senses: Senses 7 (Accurate (Type): Scent, Acute: Scent, Low-light Vision, Tracking: Scent 1: -1 speed rank)<br />
Protection: Protection 2 (+2 Toughness)<br />
Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)<br />
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Offense<br />
Initiative +9<br />
Claws: Strength-based Damage 5, +7 (DC 27)<br />
Grab, +7 (DC Spec 17)<br />
Throw, +2 (DC 22)<br />
Unarmed, +13 (DC 22)<br />
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Complications<br />
Enemy: The Tatsu Brotherhood<br />
Motivation: To Make Amends<br />
Power Loss: Must Wear Kami Pelt<br />
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Languages<br />
Japanese, English<br />
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Defense<br />
Dodge 10, Parry 11, Fortitude 8, Toughness 9, Will 5<br />
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Power Points<br />
Abilities 50 + Powers 46 + Advantages 6 + Skills 30 (60 ranks) + Defenses 11 = 143</div>
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And there ya go. Honestly, this is kind of a riff on the random power generator that came with the GM's screen, but the fact that it requires the player to make some choices that might impact personality and ties them to mechanical bits is a great way to show players how to use mechanical bits to reinforce personality traits.<br />
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After this section, we get a couple of pages on fleshing out the hero in non-mechanical ways. Good solid beginner advice. This is followed by a fun two-page comic showing our completed group of heroes (from the players on page one) facing down a very unimpressive villain. It also very handily shows a hero using his powers for something other than hitting, an important step in the development of any supers player.<br />
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Our next chapter gets into the nuts and bolts of the character rules. It's not enough information to let you build a character from scratch, but it does explain Attributes, Skills, Advantages, Powers, and Equipment to the extent necessary to understand the words and numbers on the character sheet.<br />
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We get another two-page comic spread (these things are great). I especially like it because -- again -- it's showing off features of the game that aren't, strictly speaking, basic. Like a villainess with a Perception Range power, which means she automatically hits if she can see you, and a character using Agile Feint to set up a heavy hitter. This is so much better than just a discussion of mechanics, it's cluing players in on strategies to play the game well, and illustrating them in a style that immediately relates them to the source material.<br />
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The remaining chapters gradually transition over to GM territory. The next discusses game play in terms of different types of scenes (Challenges, Conflict, Investigation, and Roleplay), then goes into the combat rules. There's nothing really new here, compared to M&M3, but it's spelled out with good examples (including more comics). The chapter is rounded out with rules for conditions, which are a big part of M&M3 conflicts (two pages are devoted to spelling them all out), and hazards.<br />
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The Gamemastering section is clearly aimed at a beginner. The information provided is simultaneously good and useful AND encouraging. Nothing I didn't already know, but you don't have to spend half your life like I did figuring it out for yourself.<br />
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The book is rounded out with five sample adventures (four short and one medium-length) can can help pad out a new campaign. Stats for seven villains of various power levels are provided, along with a half-dozen different minions. Good and useful stuff.<br />
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So, if you think supers are neat but haven't known where to start, this could be the book for you. If you want a supers game with more mechanical depth than ICONS or BASH! or Masks, this could be the book for you. If you want a handy set of guidelines to knock out ready-made supers in short order in M&M, this is definitely the book for you.</div>
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<br />Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com1tag:blogger.com,1999:blog-1540334550134984175.post-40148259535145934032018-07-06T15:08:00.001-05:002018-07-06T15:08:52.396-05:00T-E-E-N-T-I-T-A-N-S! TEEN! TI-TANS! LET'S GO!<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
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<tr><td class="tr-caption" style="text-align: center;">Cover by Alan Okamoto</td></tr>
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Yesterday, we looked at the <i>Champions</i> write ups for the X-Men in Different Worlds. Today, we look at Issue #30, cover date September 1983, for the magazine's second superhero issue, which gave us Steve Peterson's take on DC's New Teen Titans. Unlike Glenn Thain's previous article, this one just provides the stats. Peterson doesn't provide any explanations for how he came up with what's presented here (and in one case, I disagreed with him and made my own adjustment).<br />
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Instead of presenting transcriptions, this time I scanned the done-by-hand character sheets I made based on his write-ups, mostly because I think I got a lot of mileage off those old Mark Williams poses and it's fun to remember how much pride I took in those sheets back in the day. I've scanned them and put them up <a href="https://www.dropbox.com/s/pfn3mydukdt5gls/DW%20Titans.pdf?dl=0" target="_blank">here</a>.<br />
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So, let's look at them, shall we? Like the X-Men, all of these characters are built on 200 points + Disads. From the timing, the rules in question should be <i>Champions</i>, 2nd edition.<br />
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<b>Changeling</b><br />
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A tough character concept to pull off until the advent of Variable Power Pools in <i>Champions III</i>, Gar's player would be well-served by coming up with a bunch of index cards or something with power combos on them representing different critters. He's set up to run off an Endurance Battery, which makes sense, because as-written, he's going to blow through a ton of it. His OCV and DCV are in a similar range as the X-Dudes, and his ECV is a tad higher than the average. Disads look pretty solid.<br />
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<b>Cyborg</b><br />
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Whereas Wolverine's skeleton was not worthy of a Focus Limitation, pretty much everything on Cyborg seems to be. And, considering how many times he ended up in pieces at the hands of his enemies, this is probably the way to go. I note the lack of a Gadget Pool, which either reflects a strict reliance on the main rulebook or a difference of opinion here. Also, this is still the era of "Skills? What is Skills?", as Cyborg has Climbing and Computer Programming and...that's it. He's a fun Utility Player, being a capable brick as well as an energy blaster and a decent long-range scout. Physical CVs are 7s, so in that same sweet-spot. ECV is 3. With his Disads I'm a little leery in that he has a Physical Limitation on Cyborg Parts (which he already got a price break on for the Focus) and he has Unusual Looks, which makes sense. the PhysLim seems like a bit of double-dipping, but maybe that's just me.<br />
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<b>Kid Flash</b><br />
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Here's where I had my biggest disagreement with the article. As published, Wally just isn't fast enough. I'd have to go back and run the math, but he was running under 100 MPH, which is not Flash material. My addition was some more "running" (actually Flight, only on a surface) that only added to his non-combat speed, which works on a multiplier and...I'm going to take my word for it that I figured out a way to boost his non-combat speed to over 37,000 mph, because I'm not sure how I derived that. To get the original version, just remove that 30 point power. The rest of Mr. West's write-up is okay. His OCV/DCV are high because his DEX is high. His ECV is down to 3 like Cyborgs. Disads look okay, but I'm not quite sure what constitutes a "Biological Attack." If I were GMing, I'd want some clear definitions of what the player had in mind. Otherwise, a punch in the face from a bare fist might be deemed "Biological."<br />
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<b>Raven</b><br />
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Another really difficult one to do. <i>Champions </i>has never done justice to Astral Project or Planar Shifting and this write-up shows it. It's clunky and Raven-shaped, but it really doesn't quite hang together well. That said, there are some things I really like. Such as the way her Stun is purchased with a Limitation that basically triggers her Soul Self if she goes below half her starting total. It's true to the comics at the time and very flavorful. Her stats seem OK. Her lack of Skills is in keeping with the time. CVs of 6, 6, and 8 are respectable and fitting (she's not a combat monster, but she is a powerful mental force). Her lack of Ego Defense seems a glaring omission. On the Disad side, it works pretty well, but I'm kind of surprised there's no mention of her father, Trigon.<br />
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<b>Robin</b><br />
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If you're unclear, this is Dick Grayson. The original, before he switched over to the Nightwing ID. This is a really terrific write-up for the Robin of that era. For once, ALL THE SKILLS are in play. Well, all the main rules Skills, anyway. I seem to have given him an additional +1 with Detective Work that makes no sense and a Combat Driving skill that wasn't in the main rules. Huh.<br />
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Building the Utility Belt as an Elemental Control is an interesting move. Now, it would be a VPP. It does a good job of representing the various Bat Gadgets of the time. I suspect Peterson had his copy of "The Untold Legend of the Batman" open to the page explaining all the contents, because they look to be here. His CVs are solid, his Disads look good (I like "Bat-Interiority Complex"). He's on a par points-wise with Raven and Starfire and he should be.<br />
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Speaking of <b>Starfire</b><br />
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High characteristics, solid powers. I'd argue her BODY is a little low, but that's open to interpretation. Her Multipower is tied to an Endurance Battery, because the two powers running off it are potent and need lots of it to keep going. This allows her to fly with no worry about running out of juice. As usual, she has no real skills, though she does have Martial Arts. I'm not sure about the "No Kick" rationale, but whatever. Disads look good. CVs of 8, 8, and 5 are about what you'd expect. Easy-peasy.<br />
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I do want to note that her costume was extremely fiddly and took me a very long time to ink. I'm pretty happy with it, though.<br />
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<b>Terra</b><br />
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This is Terra when she was just the newest Titan. The "Judas Contract" and the reveal of her full power potential hadn't happened yet. In fact, they didn't even present Disads for her, so what appears on the sheet there was entirely my doing. Powers-wise, she's an Elemental Control incarnate. I'm not a fan now, but they were the thing back then, so I'm okay with it. She can burn through a lot of END quickly, so a player or GM needs to keep that in mind and give her space for Recoveries. Her Characteristics are OK, and -- as usual -- no skills to speak of. No wonder these teens became superheroes; apart from Robin, they had no other marketable abilities.<br />
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<b>Wonder Girl</b><br />
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Ah, Wondy. My DC Comics crush. Engaged to the Worst Dude Ever, but at least here, she got some points for the loser.<br />
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But I digress. She's a very efficient write-up here, giving maximum bang for the bucks, bearing in mind that she's kind of a weird brick variant in that she lacks any Resistant Defenses. So, a sword wound or an undeflected bullet can be seriously dangerous, especially since she takes double STUN. Granted, she's hard to hit, but players should be wary of Killing Attacks in her vicinity, because she's not immune. By this point, you're doubtlessly tired of me harping on the lack of skills, so just assume she doesn't have any (which probably explains why she married that creep).<br />
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Finally, as with the X-Men article, we get a bad guy, in the form of <b>Deathstroke the Terminator</b>.<br />
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Man, I love this guy. Seriously, he's one of my favorite DC villains. I don't care that he's a knock-off of the Taskmaster. He kicks ass. Dude not only beat the Titans single handed, he knows Batman's secret identity and doesn't do jack about it. At 630 points, I think Mr. Peterson captured him pretty well. Insanely good stats, appropriately-scaled weapons, high SPD (see my comments on Magneto for why this important for a major villain), low-drag on Endurance, a high enough con to take a punch and decent enough defenses to make that a last resort, he's a very complete and scary package. In the past, I've taken this write-up, changed the name and description and used him as Tempest, the greatest assassin in the world of IMPACT, and he was utterly horrifying. And so much easier to GM than an entire villain group. Seriously kids, invest in the occasional tentpole villain. Just make sure you've got his strategies worked out in advance.<br />
