tag:blogger.com,1999:blog-79785854503952544872024-03-17T01:53:31.833-06:00Gundobad GamesAncient Historian by Day. Suave Gaming Geek by Night!
History, Role Playing Games, Wargames...etc.Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.comBlogger144125tag:blogger.com,1999:blog-7978585450395254487.post-23714925692597383922024-03-09T22:50:00.004-07:002024-03-09T22:50:53.146-07:00Painted Update - $$-store Birdhouse Turned 40k Imperial Shrine<p><span style="font-family: trebuchet; font-size: large;"> As I explained<a href="https://gundobadgames.blogspot.com/2024/03/dollar-store-birdhouse-turned-galactic.html" target="_blank"> in my last post</a>, this started life as a cheap wooden birdhouse from the dollar store. Add various bits of junk and bitz-box bits, and now it's a minor shrine for the 40k imperial cult. I may still tweak it a bit, but it's now mostly done. </span></p><p><span style="font-family: trebuchet; font-size: large;">I wanted to combine a bit of Oldhammer goofiness with a vaguely sinister feeling of faded glory. I think this should help spiff up the table games quite a bit. I almost threw away the handful of birdhouses I purchased dirt-cheap, but after this result, I may convert the other two into something Warhammery as well. </span></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpZjXpKjm-PsHdBAGcpkNecZLv_K4YkB0jqsUK_k1gIxmhrIE_11a_2Xw9dSIEtCatxIwgIQ-eLwII_eCahaGSQbcB-0GfFrc_DRVQ0uMvT8ghMxq8sFU7CH2IQItdab7BIsIX54lFBVTHgkGM2iTbZzrJszntFvso8uuRb_emrVuevC97V0ts_Bogaw/s2016/IMG_3662.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpZjXpKjm-PsHdBAGcpkNecZLv_K4YkB0jqsUK_k1gIxmhrIE_11a_2Xw9dSIEtCatxIwgIQ-eLwII_eCahaGSQbcB-0GfFrc_DRVQ0uMvT8ghMxq8sFU7CH2IQItdab7BIsIX54lFBVTHgkGM2iTbZzrJszntFvso8uuRb_emrVuevC97V0ts_Bogaw/w300-h400/IMG_3662.jpg" width="300" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLFkmgxUW3phupi-Iiyk4K7oGZvPdfeCIMndwDrwYJ6EWkGEvhdeKRtG6AjOVAm0MwN7lwaEX0YRsq6J4J1O0ycXvlk4vXE62HrzL5mus_SL64Xj0z3mJo1BdIqsrazATfQZneXSSAwpd_K0mEH4xQczJ9PSG3dpglkU6CAZvwyOxLCPz3SDFKfNWmcA/s2016/IMG_3660.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLFkmgxUW3phupi-Iiyk4K7oGZvPdfeCIMndwDrwYJ6EWkGEvhdeKRtG6AjOVAm0MwN7lwaEX0YRsq6J4J1O0ycXvlk4vXE62HrzL5mus_SL64Xj0z3mJo1BdIqsrazATfQZneXSSAwpd_K0mEH4xQczJ9PSG3dpglkU6CAZvwyOxLCPz3SDFKfNWmcA/w300-h400/IMG_3660.jpg" width="300" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYEnNBh-LjqM53q6zpVPPIGHFbP1v_Q2mPHwGkhz2RTSpb43UfHnm6-r5_goyVtTmA2Clp6lNLx58AUYWO35NEUCfPrdrWLO7zEeU6uTlG1KqTFO6cwocIzUwZkmS6IrE_Xg2Sk_GCL7SD0ojBP1j4GxIK44CuxfDOk8bkSazm0qukpUtdJKvZqMqq4w/s2016/IMG_3663.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYEnNBh-LjqM53q6zpVPPIGHFbP1v_Q2mPHwGkhz2RTSpb43UfHnm6-r5_goyVtTmA2Clp6lNLx58AUYWO35NEUCfPrdrWLO7zEeU6uTlG1KqTFO6cwocIzUwZkmS6IrE_Xg2Sk_GCL7SD0ojBP1j4GxIK44CuxfDOk8bkSazm0qukpUtdJKvZqMqq4w/w300-h400/IMG_3663.jpg" width="300" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-WY2VdcUW2d1W4HV_02D-DBOGi3URcL3UUJ5QB5LDSVSys4KrFkzCcueQrmc4miz5DHbj3reTxaOAtzm925_P01YLl4TtX_WROJOQz2I_8DjXe-Krr2E5Z3b4HwryUYpBYCttCv1Ya7GksiVJW8wp2oyC4aSt1-J7IqvY8fjjGzzeJaoI02VnWMUDIQ/s2016/IMG_3658.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-WY2VdcUW2d1W4HV_02D-DBOGi3URcL3UUJ5QB5LDSVSys4KrFkzCcueQrmc4miz5DHbj3reTxaOAtzm925_P01YLl4TtX_WROJOQz2I_8DjXe-Krr2E5Z3b4HwryUYpBYCttCv1Ya7GksiVJW8wp2oyC4aSt1-J7IqvY8fjjGzzeJaoI02VnWMUDIQ/w300-h400/IMG_3658.jpg" width="300" /></a></div><br /><p><br /></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-78563237981252357862024-03-03T13:56:00.001-07:002024-03-03T13:56:07.680-07:00Dollar Store Birdhouse turned Galactic Imperial Cult Shrine <p><span style="font-family: trebuchet; font-size: large;">I got in some time building a 40k-ish terrain piece this weekend. Here's a WIP shot. This was once a wooden birdhouse from the dollar store, but I've augmented it with a bunch of doodads from old broken plastic toys, household trash, GW wargaming bitz, etc. Now, it's a small local shrine for the galaxy's imperial cult/ecclesiarchy. <br /><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghXM4bctJj5dVs2lzEvIqpvpPzRZv1pDx-PNXpmsJ2LEhnuMFFJwrzTrRwATSbmYW9T17u4PQjjG1Cs_8xx2c-hEBrKAW22AxDbqlSaY6_gZp65HF62rbRNd8uLo22jM3kf5Tz_DDzEgWOSkOZDiaG-m-DHmn9HR93-ISUB97MUDeb9zIOFmK_om0KIw/s2016/IMG_3632.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: trebuchet; font-size: large;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEghXM4bctJj5dVs2lzEvIqpvpPzRZv1pDx-PNXpmsJ2LEhnuMFFJwrzTrRwATSbmYW9T17u4PQjjG1Cs_8xx2c-hEBrKAW22AxDbqlSaY6_gZp65HF62rbRNd8uLo22jM3kf5Tz_DDzEgWOSkOZDiaG-m-DHmn9HR93-ISUB97MUDeb9zIOFmK_om0KIw/w300-h400/IMG_3632.jpg" width="300" /></span></a></div><p><span style="font-family: trebuchet; font-size: large;"><br /></span></p><p><span style="font-family: trebuchet; font-size: large;">I imagine this is a reliquary shrine holding a few items from a revered saint - probably a fallen Space Marine or Inquisitor (for example, I'm planning to hang a terminator marine's helmet in the (currently blue) circle left of the doorway). Generations ago, the bored authorities were persuaded that this shrine merely holds pious replicas of mighty relics - as are, to be sure, the replica armaments hanging on the building's outer walls. But, in fact -- as true initiates in this cultic chapter learn -- the (genuine) remains stored within were retrieved illegally from a crashed spacecraft or smoking battlescape, long ago. Like a galactic cargo cult, these local imperial cultists now revere objects they only dimly understand. </span></p><p><span style="font-family: trebuchet; font-size: large;">Someday, perhaps, the authorities will catch on, and come looking for gear that should not be in civilian custody. Or perhaps it will be pirates, thieves, or some other kinds of cultist that come looking. At any rate, the shrine and its armed acolytes are ready to fight for their treasures. </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzlEoafMCSrJi2pB4jiEgtoTCZ84i5m0EepD7FELNb2tLxwJDf3CdqMT2Q06C0oGPBpbeGoLYZ0RmDVXUp4RG8uDPlY2JlMgQI_paJtvlLrvbGAG_wZvnANvUumTfSvxWooC2g2ehkKNZRyYDTNrN391ns9MaBbdQzxuhlYT9LakO1w1gNbKhIxHkBwg/s2016/IMG_3633.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: large;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzlEoafMCSrJi2pB4jiEgtoTCZ84i5m0EepD7FELNb2tLxwJDf3CdqMT2Q06C0oGPBpbeGoLYZ0RmDVXUp4RG8uDPlY2JlMgQI_paJtvlLrvbGAG_wZvnANvUumTfSvxWooC2g2ehkKNZRyYDTNrN391ns9MaBbdQzxuhlYT9LakO1w1gNbKhIxHkBwg/w300-h400/IMG_3633.jpg" width="300" /></span></a></div><span style="font-size: large;"><br /><span style="font-family: trebuchet;"><br /></span></span><p></p><p><span style="font-family: trebuchet; font-size: large;">The preacher's platform upstairs should make a nice sniper's perch, as illustrated by an obliging marine scout and a preaching inquisitorial agitator. I look forward to getting some paint on this thing -- and then maybe crafting some hanging banners to pump up the decorations. </span></p><p><br /></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-50381717572928650552024-02-20T23:01:00.005-07:002024-02-20T23:01:48.189-07:00Converted Inquisitorial Preacher - finally painted<p><span style="font-family: trebuchet; font-size: medium;"> In my most recent (battle-report) post, my pictures reveal many unpainted figures (sigh). Well, tonight I got some paint on another of my converted/kitbashed minis. This one is the radical preacher (and <i>agent provocateur</i>) for my recently-started "Re-congregant" inquisitorial retinue (for the Inq28 Warhammer genre of gaming). It's quite fine to cut up and design new miniature characters, especially with the zany diversity typical of such warbands. </span></p><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBNy-w0OIvjb9drC57XhYZ5ERc9FlsAJnsTzWUzfp9HvOxdk4FplkgEw-ivLRsaa6jY9hAqXqwUZRJt7NBnwN6tH_ELEDK88YbiWWXG8Ruxd00E1svJ-uomwkzAyF3LrhJVFZqQ2W9KhlKmNebGHgXFc_9UGY8zvE6qM4ADQfKAQc_4L1eTGs8tzDKHw/s2016/IMG_3602.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBNy-w0OIvjb9drC57XhYZ5ERc9FlsAJnsTzWUzfp9HvOxdk4FplkgEw-ivLRsaa6jY9hAqXqwUZRJt7NBnwN6tH_ELEDK88YbiWWXG8Ruxd00E1svJ-uomwkzAyF3LrhJVFZqQ2W9KhlKmNebGHgXFc_9UGY8zvE6qM4ADQfKAQc_4L1eTGs8tzDKHw/w300-h400/IMG_3602.jpg" width="300" /></span></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-family: trebuchet; font-size: medium;"><br /></span></td></tr></tbody></table><span style="font-family: trebuchet; font-size: medium;"><br /></span><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkW6Oii32heRJ3bOnrUnxFAdwI1lG5MQEJwJLH-gx2KP5XA_SaS965j9c2SY3nPz8D5p1XUHFtWc212HEmUDqvOnvpImziLgXSvj7H8STcdoSzyUsl7Ly1t2acfi6D7pZ4dRr7exguXbR_6XJ7vGF0nMhJEJtIuxVfJATU0Gq4ss1e3dhdKCXjTiVDgw/s2016/IMG_3603.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkW6Oii32heRJ3bOnrUnxFAdwI1lG5MQEJwJLH-gx2KP5XA_SaS965j9c2SY3nPz8D5p1XUHFtWc212HEmUDqvOnvpImziLgXSvj7H8STcdoSzyUsl7Ly1t2acfi6D7pZ4dRr7exguXbR_6XJ7vGF0nMhJEJtIuxVfJATU0Gq4ss1e3dhdKCXjTiVDgw/w300-h400/IMG_3603.jpg" width="300" /></span></a></td></tr><tr><td class="tr-caption" style="text-align: center;"></td></tr></tbody></table><span style="font-family: trebuchet; font-size: medium;"><br /><br /></span><p><span style="font-family: trebuchet; font-size: medium;"><span style="text-align: center;">This guy started out as a Reaper Bones alchemist, but had a run-in with my hobby knife and some 40k Skitarii/Chaos Marine bits. </span><span style="text-align: center;">I should still drybrush the base, but it was time to put the paints away for the evening...</span></span></p><div><span style="text-align: center;"><br /></span></div>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-81039274907522231492024-02-18T19:03:00.002-07:002024-02-18T19:03:30.303-07:00Inq28 slaughter (and kitbashing) <p><span style="font-family: trebuchet; font-size: medium;"> I just suffered what might be the worst thrashing of my wargaming career. It was, however, still pretty fun. :-) </span></p><p><span style="font-family: trebuchet; font-size: medium;">To make matters worse, we were playing a game I designed - a game that continues to provide excellent fun and dynamic, narrative play. For now, it's called <i>Bright Blades, Burning Planets </i>-- a competitive skirmish game built on an older cooperative swashbuckling ruleset I made some years ago, called <i>Bright Blades, Black Powder</i>. I wrote my <i>Bright Blades </i>rules systems to offer dynamic, tactical movement and meaningful choices across the game, especially during the core interactions of combat. They provide fast, cinematic, dynamic, slightly ridiculous play. Of all the game systems I've ever designed, I think I love it most. :-D </span></p><p><span style="font-family: trebuchet; font-size: medium;">Well, I've been in a bit of an "Inq28" mood of late, kitbashing my own Inquisitorial retinue. Meet the ill-fated gang that assembled for today's skirmish: </span></p><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCWaGlKaXT8zi-zrzbBiTb9F_P1cmxreSabQYAiK43UOmxIVlyYtlGGlGHFwkB89VH-uaFvA5EN5sZTqiUtWCyWK5CBqa9ET66hfwxbQ20HU9OJ19Gl0aDYjy-Mh0iZ067T20nDES64uoXllVw9ADVrposigJ4iCr1_k687CKt1a7Ktm18yayyw4MUxA/s640/IMG_3576.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="640" data-original-width="480" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCWaGlKaXT8zi-zrzbBiTb9F_P1cmxreSabQYAiK43UOmxIVlyYtlGGlGHFwkB89VH-uaFvA5EN5sZTqiUtWCyWK5CBqa9ET66hfwxbQ20HU9OJ19Gl0aDYjy-Mh0iZ067T20nDES64uoXllVw9ADVrposigJ4iCr1_k687CKt1a7Ktm18yayyw4MUxA/w300-h400/IMG_3576.jpg" width="300" /></span></a></div><span style="font-family: trebuchet; font-size: medium;"><br /></span><p><span style="font-family: trebuchet; font-size: medium;">Aside from the lack of paint on most of these fellas, I like this little team! Moving from left to right: </span></p><p><span style="font-family: trebuchet; font-size: medium;"><b>+ The Inquisitor</b>: he's a member of an obscure Ordo Historicus sent to research and preserve arcane secrets about past threats to the Imperium. However, he's also aligned with the <a href="https://warhammer40k.fandom.com/wiki/Recongregator" target="_blank">Recongregator philosophy</a> - a radical viewpoint held by a minority of Inquisitors who recognize the Imperium as just as dangerous to humanity as the xenos and chaotic threats around it. In other words, he's an anarchist agitator with an Inquisitor's credentials! The miniature is mainly an old Marine Captain from the Battle for Vedros boxed set, but I've given him a thunder hammer and an alternate powerpack as well. </span></p><p><span style="font-family: trebuchet; font-size: medium;"><b>+ The Radical Preacher</b>: this chap was an Ecclesiarchy preacher who became disillusioned with the state of his flock. The Inquisitor snapped him up into his retinue, and now employs him making subversive speeches to disrupt imperial order at just the right moment. The figure was a Reaper Bones alchemist which I've modified, adding a Skitarii vanguard helmet, a hand holding a bolter pistol, and another with a chainsword. This guy was recently promoted to Hero status (in my houserules) after surviving an earlier fight. </span></p><p><span style="font-family: trebuchet; font-size: medium;"><b>+ The Abhuman Beastman</b> melee specialist. Just a Reaper Bones beastman charging with a big axe and shield. I haven't modified this figure, since I like using it for normal fantasy fights as well. </span></p><p><span style="font-family: trebuchet; font-size: medium;">+ The last two "gentlemen" are <b>veteran tactical troops</b>, one armed with a plasma rifle and one with a belt-fed bolter. These are made from Chaos Marine bodies kitbashed together with skitarii bits and little home-made additions. </span></p><p><span style="font-family: trebuchet; font-size: medium;">So much for my team. I'm mid-five-part campaign with my kids. One is running a group of champions for a "True Emperor" - a mysterious figure who claims that the thing upon the Golden Throne is an empty husk, and that <i>he</i> is the Emperor of Mankind reborn (a claim long anticipated by <a href="https://warhammer40k.fandom.com/wiki/Thorian" target="_blank">dogmatic Inquisitors of the Thorian persuasion)</a>. Various imperial servants (and others) have pledged their allegiance to this "True Emperor," who claims he will soon usher in a blissful society of equality for those who have followed him. <i>The fact that his followers include Alpha Legionnaires may or may not be relevant to assessments of his true nature</i>. </span></p><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9EbW93VvcPl_BhJK_ZmkPlKUey5qBlXr644tGSLWIt-qHVyhjnIbpEyafE6U4VoWwskLutG2O1daQWVLkwVmZWJKsjP0_DWTQeajC95sfiaNGxwagwi4qxA5IW7VtvDlGxPIJ1GVl0kqfZn64Oy17v843S5b95r52hhu4fbR95YEYLwSvGFWIhYRfVg/s640/IMG_3581.