Monday, April 09, 2012

Building a sorcerer the right way

I would have to say, my favourite class in Pathfinder is the Sorcerer. For the benefit of the uninitiated, sorcerers differ from wizards in that they derive their spellcasting abilities from a bloodline they inherited from a magical ancestor such as a demon or dragon, rather than through scholarly pursuits. In game terms, this difference means they can cast more spells per day, but are more limited in the number of spells they know. They also receive certain magical abilities such as energy resistances or claw and bite attacks, but are hampered somewhat in their use of meta-magic feats (i.e. special abilities that allow spellcasters to alter certain aspects of spells such as duration, range, damage, etc.)

I play sorcerers a lot. In fact, I'd guess that roughly half the characters I've played, including my current character, have been sorcerers. One constant that applies to all the sorcerers I've built is that they have all been underpowered. The sorcerer class offers more options for character design than just about any other class and most of those options are bad from the perspective of optimization. Why? Because most of the bloodline powers encourage you to create a character that resembles a spellcasting rogue or melee fighter. Let me tell you, if you want to be a fighter in Pathfinder, be a fighter (or a paladin, maybe). Anything else is the very definition of suck in this game. Sure, it sounds cool to create a character who can launch a fireball, then charge in and lay a beatdown. Unfortunately, Pathfinder doesn't reward versatility. While the sorcerer is buffing himself, the fighter and the wizard have already killed every living thing within a half mile radius. High-level Pathfinder combat is a lot like the last two minutes of a football game. It seems to take forever, but in game time, it's only a couple of rounds at most. So to be effective, a character has to be able to contribute something substantial immediately and most sorcerer builds can't do that.

Notice, I said most. If you can pry yourself away from all the superficial coolness of the Abyssal or Draconic bloodlines and play to the strengths of the class, it is possible to be effective. First and foremost, the sorcerer is an arcane spellcaster and not surprisingly, the best bloodline for optimizing that role is Arcane. The bonus spells are all excellent, there's a nice selection of bonus feats and the Metamagic Adept bloodline power is quite handy when you really want to maximise that fireball and still run behind cover.

Sadly, I think I will always be attracted to the idea of a sorcerer who sprouts poison fangs and jumps into combat only to get promptly mauled because he has half the hp and AC of a real fighter. Like the scorpion who stings the toad, it's in my nature.

-Rognar-

Saturday, March 31, 2012

The Gunslinger

As I stared at my unpainted minis tonight debating whether or not to start one, I saw my unpainted monster slayer mini (he's got a rifle). Even though Ultimate Combat has been out for 9 months now no one in my gaming group has shown any interest in playing a gunslinger - including me. With my interest piqued, I decided to do some research. I've seen threads on the Paizo board claiming they are over powered but lots of other people jump in and claim that they are balanced but strong. I wanted to decide for myself so I tracked down a couple threads on what makes a gunslinger good.

With HeroLab loaded I made a gunslinger and fleshed him out at levels 4, 7, 12 and 17. At 4 he kinda sucks. An archer is way better. By level 7 equality has been achieved. They do roughly the same damage but the archer tends to have a better to hit bonus. This is balanced by the fact that the gunslinger is doing range touch attacks in the first range increment (which is scary close if you are using pistols, but a bit more reasonable with a musket).

From what I can see if you want to multiclass as a gunslinger the best break points are after level 5 (when you get dex to damage) and level 11 (when you get all sorts of goodies). For the sake of this demo I decided to go all fighter after level 11.

At level 12 a straight Fighter archer is going to out damage a gunslinger but not many other classes can manage it. By this point the gunslinger can take the signature deed feat which makes one of his deeds practically free to use (no grit required). This means they can do bleed damage equal to their dex bonus on every attack, auto disarm, auto trip, or lots of other nifty tricks.

By level 17 Gunslingers have pulled ahead and don't look back. By taking 6 levels of fighter, the gunslinger is now sporting such fighter only feats as weapons specialization and point blank mastery as well as wearing dueling gloves since he's got weapon training from the fighter levels. Without haste he's firing 5 shots, the lowest at +14, that have to beat Touch AC. Each does about 38 points of damage.

Now the Gunslinger has a deed called Dead Shot. Its a bit complicated so I recommend going to read it but its a bit unclear exactly how it works. It works a bit like Vital Strike with each attack adding to damage but it doesn't state if you can include the extra attacks from Rapid Fire and Haste. If you can't it really doesn't have much use except to help beat any sky high DR that you can't penetrate. If it includes any and all attacks then it's a pretty mean ability. With my level 17 build, with Haste and using rapid shot, Dead Shot has about 1 in 2 chance of inflicting around 280 damage on a full round attack assuming all of the touch attacks hit. If the dice don't cooperate it is a rather lousy 70.

And don't think I loaded all of its abilities into offense. Almost all of the characters I build in HeroLab are meant to be playable so they have to have good saves (lowest save = character level or higher), and AC (or at least some other defenses like Displacement). The gunslinger could be fun to play. They have more options than the Archer Fighter who just shoots his bow every round, or the Barbarian who swings his axe. Rogues would love them since they can render opponents flat footed. I think I can crank out even more damage using dual Pistols but solving the reload problem will some creativity.

That's not to say my next character is going to be a gunslinger. I have a database full of cool characters I'd love to play and I just have one more now. I finally found a Magus build I was happy with yesterday and that's been added to the list now as well. But if we find ourselves in a high level adventure where we need more firepower I know just where to turn.

Wednesday, March 28, 2012

Slumbering Tsar

Slumbering Tsar is a mega adventure put out by Frog God Games written by Greg A Vaughan. If that name looks familiar its because he writes an adventure for just about every Paizo Adventure Path.

I don't have the hard cover yet so this review is based on the 14 pdfs that have been released over the last couple years and have just been bundled together I assume to raise enough money to print all of the massive hardcovers (over 1000 pages). The adventure for 4-6 level 7 PCs should easily get the party to level 20. The adventure is divided into three main sections: The desolation around the city, the city itself and the temple.

The Desolation is the wasteland that surrounds the city of Tsar, the site of a massive battle between good and evil centuries ago. This part section is basically a large hex crawl as the party scours the area looking for clues at what lies in the city proper. There are lots of quests scattered around and the players can begin to glean hints at the adventure's backstory.

Tsar is a large very detailed city. Although encounters tend to be undead heavy there are still lots of other creatures to be encountered. The PCs scour the city searching for a way to access the final area. The encounters are both location and event based. There is even a mid sized dungeon. Most encounters are immediately hostile but not all. There are even a few spots where you can play one encounter against another.

The temple is the last and by far the most challenging section. In this area the PCs will unearth terrible secrets and deal with Epic level challenges. If you are unlucky enough you could even face Orcus (level 35 demon lord) himself. The temple is nothing short of a mega dungeon. The thing is huge and has over 400 encounter locations.

The writer has tried to give the adventure a 1st edition feel and in some ways I think he's succeeded. There is a large variation in encounter difficulties. There are a few spots where the the encounter is several levels higher then the PCs and their best best is to be really prepared or just run away and come back later. At the same time many encounters will be a cake walk. Most pages have some artwork on them. It is all black and white and the quality is pretty good. I don't recall seeing any that I thought were awful. On the same note I don't remember any being awesome either. While I don't think it would require huge amounts of prep work to play you do have to have a good feel the various areas, how certain NPCs interact with each other, and spend a bit of time thinking about the best tactics for the monsters. Especially at higher levels they are quite complex - most have templates and/or class levels. This is high level Pathfinder so there are not too many bad guys that just walk up and start swinging.

The book is going to be huge and was originally written for 3.5 so its not surprising that a few editing mistakes slipped through. The PDFs have some weird glitches in them but I'm hoping its just a problem with the pdf and will be cleaned up for the hardcover. I figure that it would take us about a year to play from beginning to end - much the same as Kingmaker although if it stretched into the 18 month range I would not be shocked. I worry that so much high level combat can be tedious. I can easily see it devolving into a game of rocket launcher tag. The bad guys are so tough if they are not defeated in a round or two, the PCs will die.Many of the bad guys hit like Mac trucks or have crazy high DCs on their special abilties.

The adventure's focus is combat and exploration. There are lots of very deadly traps and a party would do well to have a rogue (or another trapfinder) along. The adventure has lots of very challenging encounters and players will have to be very creative if they want to survive. Many of the monsters come from 3rd party books so chances the players have never seen them before. Knowledge skills will be very handy for identifying weaknesses. Some of the monsters are pretty awesome, gruesome but awesome. There are NPCs scattered through out the adventure that can be used as replacement PCs or henchmen. A couple are rather unconventional and would be interesting to play as written. Especially towards the end there are lots of powerful magic items kicking around as well as some pretty sweet artifacts. There is no time limit on this epic quest so magic item crafting would be an option.

This adventure ties directly to Rappan Athuk. After the forces of evil retreated from Tsar they fled to the Dungeon of Graves. It would be fun to take the party that cleared Tsar into Rappan Athuk and see if they could beat that pretty much impossible Mega Dungeon..