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So, yeah, that's the Teen Titans. This issue also gave us their stats in V&V and Superworld terms. The V&V illos by Jeff Dee are particularly tasty. Different Worlds did a third superhero issue featuring Eclipse Comics' DNAgents (who also got a V&V sourcebook). I've got that one somewhere. I suppose I can dig it out if there's a hue and cry.Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com2tag:blogger.com,1999:blog-1540334550134984175.post-9438973016666585162018-07-05T11:31:00.002-05:002018-07-05T11:52:52.311-05:00Like a Phoenix From The Ashes!Hey, nerds! It's my first post of 2018. Lots of reasons for that, but they boil down to life being not great for many months. Anyway, this started out as something I was noodling with over on Google+, but I think it's better over here. So time to fire up the blog.<br />
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The title is a bit of an inside joke, since my plan today is to talk about a game that's coming back from beyond the grave as well as an old article that has some bearing on it. The game is <i>Champions</i>, in the form of the recently completed <i>Champions Now</i> Kickstarter. Ron Edwards got permission to put out a new version of the original, pre-HERO System version of <i>Champions</i>. To those of you unfamiliar with the game's history, until the 4th edition (the famous "Big Blue Book"), Hero's games ran on similar, but subtly different engines. The characteristics and the core mechanics remained the same, but Disadvantages worked differently in <i>Champions</i>. Magic in <i>Fantasy Hero</i> worked differently from <i>Champions </i>powers and <i>Justice, Inc.</i> Talents were their own thing. Fourth edition did a great job of unifying things into a single system, but I always felt it kind of watered down the flavor of the individual games, especially <i>Champions</i>.<br />
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Apparently, I'm not the only one to think so, if what I've seen in the Kickstarter and gamer response is any indicator. Apart from the nostalgia for an "easier" version of <i>Champions </i>(and yes, easy is definitely a relative concept), there's a sense that we've forgotten not only how revolutionary the game was, but also what wonderful at-the-table experiences it provided. Yes, yes, I know all the horror stories: Two hours to play out twelve seconds of combat, An hour of fun in a six hour bag, you need a degree in calculus to play. And yes, it could be those things. But that two hour combat? Full of action and excitement and over-the-top heroism. That one hour of fun in a six hour bag? Probably a GM who didn't understand how to pace a game and build an adventure around plot-important conflicts. Calculus? Nah, a basic understanding of algebra is sufficient -- in fact, I
credit 100% of my passing college algebra on the third try to my picking
up <i>Champions</i>.<br />
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<tr><td class="tr-caption" style="text-align: center;">Amazing cover by Bill Willingham</td></tr>
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But I digress. Already. Anyway, long story short, I've been looking at my old <i>Champions</i> stuff, particularly the third edition, which cleaned up a lot of the sins of the first two while still remaining its own thing. It's also the one with the great interior art by Denis Loubet and a nice, clean layout that reminds us that you don't need full-bleed color to make a pretty game book. Along with it, I've been going through my old files of game notes and character sheets and the like I've got filed in the garage. I plan to scan the character sheets at some point, but right now, I'm just having fun looking at them.<br />
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One of the things I found last night was what is probably the first published gaming adaptation of an existing comic book property. In August of 1982, Chaosium's house-organ, "Different Worlds" had a superhero issue, including an article by Glenn Thain presenting Marvel's X-Men in <i>Champions </i>terms. I don't own the magazine, but I do have a photocopy of the X-Men article. Last night, I noticed it's fading rather badly (unsurprising, considering its age), and I decided to transcribe the whole thing rather than scan it. This forced me to read it in detail as I went along and, unsurprisingly, I have some thoughts. I've taken the liberty of putting a PDF of my transcript online <a href="https://www.dropbox.com/s/7xfuwlk6nnxzuey/Champions%20X-Men.pdf?dl=0" target="_blank">here</a>. The words are Glenn Thain's. The original article is Chaosium's. The X-Men are Marvel's. I make no claims otherwise, and will take it down if requested.<br />
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So, let's look at this thing. First off, the article is largely written in a first-person, chatty style. This is cool, definitely in-keeping with "Different Worlds," and a lot more fun than the "technical manual" house style we see in later-era HERO products. The article is as much about presenting the stats in game terms as it is a how-to narrative. Mr. Thain wasn't inventing the process, of course (see "Giants in the Earth" in the pages of Dragon Magazine for fantasy heroes), but it was certainly a first for <i>Champions</i> and, to my knowledge, the first time something like that had been done for superheroes.<br />
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His thoughts along the way are as interesting as some of his mechanical decisions. I like the fact that he notes it's almost impossible to get a definitive take on a character due to the nature of the medium being adapted. Also, he mentions balancing the characters against the rest of the team. This is a necessity in gaming we don't see in the fiction. Later systems came up with ways of handling power iniquities at the table, but this was the Wild West, where points on the sheet and combat effectiveness was measured in dice. Overall, his methodology is quite sound and he does a solid job of explaining most of his rationales.<br />
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He notes that X-Men was at issue 161 as of his writing. That was a flashback issue, telling the story of Charles Xavier's and Magneto's falling out. Previous to that, the X-Men fought Dracula (yes, really), and Ilyana Rasputin (Colossus' little sister) had been kidnapped to Limbo by Belasco. Eventful times.<br />
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So, let's look at the writeups...<br />
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<b>Sprite </b>(Kitty Pryde)<br />
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Yes, kids, in 1982, Kitty Pryde was known as "Sprite." It was a terrible name, even acknowledged as such within the pages of the comic. Shortly after this, she took up the moniker "Ariel" for a brief time, and was generally just called Kitty in or out of costume. The much better "Shadowcat" was a few years off.<br />
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I find it amusing that Thain starts off by declaring Sprite "worthless," then qualifies this as assessing her value in a fight. Because, fact is, combat was a huge part of the game, both in terms of the genre as well as GM and player effort. Combat in <i>Champions </i>WAS<i> </i>detailed and fiddly and time-consuming. And, as I got the hang of it and became really good at running it, I used the non-trivial nature of a setpiece battle to good effect. I think we already saw the roots of it this early, though I can't say for sure as I was about eight months away from picking up the game at this point.<br />
<br />
Anyway, he goes on to note that she makes an exceptional scout and since her phasing doesn't make her look ghostly (bought with Invisible Power Effect), she can fake opponents out into punching right through her. The Desolidification along with its reduced Endurance cost is VERY expensive (187 points on one power), but Endurance was a much more important part of combat and character design back then. This will come up a few more times in this article. The one quibble I have with Sprite's write-up is her ability to disrupt electronics. It's done as No Normal Defense attack. The problem with this is that NNDs do Stun damage only, and eletronic systems, being inanimate, don't typically have Stun scores. As a result, it's 100 points spent on a power that's very hand-wavy. Additionally, it's not purchased as "always on." There's no indication that 1982 Kitty could turn this disruption on or off.<br />
<br />
Her Disads seem pretty solid. I have no complaints there.<br />
<b><br /></b>
<b>Storm</b><br />
<br />
In the notes, Thain shows his chops as a <i>Champions </i>player by noting that all of Storm's various weather-based attacks are just special effects. Dude knew what he was talking about. Later on, she might get saddled with the Variable Effects Advantage, but this was 1982 and we didn't need that nonsense. He also wisely defines her "gliding" as Flight in game terms, because what Storm does isn't Gliding in <i>Champions </i>terms. It's a great example of separating game terminology from the special effect.<br />
<br />
Storm's powers are built with an old-school Elemental Control. I don't think any other piece of character creation went through so much evolution from edition to edition. The first edition EC was particularly weird, being listed as a Power (as was Multipower). The idea behind an Elemental Control is to give the player a price break for coming up with a unified set of powers, a reward for a good character concept. Unfortunately, ECs were probably the most abused thing in the game and, to quote the late Aaron Allston, "Having a good character concept is the basic requirement for playing in my game." Later editions did things to try and address ECs and 6e finally disposed of them entirely. But this was 1982, so Storm has one. It's fairly difficult to decipher the math on her write-up without sitting down with my first edition rulebook, but there are a couple of odd things at work here. It appears all of her powers are bought with 1/2 Endurance cost, but this isn't noted anywhere. As a result, it's hard to tell whether or not she's priced out correctly. If I have the time to research this further, I'll make a note in the comments.<br />
<br />
I also take issue with her Berserk Disadvantage, especially as Thain says she relies on her Code Against Killing to counter it. To me, a Berserk mostly overrides Psychlims, though I can see where her Code might allow her a recovery roll. It still seems a rather risky proposition. I'm also not keen on "Hesitant" as a Psychlim, though we're already seeing defining character traits as Disads (see Sprite's "Novice Superhero."<br />
<br />
I have no idea what Thain meant by "(gross)" after Kitty's name in the DNPC entry. I also don't approve of superpowered DNPCs. So points off.<br />
<br />
<b>Colossus</b><br />
<br />
A nice, straightforward adaptation. I find it interesting that Thain included Density Increase in C's armored form on the grounds that he was a heavier. This was the de facto simulationist approach to character creation in <i>Champions</i>/<i>HERO</i> until sometime very late in fourth, or more likely early fifth edition, where the important thing became the game effect. If your armored form just made you heavier, then that became a special effect. If you were just naturally big, then you shouldn't have Growth, always on, etc. Honestly, this philosophy bugs the hell out of me. Yes, you have to jump through a couple of hoops, mechanically-speaking, but those hoops come pre-equipped with mechanically-supported game effects.<br />
<br />
I'd note that Colossus has no reduced Endurance on his Strength, so he can only deliver a few full-force (14 END) punches before tapping out. With his Recovery of 20 in armored form, he can sustain it a bit, but he's going to wear out if he's not careful. Like most of the team, he has a Speed of 5, which was, in my experience, pretty normal for a non-speedster <i>Champions</i> character. These days, I tend to cap everyone at 4, having come to the conclusion that Speed should reflect spotlight time rather than physical swiftness, but I was years away from reaching that conclusion, so I considered him a bit fast for a brick.<br />
<br />
<b>Nightcrawler</b><br />
<br />
This is a really well-done take on my favorite X-Man (and favorite Marvel character and favorite superhero). Thain does a great job of showing his work in the notes. The one thing I'm a little quibbly on is Kurt having both Stealth on a 17- AND Invisiblity in Darkness (that apparently has no Endurance Cost). Personally, I think for all the "He's almost invisible in the shadows" narrative, Kurt just has a really high Stealth roll. Since the Invisibility doesn't seem to be against anything except normal vision, it's functionally identical to the Stealth roll, for two extra points. So, I don't like it.<br />
<br />
Otherwise, he's great. The teleports really work as advertised, and I love the Psychlim "Swashbuckler," not because I think it's a particularly great psychological limitation but because it's saying, "I got 20 points for this Disadvantage. It's a huge part of my personality and want it used against me a lot." It totally makes up for the bogus Invisibility.<br />
<br />
<b>Cyclops</b><br />
<br />
So MUCH discussion of Endurance here. Cyke's powers are pretty straightforward here, but the Endurance stuff is crazy fiddly and not spelled out well, in my opinion. But, Endurance Batteries/Reserves are another thing that changes with every edition. I like the fact that he's got a high INT and PRE. These are appropriate for a long-time team leader. Not sure about the Acrobatics with Endurance to explain why he seldom uses it, but it's a perfect example of how important END was to the game economy at this point. If everything costs END, you're going to be more careful with it.<br />
<br />
