Posts

Playing by Blog

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One of the greatest things about our hobby is its progressive nature. And I'm not talking about elven politics or any such malarkey. No, I'm talking about how the hobby thrives as more and more options to play are made available. Whether you play face-to-face, or via email or forum , or even through a service like Google+, there are more ways to get your roleplaying fix than ever before. And now you can add play-by-blog to that growing list. For the last couple months, I've been in a play-by-blog game run by the packmaster of the blog A Pack of Gnolls , called The Ruins of Empire and running Microlite74 in 4E's Nentir Vale setting. Playing by blog means setting up a blog specifically dedicated to the game in question; the gamemaster makes the main posts that drives the game forward, then players post their actions in the comments section of the blog, and generally it acts a lot like play-by-forum. It's slow, but since it doesn't require a massive time sink, it...

Teach your kids to game week

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In case you missed it, it's Teach your Kid to Game week, an idea that I 100% approve of, even if the idea of an entire week to it seems a bit unnecessary. What's next? A week to remind us to breathe? However, on its intended purpose, I can lavish nothing but praise. I've had the opportunity to run games for young kids before and, let me just say, that it was highly rewarding and actually quite fun. Very imaginative children will think of solutions to problems that no rational adult could ever conceive, whether or not said solution is physically possible. There are plenty of tips and advice out there for running games with kids, but let me just reiterate a couple of points I feel need mentioning as often as possible. #1: Don't play for hours. Kids get tired, have shorter attention spans, and basically will burn out faster than you will. Limit the game time to two hours at the max, maybe even cut it short to an hour-and-a-half. You can get in a little adventuring and try ...

Let loose the Dogs of WAR

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When I was fourteen or so, I discovered my dad's old collection of paperback men's action novels and spent an entire summer reading them, from the adventures of American super spy Nick Carter, to the sardonic violence of the Destroyer, I devoured them all with a fresh zeal, with my favorite being the violent adventures of the Executioner, who would later serve as the basis for Marvel's Punisher. Soon I'd continued on to classic pulp adventure series like Doc Savage and the Shadow, but the men's adventure novels of the 70s and 80s have always held a special place in my heart and on my bookshelf. So to find a game supposedly patterned after those novels filled me with excited trepidation. Dogs of WAR , by Simon Washbourne, is based around the Bolanverse series (the long running series consisting of the Executioner, Mack Bolan, Pheonix Force, Able Team, and Stony Man, three series of which are still being published as of today: www.mackbolan.com ) though any actual kn...

Steal This Other Map

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Everyone seems to have enjoyed the free map I posted a while back. It's made the rounds, been awesomed up and found a place in the Dragonsfoot forums . So I decided I may as well post another one. I was going for a kind of comic book style with this map. It was an experiment, mostly hand drawn on a wacom tablet in photoshop. It turned out pretty good. You could pretty easily use it for some northern wilderness setting thing, at least that's the vibe I was going for, but feel free to use it for whatever you want. If you use the map let me know. Both of the maps are free for anyone's personal use at the game table or for anyone's free DIY RPG products - I only ask for a link back or a credit as the maps creator.   ......................................... Several people have inquired whether they could my maps in their commercial (for profit) projects. The answer is: No, you cannot use these maps for any commercial project. Read the creative commons c...

Looking at Microlite74

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Microlite20 , the ultra slim version of the d20 SRD, has been available for some time now, and it has been modded up and down so many ways that you can find a hundred different games using the same basic ideas, from westerns to space operas. It's nice, I've played it, but it wasn't until I sat down this last weekend and gave a version called Microlite74 a try that I truly appreciated its flexibility. Designed by Randall Stukey, Microlite74 is a game with the familiar d20 conventions, but with an old-school flavor. Coming in three distinct booklets, each with a small overall page count, you can enjoy Microlite74 Basic, Standard, or Extended, each playing under different assumptions. In Basic, you can play as Humans or the classic three Demi-Humans (Elves, Dwarves, Halflings) and there are three character classes, the Fighter, Cleric, and Magic-User. That's right, no thief (or rogue for those politically correct 3e players). Or Bruce Campbell, as my players like to say. ...