Overall I think Slumbering Tsar looks like a lot of fun and when my 1000 page brick finally shows up I'll be sure to show it off. My only concern is the length as I recall everyone getting rather bored by the end of Age of Worms.

If you want more details they may be found here

Friday, March 23, 2012

A Princess of Mars, yeah, I read it


After watching the highly-enjoyable, but critically-panned John Carter, I figured it was time to read the source material, Edgar Rice Burroughs' A Princess of Mars. It was not a challenging read. Much like the pulp-era stories which would begin to appear a few years later, the plot and characters in this book are fairly simple. The protagonist, John Carter, is a Civil War veteran and soldier of fortune. Unlike the character in the movie, he is not a reluctant warrior and carries none of the emotional baggage that his cinematic version bears. Rather than being a lost and damaged soul seeking only solace and a way home, Burroughs' John Carter is a man's man. Likewise, the princess, Dejah Thoris, of A Princess of Mars is not the warrior-scholar shown in the film. In the novel, Dejah Thoris is, at times, haughty and petulant, but she also shows great poise and courage in the face of unimaginable torments that she fully expects to suffer at the hands of her captors.

[Spoilers ahead]: The basic plot of both the film and the novel are similar, although far more emphasis is placed on the war between Zodanga and Helium in the movie than in the book. Also, the whole subplot involving the Therns and the Ninth Ray is simply not present in the book at all. Indeed, the Ninth Ray is only briefly mentioned as being vital to the anti-gravity technology of the Martians. Beyond that, it doesn't serve the plot in any way. The other major departure I noticed with the film was in the main antagonist, Sab Than, the ruler of Zodanga. In the book, he was a minor character and merely the heir to the throne of Zodanga. Although he did seek to marry Dejah Thoris, there was no evidence he intended to kill her or destroy Helium. His desires were no more sinister than the standard power politics practiced by royalty on earth for centuries.

A Princess of Mars is a light, but entertaining read full of swashbuckling action in a compelling world where men are men, women are beautiful and villains are there to be vanquished, not understood or pitied. It espouses virtues which many today might find antiquated, or even a bit bigoted. I can see why some changes were made to make the film more relatable to modern moviegoers. Nonetheless, it is a good story and I encourage those who have never read it to give it a go.

-Rognar-

Rippin' on...Aliens Unlimited

Honestly, shouldn't beating up on poor old Palladium be some sort of crime...

Aliens Unlimited

-Rognar-

Wednesday, March 21, 2012

Mass Effect 3: Review

First I have to say I am a huge fan of the series even as it has evolved from being more RPG oriented to more of a first person shooter. The plots have been interesting, the characters well written, and most of all its been fun.

Lets start off with things that didn't go so well with part 3.

The ending: Without being spoilery all I can say what is wtf? You are given a bunch of back story and left with 3 options. The problem is that all 3 options lead to almost exactly the same ending sequence part of which makes no sense what so ever. I played through the ending sequence 3 times hoping that there would be some meaningful difference between them. There wasn't. After such an awesome game it was rather disappointing.

Difficulty: The enemy AI is much smarter in this game than in 1 or 2. They like to lob grenades behind your cover and execute flanking maneuvers. Some of the Reaper troops are rediculously hard to kill. I turned down the difficulty about a quarter way through the game because I got tired of dying. I'm here for the story.

Online play: This may be awesome but I'm not interested. The first person shooter aspect is my least favorite aspect of the game ad facing off wave after wave of Cerebus or Reaper troops doesn't sound especially appealing. I've read that you can't get the best endings without playing online but I'm not sure how that can make a difference. Half the stuff I read online about the game was BS anyway.

Planet Scanning. The monotonous tank missions from the first game are gone, as well as the resource scanning from the second. Good. There is still some scanning but its pretty minor. The catch now is that the more you scan the more you attract the Reapers, and when they show up you have to beat it out of the system or you die instantly. Planet scanning can reveal quest items and resources for the war so even though its still a bit tedious it is worth while.

And now the good:

The characters: All of the old characters are back and a few new ones have been added. There was lots of negative buzz about Freddie Prince Jr. joining the cast but I really liked his character James. It wasn't until I sat through the closing credits that I realized who was voicing him. The crew this time around is smaller than part 2 which had a huge crew. Everyone that lived through parts 1 and 2 are back in some fashion. My favorites like Garrus and Tali'Zora and part of the crew but most of the others have a secondary role as you run into them around the galaxy.

The writing: The writing is excellent as usual and is what really makes the game great. You really get know your crew, even the ones that don't run missions with you. There are lots of great little moments as they express concern over what's going on back on Earth and you have to keep them motivated and not lose hope.

The plot: I have only played through it once with my female Shepard paragon character. She has chosen most of the "Good" choices over the last few games but I did the Suicide mission in Part 2 without reading about it online and lost 2 members of my crew who were therefore absent from Part 3 (including the always hilarious Mordrin). In a month or two I'll probably play through the game with my male renegade Shepard and see how all of the different choices I've made in parts 1 and 2 change part 3.

Ending aside the game is excellent and I recommend it for anyone that loves a good space opera. The cut scene for the battle of earth was awe inspiring as the combined fleets of the galaxy show up in earth's orbit and engage. Even the small moments are just wow. It might lose some impact if you haven't played the earlier games but the characters are all introduced clearly and its easy to fall in love with them all over again.

If you like video games go out and buy it.

Saturday, March 10, 2012

Go see John Carter

I went to see John Carter on opening night and I'm glad I did. I admit, I'm not really an Edgar Rice Burroughs fanboy and have never read A Princess of Mars, the book upon which the film is based, but I do know some of the details of the world of Barsoom. Because of this, John Carter hits the sweet spot for me, midway between a hardcore fan and a total neophyte. I can't say how true the movie is to the original, but given the source material is a century old and it is Disney that made the film, I do not doubt some liberties were taken for the benefit of modern moviegoers. Nonetheless, the movie is very enjoyable and will no doubt satisfy all but the most hardbitten purists.

That's not to say the movie is flawless. Canadian actor Taylor Kitsch, starring in the title roll, makes no effort to sound even remotely like a Confederate soldier despite repeated mentions of his Virginian roots (including a bit of a running joke). This is probably for the best, since a poorly-executed southern accent would have very likely been worse than none at all. Also, in an effort to portray Mars as a dying world, the landscapes are universally desert. These vistas are truly beautiful and stunning, but given the presence of so many peoples (Red Martians and Tharks) and fauna (giant white apes, riding beasts and weird, super fast salamander-dogs), the absolute absence of even a single blade of grass leaves one wondering how anyone finds enough to eat. Finally, I found some of the feats of strength performed by the lead character to be a bit over the top, more akin to Neo from The Matrix than an Earth human in a low gravity environment.

Still, the movie is a visual feast, with competent acting and good pacing. Best of all, it's not stupid, which by the standards Hollywood typically sets for itself these days, is an accomplishment in itself.

-Rognar-

Oh, I almost forgot, the movie is 3D and happily, the 3D effects are well done. No post-production 3D-ification here.

Update: Ok, apparently John Carter was not originally shot in 3D. I'm surprised, having seen some really crappy 3D effects (Clash of the Titans, anyone?). I may have to seek out a 2D version of the film to compare. I don't need much of an excuse to see it again.

Wednesday, February 29, 2012

Towers of Midnight: Review

So I am once again caught up on my reading and will be looking for something new to tackle. I am hugely disappointed that they've pushed back the release date of the last book by 10 months! And announciing this delay only a month before A Memory of Light's release date makes me bitter.

Anyway, what did I think of Towers of Midnight?

1. Pacing. This book has rather odd pacing. The middle of the novel has a much better climax than the ending does. That's not to say the ending was bad or boring but it just lacked the build up and excitement of the middle of the book. I had not expected two major plotlines to suddenly intersect resulting in a major encounter much more worthy of the climax. The book's climax was something that has been coming for a long time. The reader knows pretty much what's going to happen and it takes place pretty much as expected with no real twists or turns.

2. Editing. I've been reading Ebooks and I do spot the occasional oddity in most books but I've always suspected its due to the possible source of these Ebooks. These errors look like OCR issues and they are easily ignored (rn = m). This book however had a decent number of misspelled or misused words. The kind of thing where you stop and double check to make sure you are reading it correctly. I was surprised so many slipped through the editing process.

Overall the book was very good. Sanderson tries to keep the action going and has a much more direct writing style that Jordan's flowery meandering style. All of the plot lines advance in a significant manner and you can see how things are lining end for the final book. One interesting chapter in this books deals with what's going to happen after all of this is over (assuming the Wheel of Time is not broken). It will be interesting to see how the issues raised in that chapter are dealt with in the final book.

Thursday, February 23, 2012

Mongoose editing, as good as it ever was

The first three releases in the Legend game from Mongoose, Legend Core Rulebook, Monsters of Legend and Arms of Legend were actually pretty well done. Though not flashy, they were well-edited and easy to read. Of course, it was only a matter of time before Mongoose reverted back to its old habits. Arcania of Legend: Blood Magic actually sounds pretty good and being written by Peter Nash ensures that what is there will be first-rate. Unfortunately, it appears Mongoose has managed to butcher it in the editing process if the comments on this forum are to be believed (comments which include those of the author of the book himself). Especially egregious (though sadly, not surprising), the text on the website describing the book actually includes reference to material that has apparently been edited out. I will probably still buy the book, everything Peter Nash touches is pure gold, but once again, I will be cursing under my breath at the Mongoose editors.

