Saturday, 31 July 2010

Read an RPG in Public Week

I'm waiting for my VW.

Thought I would drop a post to just say I'm participating in Read an RPG in Public Week. My Knights of the Grail is open by my side as I complete some research for some campaign short fiction.

Always thinking about kickstarting my WFRP campaign. The time seems to escape me to make it happen. While I'm enjoying the Pathfinder campaign I'm currently in (as a GM the lighter work load required is nice), the D&D fantasy setting is so shiny.

I do like my WFRP grim and peril.

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Posted by caffeinated at 3:02 PM in d10

Monday, 12 July 2010

...oh, and one more thing, your daughter is a whore...

Out of context, you might ask, "What ever prompted you to say/think that?"

Suffice to say, I didn't say that to someone's face, for real at least. I was playing Pathfinder, Paizo's 3.5e+ of the world's most popular roleplaying game (it's not WFRP :().

My character is Du'can, a 17 year old ranger, in the game run by a player in my WFRP campaign. What makes this comment so funny is both a statement about how much fun "meta-gaming" at the table can be and how hard it is tell a gaming story. 

Du'can and his new friends are heroes of Sandpoint after dispatching a significant number of goblins (Du'can killed 3 at range with his longbow). Being heroes brings many benefits, like free pastries. And being a hero, and maybe the most attractive character in the party, Du'can is approached by an attractive young women with a problem: rats in the basement. Du'can reluctantly follows her to the basement of Sandpoint's well known general store. There are no rats. Du'can instead finds a cot and a brash, forceful, and now topless, young woman.

Our GM knows what was going on, I didn't, but how the table banter played out was classic table fun!

First Du'can "saves" vs. Perception and hears footsteps on the stairs! Du'can pushes the young woman away in enough time for her to cloth herself and Du'can now has to face down the suspicions of "Daddy." 

What's going on down here!" 
I'm looking for rats. She told me there were rats in your basement." 

I roll a natural 20 vs. Diplomacy. Our GM was just a bit flummoxed, but in a good way. In gaming terms, I could have made up anything and the NPC would have been amiable to my treaties:

Because I rolled a Natural 20. That's what I'm doing in your basement..."

Ok, I did roleplay the reasoning:

Your daughter explained there were rats in your basement, and as you know it is something of a mystery how all the goblins got into town for the festival. As a hero of Sandpoint, it would be neglectful of me to not explore the possibility that secret tunnels exist beneath the town."

The roll made for some of the best table banter I have had in a while...including the possibility of ending the conversion with:

...oh, and one more thing, your daughter is a whore. Good day, sir."

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Posted by caffeinated at 1:41 AM in d10

Saturday, 26 June 2010

Played some Pathfinder today

I was able to make it to Paizo Day at my FLGS to play some Pathfinder. And being on the other side of the screen felt good; its been a while.

The GM, Doug P., is a player in my WFRP campaign, so I was sympathetic to his struggle to wrangle the group. Of the five players, three others including myself never played Pathfinder before, and I believe the last time any of the four of us played any variation of "D20" was 1st edition AD&D. Of the other two players, one was a Pathfinder GM and the other was more recently familiar with 3/3.5 D&D.

Doug P. displayed some incredible patience with the sometimes unruly group, cracking jokes, puns and generally seeking mayhem in the scenario. I played a 1st level mage (I forget all the details of the character except that I recognized the character as one of the Pathfinder iconics, Ezren). Like a good mage I held to the back of the party, allowing the "meat," the iconic Valeros and a Paladin, charge or otherwise take point. I did get to use my cane several times as a boomerang to great effectiveness.

It was fun, high fantasy. Yet, I'm not buying yet. Still love my WFRP too much. 