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="480" data-original-width="640" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9EbW93VvcPl_BhJK_ZmkPlKUey5qBlXr644tGSLWIt-qHVyhjnIbpEyafE6U4VoWwskLutG2O1daQWVLkwVmZWJKsjP0_DWTQeajC95sfiaNGxwagwi4qxA5IW7VtvDlGxPIJ1GVl0kqfZn64Oy17v843S5b95r52hhu4fbR95YEYLwSvGFWIhYRfVg/w400-h300/IMG_3581.jpg" width="400" /></span></a></div><span style="font-family: trebuchet; font-size: medium;"><br /></span><p><span style="font-family: trebuchet; font-size: medium;">Also present is the "Sister of Truth," a persuasive (and deadly) speaker for the "True Emperor's" cause. A pair of grunts in carapace armor help round out this squad, as does a former graduate student and current unregistered psyker (recruited from civilians present at our first skirmish). The ghost-looking thing is a token representing the favoring presence of the True Emperor, used for narrative (and humorous) effect without mechanical effect. </span></p><p><span style="font-family: trebuchet; font-size: medium;">But a third warband was present, too -- a dangerous crew, openly loyal to the Ruinous Powers. They were an exotic mix of Chaos Space Marines led by a Sorcerer, supported by several gun-toting grunts. </span></p><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNWz0LFxpExCCiFIwjNu6SXuwfjbdSBtF7u_Nijju1sh5HZDbcrIaM9riiKfAxXEIaWlIICQnn-8hU0vpZuJB9Tb_GY5Rr2XgL6lY-74GA0gYn1OCaGxQeBw9e0I4r1pK_vklYJcuG_Y89J3ne75cpoFyf-rv9n8zfJCoA-bnpOCyMC3p2h3Lrv-z9EQ/s640/IMG_3579.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="480" data-original-width="640" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNWz0LFxpExCCiFIwjNu6SXuwfjbdSBtF7u_Nijju1sh5HZDbcrIaM9riiKfAxXEIaWlIICQnn-8hU0vpZuJB9Tb_GY5Rr2XgL6lY-74GA0gYn1OCaGxQeBw9e0I4r1pK_vklYJcuG_Y89J3ne75cpoFyf-rv9n8zfJCoA-bnpOCyMC3p2h3Lrv-z9EQ/w400-h300/IMG_3579.jpg" width="400" /></span></a></div><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><p><span style="font-family: trebuchet; font-size: medium;">This Chaos warband has a nefarious campaign-goal: they reason that, if the so-called "True Emperor" is more than just a charlatan, then killing him (while still weak) and absorbing his corpse's latent psychic energy would be a great coup for Chaos forces active in this sector. </span></p><p><span style="font-family: trebuchet; font-size: medium;">For today's scrum, a trial of such shenanigans was in order. All three warbands converged on a ruined necropolis, where -- a thousand years earlier -- a dozen powerful psykers had been sacrificed together on an arcane altar. The Chaos band hoped to absorb the victim's still-present energies as a useful trial for their future plans. The other factions, although not planning to "absorb" the "True Emperor," wanted both to block Chaos' hand and gain this precious psychic resource for their own use. This would require hacking into an ancient control terminal driven by the altar -- the ancient humans' spirits still weirdly fused with the flickering machine-spirit. </span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWVsn8PGQj_tUOkm8las_8asBSdATHe9AdxM5o2bJDaRnKoK_D3FpOIl_BOjrQPH8ZEMmGTsqZb1wOtQdKT-5IepKrOg2nDUPW1m8RT4Ako-ASu9rkXJ7V5yIB2sYAexP7lvZmoCx08YnS9w0oKB355lDQmz6qB-pVj0fcVcpCjQBqg0Kj0SiBKPpTmA/s640/IMG_3578.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="640" data-original-width="480" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWVsn8PGQj_tUOkm8las_8asBSdATHe9AdxM5o2bJDaRnKoK_D3FpOIl_BOjrQPH8ZEMmGTsqZb1wOtQdKT-5IepKrOg2nDUPW1m8RT4Ako-ASu9rkXJ7V5yIB2sYAexP7lvZmoCx08YnS9w0oKB355lDQmz6qB-pVj0fcVcpCjQBqg0Kj0SiBKPpTmA/w300-h400/IMG_3578.jpg" width="300" /></span></a></div><span style="font-family: trebuchet; font-size: medium;"><br /></span><p><span style="font-family: trebuchet; font-size: medium;">Eager to snatch this psychic prize for their own -- and to wreak vengeance on the <i>false</i> emperor's minions for a recent defeat, my Inquistorial retinue arrived, ready to kick some galactic butt. </span></p><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX21qFE0v0khx0jrIB_xfm9XmOJZaHV-wKSoYsRIFvDhiJutp-pbJ-cpGNMSz5ITh-3HWFFJJSEnJoEXzHC3Xxaze-gzS22lchUjn-PHrA4-WJqw735Gz6G5lOxZ187iXtY7b8bvEueMYmpdyFMirvpKpBhHgnloZnN0gHo8aF1KC6kcBpcmLWFhdtBA/s640/IMG_3580.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="640" data-original-width="480" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX21qFE0v0khx0jrIB_xfm9XmOJZaHV-wKSoYsRIFvDhiJutp-pbJ-cpGNMSz5ITh-3HWFFJJSEnJoEXzHC3Xxaze-gzS22lchUjn-PHrA4-WJqw735Gz6G5lOxZ187iXtY7b8bvEueMYmpdyFMirvpKpBhHgnloZnN0gHo8aF1KC6kcBpcmLWFhdtBA/w300-h400/IMG_3580.jpg" width="300" /></span></a></div><span style="font-family: trebuchet; font-size: medium;"><br /></span><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><p><span style="font-family: trebuchet; font-size: medium;">Or so it seemed; I had a dream, when the game was young...but things deteriorated quickly. The Chaos Sorcerer moved ahead of his forces and reached the altar-terminal. </span></p><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhOzZOi5mzsLEd7MRWyfx-r7fB4UpaFhpd1gRXkZhCUD1CNpz0FT9kf755nbInJH03uOFSkzOvaVAVFSi2jXap0qDeOe9QWvtzBRtR-h92sBcsJg6Tl5Lyz_S64gtjLS1zpS1Q8rQ01E9gvjE0sf2eenVBhZok3mSAbDI2HHsAOM-jV4b9DnEEiUrwuA/s640/IMG_3582.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="640" data-original-width="480" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhOzZOi5mzsLEd7MRWyfx-r7fB4UpaFhpd1gRXkZhCUD1CNpz0FT9kf755nbInJH03uOFSkzOvaVAVFSi2jXap0qDeOe9QWvtzBRtR-h92sBcsJg6Tl5Lyz_S64gtjLS1zpS1Q8rQ01E9gvjE0sf2eenVBhZok3mSAbDI2HHsAOM-jV4b9DnEEiUrwuA/w300-h400/IMG_3582.jpg" width="300" /></span></a></div><span style="font-family: trebuchet; font-size: medium;"><br /></span><p><span style="font-family: trebuchet; font-size: medium;">My Inquisitor, on the other hand, secured a commanding position overlooking the battlefield. Unfortunately, this commanding position also soon exposed him to fire from Chaos troopers hidden behind ruins (top left of picture). He started taking hits. </span></p><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2JYwRnWwKoAdb4VGSUQaJz953Z_Hc3xg5Bs_HkS3Y08kcxWk5Jxyb7elF2hFe2-7rdocJts1WSGZUAFck1IkMTJ77Wkw6O7ORqdDQeQjhyVtKl2zMNwyxTgiG4Q_BZsAIwbCL1oCEpDJ3CNMmfIDctAdQ8C-e_feRlwjo9HLDaA7sXiEnX_Gz4nbrIg/s640/IMG_3583.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="640" data-original-width="480" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2JYwRnWwKoAdb4VGSUQaJz953Z_Hc3xg5Bs_HkS3Y08kcxWk5Jxyb7elF2hFe2-7rdocJts1WSGZUAFck1IkMTJ77Wkw6O7ORqdDQeQjhyVtKl2zMNwyxTgiG4Q_BZsAIwbCL1oCEpDJ3CNMmfIDctAdQ8C-e_feRlwjo9HLDaA7sXiEnX_Gz4nbrIg/w300-h400/IMG_3583.jpg" width="300" /></span></a></div><span style="font-family: trebuchet; font-size: medium;"><br /></span><p><span style="font-family: trebuchet; font-size: medium;">Meanwhile, my plasma gunner found cover in a sheltered doorway, and used this position to slow the "True Emperor's" advancing forces. </span></p><p><span style="font-family: trebuchet; font-size: medium;">But my Inquisitor was in real trouble, buffeted by enemy fire, wounded, and knocked down...</span></p><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfkSOZ9aGmdAIt-quxGj6CwCUGKzmC6vYU7unltBP-zenFiWHj478Qc8DsuQANNMMLqZdYhsFWIAGnRRZldwL45qUFYZfzLut2dWO9O9WXD-FonuUYo28Us-SHkoW7S0f_tu5DcfeTGUN_W6vtN8PTTMcI8bX5JNnWBecB5BGR6Padj41zehD2FxrUnA/s640/IMG_3586.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="640" data-original-width="480" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfkSOZ9aGmdAIt-quxGj6CwCUGKzmC6vYU7unltBP-zenFiWHj478Qc8DsuQANNMMLqZdYhsFWIAGnRRZldwL45qUFYZfzLut2dWO9O9WXD-FonuUYo28Us-SHkoW7S0f_tu5DcfeTGUN_W6vtN8PTTMcI8bX5JNnWBecB5BGR6Padj41zehD2FxrUnA/w300-h400/IMG_3586.jpg" width="300" /></span></a></div><span style="font-family: trebuchet; font-size: medium;"><br /></span><p><span style="font-family: trebuchet; font-size: medium;">Aaaaaaand an Alpha Legion shooter could still draw LOS to the Inquisitor, despite his prone position. Taken out of action! </span></p><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlMhvxvKlLzWTrYDhZabxAkVsc3E4LeO-MKQZo67yWeBdxlbhHLworSsaYUwk7nKIHKfRye9EDm6spJchc9m4kkQodBtZpDKCapmmI_V_ZEGO59yDk_JQKtRUDQAq9pqmgi80AyYGDfq6SzCCVuzOVH1QOHE1oIX8cxG_tS1Xo5hMzR-dBLO9AkomcKg/s640/IMG_3587.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="640" data-original-width="480" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlMhvxvKlLzWTrYDhZabxAkVsc3E4LeO-MKQZo67yWeBdxlbhHLworSsaYUwk7nKIHKfRye9EDm6spJchc9m4kkQodBtZpDKCapmmI_V_ZEGO59yDk_JQKtRUDQAq9pqmgi80AyYGDfq6SzCCVuzOVH1QOHE1oIX8cxG_tS1Xo5hMzR-dBLO9AkomcKg/w300-h400/IMG_3587.jpg" width="300" /></span></a></div><span style="font-family: trebuchet; font-size: medium;"><br /></span><p><span style="font-family: trebuchet; font-size: medium;">Here's the overall battlefield not long thereafter. </span></p><p><span style="font-family: trebuchet; font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfnzw9Aj_hjK6gk0xx0Bnz-n4lgwr-a16KP6C_zJu9uH8Su30hkWs0aQmhKkbiaKMUWDAipxg7GCKgPPInX35i11AuIWxWSklWAc922Gl95eMZo2ncCvwgHxgGhSq51Ioi7SHUa_ywDnzAR8g1c_yFQVDdQLNL9fu-sCEOa9uOGN75L9hvDA3mdENo1Q/s640/IMG_3591.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: trebuchet; font-size: medium;"><img border="0" data-original-height="640" data-original-width="480" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfnzw9Aj_hjK6gk0xx0Bnz-n4lgwr-a16KP6C_zJu9uH8Su30hkWs0aQmhKkbiaKMUWDAipxg7GCKgPPInX35i11AuIWxWSklWAc922Gl95eMZo2ncCvwgHxgGhSq51Ioi7SHUa_ywDnzAR8g1c_yFQVDdQLNL9fu-sCEOa9uOGN75L9hvDA3mdENo1Q/w300-h400/IMG_3591.jpg" width="300" /></span></a></div><span style="font-family: trebuchet; font-size: medium;"><br /></span><p><span style="font-family: trebuchet; font-size: medium;">The Sorcerer successfully hacked the data terminal, and made for the board-edge with his prize. My remaining troops got shot up by both other factions, but mainly tangled in a vengeance beatdown with the "True Imperial" forces. In the end, the Chaos warband got away, and I watched as every remaining figure of mine was taken out of action. Total Party Kill, you might say. </span></p><p><span style="font-family: trebuchet; font-size: medium;">To add insult to injury, in the post-battle campaign management phase, two of those casualties were confirmed as permanent kills (<i>goodbye, beastman melee brute and plasma-gun-wielding veteran!</i>) - and the only figure who rolled high enough to "level up" from the experience instead of dying was the Inquisitor - but he's already at max level. Oh well. At least I'll get a few recruitment points now to have another go at my shady opponents. </span></p><p><span style="font-family: trebuchet; font-size: medium;">We have planned this as a five-battle arc, a little campaign, and although I'm getting my little 28mm teeth kicked out, it's pretty fun. It's also encouraging me to keep revisiting opportunities to kitbash more figures. I always feel that kitbashing things bumps up my sense of investment and enjoyment. </span></p><p><span style="font-family: trebuchet; font-size: medium;">Thanks for reading this far! If you game soon, may you roll better than I did - and have fun!</span></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-71390528658528926762024-02-09T20:44:00.003-07:002024-02-09T20:48:22.475-07:00RPG Alignment ... some musings<p> <span style="font-family: trebuchet; font-size: large;">A recent <a href="https://monstersandmanuals.blogspot.com/2024/02/mike-mearls-moral-philosopher.html" target="_blank">post over at Noism's blog</a> addresses that old bogeyman - alignment in D&D. The post offers some thought-provoking reactions to alignment relativism, both new and old (I remember all that stuff about "neutral balance" in Greyhawk back in Gygax's time seeming kind of irksome. </span></p><p><span style="font-family: trebuchet; font-size: large;">At any rate, I don't often wade into related waters on this blog, but reading that post made me think of some old notes I typed up ... woah, almost two years ago. Here is one articulation of an aligment system I was thinking about a while ago. I think it's closest, in terms of edition wars, to the alignment system described in 4th edition D&D, of all things. Plus, it's got my own twist on things. The relative position of each alignment is important, as entities might move back and forth over a lifetime, crossing from one alignment into a neighboring one. </span></p><p><b><span style="font-family: trebuchet; font-size: large;">A possible alignment system: </span></b></p><p class="p1" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-family: trebuchet; font-size: large;"><b>+ Good</b></span></p><p class="p2" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: trebuchet;"><b><span style="font-size: large;">+ Lawful Good</span></b></span></p><p class="p2" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><b><span style="font-size: large;"><span style="font-family: trebuchet;">+ </span><span style="font-family: trebuchet;">Evil</span></span></b></p><p class="p2" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><b><span style="font-size: large;"><span style="font-family: trebuchet;">+ </span><span style="font-family: trebuchet;">Chaotic Evil</span></span></b></p><p class="p2" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-size: large;"><br /></span></p><p class="p1" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-family: trebuchet; font-size: large;">In practice and possibly in rhetoric, <b>Good tends to favor the true wellbeing of self and others, even at personal cost</b> (within the limits of the thinker’s understanding of wellbeing). Good recognizes that Law and Disorder both have a place, both are readily abused, and both must be subordinated to the overall promotion of wellbeing.<span class="Apple-converted-space"> Good also recognizes, however, that Law is <i>usually</i> closer to it than is Chaos. </span></span></p><p class="p2" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: trebuchet; font-size: large;"><br /></span></p><p class="p1" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-family: trebuchet; font-size: large;"><b>Lawful Good tends to favor the wellbeing of self and others, but this is conditioned by a strong pull in favor of Order as a competing claim on individual or collective wellbeing.</b> Because Lawful Good cares about real wellbeing, <b>Lawful Good at times senses a pull toward Good</b> over and against the interests of Law; however, because of Lawful Good’s strong interest in Order and hierarchy, <b>Lawful Good always carries a temptation toward Evil carried out in the name of greater law and order.<span class="Apple-converted-space"> </span></b></span></p><p class="p2" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: trebuchet; font-size: large;"><br /></span></p><p class="p1" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-family: trebuchet; font-size: large;">In practice and possibly in rhetoric, <b>Evil tends to favor the perceived wellbeing and felt needs of the self over those of others, and/or the perceived wellbeing of some group over that of other groups</b> (usually, the self is part of the favored group). Because hierarchical structures are useful for maintaining such privilege, <b>Evil often feels some pull toward Law</b>; if the stirrings of conscience are allowed room, this can lead to movement into Lawful Good. However, because Evil pushes against the intended moral order of Creation, the <b>seeds of Disorder also remain latent in Evil as a potential draw toward Chaotic Evil.