-Rognar-

Wheel of Time, Cont.

Well, way back in October I restarted the wheel of time series. Here we are now almost 5 months later and I just finished book 12 which is as far I had read before. From here on out its all virgin territory. I started Book 13 this morning and I'm pretty sure I'll have it complete long before the much awaited final Book 14 arrives in March. I seems weird that a series I started over 20 years ago is finally wrapping up.

I guess the wait for the Dark Tower was longer but I only started reading that back in 2003.

Wednesday, February 22, 2012

Fading Suns for Pathfinder! Now, please!

Fading Suns is an awesome campaign setting incorporating magic, technology and futuristic horror. Sadly, it has long been chained to a clunky game system. A brief foray into the d20 system yielded less than satisfying results. Now RedBrick is planning to try again with the announcement of an upcoming release of Fading Suns for Pathfinder.

FADING SUNS SAVAGE WORLDS AND PATHFINDER
As we announced on Pinnacle Games web site last year, RedBrick is working on releasing a version of Fading Suns for Savage Worlds. We are also updating the previous d20 version for use with the popular Pathfinder roleplaying game. Both editions are based on Fading Suns Second Edition. Development on Third Edition has taken precedence over these editions, so the first books are currently scheduled for released in late 2012/early-2013, as follows (for each system):

2012/Q4: Player’s and GM’s Guides
2013/Q1: Lords of the Known Worlds, Priests of the Celestial Sun

Ok, now I'm excited.

-Rognar-

Cross-posted at Rognar's Space Horror RPG Blog

Friday, February 17, 2012

MERP, a retrospective


In the early 90s, I headed off from my childhood home seeking fame, fortune and a graduate degree. Only the third goal was achieved, but I did get to spend a lot of that time experimenting with tabletop roleplaying games that didn't have the words "dungeons" or "dragons" in their titles (this is possibly why the fame and fortune parts never materialized). Some of these, I played the heck out of (notably GURPS), while others, I only tried once or twice (Chivalry and Sorcery, Call of Cthulhu, Alternity, Star Wars d6, Pendragon). Another one of this latter group is Middle-Earth Role-Playing or MERP by Iron Crown Enterprises. MERP is a softer, gentler spawn of the angry, ex-Marine drill sergeant of tabletop role-playing games, Rolemaster. I've never played Rolemaster, I suppose, because I don't hate myself enough, but even MERP requires a healthy level of masochism. The interesting thing about MERP/Rolemaster is that even the DM has to filled with a sense of self-loathing to really embrace the system. Sadistic DMs are better off with Call of Cthulhu, in which they can inflict all manner of pain on their players without having to beat themselves repeatedly about the head. Anyway, as I was saying, MERP is a simplified and more approachable game based on the Rolemaster game engine. Like D&D, it is a class-and-level system, although the power curve is a little less steep. For example, a Warrior will gain 5 development points for weapon skills each level. Each such point may be spent on one of the six weapon skills (1-H Edged, 1-H Concussion, 2-Handed, Thrown, Missile, Polearm) for a 5% to hit bonus or spend 3 points for a 10% bonus. Furthermore, once 10 points have been spent on a skill, the bonuses drop to 2% or 4% respectively. Combat is certainly more complicated than D&D, but not as torturous as Rolemaster. The character has an offensive bonus (OB) based on weapon skill, relevent stat bonus and magic bonuses which he may dedicate wholly or in part to his attack roll. The attack roll is then penalized by the defensive bonus (DB) of the opponent which is derived from the relevent stat bonus, a shield bonus (if applicable) and any portion of the defender's OB he wishes to commit to parrying. Up to that point, combat is pretty straightforward. The modified result is then compared to a combat matrix for the appropriate weapon group (in Rolemaster, there's a separate combat table for every weapon!) which gives a result that accounts for the type of armour worn by the defender. A typical result will give a number of hits inflicted, but good rolls can result in a critical hits roll. This is where things get painful. This game has critical hits for everything. There are puncture crits, slashing crits, crushing crits, grappling crits, heat crits, cold crits, electricity crits and impact crits and tables for each. If you have a particularly brutal "primary" crit, it can also result in a lesser "secondary" crit as well. Especially bad rolls can also result in fumbles, of which there are several varieties.

Interestingly, aside from the obsession with the minutiae of combat simulation, MERP is clearly influenced by D&D. There are six stats which correspond pretty closely to the traditional D&D formula; strength, agility, constitution, intelligence, intuition and presence. There are also six character classes, one for each primary stat; Warrior (i.e. fighter; primary stat - strength), Scout (i.e. rogue; primary stat - agility), Animist (i.e. cleric; primary stat - intuition), Mage (i.e. wizard; primary stat - intelligence), Ranger (i.e. ranger; primary stat - constitution) and Bard (i.e. bard; primary stat - presence). All character classes may learn some magic, of which there are two varieities; Channeling (divine) and Essence (arcane). Obviously, the more magic-oriented classes of Animist and Mage have fewer restrictions. Spells are organized into lists of ten, within which all the spells have a related theme and increase in power with each level. For example, the Mage spell list Fire Law starts with a spell called Boil Liquid that can cause a cubic foot per level of liquid to boil and ends with Circle Aflame which conjures an immobile, 10 ft. high wall of flames encircling the caster and which inflicts a heat critical on anyone passing through it.

So, you may ask why I'm posting about a game I played a couple of times some twenty years ago. Well, it turns out I have a ton of supplements for this game that I recently uncovered during a spring cleaning. I had forgotten I even owned most of this stuff. Going through it all has brought back a lot of memories, not so much of the game itself, but of the time in my life when I used to have a lot of free time and, apparently, a lot of disposable income. So, I thought I'd share it with you all.

-Rognar-

Rippin' on....In Search of the Unknown

Some old school fun from Zack and Steve:

B1 In Search of the Unknown, pt.1

B1 In Search of the Unknown, pt.2

-Rognar-

Wednesday, February 01, 2012

Pathfinder Minis: Another Viewpoint

I didn't say it would be a much different view point. I finally got my case from Paizo yesterday and I too got a full set. However my Dragon Booster was missing. Paizo customer service was wonderful as always and within 20 minutes of notifying them I got a shipment notification that it was on its way.

My one big disappointment was how much I paid for them. I subscribed to the Mini line on top of the Adventure Path line and that should get me a 15% discount on a case and each pack's special booster at 75% off. The case and the booster came to about $240 which isn't too bad until I realized I got charged $40 for shipping and then got dinged $20 on customs charges. In the end I paid just over $300.

Derrobane and Tayloritos paid about $240 for their cases and Dragon booster and that included shipping and they didn't get dinged customs fees. I like supporting Paizo directly but not by paying an extra $60 for exactly the same product.

Anyway, prices aside I am pleased with the set. I got a complete set although I didn't pull the werewolf until the very last box I opened. I got a ton of Ettins (3). None of mine were broken and I didn't spot any horribly mangled paint jobs.

Also in the box was part 5 of Jade Regent AP. I have been really pleased with the second half of this AP so far. Most AP start strong and then weaken as it goes on. This one seems to be the opposite which is odd since James Jacobs wrote the first part of the AP and his adventures tend to be pretty awesome.

Monday, January 16, 2012

A Tale of Two Gaming Stores

Most of my adult life has been spent in two major Canadian cities, Montreal and Calgary. The former is the cultural and financial centre of French-Canada, with a laid-back, fun-loving style. Montrealers play much harder than they work. Hockey and politics have replaced Roman Catholicism as the religions of choice for most of its residents. Montreal is very cosmopolitain and more than a little decadent. If jazz and sex are your pleasure, Montreal is your town. Americans might compare it to New Orleans, with much harsher winters.

Calgary is the home of Canada's oil industry. An island of concrete and suburbia surrounded by a sea of ranchlands and canola fields within sight of the Canadian Rockies. Calgarians play hard too, but they work even harder. Climbing the corporate ladder and owning the biggest, most gas-guzzling, all-wheel drive monstrosity you can buy are what it's all about. Calgarians may be more concerned with padding their portfolios than discussing Sartre over a pitcher of sangria at their favourite terrasse, but their capitalist ways go a long way toward funding the "joie-de-vivre" of Montreal. If skiing and rodeo are your pleasure, Calgary is your town. Americans might compare Calgary to Denver, with only slightly harsher winters.

Both Montreal and Calgary are blessed with truly awesome gaming cultures. French-Canadians love games and there's a fascination with the occult and New Age philosophy that is clearly evident. This is reflected in Montreal's most famous gaming store, the incomparable Le Valet d'Coeur. Though by no means spacious, the gaming mecca of Rue St. Denis is packed to the ceiling with gaming goodness. How they manage to jam in so many titles (in both English and French) is a mystery to me. I'm sure there's a little sorcery involved. In keeping with French sensibilities, they also have a lot of stuff you probably wouldn't find in most gaming stores. Occult supplies, tarot decks, crystal and pewter figurines, puzzles and other odds and ends are displayed throughout the store. Still, role-playing games, collectible card games and miniatures are their bread-and-butter and every trip to Le Valet d'Coeur is a feast for the hungry gamer.