For his Disads, I'm iffy on the Berserk, again. I also dislike the fact that there's no "Moping Over Jean" psychlim. I'd have taken that over the Berserk.<br />
<br />
<b>Wolverine</b><br />
<br />
For the record, Wolverine was the first X-Man I attempted to adapt to <i>Champions</i>. I went with the Inobvious Inaccessible Focus on his skeleton and was very offended by Thain's approach. I was also Wrongitty Wrongerson, Mayor of Wrongtown, Population Me. A high CON and defenses was absolutely the way to go and it works quite well. I like the fact that he's among the most skilled X-Men, if not the most skilled, and he has Stealth and Acrobatics. That's it. There weren't a lot of skills in play in first edition and even second and third, unless you used the new ones from the <i>Champions II</i> supplement (which I did - I like Skill Monkeys).<br />
<br />
A very strange thing I copied directly from the original write-up is the END cost for Ultrasonic Hearing, Discriminatory Taste, and Lack of Weakness. I'm fairly certain these are errors, but I need to check my old rulebook. <br />
<br />
Logan's Disads are appropriate, including the Berserk, for a change. I approve.<br />
<br />
After Wolverine's write-up, Thain gives some more general guidelines for converting characters. Again, he stresses looking out for one-off oddities. He also emphasizes getting other eyes on the character and playtesting it out and balance with the other characters on the team. It's solid advice, still applicable today.<br />
<br />
Finally, we get the bad guy, in the form of <b>Magneto</b>.<br />
<br />
Hoo-boy! One thousand, five hundred points. Speed 9. A potential 20d6 Energy Blast. High defenses. All in all, a very solid write-up. His high Speed is a good example of a difficult lesson many novice GMs have to figure out the hard way: a solo villain simply won't hold up on his own if you stat him up in a "realistic" manner. Is Magneto actually that fast? No. But with a SPD of 9, he can devote every third action to a defensive action or a Recovery to keep himself up. If he just goes attack-attack-attack, he'll burn out, but if he were a SPD 6 or less, a group of PCs could quickly overwhelm him by forcing him to abort to defensive actions. With his Force Wall, he can deny parts of the battlefield to his opposition and channel their attacks. And, well, his attacks themselves, are potentially devastating, capable of one-shotting the toughest opposition.<br />
<br />
I love the 200 points for Installations/Bases. In later supplements, this would become the Mastermind pool. It's a great example of how a GM could just assign a point value to something not covered by the rules and roll with it.<br />
<br />
One more thing that just occurred to me: Combat Values (OCV/DCV) range from a 6 (Sprite) to a couple of 9s (Nightcrawler, Wolverine), with most in the 7 or 8 range. ECVs range from 3 to 6 for the X-Men (with Cyclops taking top honors) while Magneto has a 9. Notably, at this time, the whole psychic interference helmet wasn't a thing yet, so he just had a massive EGO of 26.<br />
<br />
So, that's the article. And my thoughts. Overall, it was a pretty ground-breaking piece of work.Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com1tag:blogger.com,1999:blog-1540334550134984175.post-76383703063429808032017-12-24T11:02:00.001-06:002017-12-24T11:02:20.144-06:0012 for 12 #12Whoo-hoo! The finish line! And I only had to play catch-up once.<br />
<br />
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Name an RPG, setting, or adventure you haven’t run or played
before, but really want to try out in 2018. What particularly appeals about it?</div>
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<br /></div>
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I've got a trio of possibilities here and don't feel like picking just one. Deal with it.</div>
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<br /></div>
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<i>Blue Rose</i> couples a setting I really like (but never got to play in) with a system I've played a few times and really enjoyed. Green Ronin's AGE System is terrific for fast, cinematic style play. The Blue Rose setting is, to my eyes, the Star Trek of fantasy, namely one where the ostensible good guys are fairly enlightened and noble in intentions, but still flawed. Plus, it seems really suitable for swashbuckling intrigue in a fantasy millieu.</div>
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<br /></div>
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<i>Godbound</i> is basically OSR <i>Exalted</i>. I've always been fascinated by the themes of the latter game and setting, but really hated the game system and the directions the official world-building went in later editions. Godbound provides a much simpler (though to me an actually more evocative) system and a world that's painted in broad strokes, with plenty of room for the PCs to put their mark upon it. My one concern about GMing it is that the game is really set up to be run sandbox style, with a host of (magnificent) tools to assist in the process. Even so, I've never been comfortable with sandbox play. But maybe I just need the right sandbox.</div>
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<br /></div>
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<i>Dungeon Fantasy (Powered by GURPS)</i> may seem like an odd choice. I've certainly played <i>GURPS</i> before (though not since second edition), but DF is enough of a departure from what I played in the past that I'm counting it as something different. As to why I want to play it, I've always liked seeing when a third or later generation games (per my definitions <a href="http://myolddice.blogspot.com/2011/03/my-old-school-is-bigger-than-yours.html" target="_blank">here</a>) shoehorn themselves into earlier styles of play. Part of this fascination is in seeing how designers play with the mechanics of their tried-and-true systems in order to fit the tropes of dungeon-crawling, and some of it is to see how the dungeon-crawling experience looks through their eyes. Also, I really like the idea of coupling a gritty tactical game system like <i>DF </i>to the dungeon-crawling experience. It means a very different style of resource management and encounter creation.</div>
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<br /></div>
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So, there you have it. Twelve questions, twelve answers. Thanks, Paul! I enjoyed it.</div>
Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-57497516967885889922017-12-22T14:07:00.003-06:002017-12-22T14:07:26.279-06:0012 for 12 #11Talk about a particular stand-out positive experience of playing (rather than running) an RPG in 2017. What was it? What was so good about it?<br />
<br />
As I think I mentioned before, I can pretty much count the number of game sessions I <i>played </i>in during 2017 on one hand. So, there's not a lot to pick from. That said, I think the stand-out has to be a Savage Worlds dungeon crawl GMed by Shane Hensley at OwlCon last year. Shane and I have known each other for many years. In fact, he was the very first person to look at something I wrote and say, "Hey, this is great. Can I put it up on our website?" So he's my "first publisher." Despite our long association, we'd never had a chance to actually sit down and play a game, so when the chance came up at OwlCon, I jumped on it.<br />
<br />
The game was a playtest of an adventure Shane's been working on to dispute the assertion that Savage Worlds isn't suitable for dungeon crawls. I played a warrior priestess and the adventure involved sea caves, fish men, and pirates. Apart from the general enjoyment of finally gaming with an old friend and the thrill of playing a game with its designer (always a hoot), there was one other rather memorable incident.<br />
<br />
During a break in the game, I asked Shane to sign my copy of Savage Worlds Deluxe, and he happily did so, only to get a really distraught look on his face. He'd misspelled my name. And it's an out of print book that he doesn't even have extra copies of. He was embarrassed, I was amused (I'm used to people getting my name wrong). To make it up to me, he let me draw a magic item from his deck of stuff (one of his dungeon crawl mods to SW is a random deck of magic items, it's a pretty neat idea). As I was drawing, he casually mentioned there was one item in the deck he'd meant to leave out because it could seriously mess with the finale of the adventure, but it was too late now.<br />
<br />
Guess what I drew?<br />
<br />
It was basically a necklace of grenades.Little ceramic balls that explode on contact. It said to roll 1d4 for quantity. Four.<br />
<br />
Sure enough, in the finale, they were super-useful, attacking the big bad and his wizard, and forcing them out of cover. And when my priestess found herself surrounded by said big bad and his minions, I waited for my turn, and then mimicked throwing the last two straight down at my feet.<br />
<br />
The ensuing double explosion was noteworthy. And adventure-ending (and not just for my character). It seemed an appropriate punishment for getting my name wrong. :)Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-17408794068881538832017-12-20T14:19:00.001-06:002017-12-20T14:19:52.412-06:0012 for 12 #10<!--[if gte mso 9]><xml>
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Mobile phones and the internet in an RPG setting in the
modern day world (perhaps with fantastic elements): discuss. What possibilities
do they open up? What, if any, issues come with them when it comes to RPG
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The most obvious possibility is keeping the party in touch when they split up to do things, though to be honest, I've tended to use something like the magic earpieces from "Leverage" in order to keep people in touch anyway, so that really isn't much of a change-up. While it might seem counter-intuitive, the ability to stay constantly in communication can actually create tension under the right circumstances, particularly when it's suddenly cut off.</div>
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Facetime and other video chat programs are great for researchers, because the person who can actually read that weird inscription doesn't have to be present, so long as you can connect to them. Ditto copying obscure texts, etc., with your camera phone. Not to mention the amount one can look up with a smartphone and an internet connection.</div>
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Imagine a modern wizard, who keeps all of his grimoires on his iPad, accessing them through Good Reader.</div>
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Of course, the challenge to the GM is to make sure this technology doesn't turn into an "We Win!" button for the PCs. Any old hack can come up with ways to stymie technology. The trick is to do it so it seems logical and works with the story, rather than just being a petty "Rocks fall, everybody dies" moment. And this means that the GM is going to have to let the PCs have some wins with their tech, even times when it would be convenient to drop an EMP on them and fry their devices or have the 911 switchboard down.</div>
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I think the best way to handle it is to plan your adventures with the expectation that the heroes will have phones, etc. Either that, or set up some ground rules from the outset that make it difficult (like how in the Dresden Files, wizards fry any electronics more advanced than light switch. Make it so they lean into their tech so much that they have to scramble when it fails on them. Let the bad guys rely on it just as much as the heroes. Then, when they come up with ways to circumvent the bad guys' tech, take notes and use the same trick against them at a later stage.</div>
Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-42449769017894747302017-12-18T10:22:00.001-06:002017-12-18T10:22:42.298-06:0012 For 12 #9Looks like we're on the home stretch here.<br />
<br />
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 6"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 6"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 6"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 6"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 6"/>
<w:LsdException Locked="false" Priority="46" Name="List Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="List Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="List Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="List Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="List Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="List Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="List Table 1 Light Accent 6"/>
<w:LsdException Locked="false" Priority="47" Name="List Table 2 Accent 6"/>
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You’re planning to run some science fiction, in a setting of
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I'm not going to get too far off in the weeds over "What is science fiction?", but I should note that I'm not counting Star Wars. With that out of the way, and knowing my tastes and interests, odds are I'm looking at Star Trek, as my tastes in SF are fairly generic and vanilla. In that case, I'm going to pick an era and run with it, so whatever tech is appropriate to that time period is what I'll use. Now, that said, technology gives us lots of cool stories to explore in Trek. "The Wrath of Khan" showed how a potential boon could be weaponized, but let's take the Genesis Device, use it as intended, and explore the consequences of newly habitable worlds in an area that might have previously served as a natural (lifeless) barrier between two hostile powers. Make the PC's ship the only Federation vessel permanently assigned to the area, attached to the Deep Space station coordinating the colonization efforts. Instant campaign</div>
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Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-27127282029243508612017-12-15T09:11:00.002-06:002017-12-15T09:11:41.102-06:0012 for 12 #8<!--[if gte mso 9]><xml>