</b></span></p><p class="p2" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: trebuchet; font-size: large;"><br /></span></p><p class="p1" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-family: trebuchet; font-size: large;"><b>Chaotic Evil tends to favor its own perceived wellbeing and felt needs over others’, but a strong attraction to Disorder often motivates self-destructive actions</b> that undermine long-term fulfillment of its own felt needs. Stronger feelings of <b>self-interest may draw Chaotic Evil toward Evil.<span class="Apple-converted-space"> </span></b></span></p><p class="p2" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: trebuchet; font-size: large;"><br /></span></p><p class="p1" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-family: trebuchet; font-size: large;"><b>‘Unaligned’ only exists for non-sentient creatures.</b> Among sentient mortal beings, Evil may be the default alignment in practice (sages debate this point). Movement between alignments is common over a lifetime.<span class="Apple-converted-space"> </span></span></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com2tag:blogger.com,1999:blog-7978585450395254487.post-70644641562286645902024-01-13T12:52:00.003-07:002024-01-13T12:52:53.378-07:00Light/Darkness ideas: following up after playtesting<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;">My thanks to all who read my <a href="https://gundobadgames.blogspot.com/2024/01/less-bean-counting-more-darkness.html" target="_blank">recent thoughts on procedures for light and darkness</a> in dungeons. An unfortunate illness kept half my gaming group out of action last weekend, but the cancellation of our normal game opened space for a little dungeon crawl to play-test those procedures with a couple other available players.<span class="Apple-converted-space"> </span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia;"><span style="font-size: medium;"><span class="Apple-converted-space"><br /></span></span><span style="font-size: medium;">Playtesting is funny business. <i>Sometimes</i> you discover that something has really clicked; more often, of course, you find in practice the holes and problems that you missed in design. This time around — I got a bit of both! Before I summarize what worked well and what didn’t click for my players, I’ll confess that I’m not a very scientific play tester. My tendency is to be ambitious, and to use my limited play-testing opportunities to try out a bunch of things at once. Any lab scientists out there will know, of course, that this means (too) many variables all competing for analysis. If all my games were play tests, I’d try to evaluate just <i>one</i> rule change at a time.<br /></span><span style="font-size: medium;"> <br /></span><span style="font-size: medium;">If wishes were fishes... Anyway, some of the problems we encountered have little to do with the light/darkness rules, so I can isolate those out, but it’s worth noting that the session ended with a TPK — for two reasons. First, I was trying out some tweaks to combat rules that made fighting deadlier; second, we had freakish luck - I rolled really well for the monsters, the players rolled really poorly for the first half of the night (though one player did get back-to-back Nat 20s later in the evening), and the random encounter rolls were <i>off the hook</i> frequent! So, combat was deadly <i>and</i> we had more combats than I expected.<span class="Apple-converted-space"> <br /></span></span><span style="font-size: medium;"> <br /></span><span style="font-size: medium;">Anyway, on to the darkness/light feedback.<br /></span><span style="font-size: medium;"> <br /></span><span style="font-size: medium;">If you’ve read my last post, you know that one part of my philosophy here is to move away from the ubiquitous OSR emphasis on inventory management. My rules for managing dungeon illumination aimed to create decisions around encounter risk and trap vulnerability without relying on logistical bean-counting. I also wanted to focus on the more emotionally satisfying (to me) narratives of danger looming in the darkness.<span class="Apple-converted-space"> <br /></span></span><span style="font-size: medium;"> <br /></span><span style="font-size: medium;">All that was validated strongly by my players. In short, they said that they, too, are tired of fiddling with inventory slots; one particularly hates the numerical resource management micro-game. That feedback was validating for my approach, though it certainly pushes against many widespread OSR principles. To be clear, these aren’t players who hate old-school play style and who just want the world handed to them on a bed of 24-times-per-short-rest superpowers. They’ve amply demonstrated their willingness to think creatively while solving problems, or to die horribly while fighting monsters.<span class="Apple-converted-space"> <br /></span></span><span style="font-size: medium;"> <br /></span><span style="font-size: medium;">So, for what it’s worth, here is one local group’s plea to the <i>indie-OSR-NSR-whattheheckSR </i>design community: <i>Knave</i>, <i>Cairn</i>, <i>Mausritter</i>, etc. are <span class="s1" style="text-decoration-line: underline;">dope</span>, but please keep designing things that don’t rely on micromanaging inventory, too.<span class="Apple-converted-space"> <br /></span></span><span style="font-size: medium;"> <br /></span><span style="font-size: medium;">Ok, what about the light/darkness thing?<span class="Apple-converted-space"> <br /></span></span><span style="font-size: medium;"> <br /></span><b><span style="font-size: medium;">The players enjoyed my greater attention to lighting limits. They endorsed my enhanced narration of the uncertain darkness. Having light sources really only illuminate part of each new room led to more atmospheric play and — in a few instances — extra decision points about which risks to accept. So all that was a win.<br /></span></b><b><span style="font-size: medium;"> <br /></span></b><span style="font-size: medium;"><b>However, the players advised <i>against</i> the ways I’d mechanized illumination.</b> The setup for the playtest probably didn’t show my rules in their best light (uh, sorry for that one): to save time, I used a free online dungeon with fairly small rooms, and missile combat played almost no role in the session (those factors muted a few of the tradeoffs of the dungeon crawling stances + light states). The fact that bright light made a random encounter much likelier rankled a bit because of the aforementioned wacky dice rolls, which produced far too many encounters for such a small dungeon. Nonetheless, I did agree (with some chagrin) that my formalized attention to mechanical triggers didn’t match the perceived usefulness of the different light states in play.<span class="Apple-converted-space"> <br /></span></span><span style="font-size: medium;"> <br /></span><span style="font-size: medium;">Where does this leave me? Honest, thoughtful feedback about rules remains helpful, even when pointed against “my babies.” <b>Although the playtest revealed some issues, it also was paradoxically somewhat liberating. My players and I agreed that without implementing my full-blown procedures as described in my last post, we should add the following to our games:<br /></b></span><b><span style="font-size: medium;"> <br /></span></b><b><span style="font-size: medium;">+ pay more attention to who is holding the light - monsters may try to extinguish it</span></b></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia;"><b><span style="font-size: medium;">+ assume lights illuminate much smaller dungeon areas, to heighten narrative drama and reframe exploratory choices<br /></span></b><b><span style="font-size: medium;">+ minimize inventory management where feasible<br /></span></b><span style="font-size: medium;"> <br /></span><span style="font-size: medium;">Additionally, I think I may still include the option to shine much brighter light that does call for an immediate, higher-risk encounter roll — but I may not make the modifier as punitive. (Think Gandalf, again: “perhaps we can risk a bit more light…”).<span class="Apple-converted-space"> <br /></span></span><span style="font-size: medium;"> <br /></span><span style="font-size: medium;">What is freeing to me is that my musing about the experience of dungeon crawling has led me to some new resolutions about play, but these are resolutions we hope to implement through fewer rules, instead of more procedures. There’s something refreshing about a freeform solution to a problem. How will it work in future sessions? Dunno. I’d better keep playing to find out.</span></span></p><br /><p></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com8tag:blogger.com,1999:blog-7978585450395254487.post-55846725223470795502024-01-06T15:07:00.000-07:002024-01-06T15:07:14.196-07:00Less Bean-Counting, More Darkness: Improved Dungeon Exploration Stances<p><span style="font-size: medium;"> When does <b><i>darkness</i></b> matter, and when doesn't it? </span></p><p><span style="font-size: medium;">First, two anecdotal snapshots: </span></p><p><span style="font-size: medium;">It was my return to the hobby, my first time GMing an RPG in decades. In hindsight, the adventure I created was just a linear series of encounters. But the boss fight really <i>clicked</i>! The PCs were in a partly-flooded underground chamber, fighting a hulking half-troll, half-giant-toad thing with big tusks...which kept hopping into the water and then bursting back out to attack a new victim. </span></p><p><span style="font-size: medium;"><i>And then the monster extinguished the torch. </i>Today, despite the many sessions and lessons learned in play and study since then, I still relish the look of sincere alarm (could I say fear?) on a <i><u>player's</u></i> face as we worked out the rest of the scene. </span></p><p><span style="font-size: medium;">Years later. Our stage now is on the inner plateau of the Isle of Dread, albeit hacked quite a bit to suit my own setting. The party's ranger had snuck into an unknown faction's watchtower at night to scout it out, with only moonlight to guide his path. Before long -- once he'd already climbed up into a belltower -- he realized that someone awake and equally stealthy was hunting <i>him</i> through the shadows. The ensuing cat-and-mouse play, with minimal visual description, was both thrilling and consequential -- a risky roll led to the PC accidentally bumping the tower's bell, signaling his location and confirming the party's interference at the site. </span></p><p><span style="font-size: medium;">Now, what stories <i>haven't</i> I told you? </span></p><p><span style="font-size: medium;">That time that the fighter wanted plate armor, which meant he couldn't carry as many torches as he'd like. That time that a wizard's "Light" cantrip nerfed the entire light-as-resource-management game. The many times that I shrugged and just thought, "well, I'm sure somebody is carrying a torch, let's handwave it and get moving" because I had a bunch of other GM-stuff to process that felt more consequential. I won't tell you those stories, because they're ... boring. </span></p><p><span style="font-size: medium;">But they're also far more common, and likelier to happen under the rules I've leaned on for years. </span></p><p><span style="font-size: medium;"><br /></span></p><h2 style="text-align: left;"><span style="font-size: medium;">From "WHAT DO I CARE ABOUT IN PLAY?" to "OH CRAP, I MAYBE MADE A HEARTBREAKER!"</span></h2><p><span style="font-size: medium;">I'm grateful for good gaming and fruitful game-thinking over the recent holiday season. My adult gaming group has just started a new ROOT campaign, which looks like it should be a blast. But I also decided I'd like to jump-start some D&D for my kids in the months ahead, so I started thinking about Knave, and how I might like to change things (perhaps I'll say more about that in future posts). After many a keyboard-clack, I sat back and realized that I'd basically just written my own heartbreaker game, with a revised combat system, streamlined core classes that look more fun than a lot of vanilla D&D options, revised encumbrance, and an updated version of dungeon exploration processes.</span></p><p><span style="font-size: medium;">For each area, it helped to sit back and brainstorm what I really enjoy from a narrative and gamist perspective before returning to a list of common OSR mechanics. I feel like I have ritually eaten a few of my sacred cows over the past couple weeks, and I hope that my new ideas, developed in consultation with the wisdom of the blogosphere, might better provide the play experiences that actually make me happier -- that actually give me better post-game stories to talk about (I haven't playtested this stuff yet, mind you, so I shouldn't really get too excited about my bespoke house rules portfolio). </span></p><p><span style="font-size: medium;">In today's post, I'm fleshing out my current thoughts about dungeon exploration. Actually, this involves a fair bit: revised thinking about <i>encumbrance</i> and <i>logistics</i>, <i>encounters</i>, meaningful tactical <i>choices</i>, room/setting <i>description</i>, <i>searches</i> and investigation, and especially <i>light</i> and <i>darkness</i>. The ideas for procedures below are a refined version of my recent thoughts on "dungeon exploration stances," which you all seemed to find interesting but a bit too fussy. Well, they're simpler now. I've also chewed a lot on my response to a variety of other blog posts, some new and some old enough to threaten "classic" status:</span></p><p class="p1" style="color: #dca10d; font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><a href="https://falsemachine.blogspot.com/2013/06/the-law-of-light.html"><span style="font-size: medium;">https://falsemachine.blogspot.com/2013/06/the-law-of-light.html</span></a></p><p class="p1" style="color: #dca10d; font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><a href="https://knightattheopera.blogspot.com/2019/09/lets-do-some-more-diy-d-and-hack-rules.html"><span style="font-size: medium;">https://knightattheopera.blogspot.com/2019/09/lets-do-some-more-diy-d-and-hack-rules.html</span></a></p><p class="p1" style="color: #dca10d; font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><a href="https://deadtreenoshelter.blogspot.com/2020/03/ultra-bastard-d-illumination.html"><span style="font-size: medium;">https://deadtreenoshelter.blogspot.com/2020/03/ultra-bastard-d-illumination.html</span></a></p><p class="p1" style="color: #dca10d; font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><a href="https://www.mindstormpress.com/ransacking-the-room"><span style="font-size: medium;">https://www.mindstormpress.com/ransacking-the-room</span></a></p><p class="p1" style="color: #dca10d; font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><a href="https://diyanddragons.blogspot.com/2019/10/landmark-hidden-secret.html"><span style="font-size: medium;">https://diyanddragons.blogspot.com/2019/10/landmark-hidden-secret.html</span></a></p><p class="p1" style="color: #dca10d; font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><a href="https://diyanddragons.blogspot.com/2019/04/your-life-is-forfeit.html"><span style="font-size: medium;">https://diyanddragons.blogspot.com/2019/04/your-life-is-forfeit.html</span></a></p><p class="p1" style="color: #dca10d; font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><a href="https://diyanddragons.blogspot.com/2019/04/mechanics-for-resource-management-part.html"><span style="font-size: medium;">https://diyanddragons.blogspot.com/2019/04/mechanics-for-resource-management-part.html</span></a></p><p class="p1" style="color: #dca10d; font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><a href="https://blog.thesconesalone.com/2018/07/dragon-warrior-and-how-i-discovered.html"><span style="font-size: medium;">https://blog.thesconesalone.com/2018/07/dragon-warrior-and-how-i-discovered.html</span></a></p><p class="p2" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;">Maybe come back someday and finish reading my thoughts, please, after you've worked through those riches. :-D </span></p><p><span style="font-size: medium;">Before you read any further, here are the guiding design principles that have shaped my new proposed rules for dungeon exploration:</span></p><p><span style="font-size: medium;"><b>+ I think I'm tired of inventory management as a key part of gameplay.