Not to be outdone, Calgary has its own pilgrimage site for gamers, the awesome Sentry Box. Far larger than its Quebecois counterpart, the Sentry Box is unlike anything I've ever seen in Canada. It's inventory of role-playing games, CCGs, wargames and fantasy and sci-fi novels is unmatched. Even more impressive (if that's possible) is the amount of space available for gaming. Weekends at the Box are like mini gaming conventions, with 6-8 tables active at any one time. Miniatures games like Warhammer are particularly popular, making the gaming area a cool place to hang out and watch the proceedings. Workshops on miniature painting are also frequent. Now don't think the Sentry Box is some corporate store with whitewashed floors and immaculate displays, it's not. It's a bit cluttered, the stairs creak, the shelves sag, and dust can sometimes collect on the less popular corners of the place. It is truly a mom-and-pop operation and it's fantastic.

-Rognar-

Thursday, January 12, 2012

What do I want from D&D 5?

The short answer is nothing. Now that's not to say I wouldn't play it under any circumstances. I can certainly conceive of the possibility of D&D 5e being a more enjoyable gaming experience than Pathfinder and, if that were the case, I might be inclined to switch. However, I know what the parameters are for the redesign of D&D and they don't excite me. WotC has tried to slaughter a few sacred cows since taking over TSR, but despite the protests of the more vocal critics to the contrary, in my opinion, they've mostly been cosmetic changes. Feats and skills add some complexity, but the fundamentals are intact, hit points, armour class, class-and-level character design and advancement. It's all still there, it's all uniquely D&D and it's all untouchable. Whether the next iteration of D&D looks more like BECMI or D&D 3.x or AD&D is largely irrelevent to me because all those versions of the same game still exist and they all share the same flaws in my mind. Here's the thing though. I don't think D&D 5e should change a thing. Ok, they should change a few things, but they are mostly superficial. D&D is what it is, warts and all, and if they can "Unite the Clans", that's great. But with what I consider to be far superior games like Legend, BRP and Traveller out there, it's hard to get too excited about ascending vs. descending AC or whether dwarves can be wizards.

-Rognar-

Monday, January 09, 2012

To no-one's surprise...

WotC has announced the upcoming release of D&D 5e. Learning a lesson from Paizo, they are going with a playtest. Good for them. I wish them all the best and if they make a game that's better than Pathfinder, who knows, we might even play it. The addition of Monte Cook to the design team certainly adds to my level of interest in the project.

Don't expect to see much from WotC on your store shelves in the next 18 months.

-Rognar-

Friday, January 06, 2012

Rippin' on superheroes

I've fallen a bit behind in my blogging, what with the holidays and all, so here's a double shot of SomethingAwful.com from Zack and Steve as they explore the Marvel Superheroes and Heroes Unlimited games:

Heroes Unlimited: Villains Unlimited

Marvel Superheroes

-Rognar-

Hey, the OSR won.....something! I guess

Some self-described members of the old-school renaissance (revolution, revival,...whatever it is) have declared victory. I didn't even know there was a game on, but apparently we're on the losing side. At least I think it's us, (i.e. non-OSR gamers), since it's not clear what the rules of the game are or even who's playing. Now, it would seem to me, a clear victory condition for the OSR would be for WotC to re-release all the older edition pdfs, but that hasn't happened. According to the "winners", the victory results from the release of the D&D Essentials red box and the fact that Mike Mearls likes old-school D&D. Well, I guess you take your wins wherever you can get 'em. Of course, before they pop the champagne corks, they should recall that WotC just hired Monte Cook. Remember, he's was one the main guys behind D&D 3e, the game the grognards used to complain about before D&D 4e came along. If the OSR guys think D&D 5e is going to be 1974 all over again, I think they're in for a surprise. There are certainly some admirable qualities to the DIY mindset of the OSR, but it doesn't give them much influence as far as the business of rpgs is concerned. Nobody is going to market a game to you if all you intend to do is praise it. Approval won't cover the payroll.

-Rognar-

Tuesday, January 03, 2012

Monsters for Christmas

This past year's Christmas haul of gaming goodness was certainly smaller than previous years. Sadly, there simply isn't much new product these days that catches my fancy. However, it wasn't a total loss as I scored two books of monsters, the Pathfinder Bestiary 3 and Monsters of Legend. Although the two books are of a similar theme, they couldn't be more different in design. Paizo's third monster book is typical of all the Pathfinder hardcovers, high-gloss, lavishly-illustrated and weighty. Production values are first-rate and the price (around $40) is reasonable. Perhaps more so than in previous bestiaries, B3 has a theme, or more accurately, a couple of themes that govern its content. One of these is Asian influence, particularly East and South Asian. There are new races of outsiders, such as Asuras and Divs which clearly exhibit a strong South Asian flavour, not to mention a variety of new Rakshasas. Likewise, representing East Asian cultures, there are Foo creatures, a whole slew of new Onis, and the introduction of Imperial Dragons. The second theme is that of misfit monsters. Many of the despised and forgotten beasts from editions past have been given a new coat of paint. In most cases, these atrocities should have been left dead and buried. I am no more enamoured with the Wolf-in-Sheep's-Clothing, Flumph and Flail Snail now than I was way back when.


Now, I'm not much for the Asian stuff and there is a fair bit of silliness in B3, but there's enough cool stuff in there to satisfy me. Clockworks are awesome and I hope to see more in future releases. I also like how they have expanded the Kyton with a bunch of new variants. They are serious nightmare fuel now. The Cthulhu Mythos gets some more love with the inclusion of the Moon-Beast, Zoog and Yithian (aka Great Race of Yith), and best of all, the Demilich rises again.


Monsters of Legend is a digest-sized, softcover costing about half as much as B3. Not every monster is illustrated and what illustrations do exist are black and white. Anyone who owns MRQII Monster Coliseum has seen it all before, including the artwork. Though much less impressive than the Bestiary 3, MoL is a handy little tome. All the Glorantha-specific entries have been removed and what's left are the standard beasties every fantasy world demands, elves, dwarves, trolls, orcs, ogres, giants, dragons, etc. The entries are brief and focused. Even the entry on dragons is a single page. I consider this ideal for a generic fantasy game because it leaves lots of room for the DM to decide things like ecology and social structure. For a mere $20, you get over a hundred pages of monsters. Good deal.

-Rognar-

Thursday, December 15, 2011

Arms of Legend - a test for Mongoose

Mongoose has always been a bit of an enigma as far as gaming companies go. They have some great writing and truly creative game design, but they are often hobbled by some really spotty editing. One classic example of sloppy editing was the Arms & Equipment book for MRQII. Most consider it to be the worst of the MRQII books, although Necromantic Arts is a close second. Well, in January, Mongoose is coming out with Arms of Legend, which is obviously a re-release of Arms & Equipment, as it is written by Lawrence Whitaker, the original author of A&E and no longer employed at Mongoose. This represents a golden opportunity to make amends for past mistakes and do a proper job of editing. I am cautiously optimistic, although that optimism is tempered somewhat by the fact they repeatedly refer to the new release as "Arms & Equipment" on the website. It's a small thing, but that lack of attention to detail is troubling.

-Rognar-

Traditional Xmas bloodletting at WotC

You have to be a real glutton for punishment to work for WotC. Every year around this time, the Christmas layoff notices get dropped off to undeserving game designers and their families. This year, it's longtime employees, Rich Baker and Steve Winter. I understand how business works and sometimes costs have to be cut, but guys like Baker and Winter bring something to the table that some nameless desk jockey in accounting never will, creativity. That's worth more than a few dollars on a spreadsheet. I suspect much of the decline in the quality of WotC's products results from the annual loss of talent and the inevitable drop in morale that follows.

-Rognar-

Friday, December 02, 2011

Legend for a buck

I make no bones about it, I consider RuneQuest II by Mongoose to be the finest game design in the entire tabletop rpg industry. I know those who prefer a less simulationist style of game will rise in protest, but for my money, MRQII is the best. So now, with Mongoose cutting loose from Issaries and releasing its game engine under its new Legend brand, it's only fitting that they release the corebook with a splash. The pdf is being sold for $1 at DriveThruRPG. So, go get it! Now!

Special note to my group, at some point I will definitely run this game, even if it's just with my daughters and a few of their favourite plush toys. If you want in, now is the best time to own this game.

-Rognar-

Monday, November 28, 2011

My reading project continues, pt.2

As my gaming exile continues, my effort to read all the sci-fi classics that I have missed proceeds according to schedule. This month, I have finished two '50s-era novels which couldn't be more different, A Canticle for Leibowitz by Walter Miller and I, Robot by Isaac Asimov.