This is Badass

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I love bad action movies. Big explosions, loads of inconceivably impossible gunplay, one-liners galore...what's not to love? I also love free. Free as in beer. What do you get when you combine the two? Badass , the game of pure, unadulterated action. Designed by Jay Steven Anyong (of the blog Life and Times of a Philippine Gamer ), I first noticed this little game thanks to Michael Wolf and Stargazer Games. Michael did the editing and layout and if was willing to take the time for this game, so was I. And I'm glad I did! It's readily apparent that Anyong knows and loves his badass cinema and he does his best to fill the game with that special sort of style you can only get when the dust has lifted and the room is filled with dead bodies, shell casings, and flying doves. Not pictured: Shell casings, doves, or dead bodies. But it's awesome anyway. Overview... The basics behind the 2d6 system is a simple roll-over affair. Roll 2d6, get higher th...

Gaming Radio

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I've never just sat back and not participated in a game. I'm always either a player or, more likely, the gamemaster. It just wouldn't be fun to sit around while everyone else got in on the gaming, right? So why have I found myself spending a disturbing amount of time listening to live-play roleplaying podcasts of games I have literally no stake in? I have no idea. And yet I can't stop myself. Whenever I'm doodling up another map for the next game, or just jotting down some salient plot points for possible games, I find myself more and more turning to game session podcasts (my current favorites being those at www.gamershavenpodcast.com ) for background noise. What I can't figure out is why, exactly, listening to total strangers play their chosen games is entertaining to me. I mean, the majority of them are what you would expect; a lot of laughing, goofing around, the lovely sound of dice rolling, and some colorful profanity. Sounds not unfamiliar to anyone who ga...

The mystery of the monsters

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I was glancing through the Pathfinder Bestiary the other day, re-familiarizing myself with some of the monsters and their stats, when it hit me; the magic is gone. Just a year or so ago, when I played my first game, there was this allure and mystery about the seemingly limitless monsters and beasties that populated the various fantasy worlds. Now, I see them as stat blocks and powers, obstacles to pit my players against. Perhaps it was bound to happen as I became the primary gamemaster for my group. But it's still left me feeling somewhat disappointed. The realization that a small part of the game is now gone for good leaves me wanting that feeling of surprise anew. I can't recall the very first monster I ever faced as a player, though I imagine it was something suitably low-level. Like a kobold, or goblin, or possibly a level-0 farmer. Something easy, that was for certain. Or perhaps Farmer Smurf, the level-0 Smurf! But I can remember the combat I most enjoyed from those early...

Learning from the Enemy

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I've heard it said that the MMO is the single greatest threat to pen-and-paper roleplaying. In all frankness, I find this a little hard to believe, having played a fair number of online RPGs, but then I'm no industry analyst and you can't deny the sway that 12+ Million (Capital M!) gamers and their monthly revenue have over even the big leaguers like Wizards of the Coast and Paizo. So I guess it isn't entirely unreasonable to call MMOs an "enemy" of traditional RPGs, but then it wouldn't be entirely accurate either. After all, MMOs and traditional roleplaying games are clearly two separate beasts. If you don't believe that, try playing both in one day. There's little comparison mechanically, socially, and, for me at least, they each fulfill a different gaming need. But, is there anything we can take away from MMOs and bring to our own table? I think there are at least two key things that we can incorporate more into pen-and-paper gaming. Ins...

Three of Swords

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I will preface this Saturday Sorcery by saying that I am of the old school mindset when it comes to magic weapons. I feel a magic weapon should be reasonably unique, reasonably powerful, and possibly dangerous to the wielder. They should be strange, wondrous, and have some kind of backstory. I dislike the sort of throwaway magic items that proliferate in D&D these days. It turns a powerful arcane force into a trinket to be sold when not in use. There is little to no personal attachment to a specific weapon or set of armor, no lofty ideal of contributing to the legend crafted by a enscorcelled blade, no sign that these supposedly powerful artifacts are anything other than flashy glitz you might find in a local department store. In here, somewhere, are seven +1 swords, eight Wands of Levitation, and a dozen Boots of Fleetness. So when I create magic items, I try to imbue them with a sense of purpose and history, perhaps even a seed for a plot or two. What follows are three different ...