Tuesday, September 3, 2013

D30 Days: Day 2 Favorite Playable Race

Well, here I was hoping not to be behind, and I'm already behind by a day.  I have a good excuse, dear readers.  I am in two bands and that requires time and practice.

'Nuff said.

On to my favorite playable race.

This is a preference that has evolved over time for me.  It used to be that I liked playing anything with a ton of interesting powers.  Many of us do this when we first start out.  "Why be a human, something so ordinary, in a fantasy game?" we think.  We want to make it as fantastic as possible, and the lure of special ability after special ability heaped on top of each other still induces drooling in me from time to time, especially when thinking back on The Complete Humanoid's Handbook.  (Here's where I say that if you haven't played a voadkyn before, beware lest you become stuck in a dungeon corridor.)

However, over time, I've become enamored of Humans in D&D.  I never have to remind myself what the character looks like outside of costume or weaponry or coloration, and I don't have to worry about hiding pointed ears.  Plus, the benefits of being human in more recent editions of our game have proven to be highly enticing.  Pathfinder's benefits for being a human are nice, as were v.3.5's.

That said, I want to relate the tale of a character named Relivane that I played in a 2nd Edition campaign long ago, during high school.  He was a human thief, and he couldn't do anything right.  The dice were cursed at every turn for him.  Climbing a wall meant inevitably falling and hurting himself.  Sneaking around meant getting caught.  Finding a trap meant unleashing it on himself.  And it really was just how the dice fell - nothing I did on purpose contributed to this.  But it was the most fun I ever had holding the player's end of the stick, which I admittedly haven't done nearly as much as I'd like to have done (I'm one of those guys that is found running the game most times).  

Why was Relivane so much fun?  Well, I took a sick delight in seeing his every bone crushed as he fell repeatedly from heights of 30 feet or more.  I also enjoyed wading into combat, only to miss my attacks and be spitted on someone's spear.  When the cleric felt he shouldn't heal him any more because he was costing too many resources, I found that a peculiar sort of challenge to see how long Relivane could hold out without being healed.  Turns out, he was never killed in action.  The campaign retired before he could meet his end.

I'm sure by now you're asking why this rambling post has anything to do with humans being my favorite race to play?  Well, let's put it in straightforward terms.  I enjoy the day-to-day foolishness of the human race in the real world.  I like to bring some of that to every human character I play.  I've never played the vicious, merciless fighter.  I've never played the stalwart paladin or cleric.  I've never played the prancing bard.  Those stereotypes don't interest me.  With a human character, I feel as if I have carte blanche in the campaign world, and it's nice.  Relivane was a fool and a charlatan, and he was horrible at his job, but it wasn't his fault.  The dice hated him.  Every time.  But he gained a reputation for being horrible at thieving, and that was the best part about that character.  Through no fault of his own, he was a fool.  I played him seriously, and I often would argue the point that his faults were not his own, that fate had it out for him.  It became a shtick, and it was great.

(My next play goal is to have a linguist character who talks the party out of bad situations instead of carving those situations to pieces with steel.  That might drive some of the other action-oriented guys a bit nuts from time to time, but I'll pick and choose my times.)

Saturday, August 31, 2013

D30 Days: Day 1 How I Got Started

Well, folks, here is the small tale of how I got started with D&D.  When I was about 10 or so, I spent the night at my cousin's house.  He was an avid AD&D player (1st Edition).  Of course, he always ran the game stoned, but that's a topic for another day.  Now, I was never let in on the game, since he was much older and didn't really want to teach me, but after I pored over the rules and became fascinated by them (and it should be mentioned that his rulebooks were jacked - they had all fallen apart and he had everything in folders). 

I had to figure out where to start from scratch.  Well, after some failed attempts at figuring out what to buy, I picked up the pictured "black box" basic set.  This was a current set when I was about 12 (yes, it took some time to get any money when I was young - we were poor),  This box came out about before the (awesome) Haunted Tower and Goblins Lair sets, set in the Thunder Rift world.  I immediately began learning the rules and playing the game with my best friend and my brother.  I only had two players for about three or four years.

Later that year, I picked up the still-unbelievable Rules Cyclopedia, which I still use.  I proceeded immediately to run a Monty Haul campaign replete with +5 swords with special abilities and so many heaps of treasure it would make Donald Trump vomit.  Also, because I just didn't know any better, the characters wound up being Grand Masters of their weapons by about 14th level.  They were unstoppable.  There was no real setting, no real end-game, no goals beyond the acquisition of cool things.  But it was fun!  I could throw any monster at them and it would just sort of work itself out and we all had a blast with it.  We didn't worry about the things we do now, like "Does the story make sense?" or "Are these rules balanced?" or "Is this system broken?" or any number of other things.  It was a simpler time.

I jumped right into 2nd Edition after this, and ran several long campaigns.  I resisted 3rd Edition with the best of them when it came out, but I really grew to like it after the revisions hit the market.  When 4th Edition came out, I bought the books, took a few looks, and quickly traded them for old supplements.  I still don't like that system., and when Pathfinder came out, I instantly bought it.  Let that be a lesson, Wizards:  backward compatibility is very, very useful to many of us.  But then I discovered the OSR movement on the internet, and I was hooked on products like Labyrinth Lord, OSRIC, and especially Swords & Wizardry.  I love the wildly creative atmosphere the participants in the movement have generated, and it's a brilliant star in a dead RPG sky.