Certainly the more literary of the two offerings, A Canticle for Leibowitz chronicles a thousand years of history as it relates to a monastery in the American southwest centuries after a global nuclear war. Divided in three parts, corresponding approximately to the Dark Ages, the Renaissance and the Modern era, the book explores the cyclical nature of history and the conflict between faith and reason. While not exactly a page-turner, Canticle is clearly an important work in science-fiction. Many of the tropes we've come to expect in the post-apocalyptic genre were clearly articulated first in this book. Interestingly, A Canticle for Leibowitz was the only novel Miller published in his lifetime. A follow-up, Saint Leibowitz and the Wild Horse Woman was released posthumously, nearly four decades later.


Asimov's I, Robot is more appropriately described as a short story anthology, although each story is presented in a linear chronology as a complete narrative through the reminiscences of a "robopsychologist" who participated in most of the events described. The narrative basically describes the history of robotics from the humble beginnings in the late 20th-century to a time in which robots basically run everything in the latter half of the 21st-century. Like Canticle, I, Robot is somewhat dated and, at times, a bit of a dry read. One amusing "Austin Powers" moment arose when the main character, fearing a rogue robot which had somehow broke out of its programming was hiding among a shipment of some 60 identical robots, recommended that the entire shipment be destroyed. Others in the company argued against it as it would cost the company TWO MILLION DOLLARS! So, in about 20 years the unit cost of a sentient robot will be roughly on par with a base model minivan. Still, I, Robot is, without question, an influential book, and if you can get past the fact that Wil Smith is prominently displayed on the cover these days (mercifully, it bears little resemblance the film), it's worth a read.

-Rognar-

Tuesday, November 22, 2011

A Pathfinder MMO....bold move or suicidal overreach?

As the gaming world breathlessly awaits what is grinding away behind closed doors at WotC, Paizo is taking advantage of the deafening silence to make some big moves. There was the release of the well-received Pathfinder Roleplaying Game: Beginner Box and now this! Now I know precisely squat about the business of online gaming, so others may correct me if I'm wrong, but I assume launching a new MMO would be the type of project that requires insane amounts of money. Paizo is a pretty big fish in a small pond, but they don't have Hasbro to bankroll their adventures. I wish them luck.

-Rognar-

Wednesday, November 09, 2011

Adventure Paths

Someone at the gaming table said something last weekend which echoed in my head. "I have this great idea for a character..." I have this problem all of the time. Pathfinder has so many options, many of them sound cool and there are tons that I'd like to try out. The problem is that we tend to play Adventure Paths. They take 6 months to a year to finish and we usually play one character for the duration. Kingmaker was close to a year and near the middle many of us introduced a second character to act as the "B" team when our original PCs were busy running the kingdom. Mainly this developed because we wanted to try other classes.

As we are currently just starting Book 2 of Carrion Crown, I expect us to be playing this campaign for at least another 2-3 months even though I intend to end things at Book 3. I've noticed the last couple adventure paths, the PCs have either been largely unaware of the meta plot or just haven't cared. If this is the case, why not just run Modules or the more self contained AP parts? We could play more characters, and let our ADD shine through. Derobane can play even more crazy characters.

Just tossing that out there.

Tuesday, November 01, 2011

My reading project continues



I have finally completed the Hyperion Cantos by Dan Simmons, all 2300 pages of it. I won't go into details of the story, as there is a thorough synopsis on Wikipedia for anyone who is interested. However, I will say that I enjoyed the first two books, Hyperion and The Fall of Hyperion more than the last two, Endymion and The Rise of Endymion. Although comprising four books, the Hyperion Cantos is really two novels, each released in two parts. The two novels are separated in narrative time by almost three centuries. I would say that the first pair is pretty near perfect. The characters are deep and compelling and the story is impossible to set aside once you have immersed yourself in it. I simply couldn't put it down.

I can't say the second novel was quite as good. It was almost 300 pages longer than the first and it really felt like it. I confess that I didn't read the second book completely in the order in which it was written. About a third of the way through the second book (which would be the fourth book overall), I was beginning to feel so bogged down by what seemed a rather repetitive and overwritten plot about the messiah-like figure Aenea spreading her message and fleeing her pursuers that I skipped ahead and read the ending first. I did eventually return to where I'd left off and read the entire book, but upon completion, I never felt those initially skipped pages added much more to the narrative. I would suggest the author could have probably dispensed with a couple of hundred pages and not harmed the novel in any way. Having said all that, the entire series was extremely well-written and well-worth reading.

So, next on the agenda, I have the following titles queued up and ready to go:

A Canticle for Leibowitz - Walter M. Miller, Jr.
I, Robot - Isaac Asimov (yes, surprisingly, I've never read it)
The Book of the New Sun - Gene Wolf
A Fire Upon the Deep - Vernor Vinge

I'll definitely need to take a break after that.

-Rognar-

Thursday, October 27, 2011

Rappan Athuk for Pathfinder

I never played the classic original megadungeon for D&D 3.5, even though I did buy the pdfs for a song a while back. That may change next year as Frog God Games has announced that Rappan Athuk will be released for Pathfinder in 2012. The release is described thusly:

Weighing in with over 50 dungeon levels and dozens of wilderness areas, Rappan Athuk will be released next summer as a hardbound, library-stitched book in both Pathfinder and Swords and Wizardry formats. The book contains 18 more levels even than Rappan Athuk Reloaded, as well as the outdoor adventures supporting them. I am also working on a leather cover (or faux leather) for thebinding.

This thing is truly the granddaddy of all dungeons. It represents years of play testing, years of adventure, and hundreds of player character deaths. Many parts of my campaign that have transpired over the years are included in its pagesfrom the dead remains of fallen heroes, to marks left on walls, to cryptic scribblings left by lost or dying adventurers.

Just like the dungeons of the early 1970s played by Gary Gygax and Dave Arneson, Rappan Athuk is like a living being, big enough to be used for thousands of hours of play. From the Goblin city of Greznek to the Hall of the Titan Cyclops, from the Well of Zelkor to the Mithril gates, and from the Well of Agamemnon to the Abyssal pocket-plain and to the throne of Orcus himself—this terrifying place will create memorable experiences for all players and Game Masters.

This Tome represents the completed manuscript, including the wilderness surrounding the dungeon, three villages nearby, and the dreaded Temple of Tsathogga, where the sinister, evil priests of the frog-demon seek dark secrets and dark powers lost when the army of light destroyed the temple of Orcus at the site.

This book will be available for pre-order in March or April 2012. Retail price and page count are still to be determined (though it will probably be about $125 and 1000 pages or so). The pre-ordered copies will contain bonus material as a pdf enhancement that were cut from the final manuscript and will not be available after the pre-order period ends.


The estimated price point of $125 for 1000 pgs. compares favourably to a typical Pathfinder adventure path and given the relative scarcity of interesting product coming out over the last year, I see this an investment I can easily justify.

Maybe I'll go now have have a look at those pdfs and see what kind of misery I can inflict on my players.

-Rognar-

Monday, October 24, 2011

Rippin' on...scary monsters!

Just in time for Halloween, Zack and Steve reveal D&D's scariest monsters.

Scary Monsters

-Rognar-

Saturday, October 15, 2011

The Campaign Continues

After a bit of a break we finally got to play session 2 last night. Strange happenings continue in Ravengro and more and more clues point to the old haunted prison Harrowstone just outside of town. Second Level brought another chance to retry a bunch of skill checks that went poorly the first time and were met with much more success this time. The PCs began to piece things together and after learning a bit more about what they'd be facing, made a second attempt on the prison. Avoiding the areas they explored the first time (and were forced to retreat from), the PC discovered an entrance into the prison's dungeon. Fighting off numerous spirits and undead, they eventually uncovered a secret tunnel leading from one of the prisons wings to a wing that they'd been unable to access. However the tunnel contained a grey ooze which nearly killed the party's paladin and alchemist. Resources exhausted, the party has once again retreated back to town. One of the prison's main haunts has been defeated but 4 remain.

This has been a great adventure so far. It has a good mix of role-playing and combat with some very unconventional enemies. Its always a tough time with mysteries - you don't want to just hand out clues and at the same time the PCs can't get too frustrated. So far everyone seems to be having a good time. I think I will designate a map cleaner next time as I received some feedback after the session that I should map out more of the rooms. That's find, I don't mind mapping the rooms out - its cleaning the board off afterwards that bugs me. I find it interrupts my flow so let's delegate the task out! Any takers?

Tuesday, October 11, 2011

Wizard vs Sorcerer - the solution!

Maybe it's a legacy of 3.5 but I've always preferred the wizard over the sorcerer. Wizards get a new spells level one level earlier, know more spells, and if they leave slots empty can fill the gaps with utility spells mid day. Wizards also have better school powers then sorcerer's bloodlines. Sorcerers get only 2-3 skills so they even have trouble acting as the party face since after you've covered Perception and Spellcraft, and are tempted by the ever awesome Use Magic Device, there aren't any skill points left. Bards are, hands down, the best choice as party face.

