#GenCon Indy, 2013! #gaming #games #RPG #TDA CC: @Luddite_Vic

For the first time, I’m going to GenCon and not working for Baldman Games. (You should work for them if you like Dungeons & Dragons. They give great rewards for running games.) I’m just going to play (though I’m running four slots). I’m honestly not sure how much gaming I’ll want to do. I might get bored and do something else. In any case, like all the other con-goers, I sat there at my computer just waiting for the countdown clock to strike zero at noon. I was lucky enough to be assigned #738 in the queue. Anything under 1,000 is lucky as all hell, and as a result, I got everything I wanted. This includes two puzzle-oriented True Dungeon adventures and a few role-playing games, none of which I’ve ever before played. Isn’t that what GenCon is supposed to be about: Trying new games? That’s my philosophy. I bought an extra ticket for each of the True Dungeon adventures, so I can help out a friend get into the game.

My current GenCon schedule is below. I have absolutely no complaints.

Wednesday: Fate Core (RPG1345241) at 8pm

Thursday: Dungeon World (RPG1341359) at 1pm, then the One Ring (RPG1343873) at 8pm.

Friday: True Dungeon (Lycan’s Afoot, TDA1348116) at 9:37am, then running the Gamers’ Syndicate new living campaign adventures at 1pm (RPG1343708) and 7pm (RPG1343710).

Saturday: True Dungeon (Golembane, TDA1348648) at 9:39am, then running the Gamers’ Syndicate new living campaign adventures at 1pm (RPG1343709) and 7pm (RPG1343711).

Sunday: A seminar on game design (SEM1346700) at 10am, then Far Trek RPG (RPG1342003) at noon.

This schedule lets me sleep in for the most part, and gives me plenty of time to roam the halls and keep myself fed. Let me know if you’re in any of my games.

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Margaret Weis Drops #MarvelRPG #RPG #gaming cc:@GamingMeerkat

I’ll miss you, old friend … until I play you again a week from Saturday.

Despite my many hours playing Dungeons & Dragons since 2005 (after a 24-year absence from the game), I’m really not much of an RPG gamer. I love FASA Star Trek RPG, but what do you expect? I loved Enterprise! I’ve played Gamma World 4e, Legend of the Five Rings (3rd edition) three times, Dragon Age RPG (Green Ronin Publishing) a few times (mostly as Game Master), and Star Wars Saga Edition once (again, as Game Master). I enjoyed all of those games but played Call of Cthulhu d100 twice and hated it. If I’ve played any other RPGs with dice, I don’t remember it off the top of my head, so apparently they didn’t make much of an impact.  (I’ve also played the diceless RPG, Fiasco, which was great.)

I’d like to broaden my horizons as far as RPGs are concerned, so when my friend, Rishi, offered me the chance to join his new Marvel RPG game, I jumped at the chance. I’ve heard good things about it, so I was intrigued even though I never read comic books. (Come to think of it, I’m not a good geek in general. I don’t play video games, and I find Dr. Who to be retardis.) I wanted to play the mechanics everyone was talking about, so I agreed to play for a couple of sessions before gracefully bowing out.

I don’t think I’ll be bowing out. Our first session was a lot of fun for me. My approach to RPGs has always been to focus on a character concept, where the character has some interesting, overriding character trait, usually but not always a flaw. I then play that trait to the extreme. With my group, that wasn’t only tolerated but welcomed with open arms. As comic book fans, the other players liked the fact that I played my character’s traits so faithfully, even to the detriment of the team, because these are the characters the players love.

Clearly, I’m the baddest ass of the bunch!

Incidentally, I played a guy by the name of Hank Pym, a.k.a., Yellow Jacket. I’d never heard of him but am sure that means something to a lot of you. It also meant something to my cousin, Tom, who still collects comics. When Rishi gave me a list of characters from which to choose, I passed the ones in favor of the Super Human Registration Act to Tom, who told me to pick Yellow Jacket. It’s worked out so far. An insecure, nerdy guy who 1) supports government registration of people, and 2) gains experience points by blaming his own major failing on a loved one? Yeah, I can do this.

Mechanics

And that (finally) brings me to my first point. The mechanics of the game have their flaws, but overall it’s an fun system, especially for someone like me.

The Bad: The dice rolling is unnecessarily convoluted, requiring you to figure out which types of dice to roll (d4, d6, d8, d10, or d12) and in what number every single time you roll. Once I’m used to it, it’ll probably become second nature, but it creates a barrier for entry. If I were the rule rather than the exception, the group probably would have moved on and never played it again. Instead, I was the odd man out. I was the only one that didn’t have experience with the game and wasn’t a comic book reader. Keeping this game going will be easy despite the unnecessary complexity, but I don’t think that will be the case for all groups.