</b> I imagine this one will be <u><i>controversial</i></u>; Knave-style inventory is key to ... pretty much everything (class archetypes, abilities, even Wounds) in many NSR/OSR systems these days. If I'm honest with myself, though, I think there are better ways to get to the emotional play experience I'm looking for - something that keeps logistical choices exciting and meaningful without bogging down play in bean-counting. </span></p><p><span style="font-size: medium;"><b>+ I'm not <i>that</i> deeply committed to Gygax's advice about meaningful time records.</b> I mean, they matter a lot when they matter, but sometimes they don't. A recent <a href="https://monstersandmanuals.blogspot.com/2024/01/how-do-you-solve-problem-like.html#comment-form" target="_blank">comment exchange</a> on Noism's blog, with a link to an earlier <a href="https://monstersandmanuals.blogspot.com/2013/08/d-combat-is-more-abstract-than-you-think.html" target="_blank">post</a> about arbitrary time-signatures for combat rounds in D&D, got me thinking about how the length of a round sort of only matters for tracking the logistics mini-game -- but what if (see above) one did away with much of that mini-game anyway? What if combat and exploration focus not on scientific precision for record-keeping, but on the bits of play that (my) players really get satisfaction from -- engaging with the actual adventure? [One might say there's a false dichotomy here, but I'm running with it]. </span></p><p><span style="font-size: medium;"><b>+ For exciting play, trade information for risk/vulnerability. </b>Fear of the DARK is intuitive and important, and I want more of it in my games. I'm not inventing anything new here -- on these issues, see that list of older blogposts by other writers, above. The questions that are "logistical" but which also excite me are NOT "did we bring enough stuff?" but "oh no, are we comfortable ignoring that shadow? But can we afford to use more light <i>here</i>?" </span></p><p><span style="font-size: medium;">Ok, that's some background on my approach. Now, details. On with the show. </span></p><p><b><span style="font-size: medium;">As a reminder, I am cobbling together all sorts of ideas from other writers, so please do note the blogs linked above as you think about these rules. </span></b></p><p><b><span style="font-size: medium;"><br /></span></b></p><h2 style="text-align: left;"><span style="font-size: medium;">LIGHT LEVELS AND THEIR EFFECTS</span></h2><p><b><span style="font-size: medium;">All spaces in the dungeon have one of three Light states: Bright Light, Dim Light, or Darkness. </span></b></p><p><span style="font-size: medium;">When a party enters a new room/keyed area, note its Light state. Also, make a random encounter roll, with 12 on 1d12 provoking a random encounter (various factors, below, will make these more likely). </span></p><p></p><blockquote><p><span style="font-size: medium;">The party enters a new room. </span></p><p><span style="font-size: medium;">GM rolls a random encounter check on 1d12, adding +3 for Bright lights if carried by the party, and +1 for each hireling [this does not include companions, who are limited by a PC's CHA modifier and who will fight alongside the party]. On a 12, there is a random encounter.</span></p><p><span style="font-size: medium;">The GM describes the room. </span></p></blockquote><p></p><p><span style="font-size: medium;">Light may be ambient -- already provided as part of the environment, as sunlight through cracks, torches lit in wall sconces, etc. -- or it may be carried by the PCs. This distinction matters. Most light effects occur no matter who put them there, but when PCs introduce their <i>own</i> light to a dungeon space, the dungeon is more likely to react -- random encounters become more likely. </span></p><p><span style="font-size: medium;">Lighting a held candle takes one full action. Digging through your bag to recover a new candle also takes one full action. If your party only had one light held, and a monster just extinguished it (which can be attempted using a Combat Stunt), you can count on at least two rounds until you can see again. Chomp, chomp, the darkness has teeth. </span></p><p><span style="font-size: medium;">There is no need to track how many little candles you brought, since the PCs aren't silly enough to come crawling without lots of them.</span></p><p><span style="font-size: medium;">On Light states:</span></p><p><span style="font-size: medium;"><b>+ DARKNESS:</b> The GM offers no new visual descriptions of any kind. ALL PC rolls are made with Disadvantage. Because Dim Light is the default, if the players get stuck in true darkness, they can always pull out another candle nub and produce Dim Light again -- if they aren't too busy fending off something with tentacles in the darkness. </span></p><p><span style="font-size: medium;"><b>+ DIM LIGHT:</b> this is the default state for moving parties, and adds no further risk to random encounter rolls. It requires 1-2 lit candles (or torches, or whatever; treat them equivalently - as per Dwiz's Advanced Darkness <a href="https://knightattheopera.blogspot.com/2019/09/lets-do-some-more-diy-d-and-hack-rules.html" target="_blank">ideas</a>). Every light requires the full use of one hand, which cannot carry a different item. The players must declare exactly who is carrying each light. They should expect that nasty things that prefer darkness may target those PCs or their lights. (hired porters may carry lights, but note that non-professional hirelings each make random encounters more likely -- see below). In a space with Dim light, PCs take Disadvantage to all their Ranged attacks (but there's no penalty to shoot at somebody holding a light). </span></p><p><span style="font-size: medium;">The GM only gives a reasonably accurate description of things within ten feet of Dim lights. Beyond that, they just hint at the shape and layout of the room/space. They describe things in structural terms and as blocks of dim color, shadow, and reflective shapes. </span></p><p><span style="font-size: medium;"><b>+ BRIGHT LIGHT: </b>Bright light requires at least 3 lit candles/torches, each held by a specific character's hand. Adding such light is tempting the underground's oppressive darkness and its inhabitants: a +3 modifier to encounter rolls makes a random encounter happen on a 9+ on 1d12. Moreover, the GM makes a fresh encounter check as soon as the party 'switches' to Bright light. However, the GM now describes all outwardly visible features of a room -- what Anne calls Landmark information -- at least out to 30-40 feet (these ranges are for game-fun purposes, not for simulationist accuracy). </span></p><p><span style="font-size: medium;">Here is a contrasting description of a room encountered in Bright vs. Dim light:</span></p><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"></p><blockquote><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-size: medium;"><b>Bright Light: </b>“You have entered a columned hall, about thirty feet wide and perhaps fifty feet long, with a parallel row of stone columns holding up heavy-looking stone blocks at the ceiling. In the middle of the room, a pile of gold objects - cups, coins, etc. — gleams in your torchlight, but so does a thin, wet ring of what looks like blood around it. On the south wall, a fairly massive bronze rectangular altar stands flush with the wall, its sides streaked with what might be dry blood. There’s a leering face with horns sculpted onto each side of the altar. Right as you enter, you see a flicker of movement, and notice a humanoid shape dart through an open doorway in the far wall. What do you want to do?”</span></p><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-size: medium;"> </span></p><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-size: medium;"><b>Dim Light: </b>“You see what look like columns rising, fading away into the dark ahead of you. An irregular lump of something, several feet across and high, lies on the floor halfway across the room, to the west; your candle-light reflects weakly off it, here and there. A large rectangular blocky shape, almost as tall as you, is due south. As you enter, you think you see a flicker of movement retreat away into the shadows to the east; now you can’t see anything there but darkness. What do you want to do?”<span class="Apple-converted-space"> </span></span></p></blockquote><p> </p><p><span style="font-size: medium;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgWxHOZzUwyIu3zIjlbpGvQE0R8Kd2Ri8HGK_MeGKw_iK3TgqOV_kukDarkMXFsHotWzGeHboSjbIRJKbd8WkIrJgJyvb5DXCqUaAVqgpWAAZnqNLx_7KE2Mu6IfTjgTmbzrNVlgdbyOLqmZ7mCiuDTsW5KsEauWzAyzxnz_1R_2XPk8TcThGDPdKcKPg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="190" data-original-width="460" height="202" src="https://blogger.googleusercontent.com/img/a/AVvXsEgWxHOZzUwyIu3zIjlbpGvQE0R8Kd2Ri8HGK_MeGKw_iK3TgqOV_kukDarkMXFsHotWzGeHboSjbIRJKbd8WkIrJgJyvb5DXCqUaAVqgpWAAZnqNLx_7KE2Mu6IfTjgTmbzrNVlgdbyOLqmZ7mCiuDTsW5KsEauWzAyzxnz_1R_2XPk8TcThGDPdKcKPg=w490-h202" width="490" /></a></span></div><span style="font-size: medium;"><br /><br /></span><p></p><h2 style="text-align: left;"><span style="font-size: medium;">DUNGEON EXPLORATION STANCES</span></h2><p><span style="font-size: medium;">Last March I wrote about some possible <a href="https://gundobadgames.blogspot.com/2023/03/party-stances-for-dungeon-turns-dungeon.html" target="_blank">Dungeon Exploration Stances</a>. These updated rules are an improvement, and tie into the Light rules above.</span></p><p><span style="font-size: medium;">There is no "neutral" stance in a dungeon; the party is always focused on staying alert OR looking friendly OR hiding OR resting OR or figuring things out than they are on all of those at the same time. Pick one, the moment the party enters the dungeon, and treat that stance as in effect until the party tells you they are changing stances. </span></p><p><span style="font-size: medium;">These rules assume side-based initiative (roll 1d8 for the party and 1d8 for their foes; high rolling team acts entirely and then swaps initiative; polearms grant individuals first action even if their team loses initiative, unless the other side also has polearms or reach). If ambushed, PC with highest WIS rolls a save to prevent a surprise round. </span></p><p><b><span style="font-size: medium;">ALERT STANCE: </span></b></p><p><span style="font-size: medium;">In Bright Light: PCs can't be surprised by (visible) foes. PCs automatically win the first initiative roll. Disadvantage to NPC reaction-table rolls.</span></p><p><span style="font-size: medium;">In Dim Light: PCs get Advantage on a Save vs being surprised. PCs automatically win the first initiative roll. Disadvantage to NPC reaction-table rolls. [Don't forget that Ranged attacks are Disadvantaged in Dim Light]. </span></p><p><b><span style="font-size: medium;">OPEN STANCE:</span></b></p><p><span style="font-size: medium;">In Bright Light: Roll NPC reaction-table rolls with Advantage. PCs automatically lose first initiative roll if attacked. </span></p><p><span style="font-size: medium;">In Dim Light: Roll NPC reaction-table rolls with Advantage. PCs automatically fail any rolled saves vs. being surprised. PCs automatically lose first initiative roll if attacked. </span></p><p><b><span style="font-size: medium;">STEALTHY STANCE:</span></b></p><p><span style="font-size: medium;">In Bright Light: If the party is carrying Bright light, they can't enter the Stealthy stance. In ambient Bright light, Stealthy stance benefits only apply against sightless foes. </span></p><p><span style="font-size: medium;">In Dim Light: PCs roll saves vs. being detected with Advantage. PCs may try to ambush foes with that Advantage, too. If the party is ambushed, the PCs roll saves vs. surprise with Disadvantage. NPC reaction-table rolls are made with Disadvantage. </span></p><p><b><span style="font-size: medium;">RESTING STANCE: </span></b></p><p><span style="font-size: medium;">A short rest takes at least ten minutes (and, in my current rules, resets hit points as per Mark of the Odd games). When a rest is declared, roll a random encounter check (with a 9+ on d12 encounter if resting in Bright light carried by the party). An individual PC may elect to skip the rest (and its benefits) and stay on guard. Resting PCs automatically fail saves vs. surprise if attacked (unless a PC standing guard passes a save vs. surprise), and the party loses the first initiative roll of a combat during a short rest. </span></p><p><b><span style="font-size: medium;">INVESTIGATIVE STANCE: </span></b></p><p><span style="font-size: medium;"> This one is connected to broader issues, so I'll flesh it out more below. </span></p><p><span style="font-size: medium;"><br /></span></p><h2 style="text-align: left;"><span style="font-size: medium;">INVESTIGATION THROUGH CONVERSATION AND/OR MECHANICS</span></h2><p><span style="font-size: medium;">Searching a room is tricky to integrate with stances, because you can resolve a search mechanically, but it's often more fun to just talk things through, inviting player skill to the fore -- until <i>that</i> takes too long and bores everyone. Generally, though, finding the hidden stairway because you asked a clever question is more fun than finding the concealed treasure because the dice saved you. </span></p><p><span style="font-size: medium;">Anne at DIY-and-Dragons (in the posts linked above) has some great thoughts about information detection and GM description. I'm riffing off much of that here (she recommends making "landmark" information freely available up front, "hidden" information available if somebody asks about it while risking interaction with the space, and "secret" info only if the player goes looking for it AND passes a dice check. </span></p><p><span style="font-size: medium;">I'm thinking of saying that once players have entered a room (at Bright or Dim light) -- and checked for any encounters -- they can choose to engage with parts of the room for as long as they want (that wording choice is deliberate - no need to track rounds/turns, other than assuming that an exploration turn is "roughly the time a party spends exploring one room if they aren't resting"). During that time, they can interact with objects -- opening the chest, stabbing the mattresses, trying on the spare cloaks, sipping from the weird fountain, etc. None of this is mechanized exploration, and whatever Exploration Stance the party was in when they entered remains in effect (as do effects of the light level). </span></p><p><span style="font-size: medium;">But perhaps the players want to skip past all that -- or maybe they've interacted with the room for a while but suspect they're missing something. Then, they may declare a shift to the Investigative dungeon exploration stance. This assumes that the party is taking all the time needed to give the full space a thorough shakedown, but they're also making themselves vulnerable to its potential hazards. Upon declaration of this stance:</span></p><p><span style="font-size: medium;">+ GM rolls a fresh encounter check on the d12, with a +2 modifier for the more invasive searching (and also with a +3 modifier for Bright light carried by PCs, if relevant). If the party now decides to "upgrade" to Bright light, they may, but this triggers a third encounter check (but Bright light is more helpful...).