Wizards aren't all sunshine and rainbows either. While they get spells earlier, in order to be even slightly competitive with a sorcerer's spells per level, a wizard must specialize. This greatly restricts what spells you can cast. Sure you can still memorize them but it requires 2 slots/forbidden spell, defeating the point of specializing in the first place. There is the issue of having a spell book - best hope your DM isn't a dick and likes to mess with it, and that you have to prepare your spells ahead of time. This isn't the end of the world because most people pick out the best spells from each level and prepare those over and over, and carry the rest as scrolls or leave spell slots empty.

I have finally found a solution to this quandary. In Ultimate Magic, the Wildblooded archetype was introduced which allowed for mutated versions of the standard Bloodlines. The Sage is a mutated form of the Arcana bloodlines and solves many of my main issues with sorcerers. All of a Sage's abilities key off Intelligence and not Charisma. They even get a few extra spells known. The only missing piece is that you have to play a Human and choose the Known Spell favored class bonus. With this combo you'll have 6-7 spells known for each level excluding your top 2 spells levels (so roughly what a wizard would have based on my previous wizards) but you get about 2 extra spells/day/spell level. It like getting some of the best perks from each class. About the only thing missing is a wizard's spell access rate. The sorcerer's skill selection rather sucks too I suppose but this can be mitigated slightly by traits, and it won't make a huge difference overall anyway.

Alas, this is another character build that sits in my head along with the Zen Archer, the Debuff Cleric, the Come and Get Me barbarian, and the Dirge Bard. Actually this would be a pretty sweet party.

As an aside the Sohei monk is the first monk archetype I've found that can almost keep pace with the full bab classes in melee combat.

Monday, October 10, 2011

My reading project

For personal reasons, I anticipate being absent from my regular gaming activities for at least the next few months. It's unfortunate, but it does afford me the opportunity to do some recreational reading, something I haven't been able to do for several years (unless one considers reading Dr. Seuss stories to pre-schoolers recreational). At just the right time, out comes the NPR Top 100 Science-fiction and Fantasy Books list. I've read about one-third of the books/series on the list, so I figure it's about time I jumped into the rest, especially the SF books. First on my list, #51 - The Hyperion Cantos. I completed the first book, Hyperion in about a week and I'm now roughly a third of the way through the conclusion, The Fall of Hyperion. Endymion and The Rise of Endymion are in the pipeline and ready to go. At the rate I'm going, I figure to be through the complete series by mid-November. I will have a more complete report of my thoughts at that time. My initial impressions, the books are, not surprisingly, extremely well-written. The main characters are deep and the trials they face elicit genuine emotion in the reader. As a parent, the odyssey of Sol Weintraub and his daughter, Rachel, is particularly poignant (and, at times, gut-wrenching) for me. My only criticism, on the other hand, relates to the "illness" that befalls Rachel. I won't go into details, but suffice to say, I felt it was a bit contrived and strayed far beyond my concept of science-fiction and deeply into the realm of fantasy. Still, as a plot device, it was powerful and I find myself deeply invested in that particular subplot.

What's next after The Hyperion Cantos? Well, I just picked up a copy of A Canticle for Leibowitz, a classic that's older than I am. I always meant to read it, but never got around to it. Now's my chance.

-Rognar-

Thursday, October 06, 2011

Rippin' on...whaaaa?

Zack and Steve at SomethingAwful.com have finally stumped me, bringing out an '80s game I'd never heard of. No doubt, Cyborg Commando must have been a real stinker to be so obscure, but man, what a design team!

Cyborg Commando

-Rognar-

Tuesday, October 04, 2011

Wheel of Time

And so my epic odyssey begins. I am going to read the entire Wheel of Time series from beginning to the very end. All 15,000 or so pages of it. At my standard reading pace I should be finished by the end of April which is perfect since the last book is due out in April sometime.

I know what I'm doing this winter.

Saturday, October 01, 2011

Xanesha


For anyone that plans to play Paizo's AP Rise of the Runelords. Please leave now as the post below is full of spoilers.



There is a boss in RotRL that is crazy powerful. She has several abilities that synergize well, her lair is well defended and the terrain favors her a great deal. Officially she is CR 10 vs a party of level 7 but with her gear and the terrain, she is much much harder. Reading the paizo boards, there are innumerable entries on the TPKs Xanesha has caused. I have always wondered: I game with a bunch of smart guys that min/max pretty well. Could we beat her as written?

We had a slight shortage of players last week end so I had our 4 remaining players show up with characters ready to go. They only had a vague idea what they were up against but everyone was rather combat focused. They made short work of the golem at the base of the clock tower. The paladin smited him down quickly. Climbing the tower proved to be tricky. Everyone thought the bell trap was awesome and although it smacked the sorceror, he was ready with feather fall. The cultists at the top of the tower proved to be rather ineffective but the noise of the battle would alert the next encounter.

The rogue was able to scurry up the scaffolding without being spotted by the now airborne Xanesha but the paladin would not be so fortunate. The image of a demon distracted the PCs for 2 rounds allowing Xanesha to buff further. She then landed on the rooftop to prevent the cleric and sorcerer on the lower floor from targeting her. The paladin and Xanesha traded blows and the rogue sneaked in a blow or two as well. Although the paladin had hot dice, so did the DM and the paladin fell to a massive critical hit. With the only PC who been able to really hurt Xanesha dead, the PCs tried a few different things, but her AC and spell resistance made her really hard to affect.

It was a bit of a stand off, Xanesha slowly healing herself from the massive damage the paladin had done, and the remaining PCs trying to figure out what to do. They finally decided that retreat would be the best tactic. They almost got away but the cleric blew his save vs her Charm and was left behind to his doom.

For the deadliness of the encounter 2 dead PCs out of 4 PCs is pretty good. In a campaign, Xanesha would have known about the PCs and adjusted her tactics accordingly. I forgot that part of the rooftop was covered in a Silence spell. The PCs made a few critical saves and the paladin got two critical hits on her.

There is good reason she'll be redone for the re-release of the AP next year. She is just way too difficult. She has an opportunity to pre-buff making her AC sky high, she has good SR, excellent saving throws, and a crapton of hitpoints.. The only way I can see her being beaten is with an archer, a paladin, a wizard who gets lucky with a couple dispel magics, and a cleric who tries to keep everyone alive. If the tower is properly scouted, that would also make the fight easier. Retreat was a good solution. If everyone had been equipped with flight, the who battle dynamic would have changed.

I like to see the retreat tactic used. I know that we (as players) don't use it very often. In our current campaign Carrion Crown, the (low-level) party was faced with an enemy that they could not hurt. Eventually the party retreated back to town to pick up some more supplies (and follow a different plot thread).

Wednesday, September 21, 2011

Monte Cook returns to the fold

The big bear has come out of hibernation, it seems. In this case, the bear is WotC and it's hungry. Seeing the upstart Paizo eating its lunch for the last year or so, WotC has decided to bring some gaming royalty onboard to reinvigorate the brand. Monte Cook is joining the D&D R&D department. It's on!

-Rognar-

Tuesday, September 20, 2011

What am I reading?

I check the blog daily to see if anything is going on and since its been a while since we've posted anything, it is time.

Two weeks ago we started a new campaign. Everyone is playing their new characters to the hilt and is eager to get back into the swing of things after taking most of August off. We'll be enjoying a small interlude as I attempt a TPK using a rather over-powered boss from an adventure path we have yet to play (we're missing people this weekend).

I continue to zip through novels. In the last couple months I've read about half of Michael Moorcock's Elric books, and the first Chronicles of Amber. I quite enjoyed the first one but I put the second Chronicles down about half way through book 2 (or book 7) and never picked it back up. Not sure why I didn't like the second as much. It just had a very different feel from the first series and I didn't get into it as much.

My grand plan is to read the entire Wheel of time series start to finish. The last time I did it was about 10 years ago which involved reading parts 1-10. With the final book being released in April, I figure it will take about 6-7 months to read the first 13 volumes again. I have yet to read part 13. What to read until I start my Odyssey in October? Poking through my digital book collection, I discovered that I had Brandon Sanderson's Mistborn series. It seemed logical that since he was finishing the Wheel of Time I should check it out.

I am pleasantly surprised. The first book was very enjoyable and I'm constantly trying to find time to work on book 2. The world is logical but mysterious, the "magic" systems make sense, and he writes interesting and realistic characters. The plots are well laid out and make sense, the point of views are easy to follow and he has good pacing. I'm always a bit apprehensive starting a new series because I tend to try to stick it out even when they are almost unreadable (I'm looking at you Steven Erikson). But at the mid point of book 2, I'm still quite happy with my decision to read them and I can honestly say I'm not really sure where he's going to take the series. I highly recommend it.

Friday, September 09, 2011

Narrativism...is that how it works?