I did meet some good players and may try to form a new WFRP group that can meet more often at the FLGS. Doug P. is currently hosting a pretty regular Pathfinder game with his son and 4 other players. His time to play in our WFRP campaign suddenly got really limited. I don't fault him in the least and give him many kudos for fostering younger players in the hobby. ~o)

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Posted by caffeinated at 11:01 PM in d10

Friday, 19 March 2010

My Polish is a Joke

I'm not Polish. And if you ever play Twilight:2000 with me you immediately know that I'm not Polish. I become the Polish joke.

Generally, I find with many RPGs, whether completely fanciful, or based in the past, present, or future Earth fail in the area of assisting players with immersion into the locales presented when words rise against them. Allow me to provide an example and to pick on WFRP, so you know I'm not being biased:

Tzenntch. The Chaos God of Magic and Change. Is that 'T' silent? How do you pronounce 'tch'? Is it T-zen-T-ch? or Zeen-ch? It's likely the later, Zeen-ch, silent Ts all around. Eleven names anyone? How about some apostrophes folks?

Twilight:2000 is throughout a study in words that have consonants, as an English--some limited German--speaker, in places one does not expect them. And sounds that don't match the spellings. For example, take the city of Lodz. Lodz is central to PCs in the opening deus ex machina presented to them by the referee. Flashback to my introductions to Twilight:2000 in 1984, I recall saying it like it's spelled: L-ODDs, rhymes with "odd." But Wikipedia, tells me it's more like "Wud-g." That's a "W." Not an L ("ell").

Services like Wikipedia, or Forvo, did not exist in 1984. The friends I had did not have access to Polish teachers, parents, or friends. Correctly pronouncing the plethora of Polish places and names was not within our grasp. GDW did not help us either. We were left to fend for ourselves, butchering the Polish in every game.

Basically, I believe it is a requirement of game publishers to provide phonetic guides to names and places, at every new word or name, or provide a table in the back summarizing them. It is my argument that the spirit of the game, the very mood the publisher or the author's imagination birthed, is ruined. Worse even, pronunciation becomes a barrier to play as everyone stares crossed-eyed at words, mouthing the sounds, then embarrassing him or herself on sounding it out.

Just venting. ~o)

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Posted by caffeinated at 2:38 AM in d10

Friday, 19 February 2010

Wargames and RPGs in context

Sometime before 1984--I remember this in context of where we lived and when we moved to the "country"--my father brought home two books from the Ft. McPherson library. I don't recall the title of one, but the contents I recall detailed weapon systems, past, present and future (there was a chapter on the theoretical effectiveness and application of the "neutron bomb"). The second however was James F. Dunnigan's The Complete Wargames Handbook. The book has since been in reprinted in three editions as it is still used as a reference in military schools.

The Complete Wargames Handbook was a big influence on me. I read and reread the book. Printed the game Drive on Metz, made counters, and even designed an amateur game based on the principles Dunnigan set forth in his book of a North African battle between the German Afrika Corps and the British.

The Complete Wargames Handbook, 2nd Edition, is available online at StrategyPage.com, where Dunnigan is an editor and podcast host. Chapter 5, The History of Wargames details the humble, and influential, beginnings of companies we are likely very familiar: Avalon Hill, SPI and SDC. Dunnigan writes:

Some of these smaller publishers developed highly innovative ideas and have themselves contributed to profound changes in the hobby.
The most innovative and influential of these new game systems was the role-playing game (Dungeons & Dragons) developed by Gary Gygax and Dave Arneson in 1973. The closest SPI ever came to this was a game we published in 1973 called Sniper, which involved man-to-man combat in an urban area. Players had a tendency to individualize their playing pieces in Sniper. But I, as the designer, did not bother to take it as far as Dungeons and Dragons, which was also the first, or at least the most widely successful, of the fantasy games.

Emphasis above is mine. Dunnigan praises and acknowledges Gygax and Arneson, their history of wargame design in Chainmail and play in the International Federation of Wargamers, and naturally, as well as correctly, he ties the origins of our favorite hobby back.

As a reader of blogs dedicated to grognard play styles of RPGs or
wargames, I remembered my early days in gaming, my father's influence and my play today. Chapter 5 goes into great detail; anything more here is unjust. Go forth and learn.