</span></p><p><span style="font-size: medium;">+ if in Bright light, ALL hidden (but not secret) information in the room is conveyed to the players. At minimum, this includes clues about secret doors and traps (but not necessarily how to open or disarm them). If a wizard is in the party, they might automatically detect magic items in the room, too. </span></p><p><span style="font-size: medium;">+ in in Dim light, the hidden information is revealed, but with the following caveats: there is a 4-in-6 chance that each trap, secret door, concealed treasure, etc., will be revealed or hinted at. A wizard in the party might confirm parts of a room that include magic objects. The party thus has incentive to risk Bright light, though they might prefer to play it safe and hope for the best (the GM makes hidden rolls here, btw). </span></p><h2 style="text-align: left;"><span style="font-size: medium;">SUMMARY</span></h2><p><span style="font-size: medium;">As noted, I still need to test these in play, but I'll blogify them in hopes they might inspire you (or lead you all to yell at me about problems I've overlooked). The key ideas are to cut out all the bean-counting around torch-carrying and duration, drilling right down to the interesting questions: what is that scary-looking shape in the shadows? Can we risk more light to check it out? Can we risk NOT checking? Why is the thing with all the eyes wrestling the wizard for the candle? Oh no, it's -- HELP! </span></p><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;"><br /></span></p><p><br /></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com2tag:blogger.com,1999:blog-7978585450395254487.post-18358067632550395862023-12-31T09:11:00.003-07:002023-12-31T09:11:54.068-07:00New Year highlights, and thanks<p> <span style="font-size: medium;">Happy New Year!</span></p><p><span style="font-size: medium;">I realized recently that this blog will be five years old in a few months' time. Ironically, there were times not too long ago that I thought seriously about shuttering the blog -- but then, 2023 turned out to be my busiest year yet for posting here, with 35 total posts (that's 15 more posts than in 2022!). I shifted my approach a bit this year, allowing myself to post less consequential but more personal and creative things, like hobby-related art projects or comments on fan culture. But some of this was hopefully inspiring or useful -- discussing easy <a href="https://gundobadgames.blogspot.com/2023/03/eva-foam-diy-terrain-ruins.html" target="_blank">DIY foam wargaming terrain</a> or a <a href="https://gundobadgames.blogspot.com/2023/12/epic-knight-detachment-fully-kitbashed.html" target="_blank">kitbashed</a>/converted/<a href="https://gundobadgames.blogspot.com/2023/11/scratchbuilding-tanks.html" target="_blank">scratchbuilt</a> army for Epic: 40k has reflected fun things that brought me a lot of enjoyment and utility this year. </span></p><p><span style="font-size: medium;">On the RPG front, the highlight was reaching Electrum level on DTRPG.com for my historically informed Bronze Age/Sword-and-Sorcery character background generator, <i>Brazen Backgrounds</i> -- which also received a <a href="https://gundobadgames.blogspot.com/2023/11/product-update-my-bronze-age-character.html" target="_blank">product update with some fresh and improved content</a>. Hearty thanks to all who have purchased that product. In terms of some of my preferred posts about RPG theory this year, have a look if you missed posts about <a href="https://gundobadgames.blogspot.com/2023/03/party-stances-for-dungeon-turns-dungeon.html" target="_blank">mechanics for dungeon exploration postures</a> for adventuring parties, simpler character/faction-driven <a href="https://gundobadgames.blogspot.com/2023/09/domain-play-lessons-from-shadow-of-war.html" target="_blank">domain-play</a>, or a cultural rationale for <a href="https://gundobadgames.blogspot.com/2023/09/itinerant-circuit-dungeoncrawlers.html" target="_blank">re-running dungeons</a>. </span></p><p><span style="font-size: medium;">More philosophically, as I wrapped up a campaign this year I <a href="I recorded my thoughts " target="_blank">recorded my thoughts</a> about choosing, running, ending, and being content with games and campaigns in their own season. </span></p><p><span style="font-size: medium;">Thank you for reading Gundobad Games. I'm excited about ideas for new posts in the season ahead. Best wishes for 2024, and happy gaming!</span></p><p><br /></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com2tag:blogger.com,1999:blog-7978585450395254487.post-74210213542514341292023-12-30T11:32:00.004-07:002023-12-30T11:32:56.592-07:00Epic Knight Detachment fully kitbashed<p><span style="font-size: medium;"> At long last, I have kitbashed all the figures needed for my Chaos/Traitor Knight detachment for use with Epic: 40,000. These are, again, Battletech minis modified with additions from the bitbox - occasionally through rather aggressive plastic surgeries. </span></p><p><span style="font-size: medium;">The plan for now is to run it as a mixed detachment of five Knight Castellans and six of the faster, lower-firepower, higher-assault Knights (the old 3e Epic rules -- or, rather, the community-made added rules for Mechanicum Knight forces -- just use the two kinds. 3e is a very straightforward system). </span></p><p><span style="font-size: medium;">Most of them still need primer, let alone paint; a few of them look rather silly for now, but I'm confident that once painted up they'll look quite nice (this has been my experience so far). </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfqSri2DA2DiBdFsWLVLQSTcG9eXm2_6ef2IT82r7GU837dmq3wwzUFXZZHAuQnQmKvuJI9qVI1rc2ux2-E7-pvyayqkIwyJeTnWgGM94iciEV3zmYNXXeIUlSeXPo0lQOnpbQxm8mCj0bI2Z9ozjP6_nU1g1DEygYEN-2SAfQSsh0BT4Y9oJKj2ie-g/s640/IMG_3433.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="480" data-original-width="640" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfqSri2DA2DiBdFsWLVLQSTcG9eXm2_6ef2IT82r7GU837dmq3wwzUFXZZHAuQnQmKvuJI9qVI1rc2ux2-E7-pvyayqkIwyJeTnWgGM94iciEV3zmYNXXeIUlSeXPo0lQOnpbQxm8mCj0bI2Z9ozjP6_nU1g1DEygYEN-2SAfQSsh0BT4Y9oJKj2ie-g/w400-h300/IMG_3433.jpg" width="400" /></span></a></div><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><br /></span></div><span style="font-size: medium;">Here are a few closeups of some of the final additions: </span><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi92OmEYo0AgxeSf7fXSs3x7os-QoExcV8Gjt-ZJrCByi6dvZtY2gqxk5PAzdl1Tn4mhByJ5jrSzckI8THnSCGTAoUTGqqXdiENCUTJNHtpXwvo9Rp1TdeAH7AqU8Ume0wg0uDQWcPkIIXmvzFvz8OkqErqj80ppxlxk5u2dISIEEPSb24sjdUK2MF4Ww/s640/IMG_3426.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="font-size: medium;"><img border="0" data-original-height="480" data-original-width="640" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi92OmEYo0AgxeSf7fXSs3x7os-QoExcV8Gjt-ZJrCByi6dvZtY2gqxk5PAzdl1Tn4mhByJ5jrSzckI8THnSCGTAoUTGqqXdiENCUTJNHtpXwvo9Rp1TdeAH7AqU8Ume0wg0uDQWcPkIIXmvzFvz8OkqErqj80ppxlxk5u2dISIEEPSb24sjdUK2MF4Ww/w400-h300/IMG_3426.jpg" width="400" /></span></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-size: medium;">Battletech 'mechs with bitz from the Chosen Chaos Marines sprues. That purple curved armor carapace was ... the lid of a dental floss pack! Once it's all spraypainted and spiffyfied, I think these guys will look great. </span></td></tr></tbody></table><span style="font-size: medium;"><br /></span><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcPNzoPGHSVm2gnAgCcQr2Oj_Jrv3RmhIzJLTqVcFCy6AYwMvF8P78pffolCqM6SRUXy8_nLCr7Dr-Suz6I7X3zcrmsBpbnTJc2Rey_o50qhoKzZXHQ3wWQsd2qcs-gvd8fhkyxjYz99bGM5sAwzE658fpiBx571n4yKggZxRlTHGnv8Azy8gscxQTMw/s640/IMG_3431.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="font-size: medium;"><img border="0" data-original-height="640" data-original-width="480" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcPNzoPGHSVm2gnAgCcQr2Oj_Jrv3RmhIzJLTqVcFCy6AYwMvF8P78pffolCqM6SRUXy8_nLCr7Dr-Suz6I7X3zcrmsBpbnTJc2Rey_o50qhoKzZXHQ3wWQsd2qcs-gvd8fhkyxjYz99bGM5sAwzE658fpiBx571n4yKggZxRlTHGnv8Azy8gscxQTMw/w300-h400/IMG_3431.jpg" width="300" /></span></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-size: medium;">That helm-crest was the blade of an Orkish axe. Now, I feel it gives this fella a bit more Oldhammer flair. </span></td></tr></tbody></table><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;">Along with these, I have three other 'mech conversions to add - a Scout Titan and two Traitor Warhounds, who will look quite un-canonical! </span></p><p><span style="font-size: medium;">On to priming and painting. Whew! </span></p><br /><p><br /><span style="font-size: medium;"><br /></span></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-36322661505427860932023-12-21T15:09:00.000-07:002023-12-21T15:09:47.031-07:00[REVIEW] Soulbound: ULFENKARN, City at the Edge of Death <p><span style="font-family: trebuchet; font-size: medium;"> Start with Ravenloft, D&D's iconic fantasy horror setting with a vampire frontman. Mash it up with Duskvol, the gloomy urban crime-scape from <i>Blades in the Dark</i>. And now funnel that mixture through Mordheim, the OG Warhammer ruined apocalyptic city, and season it with all the grotty grimdark WFRP-ness you can. Package the whole thing as an urban sandbox campaign setting, marinate the product in blood long enough to pickle everything, and you'll get something like <i style="font-weight: bold;"><a href="https://www.drivethrurpg.com/product/387764/Warhammer-Age-of-Sigmar-Soulbound-Ulfenkarn-City-at-the-Edge-of-Death?src=hottest&affiliate_id=281538" target="_blank">Soulbound: Ulfenkarn, City at the Edge of Death</a> </i>(aff)<b>.</b> If you're into horror gaming with loads of vampires and other undead, you'll find this new Warhammer roleplaying book a colorful, flavorful campaign resource (it's just that the color is all <i>red</i>, and the flavor ... well...). </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjIWYGp9GjAslXSyz3rPdQ8ch8Fs694Dq1IoZMhTurnK-zoBkUI_itPCaCIuiYAam9-6azkt3c8TBtx-AjVURhIETN9T63jS96RvMzwQf3tM5CxfHyeKzRdepanxexuA4oEqMsfzYUuadNFkpQP9j2eq5XpvlFD8fwDjWdHhCMxYNX0Bj2IJj3Fu0UgA/s1200/marketing_cover-mock-up_aos_ulfenkarnweb.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1200" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjIWYGp9GjAslXSyz3rPdQ8ch8Fs694Dq1IoZMhTurnK-zoBkUI_itPCaCIuiYAam9-6azkt3c8TBtx-AjVURhIETN9T63jS96RvMzwQf3tM5CxfHyeKzRdepanxexuA4oEqMsfzYUuadNFkpQP9j2eq5XpvlFD8fwDjWdHhCMxYNX0Bj2IJj3Fu0UgA/w400-h400/marketing_cover-mock-up_aos_ulfenkarnweb.jpg" width="400" /></a></div><br /><span style="font-size: medium;"><br /></span><p></p><p><span style="font-family: trebuchet; font-size: medium;">Cubicle 7 kindly provided a free copy for this review. You can purchase the game as a 240-page .pdf, with separate copies of about 11 maps from the book (including GM and player-facing city map variants), for <a href="https://www.drivethrurpg.com/product/387764/Warhammer-Age-of-Sigmar-Soulbound-Ulfenkarn-City-at-the-Edge-of-Death?src=hottest&affiliate_id=281538" target="_blank">$29.99 USD at DTRPG.com</a> (this review uses affiliate links to DTRPG, which help support this blog's activities at no added cost to you - thank you!). This review is based on reading, not running; but I have run Soulbound previously (and I offered a pretty substantial, multi-part review it, <a href="https://gundobadgames.blogspot.com/2021/12/review-soulbound-warhammer-age-of.html" target="_blank">here</a>, <a href="https://gundobadgames.blogspot.com/2022/02/review-part-2-soulbound-rpg-core-rules.html" target="_blank">here</a>, and <a href="https://gundobadgames.blogspot.com/2022/02/review-part-3-of-3-soulbound-rpg.html" target="_blank">here</a>). </span></p><p><i><br /></i></p><h3 style="text-align: left;"><i>SOULBOUND</i> GOES HORROR!