I have never given much thought to the GNS Theory or the Threefold Model or any other theory related to rpg design, for two reasons. One, I don't care. My sole criteria for buying a game is how much fun I think it will be. Typically, I go for games with well-developed rules for combat (as I likes me some hackin' an' slashin') and lots of options for character building. A cool game setting helps too. The other reason is that I've never had a clear understanding of the different components of the models. I have a pretty good idea what Gamism is, largely because the classic example of Gamism is D&D in all its iterations. Typically, we talk about rpgs being non-competitive. There are no winners or losers. Compared to boardgames or CCGs, that's true. But clearly, games like D&D are competitive. You don't compete against your fellow players, but you do compete against the world controlled by the DM. Victory is achieved by gaining treasure or levels or in-game objectives, while defeat typically means character death. So, having established that rpgs like D&D are competitive, the gamism comes into play with issues such as game balance and setting victory conditions. Now sit down, you OSR guys. I played old-school D&D and there most certainly was game balance. Monsters were defined by level and typically, the deeper underground you ventured, the deadlier the monsters became. Game balance wasn't as strictly defined as it would become in later editions, but players still knew that they wouldn't face an ancient red dragon in the first level of the dungeon.

Likewise, I sort of understand what Simulationism means, although the definition seems a bit fuzzy when applied to modern games. Basically, simulationist games try to model the reality of the game world as accurately as possible. In older games, this typically meant modelling reality itself. For example, RuneQuest was more simulationist than D&D because it had hit location tables and armour-as-damage-reduction and other aspects which made combat more realistic (and more deadly). However, the broader definition means modelling a reality defined by the setting. If you had a game based on cartoon physics, for example, you would have to include rules that accurately model the fact that you don't fall after running off a cliff until you notice that you have done so.

Where the GNS Theory really breaks down for me is Narrativism. I have read the definition on Wikipedia and the best I could distill from the verbal diarrhea is that narrativism is role-playing, you know, all the stuff we do between fights. Deciding that your elven character doesn't like dwarves, knowing full well your buddy is going to play a dwarf, then playing up the conflict, that's narrativism. By this definition, every damn role-playing game ever written is narrativist, making it a fairly unhelpful term for defining game design characteristics. Now, there are games like Vampire: The Masquerade which are described as narrativist, or, I suppose, more narrativist than every other narrativist game. So, I assumed that meant you spend less time throwing dice and more time talking about your character's alienation. However, I have recently uncovered some information which suggests to me there is something more to narrativism than I thought. Reading up on the HeroQuest rpg from Moon Design (under license from Issaries), I found this little tidbit regarding the narrativist aspect of the game:

The game's mechanics are focused on quick resolution; Contests are resolved by comparing the results of two twenty sided dice, each tied to a character ability chosen by players and/or narrator. After the die roll, the participants work together to interpret the outcome in story terms.

So, apparently narrativism actually impacts game mechanics and conflict resolution and does it in the most pablum-spewing, self-esteem-building, non-confrontational way possible. It's like playtime at pre-school where everyone wins and ribbons are awarded for participation. Maybe I'm interpreting this wrong. Help me out, Storytellers and indie gamers, what does narrativism mean to you?

And please remember, I'm a science guy, so use small words.

-Rognar-

Thursday, September 08, 2011

Balkanization of the rpg industry, pt.2

My previous post on the fragmentation of the tabletop rpg industry was picked up in this post over at one of my favourite gaming blogs, Whitehall ParaIndustries (someday I'll work up the courage to ask what the name means). Gleichman and I are in general agreement about the state of the industry, although I sense he is somewhat more pessimistic than I. However, we disagree about the relative importance of the D&D edition wars to the overall state of things. I actually believe the divergence of D&D 3.5/Pathfinder and D&D 4e is, on the whole, beneficial to the industry. I don't believe the rpg industry lost very many customers as a result of this. D&D fanboys got a whole new line of gamebooks to buy with the emergence of 4th ed. People like me, who were more or less satisfied with D&D 3.5 got Pathfinder. The beauty of Pathfinder is that for many gamers who didn't feel the need to either move to 4e or the Pathfinder Role-Playing Game, they could still purchase the adventure paths and use them with their old D&D 3.5 rules with only a small amount of tweaking. As a result, you have D&D 4e fans, Pathfinder fans and D&D 3.x fans still spending money on game materials.

This brings us to the OSR. I think the big question that needs to be asked is when did these guys drop out? Gleichman believes this exodus resulted from the release of D&D 4e. That doesn't ring true to me. Sure, the OSR movement seemed to coalesce sometime around 2008, judging from the start dates of many of the most high-profile old-school blogs, but these guys seem no more enamoured with 3e than 4e. If the OSR is a response to 4e, why scurry all the way back to '74 or '77? No, it appears more likely that the old school guys were lost to the rpg industry for much longer and there is not much the industry could do to keep them spending. The one big mistake WotC did make with respect to the grognards was to remove the old edition pdfs from circulation. Selling out-of-print games doesn't keep game designers employed, but giving up an easy revenue stream makes no damn business sense whatsoever.

So where do I think we're heading? Well, I think eventually WotC will abandon the traditional tabletop rpg industry altogether, leaving Pathfinder and maybe Warhammer as the flagship games. The Dungeons & Dragons brand still has some value, so I think it will still exist in some form. The real carnage I think will happen among the second teir companies. There are simply too many of them selling too many products to a market that is not growing. Many of the casualties will probably not die completely, but will contract into one- or two-man operations selling pdfs and POD or turn into living dead companies like Palladium Books, selling one popular game over and over again to a small, but fanatical following. The industry won't die, but nobody is going to get rich either.

-Rognar-

Tuesday, September 06, 2011

Balkanization of the rpg industry

When I started playing tabletop rpgs back in 1981, there were only a handful of games that anybody ever played in my little corner of the North American continent. Most everybody played something from TSR as their main game, be it AD&D, Basic D&D, Gamma World, Star Frontiers or something more fringe like Boot Hill. Some people played Traveller, although I never knew any personally. A few adventurous types even dabbled in games from Chaosium or FGU, but you typically had to go to conventions to try them out.

Of course, we all knew about other games like Original D&D or Empire of the Petal Throne, but they were really more myth than reality. Even back then, a set of the OD&D books would have been something akin to a hockey stick used by Rocket Richard, more of an heirloom than something you would take out to the local rink for a game of shinny. Other games like GURPS or MERP which would garner a lot of attention were still a few years away.

I mention this because in gaming circles, the early '80s are often described as the golden age of tabletop role-playing. It seems, the trpg community has been wringing its hands in existential dread ever since. Every new development, from the parting of ways between Gygax and TSR to the rise of CCGs to the demise of TSR and the emergence of online gaming has been greeted with a new round of doomsaying. Now, I agree with those who say the tabletop rpg industry is in decline, but I don't think any of the reasons usually cited are responsible. I think the big problem is fragmentation of the market. I'm not talking about the OSR and the edition wars here. The OSR guys have their own little thing going on and good for them. As for the WotC v. Paizo melee, both are big enough to nourish the industry and a little healthy competition is good for both companies. No, I'm really talking about the second tier of game publishers. The most egregious example is what is currently going on with RuneQuest.

Back in the day, RuneQuest, released in 1978, was a pretty popular game in some quarters. Not D&D popular, but it held its own and allowed Chaosium to become a major player, especially with the 1981 releases of Call of Cthulhu and Stormbringer. The Basic RolePlaying system used by Chaosium today is based on the d100 game mechanic developed for RuneQuest. In the early editions, RuneQuest was intimately tied to the Glorantha setting, but in 1984, a new edition (3rd ed.) published by Avalon Hill, broke that connection and the game went into decline. Eventually, Greg Stafford, the original designer of Glorantha, reacquired the rights to RuneQuest under his own company, Issaries. Issaries later licensed both RuneQuest and Glorantha to Mongoose, which released two editions, the second of which is, in my humble opinion, the single best-designed tabletop role-playing game ruleset ever devised. It should be noted that Issaries also publishes another game, called HeroQuest, which is mechanically very different from RuneQuest, but which also uses the Glorantha setting (confused yet?).

Jump ahead to 2011, Mongoose has just ended its licensing agreement with Issaries (note, by this time, Chaosium is completely out of the picture). However, it is justifiably proud of its MRQII rules and wants to continue to support them. Enter Legend, a rebranded version of Mongoose RuneQuest II. Interestingly, Mongoose owns the rights to the Stormbringer license, having acquired them from Chaosium in 2007, so for a few years, Stormbringer, renamed the Elric of Melniboné Role-Roleplaying Game, and RuneQuest were reunited using the same ruleset. Anyway, we now throw in another monkeywrench. Peter Nash and Lawrence Whitaker, the two game designers most intimately associated with MRQII, have left Mongoose to form their own company called the Design Mechanism and wouldn't you know it, they promptly acquired the rights to RuneQuest and Glorantha with the intention of releasing RuneQuest 6 next year. Meanwhile, Mongoose, has several IPs, Deus Vult, Wraith Recon, Age of Treason and Elric of Melniboné that all use the Legend game engine. With that many properties, chances are none are going to get the support they deserve. Indeed, based on the release schedule Mongoose recently put up on their site, it looks like the newly-published Age of Treason campaign setting may be left to wither on the vine.