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Talk about your typical approach to preparation for running
an RPG. Is there a particular method you generally follow? What use do you make
of published setting or adventure material, if any?</div>
<br />
I'm going to discuss convention one-shots, because if I'm being completely honest with myself, that's really all I run these days. Fortunately, I've got things to say about that.<br />
<br />
Most of my one-shots involve games based on media properties. I do this because there's usually a ready-made audience who's already familiar with the source material, which means I don't have to either run a bland, bog-standard genre adventure or spend a ton of time trying to explain backstory. Also, pitching a game set in a book, TV, or movie property has always been a hard sell with my local gamers.<br />
<br />
If I'm writing an adventure from scratch, I generally follow a pretty simple formula: I figure out what my big climactic fight scene is going to look like, and them work backwards to figure out how the PCs get there. Along the way, I want them to have a couple of other combats of varying difficulty, a chance to use some non-combat skills, and at least one encounter that will require roleplaying and decision-making in a way that will affect the difficulty of the final encounter. Figuring out where each piece fits in the chain sometimes takes some doing, but I find if I include these elements in some order and link them together with enough story tissue, I get a satisfying one-shot.<br />
<br />
Generally, the first encounter will be a fairly easy combat scene that I start in media res. I find that with most games, the combat rules are the best way to introduce the system to new players. This fight will often only be tangentially connected to the rest of the adventure (sort of a pre-credits sequence), but it will lead in some way to the info dump that gets things moving. For instance, in my Justice League Unlimited adventure, "The Return of Lex Luthor," the game starts with the heroes fighting Metallo and some mercenaries in a STAR Labs facility. It's a good little encounter to get the blood pumping, but the actual plot kicks in during the aftermath of the battle when Lois Lane asks them for a statement about Lex Luthor's return from wherever he went at the end of the Darkseid War.<br />
<br />
So, that's the plot sorted, if I'm writing my own adventure. If I'm using a published one, I do a thorough read-through and make extensive notes breaking the whole thing down into beats and making sure if there's any information I need to guard when describing things that I know it. There's nothing worse than inadvertently revealing a plot point because you're just reading from someone else's text. Sometimes (okay, often) with pre-published stuff, I note scenes or encounters to cut for time constraints. For instance, the classic WEG Star Wars adventure "Tatooine Manhunt" is terrific and easily usable for a one-shot, but there's a seemingly endless litany of encounters in the deserts and things can get a little grindy, so I usually drop the bantha stampede when I run it. It's not that it's a bad encounter, it's just one too many and likely to make the game run overtime.<br />
<br />
(This reminds me of another thing I try to do: have an encounter or scene I can cut without breaking anything if it looks like the game is going to run long. I firmly believe my players deserve an complete story and hate it when a GM has to cut things short at the end of the game. So I always make sure I've got something I can ditch if the players are having a hard time, so they can get to the finale in time.)<br />
<br />
OK, so I've got the plot. I need characters. This will depend on the game and the IP. For a supers game set in Marvel or DC story, I'm going to make sure the PCs consist of prominent and recognizable heroes. This isn't an opportunity for me to show off my knowledge of obscure comics characters; it's a chance for the players to be The Flash or Daredevil. I once played in a Buffy game at a con that was set in Sunnydale, but with a completely different cast of characters. I honestly never saw the point of this other than to show off that the GM made up his own characters. If you want to run a Buffy game without B and the Slayerettes, that's cool But don't set it in Sunnydale, okay?<br />
<br />
(And speaking of characters: if you are creating pre-gens for your game, make sure they're suitable to the adventure. I'm still not over that Savage Worlds "Star Trek: Enterprise" game last OwlCon, where the GM handed out characters she'd created for a Savage Worlds "Fallout" game, saddling me with an illiterate gun-bunny she declared would be the chief of security. Seriously.)<br />
<br />
Once I've got the characters done mechanically, I try to present them in an aesthetically pleasing manner. They will definitely be produced on a computer (yes, I've been in convention games where the character sheets were hand-written; it's a pain to deal with), and will probably include an easy-to-read summary of the character's abilities. I'm a big believer in neat visuals, so there will be some kind of illustration of the character (another reason to use licensed properties: there's tons of easy-to-find visuals).<br />
<br />
After that come the extra. I make sure there are reference sheets for every player to cover the major rules bits, as well as anything else they might need. For instance, if a character has some special knowledge, I'll put that in the same packet with their character and reference sheets. If the game is going to require tactical movement on a grid, I make my own cardboard standup figures or counters for the PCs and NPCs. I make table tents so I can remember who's playing what character. Finally, I usually make some custom GM screen inserts for my World's Greatest GM Screen. I've found that having a screen that looks like it belongs to the setting I'm running really helps set the mood. Okay, it helps set my mood, but if I'm excited, then hopefully I can get the players excited, too.<br />
<br />
So that's my approach to one-shots. Hopefully in the next year I can get back to running something long-form.Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-60526355241141995112017-12-13T11:58:00.002-06:002017-12-13T11:58:27.109-06:0012 for 12 #s 6 and 7I slipped up and lost track of what day it was, so I missed getting #6 out on time. So, here's both 6 and 7<br />
<br />
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="10" QFormat="true" Name="Title"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="1" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
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<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
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<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
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<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
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<w:LsdException Locked="false" Priority="30" QFormat="true"
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
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<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
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<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
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<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
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<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
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<w:LsdException Locked="false" Priority="21" QFormat="true"
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<w:LsdException Locked="false" Priority="31" QFormat="true"
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<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
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<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
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#6 Do you follow any particular RPG authors? Which RPG
authors have works you admire, and what are their stand-out pieces of work?</div>
<br />
So many. Sooo many. Aaron Allston, Greg Stafford, Sandy Peterson, Shane Hensley, Steve Kenson, Steve Perrin, Robin D. Laws, Ken Hite, and so many more. Thanks to the internet, a fair number of them are friends or at least friendly acquaintances, so I don't follow them in the same way I did when I was younger.<br />
<br />
As for stand-out works? Sheesh, try finding the stuff that doesn't stand out. It's an easier task.<br />
<br />
<br />
<br />
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#7 Is there an RPG genre which you sort of like but gives
you severe mental blocks? What do you like about it? What are your mental
blocks?</div>
<br />
Horror, maybe? I'm definitely not good at it. It's a genre I enjoy in theory more than in practice (like, most horror movies and novels are NOT FOR ME), but I appreciate it at a remove. And that's probably my core problem. Because I don't particularly enjoy being scared, I'm no good at running horror, and anything I try ends up being more of an exercise in Urban Fantasy, where the protagonists actually have a chance against the scary bits.Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-68309604393326060512017-12-10T18:25:00.000-06:002017-12-10T18:25:02.805-06:0012 for 12 #5<!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="envelope return"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="footnote reference"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation reference"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="line number"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="page number"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="endnote reference"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="endnote text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="table of authorities"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="macro"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="toa heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Bullet 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Number 5"/>
<w:LsdException Locked="false" Priority="10" QFormat="true" Name="Title"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Closing"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Signature"/>
<w:LsdException Locked="false" Priority="1" SemiHidden="true"
UnhideWhenUsed="true" Name="Default Paragraph Font"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="List Continue 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Message Header"/>
<w:LsdException Locked="false" Priority="11" QFormat="true" Name="Subtitle"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Salutation"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Date"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text First Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Note Heading"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Body Text Indent 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Block Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Hyperlink"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="FollowedHyperlink"/>
<w:LsdException Locked="false" Priority="22" QFormat="true" Name="Strong"/>
<w:LsdException Locked="false" Priority="20" QFormat="true" Name="Emphasis"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Document Map"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Plain Text"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="E-mail Signature"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Top of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Bottom of Form"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal (Web)"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Acronym"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Address"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Cite"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Code"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Definition"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Keyboard"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Preformatted"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Sample"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Typewriter"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="HTML Variable"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Normal Table"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="annotation subject"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="No List"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Outline List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Simple 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Classic 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Colorful 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Columns 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Grid 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 4"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 5"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 6"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 7"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table List 8"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table 3D effects 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Contemporary"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Elegant"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Professional"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Subtle 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 1"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 2"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Web 3"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Balloon Text"/>
<w:LsdException Locked="false" Priority="39" Name="Table Grid"/>
<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
Name="Table Theme"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Placeholder Text"/>
<w:LsdException Locked="false" Priority="1" QFormat="true" Name="No Spacing"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading"/>