All this said, I am looking forward to getting my next campaign off the ground, and giving some guys who haven't played with old-school rules for decades a surprise.

Friday, August 30, 2013

D30 Days

Well, it looks like my desires to get this blog rolling again brought me this little gem via my blogrolls.  I will be participating.  Hopefully I don't fall behind.


Thursday, August 29, 2013

Pathfinder - Why I Love It But Why It Hurts

I haven't done a blog post like this in a while.  With life returning to normal after my divorce, I'm beginning to get back on track with game-related activities (and no, I'm still not running my OSR mashup yet - world building takes time, my friends).

I want to talk about Pathfinder for a minute.  Now, as a veteran GM, having run BECMI, AD&D 2E, 3E, and 3.5 (amongst other systems like MERP, GURPS, and more), I will say that Pathfinder is a system built for a tinker like myself.  It's great fun to translate the game world into mechanics - it provides a whole different flavor of play than what I find in the OSR, although the older versions of "our game" are by far my favorite due to their modifiable nature and wheeling-dealing mechanics.  Pathfinder gives me my fill of "let's see what happens if I..." as far as rules go.  I love to fiddle.

That said, I'm delaying running the game for a reason I think others can appreciate:  potential rules overload.  I like to give players the opportunity, with systems such as this, to run either iconic characters or the weirdest damn things they can create with whatever available supplement exists.  I've run some strange parties before, and it's always great fun.  However, I am dreading getting to that higher-level point that exists past 12th level or so, where combat bogs down and a three-hour encounter is common enough to drive me nuts.  But I love that everything makes sense and interrelates.  Everything is handled the same way throughout the system.  I can do so much with it, but it hurts so bad.

I'm not posting this looking for rules solutions.  I'm just blowing off steam and giving you an insight into my mania.  I remember running v.3.5 at 15th level, and it could be a real bitch.  Pathfinder fixes some of the on-the-fly numbers you had to come up with, but I purposely never used and probably still won't use the big bads like dragons or wizards on my end of things because of the amount of crap I have to familiarize myself with.  Too lazy, you say?  Maybe.  But being familiar enough with 30 spells to decide on the fly what I want to do is a pain, not to mention a bazillion feats at higher levels.  In fact, feats are my main problem ahead of spells.  Who the hell can memorize all that?  I sure don't want to look stuff up constantly.

I suppose you're asking why I even wrote this if I love the system anyhow, and will run it eventually?  Well, just something I had to vent about.  Sure, I could keep everything to below level 10, but that ruins the crazy things I want to do on the planes and in sub-dimensions, where shit gets real.  I don't know. I'm perplexed.  We'll see how I move on Pathfinder eventually, and I'll keep you posted.

In the meantime, to ramp back up my GM skills, since I haven't run in about 6 or 7 years, and have been preparing a game world for the last 3 months, my OSR mashup with custom everything that is geared utterly toward sword & sorcery play will be what I run.  I'm hard at work on class revisions (they won't be published here since it involves wholesale plagiarism to put together a players' document), spells, and my world's very own bestiary so that I don't have to hunt through supplements.  Yes, it's a book just for me and the players.  All I'll say is it's Swords & Wizardry as the core rules, with a crapload of bolt-ons.  It should be fun!


Wednesday, July 31, 2013

New Monster: Spider of Despair

Spider of Despair

Hit Dice: 5
Armor Class: 15
Attacks:  1 bite (1d8 + suicidal despair) or waking nightmares (special)
Saving Throw: 12
Special: Suicidal despair, waking nightmares, webbing
Movement: 12, Climb 12
Challenge Level/XP:  12 / 2000

These monstrous-looking spiders are the chosen brood of the Elder Spider, and lair throughout Spiderspire.  They dwell in tunnels and alcoves, stringing their webs thickly in areas that may see frequent travel.  Moving through a webbed area reduces movement to 1/4 speed.  It also burns quickly and will instantly ignite.  Anything, including a spider, caught in a flaming area of web takes 1d6 points of damage per round.

When a spider of despair bites a victim, the target must make a saving throw or be affected with suicidal despair, which sets in immediately.  Treat this as if the target is fascinated, with the exception that even direct threats will not break the fascination.  There is a 10% cumulative chance per round that the afflicted character will let the spider bite them again, or willfully do damage to their body with a weapon, for automatic maximum damage - this is up to the spider.  The fascination may be saved against each round, and a successful save breaks the effect of the despair.  A victim may only be re-afflicted with despair after it is lifted through a successful saving throw.

Before entering a conflict a spider of despair usually attempts to disorient its enemies with waking nightmares, vivid hallucinations of something the victim fears.  This attack affects everything except other spiders within a 60-foot radius.  The target is treated as confused for 1d6 rounds.  A saving throw is allowed to avoid this effect.  Once a character has been affected by these waking nightmares, it may not be affected by the same spider's nightmare attack for another 24 hours.  This ability can be used every 1d4 rounds, a roll of 1 indicating the very next round.

Thursday, July 11, 2013

Upcoming Articles

Alright, folks, time for an update.  I'll soon be posting workups of different regions of my campaign world of Antediluvia, as well as more monsters in the classic sword & sorcery tradition.  Expect maps as well, as I'll be developing them from the top down as I progress.  And yes, it will include a pirate city!

Thursday, June 6, 2013

Blog Still On Hold

Guys, the blog is still on hold and life isn't sorted out yet.  Stay posted.  I still have much more to post.