The Good: Rewarding me for domestic violence? Brilliant! I know that sounds bad, but stay with me. No one’s perfect, not even superheroes. We all have flaws, and a role-playing game that doesn’t hide from that fact, even among the heroes, is exactly what I need to make me happy. (Also, I don’t actually have to beat my wife in the game. It’s not necessarily that specific.) Needless to say, this doesn’t always go over well in other systems. In 4e D&D, I have a stereotypical, senile old man, Luigi, who’s great for comic relief, but when I play him in character during combat or role-play, he usually makes bad decisions. It’s never once actually hurt the group when all was said and done  — he was responsible for winning a “social skill challenge” in one adventure despite his eccentricity — but while it’s occurring, it’s tough to convince the other players of that. Some people get very annoyed by his erratic behavior. With Marvel RPG, no one is complaining, and I doubt this is a characteristic of my group itself. The mechanics of the game actually encourage me and them to act the fool at times. And it works.

The Good but with a Caveat: The initiative system is fantastic, but it wouldn’t work in a game like D&D where building a character to go first has so many advantages. Other game systems would have to be tweaked dramatically to allow for the Marvel RPG initiative system. Still, it’s something every game publisher should at least consider.

It’s All About IP

My second point is, as always, that the world lives and dies based on intellectual property law, and this is the more important of the two points. IP law governs everything, and there’s a lesson to be learned here. RPG publishing is a low-profit exercise. It’s tough to do well in it, and whether most publishers will admit it or not, it’s ability to succeed as well as it has depends a great deal on the continued success of Wizards of the Coast. WotC produces Dungeons and Dragons (among others), and does so with the mighty weight of Hasbro behind it. They’re able to do things no other RPG publishers can do, and the entire industry benefits as a result. However, even WotC could hold on to the Star Wars license for only so long. With such a low profit-margin in the first place, having to give up a non-negligible chunk of that in the licensing fee reduces the profit margin even more. Also, unless you’re willing to give up and even bigger chunk of the profits, you have to settle with a non-exclusive license (if it’s even offered), meaning you won’t even be the only game of your kind available. It’s a no-win situation over the long haul.

With that in mind, be disappointed but not angry. I’ve never met or spoke with Margaret Weis, so I have no inside information here, but I’d put good money on the bet that she had a very good reason for letting the license go. This isn’t the fault of Ms. Weis, or of Marvel. It’s just the nature of the industry. The game was selling well, but the numbers just don’t add up in the long run. Everyone needs the core rulebook, but sales of add-ons will always be at least a little less, and often will be much less.

Fortunately, there’s a lot of material out there with even more to come, and many gamers will put together supplemental materials in the form of PDFs freely downloadable from their private sites. This game won’t die anytime soon, and that’s a good thing.

The End

Despite my optimism in the two sentences immediately preceding this one, it feels like there’s been a death in the family (not that bad, though; on the level of a step-cousin). 🙂 I just wanted to offer a eulogy of sorts, if for no other reason than to make myself feel good about it. It’s a good game, we’ll all continue to play it, but like all good things, eventually it must come to an end, and no one is to blame for that. Gaming will go on.

As always, happy gaming!

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#ADnD Mod B1: In Search of the Unknown Free PDF Download #WotC #DnD #RPG #Loremaster

EDIT: This post from January 24, 2013, is one of the first links provided by a Google search for downloading this module, but it’s understandably a bit out of date. The PDF is no longer free to download, but the current link to purchase it is here: https://www.dmsguild.com/product/17081/B1-In-Search-of-the-Unknown-Basic?term=b1+.

In case you didn’t hear: You can now download PDFs of prior edition Dungeons & Dragons materials over at http://www.dndclassics.com/. My first mod, B1: In Search of the Unknown, is free to download … 100% legal. With that, I point you appropriately to my article from Loremaster.org, The Rise and Fall of Norrin the Barbarian (Loremaster.com is no longer available).

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Rotting Toes: An #Orcish Dice Game #DnD #4e CC: @Erik_Nowak

Yeah, this game is probably fair.

This is a guest post from DM extraordinaire, Erik Nowak. I was one of the players in this game and have used Rotting Toes in the last season of D&D Encounters. I hope you enjoy it as much as we did.

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In a recent D&D 4E session set in Neverwinter, the players needed access to the city’s orc-controlled River District. They approached a gate guarded by several bored orc soldiers. Some of the orcs were lightly dozing, while others were gambling, playing a dice game in the dirt. It was to be a simple role-playing exchange: the orcs act tough and demand 10 gold pieces per character to enter their territory – either the heroes paid, or they act tough and refuse and a fight breaks out. Instead it went like this:

“Can I make a check to see what game they are playing?”, one player asked.
[Rolls a skill check; super high result, of course.]