<w:LsdException Locked="false" Priority="61" Name="Light List"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 1"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 1"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 1"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 1"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 1"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 1"/>
<w:LsdException Locked="false" SemiHidden="true" Name="Revision"/>
<w:LsdException Locked="false" Priority="34" QFormat="true"
Name="List Paragraph"/>
<w:LsdException Locked="false" Priority="29" QFormat="true" Name="Quote"/>
<w:LsdException Locked="false" Priority="30" QFormat="true"
Name="Intense Quote"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 1"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 1"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 1"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 1"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 1"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 1"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 1"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 1"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 2"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 2"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 2"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 2"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 2"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 2"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 2"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 2"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 2"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 2"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 2"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 2"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 2"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 2"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 3"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 3"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 3"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 3"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 3"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 3"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 3"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 3"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 3"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 3"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 3"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 3"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 3"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 3"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 4"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 4"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 4"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 4"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 4"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 4"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 4"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 4"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 4"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 4"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 4"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 4"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 4"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 4"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 5"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 5"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 5"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 5"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 5"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 5"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 5"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 5"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 5"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 5"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 5"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 5"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 5"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 5"/>
<w:LsdException Locked="false" Priority="60" Name="Light Shading Accent 6"/>
<w:LsdException Locked="false" Priority="61" Name="Light List Accent 6"/>
<w:LsdException Locked="false" Priority="62" Name="Light Grid Accent 6"/>
<w:LsdException Locked="false" Priority="63" Name="Medium Shading 1 Accent 6"/>
<w:LsdException Locked="false" Priority="64" Name="Medium Shading 2 Accent 6"/>
<w:LsdException Locked="false" Priority="65" Name="Medium List 1 Accent 6"/>
<w:LsdException Locked="false" Priority="66" Name="Medium List 2 Accent 6"/>
<w:LsdException Locked="false" Priority="67" Name="Medium Grid 1 Accent 6"/>
<w:LsdException Locked="false" Priority="68" Name="Medium Grid 2 Accent 6"/>
<w:LsdException Locked="false" Priority="69" Name="Medium Grid 3 Accent 6"/>
<w:LsdException Locked="false" Priority="70" Name="Dark List Accent 6"/>
<w:LsdException Locked="false" Priority="71" Name="Colorful Shading Accent 6"/>
<w:LsdException Locked="false" Priority="72" Name="Colorful List Accent 6"/>
<w:LsdException Locked="false" Priority="73" Name="Colorful Grid Accent 6"/>
<w:LsdException Locked="false" Priority="19" QFormat="true"
Name="Subtle Emphasis"/>
<w:LsdException Locked="false" Priority="21" QFormat="true"
Name="Intense Emphasis"/>
<w:LsdException Locked="false" Priority="31" QFormat="true"
Name="Subtle Reference"/>
<w:LsdException Locked="false" Priority="32" QFormat="true"
Name="Intense Reference"/>
<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
UnhideWhenUsed="true" Name="Bibliography"/>
<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
<w:LsdException Locked="false" Priority="42" Name="Plain Table 2"/>
<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 1"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 1"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 1"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 1"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 1"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 1"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 2"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 2"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 2"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 2"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 2"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 2"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 3"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 3"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 3"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 3"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 3"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 4"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 4"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 4"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 4"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 4"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 5"/>
<w:LsdException Locked="false" Priority="47" Name="Grid Table 2 Accent 5"/>
<w:LsdException Locked="false" Priority="48" Name="Grid Table 3 Accent 5"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4 Accent 5"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark Accent 5"/>
<w:LsdException Locked="false" Priority="51"
Name="Grid Table 6 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="52"
Name="Grid Table 7 Colorful Accent 5"/>
<w:LsdException Locked="false" Priority="46"
Name="Grid Table 1 Light Accent 6"/>
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You’re running a historical or alt-historical game. What
place and time in history do you choose? Are you including fantastical elements
of any sort, and if so, what?</div>
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Well, as it happens, I'm currently planning to run a supers one-shot set in the so-called Golden Age of comics. Supers + WWII = Alt-History. That said, it's just a one-shot, not a lengthy campaign, so there's not a lot of decision-making for this one: take some superheroes and give them Nazis to punch. Easy. And honestly, if I'm going to run a Golden Age campaign, my primary concern is making sure the tone and genre tropes I invoke reflect the source material. There's a significant difference between Golden Age Supers and World War II With Superhumans. The former is a very four-color supers game with Nazi-punching, the latter is GODLIKE, and far more of an alt-history setting than Golden Age goofiness. And while I admire GODLIKE, it's not really my idea of fun these days. So, let's talk about something with more history and less supers.<br />
<br />
I'd dearly love to run a game someday set in the first half of the 17th century, in western Europe. The age of pike and shot and the Thirty Years War and the English Civil War and all that. It's a wonderful setting for RPGs because it was such an awful time to be alive. :) Whether or not I use fantastical elements would probably be down to the players' wishes. I'd rather not go the 7TH SEA route, but I could certainly make a go of something less blatantly magical like ALL FOR ONE: REGIME DIABOLIQUE, but I'd be just as happy playing a game of gritty soldiering in the world of Captain Alatriste (I pray for an English translation of the Spanish RPG some day), or the intrigues and dueling of FLASHING BLADES. A few years ago, I ran a one-shot of HONOR & INTRIGUE with no magic at all and it was a blast. So magic is hardly necessary for my enjoyment.</div>
Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com1tag:blogger.com,1999:blog-1540334550134984175.post-89317747415699810742017-12-07T09:35:00.001-06:002017-12-07T09:35:19.643-06:0012 for 12 #4<!--[if gte mso 9]><xml>
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Tell me about your character in an RPG you’re currently
playing, or have played this year.</div>
<br />
Well, this one is depressingly easy. I've done very little actual gaming this year. Some of this was due to putting more focus on my SCA activities, which is by no means a bad thing. But the fact is, I haven't managed a lot of gaming in 2017, almost all of it convention one-shots.<br />
<br />
1. The illiterate gun-bunny "Chief Security Officer" I got saddled with in a Savage Worlds "Star Trek: Enterprise" game. I wish I were making that up, but the GM recycled characters from a Fallout game she was running as the crew of a starship. My character had the Illiterate hindrance and a minigun. For real.<br />
<br />
2. A warrior priestess in a Savage Worlds Dungeon Crawl that Shane Hensley ran. I don't remember her name, but she was a lot of fun. Shane had a deck of random magic items we drew from when we got treasure, and he (rather portentiously) mentioned there was one item in the deck that could really wreck the adventure. I drew this item, a necklace of exploding pearls that worked like hand grenades. And then, I rolled the maximum possible number. Not only did they seriously tip the final fight in our favor, they sealed a Pyrrhic victory when she found herself surrounded and badly wounded by two of the big-bads and set off the last three at her feet.<br />
<br />
3. Vile, a Dungeon Crawl Classics wizard with a Personality score of 4 (on a 3-18 scale). He was ungodly good at using Charm Person, which just made him creepier. I basically broke the dungeon by never rolling under an eighteen when casting the spell, which meant 1) he didn't lose it; and 2) it affected far more targets than normal at a far greater potency. I literally charmed the bad guys into surrendering.<br />
<br />
4. Gilgamesh, a magical flying brick in a Mighty Protectors (V&V3) game. I played him like Thor crossed with The Tick. Good times.<br />
<br />
5. A female dwarf fighter, whose name I've forgotten. Died in an entertaining fashion inside Tegel Manor.<br />
<br />
6. Lt Mohammad Reyes, Communications Officer, USS Challenger (NX-03), my PC in the Star Trek Adventures game we've just started playing on Roll20. He's the son of career diplomats who wanted to go into the Intelligence Service, but ended up on a starship. He's a language and crypto specialist, who was on the mission that sealed the Earth alliance with the Tellarites and whose modifications to the Universal Translator algorithms will still be in use two centuries later. Personality-wise, he's somewhat less gregarious than you'd expect from someone in communications. He prefers to listen more than he speaks, and he keeps extensive personal logs regarding his mission. Right now, he's trying to figure out why the Challenger's mission is under such a veil of secrecy, given it's seemingly purely scientific goals. He's also the only PC I've actually made for myself this year. That's kind of depressing.Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-7476954759320465692017-12-06T10:17:00.001-06:002017-12-06T10:17:09.736-06:0012 for 12 #3<!--[if gte mso 9]><xml>
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" SemiHidden="true" UnhideWhenUsed="true"
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<w:LsdException Locked="false" Priority="19" QFormat="true"
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<w:LsdException Locked="false" Priority="31" QFormat="true"
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<w:LsdException Locked="false" Priority="32" QFormat="true"
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<w:LsdException Locked="false" Priority="33" QFormat="true" Name="Book Title"/>
<w:LsdException Locked="false" Priority="37" SemiHidden="true"
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<w:LsdException Locked="false" Priority="39" SemiHidden="true"
UnhideWhenUsed="true" QFormat="true" Name="TOC Heading"/>
<w:LsdException Locked="false" Priority="41" Name="Plain Table 1"/>
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<w:LsdException Locked="false" Priority="43" Name="Plain Table 3"/>
<w:LsdException Locked="false" Priority="44" Name="Plain Table 4"/>
<w:LsdException Locked="false" Priority="45" Name="Plain Table 5"/>
<w:LsdException Locked="false" Priority="40" Name="Grid Table Light"/>