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Posted by caffeinated at 10:28 PM in d10

Wednesday, 17 February 2010

Updated Warp Hound

Be sure to check out the update to the Monday's Warp Hound entry. If you didn't take a look at the campaign wiki, the details are copied here for convenience.

In the last session, the Sigmar priest and Dwarf got bit suffering a permanent would loss. A character detail that might play as a lingering pain for years to come... not to mention the corrupting fluid coursing through the veins of the characters. What trouble is that going to get the characters into down the road.

Enjoy. 

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Posted by caffeinated at 10:16 AM in d10

Monday, 15 February 2010

The Warp Hound

As promised, my new creature for WFRP, the Warp Hound. Borrowing from the Old World Bestiary, I've formatted the creature in the Common and Scholar views, and added a GM's Monograph detailing the game play. I think that more dangerous Warp Hounds could add Test Difficulty to the Toughness test for "Chiefs" (per the Core Rulebook).

Enjoy. And as always, comments are welcome.

Warp Hound

Common View

"When I heard the dogs for the first time in 10 years, I wasn't sure I was hearing them. I had lived in utter silence on the isle with my brothers. No sound was ever heard on the island. The barking was a premonition of dire events. The kennels were filled with our friends barking to the east. Then a flash and earthquake. The thunderous roar of wind and noise could not be natural. Fires burned over the hills toward the northern shore and barely safe harbor. The earthquake released our dogs and they all ran. I did not see my Clem for two days until I spotted his collar on the hairless beast dragging Brother Rogerx in to the treeline."

Scholar's View

GM's Monograph

Warp Hounds are the aberration of common canine breeds exposed to intense, raw Chaos energies. First encountered by the heroes on the Silent Isle, a rocky, semi-temperate, island off the coast of Bordeleaux, Bretonnia, the warp hounds were once the companions of monks of Mannan residing on the isle observing a vow of silence.

The warp hound appears as a hairless, muscular dog. Its lower jaw jutts forward, crowded with oversized teeth and dripping with a foul, stinking saliva. The skin of the warp hound is tough and resists damage, but not like leather.

The warp hound will travel in packs with one or more dominate members, and will attack without provocation, its mind ravaged by the warp poisons coursing though its veins. The saliva is a minor mutagen and very dangerous to the touch, more so when bitten. Each bite inflicts a single permanent wound plus normal damage when a Toughness test is failed after each bite. This permanent loss is reflected in the Starting profile of the character.

The Advanced Profile shown is for a "Brute". Consider the Starting Profile a "common" Warp Hound.

Warp Hound

Race: Mutant

Career: unknown (unknown)

Main Profile
WSBSSTAgIntWPFel
430465250141510
530515745141510
Secondary Profile
AWSBTBMMagIPFP
119457000
221557000

Skills: Follow Trail, Perception, Swim

Talents: Keen Senses, Natural Weapons, Night Vision

Armor: None

Weapons: Toothy Bite, Warp Spit

Trappings: none

Special Rules:

Thick Skin
reduce Critical Values of Critical Hits by 1 (shift left).
Warp Spit:
The spit of a warp hound contains mutagens capable of inflicting permanent wounds. Each bite causes a Toughness Test, failure results in the loss of a wound point from the starting profile of the victim.
Toothy Bite:
counts as having Impact Quality

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Posted by caffeinated at 10:32 PM in d10

Sunday, 14 February 2010

Game tomorrow

Tomorrow is Washington's Birthday, a Federal holiday honoring the first U.S. President under the U.S. Constitution--seven presidents served before George Washington under the Articles of Confederation. Commonly known as, though incorrectly albeit some local municipalities make it official, President's Day, it is a that allows the grognards to gather round a kitchen or basement table for some WFRP.

The Silent Isle awaits.