</h3><p><span style="font-family: trebuchet; font-size: medium;">Let me make this clear, up front: if you really like horror in your fantasy gaming, I think you will quite like <i>Ulfenkarn</i>. But if you don't like horror all that much, you probably should move along to other products. <i>Ulfenkarn</i> gives you more than ample material to tell desperate vampire-hunting stories until the vargheists come home. It provides both narrative/setting support and mechanical tweaks to turn your <i>Soulbound</i> RPG into a genuine horror game. In fact -- hear me out here -- <i>Ulfenkarn</i> is so effective that I would not run it, at least not in its entirety or without some changes. </span></p><p><span style="font-size: medium;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjq6I55AvRuDM2-vZYymHYYa30bosZ-FbgOvLo0DZVsqWL1vw4dxG7ga367s_h_aJsm09YchWVn-UxUstxGxP3-Fm9xixV72uPwcYQz96ssNcJeQHYYZbOH-EI0Uh0XxzFSTBCSPWW4zyT0TvGUUnV1n6T-Yce_m1X1E-Mg9Xr-NCtoDmUQPVF6-X295g" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="638" data-original-width="594" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEjq6I55AvRuDM2-vZYymHYYa30bosZ-FbgOvLo0DZVsqWL1vw4dxG7ga367s_h_aJsm09YchWVn-UxUstxGxP3-Fm9xixV72uPwcYQz96ssNcJeQHYYZbOH-EI0Uh0XxzFSTBCSPWW4zyT0TvGUUnV1n6T-Yce_m1X1E-Mg9Xr-NCtoDmUQPVF6-X295g=w372-h400" width="372" /></a></span></div><span style="font-size: medium;"><br /></span><span style="font-family: trebuchet; font-size: medium;">No, wait, come back! Let me explain. It's a <i>me</i> issue, not an <i>Ulfenkarn</i> problem. That is to say: the more that I read of this book, the more I realized I'm not its ideal audience -- I'm just not into horror on the sustained, oppressive level this book serves. I do think this is a well-done resource. In fact, its gloomy effect on me as I read shows that the designers achieved what they wanted to do. Herein are stinking sewer canals full of sluggish blood mixed with human sewage, feuding necromantic body-collectors torn over rival visions for their order, haunted graveyard plots that pull the living into the earth, vampire aristocrats who run captive mortals like mice through a trapped maze for their amusement before feasting upon them, literal fountains of blood collecting a measured, daily sanguine tax from mortal subjects, white-coat wearing clinical handlers of the blood-tax-cisterns, a sinister death-magic vortex that must some day devour the island, and the vast, ebon tower of the undead warlord holding the entire city prisoner. This is like Castle Ravenloft, but spread across a full city. And everywhere, the book points not just to scary things that want to eat your characters, but to the unrelenting social horrors perpetuated as terrified humans become metaphorical monsters to survive one more day subject to <i>actual</i> monsters. This book is dark -- <i>grimdark</i> dark -- but also imaginative and evocative. But after a while, it was all a bit too much for me. That is no criticism of the craft on display here, but keep it in mind over the course of this review. I want to tell you what this book can provide, should an entire campaign mostly of nightmares be up your alley. </span><p></p><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgchP-DP4wEbsHpfFMmUSf2i5oM0_p7NWx7pA4M3G_9CfId5enRdsGLbN1-nP4A-cNmYtMKNTOJkJZCShTZThcDVkCfTicyr4KRO3HF9gYVo5Y81rniZgLtcJ_YHv-bgWzXkaDlAxkDHi7PmmxheGiWY-qPq2GXFM86wUgK9Er_poEIzZxZ-AdvL_8QAg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1024" data-original-width="398" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEgchP-DP4wEbsHpfFMmUSf2i5oM0_p7NWx7pA4M3G_9CfId5enRdsGLbN1-nP4A-cNmYtMKNTOJkJZCShTZThcDVkCfTicyr4KRO3HF9gYVo5Y81rniZgLtcJ_YHv-bgWzXkaDlAxkDHi7PmmxheGiWY-qPq2GXFM86wUgK9Er_poEIzZxZ-AdvL_8QAg=w155-h400" width="155" /></a></span></div><span style="font-size: medium;"><br /><br /></span><p></p><h3 style="text-align: left;">CITY AT THE EDGE OF DEATH</h3><p><span style="font-family: trebuchet; font-size: medium;">Ulfenkarn, the city, has already been used as the setting for a board game, <i>Warhammer Quest: Cursed City</i>, and it has featured in a companion Black Library novel cleverly titled ...<i> Cursed City</i>. Now, <i>Ulfenkarn</i>, the <i>Soulbound</i> supplement, builds up the Cursed City as a detailed setting for your own campaigns. Here's my one-paragraph crash course on what's up with the place:</span></p><h4 style="text-align: left;"><b><span style="font-family: trebuchet;">THE FOLLOWING PARAGRAPHS CONTAIN <i>SPOILERS</i> FOR THIS CAMPAIGN SETTING, AND FOR THE FICTION IN ASSOCIATED GAME PRODUCTS/NOVEL.</span></b></h4><p><span style="font-family: trebuchet; font-size: medium;">Long ago, an alliance of pious nobles hopped planes to Shyish, the Realm of Death, and founded the city of Mournhold there, so they could better commune with the spirits of their glorious but deceased ancestors. Many generations later, as Chaos forces swept across the Realms, Mournhold's citizens faced their seventh Chaos siege (!) and understood themselves to be doomed. But wait! Forth came the dark ships of an undead corsair lord, the vampire Radukar, with his Ogor mercenary followers. Radukar saved the city from its chaotic attackers, and then offered Mournhold a choice: send him away and wait for the next Chaos siege, or welcome him inside as a live-in protector. This would be a short story if the Mournholders had said "go away;" instead, they welcomed Radukar as a putative savior. Naturally, he was actually Up to No Good. Radukar had a prophetic intimation of the coming "Necroquake" (when Soulbound's undead BBEG, Nagash, would unleash deathly doom upon the realms), and he had divined that Mournhold would be doomed by that coming crisis. The Necroquake did, in fact, open a terrible nexus of necromantic energy near the city, the Shyish Nadir ... a deathly vortex spread and spread, slowly threatening to devour the city. As planned, on the night of the Necroquake, Radukar unleashed his forces to seize full control over the city -- and then imprison its mortal occupants within. Ever since, he has maintained the city as a kind of jail + vampire feeding ground, with various sorts of undead wandering the streets and making life miserable for the terrified but dwindling populace. Secretly (and here's where we're getting into spoiler territory), Radukar's long-term plan is to just let the Shyish Nadir devour the city, and use the mass death to power a ritual in which he will become a Mortarch, one of the great mystical warlords of the underworld. [At this point in the story, you can either play where that remains a secret and Radukar is just biding his time on the throne - OR you can advance the narrative to either of two future states, which match steps in the 'canonical' Ulfenkarn fiction. In the first step, Radukar appears to have been beaten by a gang of heroic vigilante adventurers, but now three lesser vampire lords have stepped out of the shadows to fight each other for control of what remains of Radukar's realm. In the third, final narrative step, Radukar returns with greater bestial power, having only been wounded; at this stage, he reasserts control over the city and prepares for the great ritual. </span></p><p><span style="font-family: trebuchet; font-size: medium;">All that being said: unless the GM changes something, the default is that the city of Ulfenkarn is DOOMED, no matter what happens. The long-term setting questions are not "can the city be saved?" but rather, "Can the dark ritual be prvented? Can someone find a way to evacuate the citizenry before the city is physically swallowed up by the death vortex??" However, <i>Ulfenkarn</i> recognizes some GMs or parties might want a different trajectory, and encourages you to make the city your own if that's the case. </span></p><p><span style="font-family: trebuchet; font-size: medium;">There is a suggestion at one point that if players want to run <i>undead</i> characters in this undead city, they might come as agents from an extant Mortarch, checking up on rumors that Radukar is being disloyal to Nagash or threatening to upset the trademarked balance of power among the current top-dog deathlords. I thought that was a cool idea. </span></p><p><span style="font-family: trebuchet; font-size: medium;">Since this campaign can be played at any of three different narrative "time-stamps," if you will, the book contains a wealth of sidebars clarifying how a character, location, or other feature would change from one time period to the next. I suppose this could add replayability and flexibility. Personally, I think the first or second periods sound more appealing. After the first era, there is more room in the setting for a safe haven (it's ... literally called Haven) where the PCs can try to build a refuge against all the unrelenting horror. </span></p><p><span style="font-family: trebuchet;"><br /></span></p><h4 style="text-align: left;"><b><span style="font-family: trebuchet; font-size: medium;"><u>HERE END the SPOILERS</u> for the Ulfenkarn fiction and campaign narrative. </span></b></h4><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj7ACtvcuIhWXeLND2vl7kPdMoBvJbw2fyKb0Nc4k0zY7D-wFapwm99JwVeS76vXCB1qPNj2_v8qdRK5IXU8rmEPpof_E3IsorNYV158UB69OUCZ_8-tSt2PbJc5uB3TtLd5YoLxpOjQ2rHEKQRJrWYTvijCtvG0LEbxRhhqgP3JgIAXdquH1ds7MPFEQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="392" data-original-width="1148" height="136" src="https://blogger.googleusercontent.com/img/a/AVvXsEj7ACtvcuIhWXeLND2vl7kPdMoBvJbw2fyKb0Nc4k0zY7D-wFapwm99JwVeS76vXCB1qPNj2_v8qdRK5IXU8rmEPpof_E3IsorNYV158UB69OUCZ_8-tSt2PbJc5uB3TtLd5YoLxpOjQ2rHEKQRJrWYTvijCtvG0LEbxRhhqgP3JgIAXdquH1ds7MPFEQ=w400-h136" width="400" /></a></div><br /><p></p><h3 style="text-align: left;">AN URBAN SANDBOX </h3><p><span style="font-family: trebuchet; font-size: medium;">Much of the book details places and adventure sites, plentiful enough to stock a sprawling, interconnected urban sandbox for horror gaming. First come about a hundred localities, grouped by district. They vary in length and depth, but even the shortest cover a few paragraphs (some of the longer location entries are much more substantial, and have their own little tables with possible encounters and sensory details). They include many NPCs and sub-factions with which you might interact. I think every single location has its own sidebar with one or more plot hooks tied to that location; these plot hooks generally could inspire a whole session or more of play. Often, there are even extra plot hooks and notes detailing changes to this location at one of the later time-periods that can be chosen for playing in this setting (on which <i>see above</i>, in the <b>spoilers</b> bit). </span></p><p><span style="font-size: medium;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgXO4LMfCX2Me73gwH0Shr7TTLqHYe42KT51G4fulfPB7LqdWuVNcqmTbNwX_vLBYQbg7ts58fVuNyCxRrVojRNkCfbFfPRCbi0S0oH4IIEIqgySBHHtg_OsDaxHrC-YjBSGc9X9cPGcXMzb9x9RWZ2Yhjm4ct9OgHIF68h9BqvsNhTQ1FfnX6r8q0jBQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="536" data-original-width="1154" height="186" src="https://blogger.googleusercontent.com/img/a/AVvXsEgXO4LMfCX2Me73gwH0Shr7TTLqHYe42KT51G4fulfPB7LqdWuVNcqmTbNwX_vLBYQbg7ts58fVuNyCxRrVojRNkCfbFfPRCbi0S0oH4IIEIqgySBHHtg_OsDaxHrC-YjBSGc9X9cPGcXMzb9x9RWZ2Yhjm4ct9OgHIF68h9BqvsNhTQ1FfnX6r8q0jBQ=w400-h186" width="400" /></a></span></div><span style="font-size: medium;"><br /></span><span style="font-family: trebuchet; font-size: medium;">I found these location entries to be evocative and flavorful. They not only illustrate the setting's horror in detail, but they also provide some needed contrast and descriptive relief ("relief" in a <i>topographical</i>, not <i>emotional</i>, sense). For one thing, they show that there is still much more to the city than <i>just</i> the tyranny of Radukar, the vampire lord. There are lesser vampires afoot, but also semi-independent or even rival factions of necromancers, monsters, criminals, vampire hunters, etc., etc. This section of the book really was what made me think of Duskvol, the dark city from <i>Blades in the Dark</i>. Ultimately, this setting really does revolve around Radukar's bloody rule, but there's still plenty of other stuff to mess with along the way. And sometimes, that even offers up -- well, perhaps "good guys" isn't quite right, but at least NPCs you might actually want to work with. For example, you might encounter members of "The Illustrious Guildhouse of Gravemasters" -- morticians and grave-diggers who try to give the dead a clean, decent burial. If you guessed that doing so is dangerous in a city ruled by vampires and necromancers, you are correct. Another, particularly evocative example is "Old Babs' Cottage" -- Babs is an old woman in a crumbling house full of cats, cats, and more cats. Why?</span><p></p><blockquote><p class="p1" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-family: trebuchet; font-size: medium;"><i>"No two Ulfenkarni react to the tragedy of </i><i>their situation in quite the same way, and Old Babs is a </i><i>good example of this. She took to feeding and sheltering </i><i>the local cat population, who in turn warn her when </i><i>trouble is near. Those who view her a harmless eccentric </i><i>are unaware of where she finds the meat to feed herself </i><i>and her mewling brood."</i></span></p></blockquote><p><span style="font-family: trebuchet; font-size: medium;">This hits the book's tone pretty well. Yes, this cursed city has potential allies, and there are things and people worth saving. But they're pretty creepy, too. </span></p><p><span style="font-family: trebuchet; font-size: medium;">Here's the plot hook provided for Old Babs' Cottage:</span></p><p class="p1" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><i><span style="font-family: trebuchet; font-size: medium;"></span></i></p><blockquote><p class="p1" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-family: trebuchet;"><i><span style="font-size: medium;">"A Feline Warning: Old Babs is no fool — she has </span></i><i><span style="font-size: medium;">learned to trust the natural Witch-Sight her cats </span></i><i><span style="font-size: medium;">possess. Their hissing has saved her many times </span></i><i><span style="font-size: medium;">from ethereal threats. Now, they gather around </span></i><i><span style="font-size: medium;">a nearby building, hissing at something unseen </span></i><i><span style="font-size: medium;">inside. Old Babs would like to know what has </span></i><i><span style="font-size: medium;">them worried."