<w:LsdException Locked="false" Priority="46" Name="Grid Table 1 Light"/>
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<w:LsdException Locked="false" Priority="48" Name="Grid Table 3"/>
<w:LsdException Locked="false" Priority="49" Name="Grid Table 4"/>
<w:LsdException Locked="false" Priority="50" Name="Grid Table 5 Dark"/>
<w:LsdException Locked="false" Priority="51" Name="Grid Table 6 Colorful"/>
<w:LsdException Locked="false" Priority="52" Name="Grid Table 7 Colorful"/>
<w:LsdException Locked="false" Priority="46"
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You’re building a fantasy setting for the RPG of your
choice. Which ingredients do you put in? Which “standard fantasy” elements
would you choose to leave out?</div>
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Alright, I'm taking a clue from "standard fantasy," and assuming we're not talking a sword & sorcery setting, Glorantha variant, Warhammer riff, or elves in space. Because otherwise, my answer is a huge pile of "it depends."<br />
<br />
In gaming, "standard fantasy" pretty much means D&D-as-genre -- Greyhawk, Forgotten Realms, Dragon Empire, Golarion, and I'm good with that. It's my gamer "comfort food," and I'm happy to play in that sandbox.<br />
<br />
My tastes in such settings are pretty bloody traditional. Some might even say "conservative." I like dungeons, dragons, zero-to-hero progression, powerful magic, exploration, ancient evils, you name it. It's probably easier to list the things I don't care for and define what I like by what remains.<br />
<br />
No "non-core" PCs: This actually covers a lot of ground, but it's something I feel I came by honestly. I really hate things like orc PCs (in D&D, other games that have Orc characters are just fine), shardminds, aaracokra, aasimar, tieflings, goliaths, etc. OK, Goliaths aren't completely awful. Hell, I'm even iffy on gnomes and dragonborn, truth be told. Too often in my experience, players choose these options less to meet a particular character concept and more to derive a specific mechanical bonus. Unless your plan is to really explore the whats, whys, and wherefores of your weird, one-off race, I'm not interested. And if they're not weird and one-off, then we're rapidly deviating in our definitions of "standard fantasy."<br />
<br />
No monocultures. While I like my bog-standard fantasy races, I'm not at all fond of assembly-line elves and dwarves. I want diversity and new takes that still ring true to the archetypes. For instance, I recently saw someone's take on elves where they're all refugees from faerie, where some great tragedy befell. The high elves are those who actually made the journey and were born on the other side; wood elves are the offspring who were born in this realm. Neat idea. In a D&D campaign I played in some years ago, the Eladrin from 4e were re-imagined as the Al-Adrin, given blue skin and an Arabian Night's feel. Elsewhere in the world, the high elves of the Emerald Lands had the same set of powers, but different complexion and identity. Easy.<br />
<br />
No "Special Snowflake" characters: One of the things I really learned to hate about 3x and Pathfinder was the sheer amount of tinkering one could do with one's character, and how said tinkering was almost always in the name of optimization (with minor lip service to any other explanation). Like the gnome wizard, (gnome chosen to optimize character size and AC mods) who's player then permanently shrunk him down to about the size of a mouse, while boosting his Int into the high 20s. OK, a character like that would be completely great as a weird-ass NPC in a Clark Ashton Smith or Dying Earth sort of story. But as a PC in the Forgotten Realms? Not so much.<br />
<br />
No psionics, either: this is fantasy, not the X-Men. Also, due to inevitable game balance questions, psionics just becomes another kind of magic, which cheapens both psionics and magic. Nope.<br />
<br />
No firearms, for that matter. Mostly, because D&D just doesn't handle them well. That said, I kind of like the idea of a gun as a delivery tool for various magic attacks, which is kind of like what Pathfinder did (as I understand it). I might allow it, for a character with the right background, as kind of a one-off, if that's the most important thing about them.<br />
<br />
No warlocks. This will probably raise some eyebrows, but I just don't get the warlock class. They mostly seem like an excuse to play tieflings, at least in my experience, they're mechanically fiddly, and their magic just feels imposed on whatever setting they're in. So, I generally just ask people not to play them.<br />
<br />
No non-LG paladins. Not unless they're agents of evil, and therefore, not paladins. Again, I'm a traditionalist.<br />
<br />
Anyway, that's probably enough. You get the idea.Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-32011758241667037222017-12-04T09:37:00.003-06:002017-12-04T09:37:54.169-06:0012 for 12 #2<!--[if gte mso 9]><xml>
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Which genre tropes that come up in an RPG genre of your
choice do you love, and never get tired of? Why do you love them?</div>
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<br /></div>
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All of them. Because that's how I am. </div>
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<br /></div>
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In his classic <i>Champions</i> sourcebook, "Strike Force," Aaron Allston gave us a list of player archetypes, a handy way of classifying the various players at the table in order to help tailor the game experience to their particular needs and desires. Among them were the Combat Monster, the Builder, the Copier, the Plumber, the Romantic, and the Genre Fiend. That last one is 100% me.</div>
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<br /></div>
<div class="MsoNormal">
The Genre Fiend is that guy at the table who loves the genre for its trappings. So, in a supers game, I expect bad guys to have time to soliloquize, and for the villain to get away or break out of prison or whatever. In cyberpunk, I want mohawks and punk music and cellphones that weigh two pounds and cyberdecks you have to plug into your skull. In Star Trek, I want something recognizably Star Trek from the underlying philosophy of the game (which is why heavily militarized Trek games give me a rash).</div>
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That said, I have my limits. I'm not going to enforce genre-appropriate sexism or racism in a pulp or western. I'm not going to make a superhero game comply with the Comics Code Authority. But if you tell me your superhero campaign exists in a four-color universe, don't be surprised if I'm cranky upon learning those four colors are Blood Red, Gunmetal Blue, Tactical Black, and Shades of Gray.</div>
Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-7073273897458902152017-12-01T19:40:00.002-06:002017-12-01T19:42:06.367-06:0012 for 12 #1Over on G+, Paul Mitchener came up with his own take on RPGaDay, that he's calling "12 for 12." It's only twelve questions, which seems more manageable to me, since I don't update here nearly enough. So, I figured I'd give it a shot.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQi1f34jxJ2GAjNEtJdBJN4d67OdYl46n4WlzbPU0NwVZcMgD35a_-n6KTcX6m6JU46SqctRjGdr3lYgD7r4xasUndURi2mTAv3tWmyILjW56FyxasbGk6cZD6uk6psogwSAUKwNce0_-P/s1600/12RPG.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1600" data-original-width="1131" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQi1f34jxJ2GAjNEtJdBJN4d67OdYl46n4WlzbPU0NwVZcMgD35a_-n6KTcX6m6JU46SqctRjGdr3lYgD7r4xasUndURi2mTAv3tWmyILjW56FyxasbGk6cZD6uk6psogwSAUKwNce0_-P/s400/12RPG.jpg" width="281" /></a></div>
So, question 1: <i>You're running an RPG to introduce new players to the RPG hobby this month. Which game and genre do you choose, and why?</i><br />
<br />
Good question. To be honest, the answer should depend a bit on my potential audience and their own interests and background. I mean, if they really want to try D&D, because they've heard about it and no other games, then I'll happily put them through a little dungeon-crawl, probably using 5th edition. If they're into Tolkien, I'd run something with Middle-Earth Adventures (which is terrific). If they're familiar with Dragon Age, I'd be inclined to use it, for rollicking adventure, and if Sci-Fi is their thing, then Far Trek<i>.</i><br />
<br />
On the other hand, there's a new Star Wars film coming out at the end of the month and West End Games' D6 Star Wars is still the greatest intro game ever written. So that.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/en/6/6e/Star_Wars_Role-Playing_Game_1987.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="306" data-original-width="230" src="https://upload.wikimedia.org/wikipedia/en/6/6e/Star_Wars_Role-Playing_Game_1987.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The winner, and all-time champion!</td></tr>
</tbody></table>
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<i></i>
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<br />Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com1tag:blogger.com,1999:blog-1540334550134984175.post-46020600038443889412017-11-21T11:50:00.003-06:002017-11-21T11:54:41.368-06:00Another Blast From The PastI'd love to say my gaming collection is immaculately curated and organized. I'd love to. But it's messy and haphazard, and since so much of it consists of loose notes and paper stowed away in folders, I know there are things I've put aside and may never see again. There's a reason I refer to it as more of an accumulation than a collection.<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPmKScNI2_wnafMgaejp0MZmGC0XjJbEvzGcBK0_kMeuwP-0UBJOuzGLbfnuPLwNepP6F6nqVggB-k_l_FVQruJMoMTpcuLwhTTotY5X-sXT4vS24TyOEV6P6mIcW8fY-3pVyob7c5yZJK/s1600/HGN+Photo.JPG" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="640" data-original-width="480" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPmKScNI2_wnafMgaejp0MZmGC0XjJbEvzGcBK0_kMeuwP-0UBJOuzGLbfnuPLwNepP6F6nqVggB-k_l_FVQruJMoMTpcuLwhTTotY5X-sXT4vS24TyOEV6P6mIcW8fY-3pVyob7c5yZJK/s320/HGN+Photo.JPG" width="240" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">What's a webpage?</td></tr>
</tbody></table>
<br />
<br />
But, once in a while, something neat surfaces. A few weeks ago, while hunting for something else, I found a folder containing all four of my Hero Games Newsletters. These were a bonus you got for subscribing to Adventurers Club, consisting of four pages printed on 11 x 17 paper. They contained previews of new stuff, fan-submitted material, and were an attempt to knit the community of fans a little closer together They're an interesting curiosity from a time when snail mail was the only mail, and long-distance phone calls a luxury.<br />
<br />
I thought others might find them interesting, so I got permission from Jason Walters to scan and make them available. It took me a few weeks to get around to it, but I finally have them ready. I did take the precaution of redacting any addresses or phone numbers. They're probably irrelevant now, but I figured better safe than sorry.<br />
<br />
I only subscribed to AC for a year, so I just have issues 2-4 of volume 1 and issue 1 of volume 2. I have no idea how long they kept these running. If anyone has additional issues, I'd love to see them.<br />
<br />
Download Links:<br />
<a href="https://www.dropbox.com/s/1r6k4ty0xuy7rrv/Hero%20Games%20Newsletter%201-2_Redacted.pdf?dl=0" target="_blank">Volume 1, Number 2</a><br />
<a href="https://www.dropbox.com/s/932i6gkiz1fuq48/Hero%20Games%20Newsletter%201-3_Redacted.pdf?dl=0" target="_blank">Volume 1, Number 3</a><br />
<a href="https://www.dropbox.com/s/uy2dir4qlhlr1v4/Hero%20Games%20Newsletter%201-4_Redacted.pdf?dl=0" target="_blank">Volume 1, Number 4</a><br />
<a href="https://www.dropbox.com/s/3jm7h100wystbnk/Hero%20Games%20Newsletter%202-1.pdf?dl=0" target="_blank">Volume 2, Number 1</a>Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com2tag:blogger.com,1999:blog-1540334550134984175.post-40400691056655933722017-09-07T21:28:00.002-05:002017-09-07T21:28:11.209-05:00Old Nerd Retrospect Presents: Adventurer’s Club #1<div class="MsoNormal">
<span style="font-family: Arial, Helvetica, sans-serif;">This last week, I had reason to go back and re-read my
series on <i>Classic Enemies</i> from a few
years ago. Good times. It was also the last time this blog was really
productive, and also the last time I was really well and truly focused on the
superhero genre for the long haul. Since some of my current writing projects
need that focus, I figured I’d try something similar to get that back. Looking around, it occurred to me that I have
a complete run of Adventurer’s Club, the official Hero Games magazine published
from 1983 to 1995, ostensibly on a quarterly basis. Ostensibly. Sometimes years
went by without an issue. Anyway, I have all twenty-seven of them, so I figured
I’d give each a read-through and report on my findings, recollections,
whatever. Let’s see what happens.<o:p></o:p></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLvrXMwnQfgD5mkCTdguNIbXiAR8RjVsyM98pCww0SRCSBdYH1qTsTTjrhSeheSTJ3y92XXS6dWyfVDEDa8ds4Thpr4u32n5HP6cImkNQrf4ywQ1MmQl_-VwAuqiE8cR8OHE4ZkBBcquuI/s1600/AC+1+Cover.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLvrXMwnQfgD5mkCTdguNIbXiAR8RjVsyM98pCww0SRCSBdYH1qTsTTjrhSeheSTJ3y92XXS6dWyfVDEDa8ds4Thpr4u32n5HP6cImkNQrf4ywQ1MmQl_-VwAuqiE8cR8OHE4ZkBBcquuI/s320/AC+1+Cover.jpeg" width="240" /></a></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">This is Adventurer’s Club, volume one, number one, cover
dated Fall 1983. The cover is by Mark Williams. Inside the front cover are two
simple ads, one for “Privateer” a piracy-based board game that Hero sold at
conventions. I actually played a demo of it at Origins in 1984. It was fun, but
not something I was all that interested in.
The other ad highlighted a pair of adventures coming from Hero Games and
BLADE (a division of Flying Buffalo): “Border Crossing” (for ESPIONAGE) and
“The Adventure of the Jade Jaguar” for MERCENARIES, SPIES, and PRIVATE EYES.
The ad touts the fact that each adventure includes game stats for both systems.