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Posted by caffeinated at 10:46 PM in d10

A Reading From CAS

It might seem that I'm reposting a lot from James Maliszewski over at Grognadia, I'm not, but he recently shared a mere 150 words penned by Clark Ashton Smith. 150 words that simply conjures phantasmagoric worlds I hope, as a GM, my players desire to explore:

The nostalgia of things unknown, of lands forgotten or unfound, is upon me at times. Often I long for the gleam of yellow suns upon terraces of translucent azure marble, mocking the windless waters of lakes unfathomably calm; for lost, legendary palaces of serpentine, silver and ebony, whose columns are green stalactites; for the pillars of fallen temples, standing in the vast purpureal sunset of a land of lost and marvellous romance. I sigh for the dark-green depths of cedar forests, through whose fantastically woven boughs, one sees at intervals an unknown tropic ocean, like gleams of blue diamond; for isles of palm and coral, that fret an amber morning, somewhere beyond Cathay or Taprobane; for the strange and hidden cities of the desert, with burning brazen domes and slender pinnacles of gold and copper, that pierce a heaven of heated lazuli.

--Clark Ashton Smith

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Posted by caffeinated at 5:30 PM in d10

Wednesday, 10 February 2010

Retrospective on Twilight:2000

Twilight:2000 by GDW is a RPG I've written about a few times in reflection on my affection for the setting, even the system.

James Maliszewski, the diabolical leader of the Old School Taliban, has written a retrospective about Twilight:2000 only as he can. A great read, and some great comments by those that have the growing up Cold War context necessary to appreciate the game setting.

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Posted by caffeinated at 9:25 PM in d10

Saturday, 23 January 2010

Stealing NPC Ideas

I'm finally finishing Quicksilver: The Baroque Cycle Volume 1. Three or four years after I bought it. But if there is one thing I continually love about this book (and hopefully will about the complete series) is the vivid descriptions of life in the 17th century.

A lot of it perfect fodder for my WFRP game. Just one example is the historical and "common sense" descriptions of the London Bridge in it's 16th and 17th century incarnation. As I read the description, Aldorf's Three Toll Bridge came to mind, so much so, I felt that Aldorf's own was inspired historically by the London Bridge.

In Quicksilver Neal Stephenson describes with detail the daily life on the bridge and dangerous currents beneath the bridge induced by the "starlings" or "sterlings." These can be seen in this rendering and the river current produced in this depiction. The businesses that could be found on the bridge inspired some fluff that I put in a campaign originating from Altdorf last year.

I especially liked how the richer denizens of London prudently opted the safer option of disembarking from river transport, climb the stairs to the street level, cross to the other side, descend to the river, and hope their original transport made the gauntlet of the starlings. On the bridge, the savvy would accost the upper class, for alms or business opportunity, as they crossed to meet, hopefully, their transport on the other side.

From this arose my vision of the Three Toll Bridge with it's many merchants that crowd its wide crossing of the Reik. And as it's historical complement, the Reik was channelled through the starlings of the bridge, eating the foolish and always clawing for the prudent. One can imagine the crowds that ply the nobles as they cross the bridge, or just while away the hours watching fools "run the starlings," betting and excitedly cheering, or cringing.

So my NPC idea is presented to you, the Bridge Boatman. A Boatman, ex-Ferryman (or ex-Stevedore as fits your campaign). The Bridge Boatman is the prudent navigator of the River Reik and its many bridges. The best are hired by nobles, and many nobles use regulars. Bridge Boatman are excellent masters of the broad water ways of the Empire and beyond, but know bridges exceptionally well. They know the safe starlings and the dangerous ones. They are prudent when such judgement is necessary (or their "cargo" demands it). They only take risks when they know the bridge before them, the river subtleties on the craft beneath their feet, or the payment in hand.

Many Bridge Boatman supplement income with smuggling; who better to run the currents of a particularly dangerous bridge in a pinch, or a chase. And even still, the most risk taking Bridge Boatman knows a cargo, flesh or other, not delivered does not pay and usually costs more, if not in life, in lively hood with the loss of boat, limb, sanity, or all three.