</span></i></span></p></blockquote><p class="p1" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><i><span style="font-family: trebuchet; font-size: medium;"></span></i></p><p><span style="font-family: trebuchet; font-size: medium;">As you can see, this is an interesting and thematic idea for a session. But it isn't anything <i>more</i>. To execute this, you would have to grab a structure map, decide what's going on, and set up any relevant encounters. With that caveat in mind, the hundred or so locations like this (Old Babs' Cottage is one of the small, less-detailed ones) do still provide a rich web of potential contacts and battlegrounds. Just as often, the plot hooks suggest factional rivalries and conflicts that could get very involved. I suspect you could play several campaigns without touching all the material in here. </span></p><p><span style="font-size: medium;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjdBYQoZTY83IqyJBYgA6CTJqBGYD_jqmuD-n_X7bpoMxqbOeZGkkQ1KkHjr9XBY4MxNWqfxM3Lb6kqD1ujoB4r73bDCg2E0sMlMIiPvUviC1ACkiAibUNvvGi5_u-vgEm04pC0Ec0oL-JKPj8XmJStScS1Rt_7rzneVsuh7HuNWn18KGZ7Qv_W3Zriow" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="490" data-original-width="1162" height="169" src="https://blogger.googleusercontent.com/img/a/AVvXsEjdBYQoZTY83IqyJBYgA6CTJqBGYD_jqmuD-n_X7bpoMxqbOeZGkkQ1KkHjr9XBY4MxNWqfxM3Lb6kqD1ujoB4r73bDCg2E0sMlMIiPvUviC1ACkiAibUNvvGi5_u-vgEm04pC0Ec0oL-JKPj8XmJStScS1Rt_7rzneVsuh7HuNWn18KGZ7Qv_W3Zriow=w400-h169" width="400" /></a></span></div><span style="font-size: medium;"><br /></span><span style="font-family: trebuchet; font-size: medium;">After about 75 pages of such locations, the book provides a deeper dive -- this time, with maps and encounters ready to go -- for five separate adventure sites: a haunted graveyard, a ruined noble estate still hiding relics and treasures, the coven-headquarters for a league of academic necromancers, the triple-towered lair of a family of vampire aristocrats (and the prey they abduct and domineer for their amusement), and -- finally -- the Ebon Citadel, the vast castle and ruling center of Radukar and his Court. Each of these is detailed enough to treat as a little "adventure module," with keyed maps, encounters and encounter tables, NPCs, etc. I say "keyed maps," but note that this is set up for <i>Soulbound</i>'s use of Zones; sometimes this means that spaces are a little abstract (though not always). </span><p></p><p><span style="font-family: trebuchet; font-size: medium;"></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjzfsP9j8FjhVKVfjvSVQimPSqnHNJr75VZev2rZiLBYEQ5gi2YS64tz3T4sJoDe3oorD5G93AbhLiBtjXXDE-Oon-xEjfzfrPteTAUtPzk5XY502n3V3DFzcGy0k9u_RTGExGIc3HyCWmHO5-4jIByBdRTn6CViZxkR0NeVEK33iTBZtTTvG4iMMOA5A" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="620" data-original-width="1128" height="220" src="https://blogger.googleusercontent.com/img/a/AVvXsEjzfsP9j8FjhVKVfjvSVQimPSqnHNJr75VZev2rZiLBYEQ5gi2YS64tz3T4sJoDe3oorD5G93AbhLiBtjXXDE-Oon-xEjfzfrPteTAUtPzk5XY502n3V3DFzcGy0k9u_RTGExGIc3HyCWmHO5-4jIByBdRTn6CViZxkR0NeVEK33iTBZtTTvG4iMMOA5A=w400-h220" width="400" /></a></div><br /><span style="font-family: trebuchet; font-size: medium;">The final of these more detailed entries, on the Ebon Citadel, is billed as a "megadungeon." That is sort of true. I mean, it is true - the place is massive - and (or but?) this section is twenty-five illustrated pages long. This is not going to give you an "OSR"-style megadungeon, with every broom closet detailed for tapping with your 10-foot pole. On the other hand, again, there is a LOT in here. Because of the willingness to zoom out and let the GM fill in some details here and there, they have packed in a tremendous amount of potential play into what is covered in these 25 pages. PCs could spend a lot of time here -- either (as the book suggests) confronting Radukar head-on (presumably a near-suicidal campaign climax) or "raid[ing] it for the resources to help you save the city." </span><p></p><p><span style="font-family: trebuchet; font-size: medium;">(Just to be clear, I'm not criticizing this for being a 25-page, semi-abstract megadungeon. I have actually advocated such things in the past right here on this very blog, so I was intrigued to see how they handled this. It's sort of like a "just add water and stir" megadungeon, where they've given you the essence in concentrate and now you can breath life into it. </span></p><p><span style="font-size: medium;"><br /></span></p><h3 style="text-align: left;">RUNNING THIS THING </h3><p><span style="font-family: trebuchet; font-size: medium;">First, for the GM: this book provides a wealth of thematic material that should vastly simplify prep if you want to run an urban horror campaign. It even provides over half a dozen one-page adventure prompts. Elsewhere, however, it does NOT eliminate a need for prep, and you are still going to need to flesh things out. But the evocative ingredients provide enough to run a very satisfying campaign while leaving lots of room for you to make your own creative imprint on the city. </span></p><p><span style="font-family: trebuchet; font-size: medium;">In terms of mechanical resources, the book has a meaty bestiary section that details key NPCs as well as a host of undead foes (these could be useful for Soulbound campaigns set elsewhere, too). For players, we gain nine new Talents and four new "Subfactions" - these are like background kits that tell you something about your backstory while adding a mechanical benefit to some aspect of your character. There are also six new Archetypes. Then, there are six Endeavors, setting-specific mini-quests with mechanical consequences for characters (you can even decide you want to become a vampire this way...). The book provides some nice extra gear options, too. </span></p><p><span style="font-family: trebuchet; font-size: medium;">Of particular note, however, are mechanical tools to achieve a grittier tone for horror gaming in <i>Soulbound</i>. The core game already provides suggestions for "Grim and Perilous" gaming with less-powerful characters (normally, <i>Soulbound</i> is a pretty wild power fantasy game, though the baddies can hold their own). We get updated Grim and Perilous rules here, which will make PCs far more vulnerable than normal. </span></p><p><span style="font-size: medium;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi0lffdAxZ8ox2irN0USHj705TpbeK7qwacvUd2W0y-DDgg_baAUiRy90WsREeXXjEc7MqJoK7-UrJuCzxA3eMDrQwMrs8MqF1DWQvdIYasRjd39GHHSf5O8MjtX2ncsDShhwGl8sdEbZ9kmD-WWPMa9_PrsgFL2OYEmcY-kMR7ECW54N3tgurS1BcLZg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="944" data-original-width="1128" height="334" src="https://blogger.googleusercontent.com/img/a/AVvXsEi0lffdAxZ8ox2irN0USHj705TpbeK7qwacvUd2W0y-DDgg_baAUiRy90WsREeXXjEc7MqJoK7-UrJuCzxA3eMDrQwMrs8MqF1DWQvdIYasRjd39GHHSf5O8MjtX2ncsDShhwGl8sdEbZ9kmD-WWPMa9_PrsgFL2OYEmcY-kMR7ECW54N3tgurS1BcLZg=w400-h334" width="400" /></a></span></div><span style="font-size: medium;"><br /></span><p></p><p><span style="font-family: trebuchet; font-size: medium;">Let me re-state that. If you like the idea of running <i>Warhammer: Fantasy Role-Playing</i>, but you prefer the core mechanics of <i>Soulbound</i>, then this book will turn your SB campaign into WFRP. Now, your Soulbound characters can despair that they are doomed to die - but instead of dying in a sewer or alley while chaotic rats chew on them, they'll probably die in a sewer or alley or castle or graveyard while vampires chew on them. </span></p><p><span style="font-family: trebuchet; font-size: medium;">To be honest ... I rather <i>like</i> the <i>Soulbound</i> power curve ... and while the game suggests running with very vulnerable PCs, nothing prevents you from keeping this as the usual ol' Soulbound power-fantasy smackdown. In fact, I quite like the idea of the scuzzy villains in this book meeting an empowered and experiences group of Sigmarites from afar. The book offers pointers on how to do that, too, if that's more everyone's speed. Doing so will just transform this from a work of genuine horror to, well, beating up powerful horror monsters. It's like the old Pulp Cthulhu vs. Classic Mythos split, all over again.</span></p><p><span style="font-family: trebuchet; font-size: medium;">GMs who don't even run <i>Soulbound</i> but also don't mind doing a lot of prep to stat up encounters might also find this book useful as a setting. If all you need are chilling threats and stories, scheming, needy NPCs who are more than bags of stats and HP, and evocative locations and factions for an urban horror campaign, check this out. </span></p><p><br /></p><h3 style="text-align: left;">CONCLUSION </h3><p><span style="font-family: trebuchet; font-size: medium;">I think that this book is quite well done. The pieces of the setting are so integrated that it's worth more as a cohesive whole, rather than plundering the book for individual encounters or locations (though you could). With its own recommended way of running lower-powered characters that deviate from normal Soulbound, this book really aims at a standalone experience that transforms the game into a genuine horror RPG. For me, it's actually all a bit too muchy - the horror here is consistent, pervasive, and oppressive. I guess I don't really like horror that much, and so I do NOT plan to run this campaign. But I see that as a real tribute to the writers' success: it's the same reason I don't plan to run a Ravenloft game anytime soon. </span></p><p><span style="font-family: trebuchet; font-size: medium;">If fantasy urban Ravenloft by way of Duskvol and Mordheim floats <i>your</i> boat, then consider picking up this lavish, bloody, flavorful, and very dark supplement. </span></p><p><span style="font-family: trebuchet; font-size: medium;">Happy gaming! </span></p><p><span style="font-size: medium;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEijYrvCY2_qSZlcsOSSLKO4dZ05SQ-EvSLH2L8DyoZUeBVGMMSRsne5zqNNQ-sn3FXe0Fyi-ZUbVbsGcgb431uaEI-Orl4S-F4WcM0ZYuWJm29bpnS_HpV6UOTidqULTkgI5jDpkNu3OWtyZt7JPVk1gAaTlBVyTMX5-1a4xDNKcDfvoiawqhdZtV818w" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1206" data-original-width="588" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEijYrvCY2_qSZlcsOSSLKO4dZ05SQ-EvSLH2L8DyoZUeBVGMMSRsne5zqNNQ-sn3FXe0Fyi-ZUbVbsGcgb431uaEI-Orl4S-F4WcM0ZYuWJm29bpnS_HpV6UOTidqULTkgI5jDpkNu3OWtyZt7JPVk1gAaTlBVyTMX5-1a4xDNKcDfvoiawqhdZtV818w=w195-h400" width="195" /></a></span></div><span style="font-size: medium;"><br /><br /></span><p></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-41712676180638098962023-12-07T14:35:00.000-07:002023-12-07T14:35:09.698-07:00Wizards and Magic Items ... in the ROOT RPG!?<p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;"> I am excited to begin a new campaign again soon - this time using <i><a href="https://www.drivethrurpg.com/product/373406/Root-The-Roleplaying-Game?affiliate_id=281538" target="_blank">ROOT</a></i> (affiliate link), a PbtA RPG of scheming woodland creatures (think <i>Mouse Guard</i> meets the shenanigans from <i>Blades in the Dark</i>). I'm planning a “normal” ROOT campaign of critters and (home-brew) factions, but I have been intrigued by online suggestions that ROOT could be a good PbtA ruleset for fantasy PbtA gaming with a bit more heft and crunch (I have long experience with <i>Dungeon World</i>, and with some of its hacks, and I do see some ways that ROOT might add nicely to that field of contenders — even if reskinned for humans and peer adventurers).<span class="Apple-converted-space"> </span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><span class="Apple-converted-space"><br /></span></span><span style="font-size: medium;">Now, let me note that I haven’t actually run ROOT yet, so this is all wildly premature spitballing of some ideas. But I wanted to jot down early ideas about how I might run magic-users in a fantasy ROOT, especially in a setting that allows mysterious magic while hewing more to a Low Fantasy than High Fantasy aesthetic. I definitely am including some magical elements in this first campaign, including magical foes and probably some simple magic items for the party - and a sorta-wizard, if anybody wants to play it.<span class="Apple-converted-space"> </span></span><span style="font-size: medium;"><br /></span><span style="font-size: medium;"><br /></span><span style="font-size: medium;">Here’s how.<span class="Apple-converted-space"> </span></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;"><br /></span></p><h1 style="text-align: left;"><span style="font-family: georgia; font-size: medium;"><b>MAGIC ITEMS</b></span></h1><span style="font-family: georgia; font-size: medium;"><br /></span><p></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;">Experimentally, I am already planning to use the T+O (<i><a href="https://www.drivethrurpg.com/product/373410/Root-Travelers--Outsiders?affiliate_id=281538" target="_blank">Travelers and Outsiders</a></i> - another affiliate link) supplement's list of “Masteries” for magic item abilities. Masteries are cool perks you can gain through advancement that just make your occasional 12+ results on select Moves much more effective and powerful. For example, here’s the <b>Persuade an NPC</b> Mastery:</span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><br /></span><i><span style="font-size: medium;">On a 12+, in addition to the results of the 10+, you may mark exhaustion to treat this move as a 12+ on the sway an NPC Reputation move, even if you don’t have a high enough Reputation with their faction to normally sway the NPC in question.<span class="Apple-converted-space"> </span></span></i></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><i><span style="font-size: medium;"><span class="Apple-converted-space"><br /></span></span></i><span style="font-size: medium;">So you are good enough at an ability that you can squeeze more out of it than can the common Mouse - but you’re not SO good that this will destabilize the normal flow of play. That strikes me as possibly a great way to handle magic items in a Low Fantasy campaign. Imagine wearing a brooch, for example, that can cloud the mind or guide your own speech (“These aren’t the droids you’re looking for!”) when it counts, but using that power is a bit draining.<span class="Apple-converted-space"> <br /></span></span><span style="font-size: medium;"><br /></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;">The T+O guide has 17 of these masteries. Many are for Special Weapon Moves, which means they’d make great ways to distinguish special magic weapons found as loot.<br /></span><span style="font-size: medium;"><br /></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;">So, I’m giving the players a list of Species moves, but I will be saving these Masteries to spice up equipment they find, and to flavor it magically - without breaking the game.<span class="Apple-converted-space"> </span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;"><br /></span></p><h1 style="text-align: left;"><span style="font-family: georgia; font-size: medium;">SPELLCASTING </span></h1><span style="font-family: georgia; font-size: medium;"><br /></span><p></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;">In the <i>Travelers and Outsiders</i> supplement, the <b>CHRONICLER playbook’s</b> Move, <b>The Worth of a Book,</b> is very similar to “magic ritual” moves used in various fantasy PbtA games/hacks for Wizard characters. It offers a way to integrate slower-moving but potentially very powerful effects in game (note that even in the zero-magic ROOT, possible applications include “curing a deadly disease” or “ending a drought.” <span class="Apple-converted-space"> <br /></span></span><b><span style="font-size: medium;"><br /></span></b></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><b><span style="font-family: georgia; font-size: medium;">The Worth of a Book<span class="Apple-converted-space"> </span></span></b></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;"><i>When you <b>study your tomes and scrolls to discover old techniques or methods </b>to solve an intractable problem—curing a deadly disease, ending a drought, legally unseating a leader, etc—decide what you want to accomplish and tell the GM. The GM will give you between 1 to 4 conditions you must fulfill to discover a path forward, including time taken, additional information needed, mentors or translators needed, facilities/tools needed, or the limits of your solution. When you fulfill the conditions, you gain whatever knowledge you were seeking—it’s up to you to put to use.