This wasn’t the first instance of dual-stats in RPG supplements, but it was
something Hero Games did quite a bit of throughout the 80s and 90s.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Anyway, let’s look at this magazine. It’s 32 pages (plus
cover), digest-sized. The layout looks to be by hand or possibly very early
computer-aided pasteup. It’s got a simple, clean and readable look, nothing
fancy. Apart from the table of contents, page one lists the AC staff as
follows:</span></div>
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<ul>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Editor: Steve Peterson</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Art Director: Mark Williams</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Graphics & Production: Michael
T. Gray, Mark Williams, & George</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Advertising & Circulation: Ray
Greer</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Interior Illustrations are by Mike
Weatherby and Mark Williams</span></li>
</ul>
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<span style="font-family: Arial, Helvetica, sans-serif;"><o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><o:p></o:p></span></div>
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<b style="font-family: Arial, Helvetica, sans-serif;">‘Nuff Said</b><span style="font-family: Arial, Helvetica, sans-serif;"> is the
editorial introduction page, written by Steve Peterson. For this issue, he lays
out their recurring features and mentions a need for writers (a penny a word)
and illustrations ($20 a page, $50 for a cover), as well as subscription rates
of four issues for ten dollars, which covered shipping. Additionally,
subscribers eventually got an Adventurer’s Club membership card that got them
into Hero-only events at conventions as well as a (usually) four-page
occasional newsletter with additional game stuff or inside information. As I
recall, it also got me a playtest copy of Fantasy Hero, so that’s kind of neat.</span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Between the Lines</b>
(also written by Mr. Peterson) is the Q&A feature, where players can get
rules clarifications, not unlike the “Sage Advice” feature in Dragon Magazine.
This time around, they answer a pair of questions that came from conventions.
The first addressed why they used the same game system for ESPIONAGE as
CHAMPIONS (albeit with lower point values and a few other rules changes). This
is possibly the first appearance in print of the notion of the Hero System as a
toolkit. It’s still years away from being a truly unified system, but it’s the
first time I recall seeing it addressed in this way. The second question was,
in my opinion, of equal importance, namely this: “At what point on the Speed
Chart do you start combat? Do you star on segment 1? What if a character is hit
by a surprise attack?” The answer, of course, is to start on segment 12 of the
previous round for most combats. Believe it or not, this was an important rules
clarification and it became standard practice in later editions of the game.
It’s cool to see it explained here for the first time.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Superhype</b>,
written by Ray Greer, is a promotional column devoted to new and upcoming
products. This time around:<o:p></o:p></span></div>
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<ul>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Another call for subscriptions</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">“Border Crossing,” the first (and only, as it turned out)
adventure for ESPIONAGE, Hero’s second RPG.</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">“The Great Supervillain Contest,” a CHAMPIONS adventure by
Dennis Mallonee.</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">An announcement of an upcoming “Organizations” book by Aaron
Allston. This would ultimately be a couple of books: “The Circle and METE,” and
“The Blood and Dr. McQuark,” but no details were available at this early date.</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">An announcement of an agreement with Steve Jackson Games to
produce Cardboard Heroes for CHAMPIONS. As I recall, they came out in 1984 or
85, and were reprinted in the 4<sup>th</sup> edition GM’s Kit.</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Another agreement with SJG for AUTODUEL CHAMPIONS, a product
that allowed for Hero System roleplaying in the Car Wars Universe along with
the addition of superpowers to the vehicular combat game.</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">A team-up with BLADE for the cross-compatible adventures
advertised inside the front cover.</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">JUSTICE INC., the planned pulp-era RPG has been rolled back “a
month or so.” It would come out at Origins in the summer of 1984. A companion
adventure “Horror in the Sky” never saw publication. It’s too bad, because it
sounded pretty cool. </span></li>
</ul>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Crooks and Crusaders</b>
offers a new character. In this case, it’s the first appearance of The Awesome
Exo-Skeleton Man, by Bruce Harlick. LeRoy McGowan was a low-level VIPER agent
who became Foxbat’s first (and for a very long time, only) agent/sidekick. He’s
a normal guy who…well, he wears an exo-skeleton. I mean, it’s right there in
the name. It makes him strong and has some armor, life support, and a decent
blaster. He’s a solid NPC, all in all. The accompanying illustration by Mike
Witherby is a nice departure from Mark Williams. Witherby has a bit of Kirby
style and it suits the character.<o:p></o:p></span></div>
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<div class="MsoNormal">
<span style="font-family: Arial, Helvetica, sans-serif;">Below the illustration, we get a ¼ page of <b>“Foxbat Says”</b>, a snippet of rules
advice: “Give agents equipment that activates on a 14 or less!” When I first
read this, I probably thought it was genius, because it too me many years to
realize that points are for players. A GM doesn’t need to worry about the cost
accounting on NPCs. Granted, there are
reasons to use Activation Rolls, in order to represent unreliable equipment,
but suggesting it as a cost-cutting measure for NPCs is kind of ridiculous in
retrospect. However, that was the way we played back then, as if the players
would demand to edit the GM’s character sheets or something.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Covert Action</b>, by
Steve Peterson is intended to be a recurring column for ESPIONAGE. However, for
this first column, the focus is on cops. It’s clear the guys at Hero Games were
seeing the potential of using ESPIONAGE to handle any sort of modern non-super
adventure setting and this is a first step in that direction. The article gives
two package deals (Police Academy Training and Police Detective) and the
article suggests basing the game not on real police work, but TV cop shows,
modeling the game after the way those shows are structured, along with a brief
mention of tropes and the admonition to make sure your adventures include things
for each character to do. For a one-page article (two pages with the package
deals), it’s pretty solid.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Champions Plus</b> is
a recurring feature for new CHAMPIONS rules, powers, etc. This first one is by
Dennis Mallonee and brings us Endurance Reserve and Multiform, two powers that
would see official publication in CHAMPIONS III (which isn’t CHAMPIONS, third
edition). Not much to say beyond that; it’s solid work and good additions to
the rules.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Foxbat and Fandom</b>
is the letter column. The name is also a pretty terrific pun on a classic SPI
air combat game (Foxbat and Phantom). It was in this very first issue that the
tradition of people mailing insulting letters to Foxbat (and Foxbat’s irate
replies) began. It’s a nice break from the usual dry as toast letter columns we
saw in other gaming mags.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>The Mechanon Gambit</b>,
by Ray Greer and George MacDonald, is an adventure for CHAMPIONS, using
villains from the main rulebook. In it, the villain Pulsar attempts to steal an
uncompleted body belonging to the robotic conqueror Mechanon. Of course, the
heroes and VIPER have to show up to make his life difficult. And possibly a few
other villains. And, possibly Mechanon. Fun ensues.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">This is a terrific little adventure. It does some nice
world-building by establishing that Mechanon has robotic factories secreted
around the land, where his consciousness can be transferred into a new body.
The opposition is set up to scale with the number of heroes, and the set-up is
such that it’s easy to insert into an existing campaign without breaking
anything. Plus, it has a nice map of an airport and the robotic factory.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">We finish up this issue with a page of submissions
guidelines (typewritten, double-spaced, 1” margins, maps drawn on hex paper. A
simpler time.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">The inside back cover is a Hero Games order form. The
available products are:</span></div>
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<ul>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Champions</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Enemies</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">The Island of Dr. Apocalypse</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Stronghold</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">GM’s Screen</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Enemies II</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Espionage</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Champions II</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Deathstroke</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Privateer</span></li>
<li><span style="font-family: Arial, Helvetica, sans-serif;">Adventurers Club #1</span></li>
</ul>
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<span style="font-family: Arial, Helvetica, sans-serif;"><o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;"><o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">Shipping and handling was a whole dollar.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">The back cover is an ad for Adventurers Club subscriptions.<o:p></o:p></span></div>
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<span style="font-family: Arial, Helvetica, sans-serif;">So, that’s it. It’s simple, and fairly primitive, even by
early 80s standards. But it was a great start. There's not a lot more to comment on here, other than what I've already said. Maybe next time, I'll have more nuggets of wisdom.</span><o:p></o:p></div>
Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com3tag:blogger.com,1999:blog-1540334550134984175.post-1439785810360084902017-06-29T07:44:00.003-05:002017-06-29T07:47:18.022-05:00Sins of the Past - Revisited<div class="separator" style="clear: both; text-align: center;">
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The three or four of you who still read this may recall that I've got a pretty solid history with ICONS. Some years ago, I posted a character a day for quite a few months as a means of processing depression. Before that, I wrote "Sins of the Past", one of the earliest "official" adventures for the game, back when Adamant Entertainment published it. When Steve Kenson got the rights back and published ICONS: THE ASSEMBLED EDITION, we talked about doing an updated version of Sins for the new edition of the game. It's probably been three years since that initial conversation, but I'm happy to say that "Sins of the Past Revisited" is now available at Drive-Thru RPG for the low, low price of five bucks.<br />
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<a href="http://www.drivethrurpg.com/product/215110/" target="_blank">http://www.drivethrurpg.com/product/215110/</a><br />
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This new version is fully updated to ICONS: THE ASSEMBLED EDITION, with all-new (gorgeous) art and maps by Dan Houser. There's new material from me and it's all been carefully edited and developed by Steve Kenson. Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-36471508610980630672017-02-12T15:34:00.001-06:002017-02-12T15:34:58.279-06:00OwlCon ReportFriday and Saturday were this year's OwlCon (Or "Superb OwlCon," as the ad copy said) and it was pretty freaking great. As is typical, my son (C-Monster, now 17 and a seasoned veteran) attended. Unlike the past few years, we decided to give today's festivities a pass, so as to get in some recovery time.<br />
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Friday night, I ran "The Eaves of Mirkwood," a demo for Cubicle 7's <i>Adventures In Middle Earth</i>, that I fleshed out a bit to fill my allotted time. I had five players (out of a maximum of six available PCs) and I felt it went really well. The game does a terrific job of taking 5th edition D&D and turning into something that is much less that style of fantasy and much closer to Tolkien. I'm not going to talk too much about the specifics because I may run it again and I don't want to spoil C7's excellent adventure. But it rocked.<br />
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Saturday morning started poorly. I'd had a lot of trouble winding down and getting to sleep, so I woke up groggy and we got out the door a little late. To make matters worse, we clipped a curb while driving in and suffered a flat tire. Worst of all, I discovered my jack was missing. Fortunately, we were rescued by a passerby and we got to the con only about fifteen minutes late, just in time to make our games. C-Monster went off to play "Cthulhu Wars", and I rushed over to a "Star Trek Enterprise" game that used <i>Savage Worlds</i>.<br />