So, what is the point I'm trying to make here? I think I represent pretty much an ideal customer when it comes to the gaming industry. Tabletop rpgs are my primary hobby. I don't own an Xbox or a World of Warcraft account. I've played Magic: The Gathering once and even that was with a borrowed deck. I go to maybe five movies a year. But I spend a lot of money on games, many I will probably never play. I am the kind of customer a game publisher wants to keep happy. What the rpg industry doesn't want to do is to confuse the hell out of me! Almost every game I have invested heavily in over the last few years has gone through some kind of similar trauma to that described above. CthulhuTech, Cthonian Stars, Eclipse Phase, d20 Modern, Septimus, an endless litany of failures and lack of support, some terminal, some temporary, but in every case, I stopped buying the game. Only the Star Wars Saga Edition (and, of course, Pathfinder) managed to survive to what I considered an appropriate conclusion and I bought every single book. What I'm saying is, please gaming industry, show me some commitment. I wouldn't buy a car if I thought the automaker was going to hand off the model to another company which would completely redesign it and stop making parts that fit my vehicle. Likewise, I don't want to invest in a game if I think the company is going to abandon it half-finished.

-Rognar-

Ed. note: The real reason for this post, I just bought Age of Treason and it looks there won't be any supplements for it in the next 10 months at least. I am not amused.

Sunday, September 04, 2011

Myth-A-Con Gaming Report, 2011



For 40 bucks, I was able to attend a three day gaming convention in Calgary called Myth-A-Con. I only spent two of the three days because that's about all I can handle in a single weekend. I constantly ate food (awesome hamburgers, sub-par baked goods) and rolled dice for roughly 20 hours of gaming. Here is a report on the new gaming systems that I tried.


Shadowrun: Awesome genre. I loved the mesh between magic and technology. It was awesome to be in the middle of a gang war. The rolling mechanic was a little bit bulky with all the 6 siders, but it was not really a hindrance to the game. Bruce was a really good DM for this one. No minis were used; it was all old-school in your head combat. I played a car thief that had an awesome van with a mounted heavy machine gun. Yeah, we did a totally cool drive-by shooting and threw a captured orc gangbanger out of the speeding van.


Savage Worlds: This version of Savage Worlds was set in the 1930s. It was sort of an Indiana Jones/ Mummy type of setting. The DM (Mike?) was pretty good. He knew the game system and was able to add lots of flare to make the game believable. The game system was all exploding d6s. You only get 4 hits until you die, but you can use little story points as re-rolls to help you survive gun shots and crocodile attacks. I liked the exploding dice but I thought the system was a little bit bulky. We used little miniature paper cutouts and a little photocopied grid to roughly show the position of our guys for combat. Very cool genre, so-so game mechanics. I played Buck, a sexist, over-the-top man's man that led an expedition to the rain forest to snatch a gem from the natives.


Dresdin Files: I wish I could make a better judgment on this system, but the person running the game didn't really know what they were doing. Very disappointing. The genre was really cool, though. Vampires, undead, demons and that sort of thing running around the modern world. I played an emo-kid that wanted to turn into a white vampire that fed off of depression. At least it was fun to play an emo kid. I modeled the kid after the South Park goth kids. The DM used dice and a piece of paper to roughly position our pcs for combat. The system used a cool and very simple system for resolving combat: 1-2= fail, 3-4= nothing, 5-6= success. Successes cancel failures and viceversa. I need to play this game with an experienced GM to really get a better feel for it.


Eclipse Phase: This was the coolest game at the con. I loved the simple percentile dice system. I loved the genre, BIGTIME. I played a computer hacker that was working for a major corporation and got to hack elevators, security doors, cameras, and other high-tech thingys. I think I have found my new favorite role-playing game for space D&D. The DM was fantastic. No minis were used. This was all old-school in-your-mind combat. Cant's say enough good things about this game. Please go to http://eclipsephase.com to check this game out.


Legend of the Five Rings: I am a sucker for Asian themed games so this one was instantly appealing to me. The GM was really good at building intrigue and was really good at promoting role-playing by giving out pre-gens that had certain quirks and mandates. I played a samurai retainer that needed to protect another PC, was jealous of another PC, and despised other PCs. Role-playing in this event was a lot of fun. Combat in Lot5R is all 10 sided dice that explode. The exploding thing is really fun, but the system is really bulky. Hit points are complicated and counting up 9d10 with 7 players in the party made for very slow combat. Combat was all old-school in-your-mind. The DM was quite good, but sort of evil. We failed in our quest, and he put the blame of the failure squarely on the shoulders of on poor PC.

Playing these games over the weekend was really a terrific experience. I got to know a bunch of new people, and learn lots of new games. I also learned that I put way too much emphasis on tactics and miniature combat in my homegames. I love combat with the guys, but doing so much role-playing this weekend reminds me of the pleasures of role-playing, mystery solving and creative, critical thinking. I will surely be adding more of these elements to my home games.

Saturday, September 03, 2011

Rippin' on Changeling: The Dreaming

Zack and Steve are back and ready to revisit the World of Darkness. Aww, Changeling: The Dreaming, how adorable.

Changeling: The Dreaming

-Rognar-

Friday, September 02, 2011

Age of Treason campaign setting for MRQII/Legend


Mongoose recently terminated its license to produce RuneQuest and any related Gloranthan material. However, it is still quite happy with the MRQII rules and intends to continue supporting the game under the new brand Legend. The first product under the new branding (even the core rules aren't released yet) is Age of Treason - The Iron Simulacrum campaign setting. Age of Treason centers around the Taskan Empire, a collection of city-states with a decidedly Roman flavour. Ruled by a God-Emperor, who has been in seclusion for centuries and speaks to his court through a golem-like entity known as the Iron Simulacrum, the Taskan Empire is a potent and enlightened nation at the height of its power. This is in contrast with the frequent fantasy rpg trope of a campaign world living in the shadow of an ancient golden age. The golden age of the Taskan Empire is now. However, as with all great empires, the fall begins long before it becomes apparent to all. Rivals from beyond her borders grow more confident, while would-be rulers from within grow restless and the masses, comfortable in their prosperity, are none the wiser. It is up to the player characters to battle the treasonous forces that seek to undermine the Empire...or perhaps, join them.

Age of Treason introduces a few new rules to distinguish it from the standard MRQII ruleset. Most obviously, Common Magic is no longer available to everyone. This was always controversial anyway, being a feature of the Glorantha campaign setting that elicited strong feelings on both sides. My own feeling is that magic should be rare. When every blacksmith and barmaid knows a few minor spells, it creates a feeling of magic as being mundane and ordinary. So, I'm gladdened by this change. Common Magic doesn't exist as a discrete type of magic in the campaign setting, rather being mixed in with other sources of power and cultural factors. The other major types of magic from MRQII, namely Divine Magic, Spirit Magic and Sorcery are all present, however. Another important change is the addition of a new characteristic, Social Status (SOC), in keeping with a general emphasis on intrigue and social interaction prevalent in the setting.

While it is generally expected that most players will be citizens of the Empire, other races are possible. Interestingly, there are only humans in this world, but some are so different from the mainstream that they might as well be different species'. For example, there is a brutal race of barbarians called the Orcs of Kasperan who practice human sacrifice on a massive scale to appease their vile gods. Although technically human, their physical appearance and brutal behaviour are certainly congruent with D&D-style orcs.

Religion in the setting is complex and integral to every aspect of the campaign. By virtue of being a citizen of the Empire, everyone has a Pact with the Imperial cult. However, there are other gods which characters may also form into Pacts with and, indeed, any character wanting to use Divine Magic will have to do this as the Emperor has not achieved full divinity and cannot grant spells. In keeping with the RuneQuest tradition, there are all manner of mystery cults and funeral clubs to join. All worship is understood to be transactional. A character agrees to worship a particular god, granting power to that divine being, in exchange for some measure of favour in the present and protection in the afterlife.

It's all pretty cool stuff and a bit of a departure from the standard fantasy campaign setting fare. The book itself is 200 pages, hardcover with all black-and-white interior art and fairly striking cover art. It includes a 70 page mini-campaign to get you started and sells for about $40. For fans of MRQII, it's a pretty solid investment.

-Rognar-

Thursday, September 01, 2011

Phineas and Ferb

OK, this post has nothing to do with gaming. I have two small children and its a struggle to find TV for them that does not make my eyes bleed or brain rot. While on vacation and staying at the in-laws I had to find some new TV for the kids to zombify them and keep them from driving me insane.

Most of the shows were junk but I did stumble across Phineas and Ferb. Created by the same guys that created Rocco's Modern Life and wrote for the Family Guy, it works on multiple levels. I laugh at stuff all of the time and my oldest just looks at my and asks what was so funny.

Most episodes follow a similar plot. P&F are deciding what to do with a day of summer vacation and end up building something crazy. Their older sister Candace is constantly trying to "bust" them to their mother. The second plot involves the pet platypus Perry who happens to a secret agent. Each episode he has to go stop the evil doctor Doofenschmirtz from building his latest "inator". The battle always ends up destroying and removing any trace of whatever Phineas and Ferb built that day just before their mother shows up which makes Candace look crazy.

Most episodes have a short little song of a style matching the episodes theme. There are some great lines. Ones which stand out include "Karl, keep up the good work and you may make unpaid intern". "I was part of the resistance but I'm so good at resisting, I started resisting them."