I responded, “Um… sure. It’s called, uh, rotting toes.” That sounded fittingly orcish.

“How is it played? And can we join in?”

“Sure, the orcs are happy to take your gold.”

Then I found myself in a pickle: I needed a dice game! I don’t know any dice games other than craps, and I didn’t want to use that.

So I made one up on the spot.

The first thing I thought of was the old school AD&D method of rolling for ability scores: roll 4d6 and drop the lowest die. I started there and was able to tie it in with the name by thinking that the die-dropping represented a toe rotting away from a diseased foot. Then I made the rest up right there and let the players have a go!

History

The game has its root in the story of an orc warrior who was suffering from a wasting disease of the foot that resisted magical healing. A shaman of Yurtrus, the orc god of death and disease, told the warrior that his fate was in the hand of Yurtrus alone, and the inscrutable, silent god would do as he pleased, unmovable by deed or prayer. All the other orcs could do was bet on whether or not the warrior’s toes would rot off.

(What happened to the orc, you ask? His toes all rotted off. Then his foot, followed by the rest of the leg. Then he died. Orc tales don’t have happy endings, people.)

Pictured: Someone who didn’t take the feat, Skill Training: Math.

Playing the Game

To play rotting toes, you need 4 six-sided dice and a group of several players with coin, one of whom is the Hand of Yurtrus, or “the Hand” (the dice roller). The role of the Hand switches to a new player each round.

The Hand places a bet, typically 1 gold piece. Other players place bets on whether the Hand will lose or win (“rot” or “not”). The Hand has three chances to roll doubles in 2 separate throws of the dice. If 2 throws yield doubles, the Hand wins, and the players who bet on a loss lose their coins, which are distributed evenly amongst the Hand and the players who bet on a win. Otherwise, the Hand loses, and his coins, plus the coins of the players who bet on a win, are evenly distributed amongst the players who bet on a loss.

Order of Play

1)      First Throw: The Hand rolls 4 dice, looking for any set of doubles. Regardless of whether or not doubles were rolled, the lowest die is removed from play (a “toe” has “rotted away”), and the Hand rolls again.

2)      Second Throw: The Hand rolls 3 dice, again looking for a set of doubles.

  • If doubles were rolled previously, and doubles are rolled here, the round ends and the Hand wins.
  • If neither throw yielded a set of doubles, the game ends and the Hand loses.
  • If doubles were rolled in one of the throws, play continues to a third throw with the lowest die removed from play.

3)      Third Throw: The Hand rolls 2 dice, again looking for a set of doubles.

  • If doubles were rolled previously, and doubles are rolled here, the round ends and the Hand wins.
  • If a second set of doubles is not rolled, the Hand loses.

Playing Rotting Toes in Your Campaign

To play rotting toes in your D&D game, have a PC take the role of the Hand and place a bet. Allow other PCs to make win or lose bets as well, but these bets are optional.

The Hand then rolls the dice until he wins or loses, as outlined above. For ease of use, I didn’t bother recording the number of actual rotting toes players or how each one of them bet. I simply said that when the Hand won on a 1 gp bet, he gained 2d4 gp to represent the winnings taken from the pot. Anyone betting on the Hand to win gains the same amount. If the Hand loses, any PC who bet on the Hand to lose gains 2d4 gp.

Cheating

One character in my game – the rogue, of course – asked if he could cheat. I allowed for it, but due to the number of eyes on the dice, it would be difficult to do unless the cheater brought his own weighted dice – which the orcs would never allow! To cheat, the Hand throws the dice and makes a Hard DC Thievery check. On a success, the Hand may change the result of one die thrown. A failed check makes the other players suspicious, and the DC for future checks increases by +2. A second failed check confirms the players’ suspicions, and will get the thrower ejected from the game (at best), or attacked. When playing with orcs, a Hand caught cheating is very likely to be killed immediately.

Additionally, it is a little-known fact that when playing with orcs, winning too many times as the Hand will also arouse suspicions of cheating, whether the winner actually cheated or not. Typically, if a player wins more than 3 times in a row as the Hand, he is given a savage beating – even if there is no evidence at all of cheating – just for being “too lucky” and making a mockery of Yurtrus’ judgment.

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Hit Point Charts for #DnD #Encounters: 2nd Edition #RPG

I’ve updated my hit point charts for the current season of D&D Encounters to include a “DCs by Level” table in the page footer. If you’re using the charts, you might want to replace them with this one.