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I'd love to say it was a good time, but honestly it was a mess. Despite having a decent plot (which I may well lift for <i>Far Trek</i>), the GM really didn't prepare for this game. Her pre-gens consisted entirely of PCs she uses for a "Fallout" game, with zero modification. So my "Tactical Officer" had, among other things, the Illiterate hindrance. Also, due to the nature of the plot, a heavily-armed, bloodthirsty killing machine was sidelined for a lot of the adventure. I did get to blow up spaceships, but it was pretty much a disaster.<br />
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Speaking of disasters, there were problems at the con regarding food options. You see, OwlCon is held on the campus of Rice University in Houston. When classes are in session, there are multiple eateries open. Unfortunately, all of them rely on student labor and Saturday was the start of their mid-semester break. With no students to staff them, they shuttered early or completely all weekend. On Saturday afternoon, the one place I planned to hit for lunch closed early for a "private event," something I didn't figure out until 2:15, with 45 minutes to my next game. This necessitated a mad and expensive (parking isn't cheap on campus) dash to Taco Cabana to stock up on enough sustenance to get C and myself through the rest of the day and night. Bean and cheese tacos, the Iron Rations of Texas gamers.<br />
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I managed to get back just in time for my afternoon game, a <i>Savage Worlds </i>dungeon-crawl run by none other than Shane Hensley. I've known Shane for many years, but this was my first chance to actually play a game with him, and it was absolutely terrific. My character ended up committing magical suicide to take out the big bad and one of his lieutenants, which sucked for the PC but totally ruled. Also, it reminded me of how great SW is with the right GM.<br />
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After downing the remaining tacos, it was time to run my other game, "Young Justice: Apokolips Now," for <i>DC Adventures</i>. It's got a bit of a history. I originally wrote it for Chupacabracon 2015. Unfortunately, only two people who signed up for it actually showed, so I couldn't run it, which was kind of depressing, and I filed it away on the Island of Lost Games A little while ago, I posted a link to it <a href="http://myolddice.blogspot.com/2016/11/new-things.html" target="_blank">here</a>, and it got some really nice feedback, so I decided to take another stab and try to run it at OwlCon. For the past month, I've been super-nervous about whether or not it would "make," and I didn't actually hit the minimum number of players (5) until Friday night. So even on Saturday I was worried that a no-show might scuttle things.<br />
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As it was, I had five players, and the game came off beautifully. I'll post up a an actual play summary soon in its own thread, but yeah, it was everything I'd hoped for. Great players who got the material, fun dialog, and some excellent dice to end the action on a high note. Absolutely perfect.<br />
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How was your weekend?Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-53996640852680609652016-11-16T16:20:00.001-06:002017-11-06T15:14:16.217-06:00These Are The Voyages...As far as I can tell, I've never shared this here. Weird.<br />
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I have this idea for a Star Trek game. Actually, I've had it for a very long time, but never got around to implementing it. The core ideas have been floating around my head since the days of FASA Trek, but really crystallized when I read a particularly glorious passage from one of Peter David's <i>New Frontier</i> novels:<br />
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<span style="font-size: small;"><i>'That may be the case, Commander, but here's the truth of
it: My great-grandfather was in Starfleet back in Kirk's time. And
the fact was that Kirk had some very staunch supporters. That served
him well, because he also had any number of people whom he angered with
his constant glory-hounding and disregard for regulations. And it was
widely believed in Starfleet that, every so often, he would file utterly
preposterous reports, just to tweak those individuals whom he knew
didn't like his style and his way of doing things. Such as the incident
with the giant killer amoeba. And that totally ridiculous alleged
occasion in which his first officer's brain was stolen. I mean, come on
people. Clearly, these things could not have happened. Every time you
heard uncontrolled laughter ringing up and down the hallways of
Starfleet Command, you could tell that Kirk had filed another one of his
whoppers."</i> - Admiral Edward Jellico</span><br />
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<span style="font-size: small;">And thus was born the USS Mulder, a run-down Oberth-class science vessel and her somewhat hapless crew. The </span><span style="font-size: small;">campaign set early in the NG era, (uncomfortable uniforms and all) right around the time of the commissioning of the Enterprise-D</span><br />
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<tr><td class="tr-caption" style="text-align: center;">USS Mulder "The Truth Is Out There"</td></tr>
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<span style="font-size: small;">An Admiral with an axe to grind regarding the
legendary James T. Kirk and his exploits assigns the PC's (who've earned his ire in some way) the
task of re-visiting the worlds Kirk's Enterprise encountered on its
original five-year mission, in order to verify his reports and provide
situational updates. It allows me to mine TOS for inspiration, but mess with things as I see fit. It's not a particularly serious campaign premise, but that's OK.</span><br />
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<span style="font-size: small;">Maybe I'll get around to running it someday.</span>Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com6tag:blogger.com,1999:blog-1540334550134984175.post-27056411233675764962016-11-09T13:20:00.000-06:002016-11-09T13:20:08.412-06:00New ThingsResolved: The only way I'm going to get through this is by making things and sharing things I make until either I feel better or the world gets better or both. It may not be pretty. It may bounce around from topic to topic. It may not even be new. But I'm going to churn things out all the same. Like them or don't.<br />
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First off, something I had laying around. This is a convention one-shot I wrote shortly after "Young Justice" was canceled, teasing a third season. It's my take on a season three finale, written for <i>DC Adventures/Mutants & Masterminds</i>. It's not particularly edited, but it's pretty typical of my convention game notes (I break each scene into beats, note cool stuff that can happen, and provide illustrations to help me when describing things).<br />
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Enjoy!<br />
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https://www.dropbox.com/sh/s0bxnooeq64bi6l/AACtYWJZ4Hzk6-8l0z1EpfFja?dl=0<br />
<br />Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com1tag:blogger.com,1999:blog-1540334550134984175.post-32864753996849298122016-08-17T16:09:00.005-05:002016-08-17T16:09:58.580-05:00#RPGADAY Day 16<span style="font-family: Arial, Helvetica, sans-serif;">What fictional character would best fit in your group?</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">It's terribly trite, but any of the main characters from "Big Bang Theory" would probably do fine with my Tuesday Nighters. As it is, the group contains two Physics Ph.D.s, a Chemistry Ph.D., and an Engineer. Plus a couple of IT guys and some stray English majors. It's a pretty brainy, nerdy set. </span>Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-21277896703473223112016-08-16T11:30:00.002-05:002016-08-16T11:30:51.219-05:00#RPGADAY Day Fifteen<span style="font-family: Arial,Helvetica,sans-serif;">What historical character would you like in your group? For what game?</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">Putting aside "Little Wars" with H. G. Wells (it was the first wargame rules I ever read), which could be fun, I'm thinking something like <i>The One Ring</i> with Christopher Lee. I don't know how much of it would be game and how much of it would be Tolkien discussion group, but I suspect it would be delightful.</span>Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-18828084346708574282016-08-15T10:04:00.002-05:002016-08-15T10:04:46.269-05:00#RPGADAY Day Fifteen<b><span style="font-family: Arial,Helvetica,sans-serif;"><span class="item-snippet">Your best source for inspiration for RPG's?</span></span></b><br />
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<span style="font-family: Arial,Helvetica,sans-serif;"><span class="item-snippet">The internet. I'm an idea sponge, i</span></span><span style="font-family: Arial,Helvetica,sans-serif;"><span class="item-snippet">t's my blessing and my curse. All it takes is a link to a video, a random piece of art, or a book/TV/movie recommendation, and I'm down the rabbit hole.</span></span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;"><span class="item-snippet">Unfortunately, I rarely maintain sufficient focus to see things through, so my attention is constantly bouncing from one cool thing to the next. The good news I retain a lot of it, so I can pull out something useful pretty much whenever I need it.</span></span>Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-61373156412909376062016-08-14T21:39:00.001-05:002016-08-14T21:39:29.705-05:00#RPGADAY Day Fourteen<b><span style="font-family: Arial,Helvetica,sans-serif;">Your dream team of people you used to game with?</span></b><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Interesting question. I don't know about a "dream team," but there are folks I gamed with in the past I'd love to sit down at the same table with again.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Chris Hall </b>was one of my early <i>Champions</i> GMs, as well as a player in some of my games back in the early 80s. We lost touch for the better part of thirty years and have only recently reconnected. He doesn't play games anymore, which is a pity.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Charlie Russell </b>was a regular in my San Antonio games and always fun to have around. We've lost touch altogether, which truly sucks, because I think he'd dig <i>Feng Shui</i>.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Kyle Bennick</b> was one of the first gamers I met when I moved to Houston. He's still in the area, though in Houston terms, "in the area" means he lives about sixty miles away. He's also got two young twins, so I don't think he's doing much gaming anymore.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;"><b>Mason Hart </b>used to be part of my Tuesday crew, and our gaming styles were pretty sympatico (especially compared to the tactically heavy approach that predominates in that group). When his second kiddo was born, he dropped out of the Tuesday crew, though he still plays with another group.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">I miss playing regularly with my wife, <b>Jane</b>. Over the last ten years, she developed significant anxiety regarding math, which seriously impacts her ability to enjoy RPGs. We've come up with a few work-arounds, but it's not where her interests are now, and I understand.</span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Last, I've got say <b>Aaron Allston</b><i>.</i> Because he'd still be around. :(</span>Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0tag:blogger.com,1999:blog-1540334550134984175.post-54502066453258406312016-08-14T09:56:00.001-05:002016-08-14T09:56:11.921-05:00#RPGADAY Day Thirteen (Late)<span style="font-family: Arial,Helvetica,sans-serif;">What Makes a Successful Campaign?</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">First and foremost, I can't be GMing it. Seriously, I haven't had a game go past three or four sessions in more years than I care to admit. Now, to be fair, I'm not wholly to blame. My last few attempts have fallen afoul of work schedules, holidays, and an unplanned hospitalization. But after a while, it starts to weigh on a person.</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">So, with that in mind, I do have an understanding of what it takes to make a campaign work, even if I haven't succeeded in a while:</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">GM Dedication: This should be obvious. If the GM is unfocused, or uncommitted, the game is going to fail. Maybe not immediately, but sooner than later.</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">Player Buy-In: The player's have to be on-board as well. For the campaign premise, for the rules system, for making time to play, and for spending hours in the company of the other players.</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">A Regular Schedule: Every game I know that works long-term has a schedule the players and GM abide by. It's a part of their routine, not something they squeeze into their busy schedules. This is an aspect of dedication and buy-in, but it's worth calling out separately.</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">Rituals: My Tuesday group meets for dinner at 5:45 (having hashed out the location earlier), eats until 6:45, then drives over to our venue (Rice University) and play until 10 PM. Meeting and eating helps us get the socializing and cutting up out of the way, but it also provides a nice secondary bit of continuity with the group.</span><br />
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<span style="font-family: Arial,Helvetica,sans-serif;">Communication: Do I really need to say more about this? Nah. Communicate, nerds!</span>Theronhttp://www.blogger.com/profile/15816454819854018824noreply@blogger.com0