Bridges should be rated a Test Difficulty and for each mastery of Row, reduced 5%. Even the best should be challenged by bridge like the Three Toll Bridge. At night, any bridge rating suffers an additional -10% to its difficulty modifier (as high as -40%). For example:

Konrad has picked up his charge at a small pier near the Fork Wharf on the Luitpoldstrasse. A fat man dressed in finery, noble for sure, dropped a sack of silver on the floor of the boat, "Obereik, and not to-morrow," was all that he spoke. Two bridges, post haste. Konrad picked up the sack and weighed it. The Reiksbrucke (Three Toll Bridge) is rated Very Hard (-30%). Konrad is skilled in Row +10% (two mastery levels, or +10%) giving him a modified -20% to his Row skill (Strength 48%) when running the starlings of Three Toll Bridge. Konrad pushes into the current and chooses a left of center starling, sizing up the approach. Konrad needs 28 or less... he rolls... 28! The noble smiles, embracing the moment and the dangerous thrill; Konrad and the noble exit on the other side of the Three Toll Bridge drenched in the stinking water of the Reik. Konrad thinks only of the Kaiser bridge ahead (rated Challenging).

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Posted by caffeinated at 1:05 PM in d10

Sunday, 10 January 2010

Book Plate Zwei

Another book plate, this one with more woodcut work and a stronger WFRP flavor.

The artwork is by Dave Graffam, or someone of his acquaintance, and originally published on Encroachment of Chaos, now available on Winds of Chaos.

The wax seal shows the twin moons, Mannslieb and Morrslieb, with the word FIDENS, or "Fearless," in relief.

Download a full resolution copy of the book plate

The plate prints 2.25" x 4.75" at 300 dpi.

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Posted by caffeinated at 9:18 PM in d10

Saturday, 9 January 2010

Book Plate

As I cleaned my office up today at home, I was flipping open my WFRP books. As I checked their bindings, maybe getting a little distracted (maybe a lot distracted) I noticed that I had "branded" some and not others with a "notice" of ownership.

Then it occurred to me: a nice book plate, Ex Libris-style, would be more apropos. Woodcuts came to mind. 20s and 30s art deco crossed my minds-eye too. I settled on something that tries to capture some of that... an art deco meets woodcut via Photoshop.

The font is of course the very same used for WFRP titles. The image a better than working attempt at creating a woodcut from a photo (credit to Bloodthirsty Vegetarians on Flickr).

ex libris et die
Feel free to use it or hack it to make it better. Prints 2x6 at 300 dpi.

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Posted by caffeinated at 10:51 PM in d10

Friday, 8 January 2010

Couple of new WFRP purchases

In the last two weeks I've decided to round out my WFRP library with some items from my FLGS, Days of Knights.

Karak Azgal and Barony of the Damned, both add to a near complete 2nd Edition WFRP library. This is something I did not do with 1st Edition when I first became the fan I am today, c. 1986.

My most disappointing miss was not getting the hard cover release of Tome of Corruption. I was ecstatic at the PDF release though. I think the ToC, in hindsight is a must have sourcebook for really providing depth in your campaigns, especially since certain dark and chaotic races never got complete treatment while Black Industries was publishing 2nd Edition. The brief Druchii section is enough for seeding your own imagination (without buying the WFB Army Book, oft recommended by some). With seeds, GMs can turn to forums like Strike To Stun for more ideas and help; eventually becoming one that can assist new GMs over the wall.

While the two books I just picked up are really adventures, they are couched well in source material to seed new adventures in the WFRP canon of 2nd edition. 

A canon I intend on expanding without FFG by my side.

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Posted by caffeinated at 9:41 PM in d10

Sunday, 6 December 2009

WFRP Campaign Wiki

My players and I maintain a campaign wiki at ACD WFRP Campaign Wiki.

If you want to know what's going on in the campaign, or just want to read and details for your own WFRP campaign. Welcome!

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Posted by caffeinated at 1:52 PM in d10