Hit Point Charts

The link on the original page has also been updated.

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D&D Next = Dungeon Crawl System, Second Edition: Validation!

I said this on Twitter, and I’ll say it again here. Based on what I’ve seen from the later D&D 4e products, the current season of D&D Encounters, and D&D Next, I feel like all the work I did on the dungeon crawl system was completely validated. (It’s a shame the Living Forgotten Realms living campaign writers didn’t follow suit, as it would have breathed new life into the campaign.) WotC basically took 4e in the direction I took it about a year ahead of time, and after processing the feedback from 4e players, D&D Next is looking like a “dungeon crawl system, second edition.”

Please note that I’m not suggesting they plagiarized my work (though I know they were aware of it), and even if they did, it’s not illegal. I’m simply pointing out that great minds think alike, and apparently I’m a great mind. 🙂

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FASA Star Trek RPG at TerpCon, Saturday, November 17, 2012 #gaming

Yesterday I sent in my registration to TerpCon for my FASA Star Trek RPG adventure, “Intruders.” If you’re planning to be in the Washington, DC area on  November 17, consider attending. It’s a free gaming convention held at my undergraduate alma mater, the University of Maryland at College Park. They’ll be a good array of RPG events there, but if you have any interest in an old-style, original series adventure, my event will certainly be of interest to you. The gaming schedule isn’t up yet, but you can already create a registration account and check out (or contribute to) the buzz over on their Facebook page.

I ran my other original adventure, Anything but Routine, at a past event, and Intruders involves the same ship and crew. Even if you can’t make TerpCon, you can find several other works published on my FASA Star Trek RPG Resources page and run your own adventures near where you live.

As always, happy gaming.

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Hit Point Charts and Pregenerated Characters for War of Everlasting Darkness

More than a couple of you were appreciative of me sharing my hit point charts I use for running D&D Encounters (or D&D generally), so I’m sharing my next set for this season of Encounters: War of Everlasting Darkness. Please reference that past article for explanations as to read the document.

Hit Point Charts

This season, for lack of a better term, is weird. This isn’t a criticism, but it means that, among other things, I didn’t adjust the combats for parties of four or six players. Each encounter is actually better termed a “mini-adventure.” I suspect adjustments are a bad idea, even if you have seven or eight players, because you won’t have the time to finish the session if you increase the number of NPCs as well (unless you’re cheating and running this at home). Just run the encounters as written, adjusting on the fly as you see fit. If I see that adjustments are practical — I usually have 6 players at my table — then I’ll update the document.

As before, at the time I’m first posting this, I haven’t read the entire adventure. Please let me know if I need to perform edits for any reason. My schedule doesn’t allow me to make any edits during the week. Any changes will have to wait until the weekend.

Pregens

Because some of my players are kids without access to the character builder, and because the season takes the characters from levels 1 to 8 in eight sessions, I needed to create pregenerated characters as well, spanning those levels. I’m creating only two that are specifically designed for the players at my table. They use inherent bonuses, which is suggested by the adventure itself, and they’re designed to be very simple to run. Accordingly, if you like to optimize your characters, these will be disappointing (especially because I took so long to give Darthon Superior Will — I’m not redoing the work :)). However, I’m providing the character builder XML files as well, so if you sort of like what you see here, you can make some adjustments fairly easily.

The Links

Hit Point Charts

1st 2nd 3nd 4th 5th 6th 7th 8th
Slayer PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML
Sorceror PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML PDF  XML

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FASA Trek Digital v1.0 Is Available

I’ve uploaded the first version of FASA Trek Digital, my Access 2007 database for the FASA Star Trek RPG. You can find it on my FASA Star Trek RPG Resources page (along with an explanation as to what exactly it is) by clicking here. I’ve never distributed an Access database, so if you’re having any problems opening it, let me know.

It’s an *.accde file (executable), so you might require the MS Access runtime application in order to run it. I haven’t packaged that with the program. I can do that if someone’s having trouble downloading the file, though you can also just download it yourself from the Access help database at http://www.microsoft.com/en-us/download/details.aspx?id=4438. It’s a quick download and installation, and once installed, it should work. (You should not need the Access Runtime Application if you already have Access 2007 installed on your PC.)

I’m happy with the functionality it provides, but remember that “you get what you pay for.” It could be a lot better, but unless I receive some support through (100% optional) PayPal donations, further development isn’t strictly guaranteed. Nevertheless, I’m planning to complete the player character generation component and am willing to entertain specific requests from all of you.

If you have any problems or uncover any bugs/defects, please contact me.

Happy gaming!

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