</i><span class="Apple-converted-space"> </span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;"><span class="Apple-converted-space"><br /></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><span class="Apple-converted-space"><br /></span></span><span style="font-size: medium;"><b>For comparison, here is the move “Ritual” from the Wizard playbook in <i>Dungeon World</i>:<span class="Apple-converted-space"> </span></b></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><span class="Apple-converted-space"><br /></span></span><b><span style="font-size: medium;">Ritual<br /></span></b><i><span style="font-size: medium;">When you <b>draw on a place of power to create a magical effect</b>, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:<br /></span><span style="font-size: medium;">It’s going to take days/weeks/months<br /></span><span style="font-size: medium;">First you must ____<br /></span><span style="font-size: medium;">You’ll need help from ____<br /></span><span style="font-size: medium;">It will require a lot of money<br /></span><span style="font-size: medium;">The best you can do is a lesser version, unreliable and limited<br /></span><span style="font-size: medium;">You and your allies will risk danger from ____<br /></span><span style="font-size: medium;">You’ll have to disenchant ____ to do it<br /></span></i><span style="font-size: medium;"><br /></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;"><br /></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;"><br /></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;"><b>And here, with a few subtle differences, is the same move from the DW hack,<i> Homebrew World</i>:</b></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><br /></span><b><span style="font-size: medium;">Ritual<br /></span></b><i><span style="font-size: medium;">When you <b>wish to weave magic</b>, say what you’re after and how you plan to do it. The GM will say “Of course, but...” and 1-4 of the following. Perform the ritual and the magic takes effect.<br /></span><span style="font-size: medium;"><b>• </b>You must draw on a place of power (like __)<br /></span><span style="font-size: medium;"><b>• </b>You must do it at an auspicious time (like __)<br /></span><span style="font-size: medium;"><b>• </b>It’s going to take hours/days/weeks<br /></span><span style="font-size: medium;"><b>• </b>First you must __<br /></span><span style="font-size: medium;"><b>• </b>You’ll need help from __<br /></span><span style="font-size: medium;"><b>• </b>It’ll require the sacrifice of __<br /></span><span style="font-size: medium;"><b>• </b>The best you can do is __<br /></span><span style="font-size: medium;"><b>• </b>You/your allies will risk danger from __</span></i></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><br /></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><br /></span><span style="font-size: medium;">Some observations: the core idea is the same in each case, though ROOT’s version doesn’t explicitly include magical/miraculous effects. However, they differ slightly in their restrictions and context, too. The ROOT move, <b>The Worth of a Book</b>, is used to get information about how one might do XYZ. Completing the move’s conditions just gives you information, and then “it’s up to you to put it to use.” (This could require further moves or even whole sessions of effort). The DW and HBW moves end with the thing you’re trying to do actually happening (the key difference between those two versions is that DW assumes you’ve found a place of power for your ritual; HBW notes this as one possible stipulation).<span class="Apple-converted-space"> </span></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><span class="Apple-converted-space"><br /></span></span><span style="font-size: medium;">Simply by allowing miraculous and supernatural effects within the realm of the “possible,” the Referee can use the Chronicler’s move to allow a Gandalf-like character (which fits really, really well with the Chronicler's other abilities), or even more spectacular magic-users. In edge cases where learning how to do something vs. actually getting it done matters, you could lean in the direction of either Worth of a Book or Ritual (there’s probably a cleaner way to integrate them into one move, I’m just not thinking it through at the moment).<span class="Apple-converted-space"> </span></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><span class="Apple-converted-space"><br /></span></span><span style="font-size: medium;">This stuff means that you can (potentially) teleport the party into the Tower of Thrukul-Gar, turn the evil Baron’s legs to lead, or extinguish The Helldrake’s inner flames - from miles away (if you can keep its agents at bay long enough). But you won’t be doing instant-action things like throwing fireballs around routinely.<span class="Apple-converted-space"> <br /></span></span><span style="font-size: medium;"><br /></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;">I do think that having just a bit more routine magic would be nice for a Wizard, without wrecking the overall Low Fantasy vibe. You know what could help with that?<br /></span><span style="font-size: medium;"><br /></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;">The Species Ability system.<span class="Apple-converted-space"> </span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"></p><h1 style="text-align: left;"><span style="font-family: georgia;"><span style="font-size: medium;"><span class="Apple-converted-space"><br /></span></span><span style="font-size: medium;">CANTRIPPY INNATE MAGIC ABILITY STUFF </span></span></h1><span style="font-family: georgia; font-size: medium;"><br /></span><p></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;">The <i>Travellers and Outsiders</i> expansion offers a really fun mini-system for different species abilities (I prefer this to the other sub-system that offers separate Moves for different species). Here’s one way to set up a wizard on top of the Chronicler playbook (I would suggest combining them for max effect):</span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><br /></span><b><span style="font-size: medium;">WIZARD as Background/Ancestry…<br /></span></b><b><span style="font-size: medium;">Mark exhaustion to activate an ability:<br /></span></b><span style="font-size: medium;">+ Lash out with pure magical force to inflict 1-Harm up to Far range<br /></span><span style="font-size: medium;">+ Detect the presence and location of active magic up to Far range<br /></span><span style="font-size: medium;">+ Initiate a magical duel as a magic-user within Far range casts a spell/activates a magical ability. Not counting the Exhaustion you just spent to activate this ability, bid an amount of Exhaustion (up to your remaining total). The target magic-user must either:</span></span></p><ul class="ul1" style="list-style-type: "— ";"><li class="li2" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-family: georgia; font-size: medium;">mark the same number of Harm (either to Injury or Exhaustion) and carry out their spell/ability as intended. If they choose this option, you now suffer the amount of Harm you bid.<span class="Apple-converted-space"> </span></span></li></ul><ul class="ul1" style="list-style-type: "— ";"><li class="li2" style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-family: georgia; font-size: medium;">take no Harm, but stop casting the targeted spell/ability. If they choose this option, you do not pay the amount of Harm you bid, either.<span class="Apple-converted-space"> </span></span></li></ul><span style="font-family: georgia; font-size: medium;"><b>Instinct Move:</b> Once per session, clear exhaustion when you take an hour to meditate upon the mystical flow of the world.<span class="Apple-converted-space"> </span></span><p></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;"><span class="Apple-converted-space"><br /></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><span class="Apple-converted-space"><br /></span></span><span style="font-size: medium;">Perhaps that magical duel thing is a bit OP; well, I guess you won’t be doing it more than once without healing up your Exhaustion, so it might work well.<span class="Apple-converted-space"> </span></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia;"><span style="font-size: medium;"><span class="Apple-converted-space"><br /></span></span><span style="font-size: medium;">I am uncertain whether to hand this set of Abilities to a<span class="Apple-converted-space"> </span>Wizard character for free; whether to say that their magical studies have so consumed them that they don’t get their biological species’ (mechanical) abilities, and get these instead; or say that they get BOTH, but add a caveat that anytime they use a Wizard background ability, any magical creature or user in the area senses what they’re up to and roughly where they are.<span class="Apple-converted-space"> </span></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;"><span class="Apple-converted-space"><br /></span></span></p><p style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><span style="font-family: georgia; font-size: medium;"><span class="Apple-converted-space">Anyway. Looking forward to digging into this new PbtA experience and seeing how it goes. </span></span></p><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 13px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; min-height: 15px;"><br /></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-24525900525983305222023-11-29T12:06:00.000-07:002023-11-29T12:06:53.684-07:00Product Update - my Bronze Age character background guide is now even better!<div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-size: medium;"><span style="font-family: georgia;"><b><i>BRAZEN BACKGROUNDS: Character Backgrounds for Bronze Age Settings </i>is now even better, thanks to a new update!</b><span> </span></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-size: medium;"><span style="font-family: georgia;"><span><br /></span></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-size: medium;"><span style="font-family: georgia;"><span>What's <i>BRAZEN BACKGROUNDS</i>, </span><span>you ask? It's a colorful character-background generator written specifically for gaming in Bronze Age fantasy settings - and written by a professional scholar, with a doctorate in ancient history and archaeology. </span></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span><span style="font-family: georgia; font-size: medium;"><br /></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span><i>BRAZEN BACKGROUNDS </i>is <a href="https://www.drivethrurpg.com/product/278030/Brazen-Backgrounds-Character-Backgrounds-for-Bronze-Age-Settings?affiliate_id=281538" target="_blank">available here on DTRPG.com</a> </span><span>(affiliate link) for $4.75 USD. </span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span><span><br /></span></span><span>For the first time since its 2019 release, </span><span>I've just uploaded an updated version of the document to DTRPG.com. Apart from some minor tweaks to the introduction, I have updated the following backgrounds: </span><b>Scribal Scholar, Physician, Priestess/Priest, and Cultist</b><span>. I've also </span><b>changed the uploaded file from a Watermarked .pdf to a normal .pdf.</b><span> (<i>however, </i></span><i><u>please</u></i><span><i> don't post the file to online piracy sites, which has happened before; I'm a pretty small-fry creative and can use the support</i>). :-) </span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><b><br /></b></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><b>I'm <i>particularly</i> glad to have updated the Priestess/Priest background. </b>Something that has bugged me for a while is that my original Priestess/Priest and Cultist backgrounds really conveyed a more modern "sword and sorcery" vibe, instead of something more authentic to ancient Bronze Age religions in the Near East. The new entries for Priestess/Priest are much more authentic -- while still light and offering some zany fun that should provoke enjoyable play (really, check out the new sub-backgrounds below - I think they're really likely to provoke interesting plot hooks!). However, (with some improvements) I've kept the more "modern" sword-and-sorcery vibe available as features for the Cultist background, so you can choose which flavor of ancient cults your character used to roll with. If you want a more genuinely "ancient" feel - the whole point of <i>BRAZEN BACKGROUNDS</i>, after all - you'll be better off with the new Priestess/Priest entries. </span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span><br /></span><span>In a variety of small ways, the other changes better align backgrounds with nuanced aspects of Bronze Age Near Eastern cultural history (mostly non-"authorial" scribal cultures, "law" as subjective/illustrative rather than, well, "legislative", etc.). You don't need to care or even know about such ancient details to make sense of the updated entries, but I'm happier with the new wording. :-) More pragmatically, the Physician background has gained an extra 1-in-6 chance to impress colleagues, since other Physicians will (hopefully) be less rarely consulted by the party. </span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span><br /></span><span>Without the finished product's formatting, here is the raw text of the new Priestess/Priest page, as a taster for the updates ... or as a lure to those who haven't picked up <i>BRAZEN BACKGROUNDS</i> yet. </span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><br /><b><span><a name='more'></a></span></b><b><span><br /></span></b><b><span>Priestess / Priest</span></b></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><b><span><br /></span></b><i><span>In every land, learned ritual specialists honor the Powers, and stand between the masses and the destructive forces of nature. Costly temples are supported by palaces.</span></i></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><i><span><br /></span></i><span><i>You are </i><span class="s2" style="text-decoration-line: underline;"><i>literate</i></span><i>. Also, add either a bronze facemask or a fancy ceremonial knife (flint blade, intricately carved ivory handle) to your equipment inventory.</i></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span><i><br /></i></span><b><span>Tell us about this background (d4)</span></b></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><b><span><br /></span></b><span>1: Through elaborate rituals in complete darkness, you venerated an ancient being tied to shadows and childbirth. When you are bleeding, you can see in the dark (when at 50% or lower hit points due to piercing or slashing attacks).<br /></span><span><br /></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span>2: You were a diviner and dream-interpreter. Once per session, you may search the omens for a hint about your situation. [GM, secretly roll a hidden 1d6. 1-3: tell the player the omens are unclear for now. 4: make up a red herring, a lie to misdirect the player. 5-6: offer the player a genuinely useful hint].<br /></span><span><br /></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span>3: You served the Great River with offerings for irrigation, safe boating, testing guilt or innocence through ritual drownings, etc. You speak the secret language of rivers and may converse freely with any body of moving water.<br /></span><span><br /></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span>4: Omens warned that angry gods would judge your king. You hid him, disguised a commoner in royal robes, and sacrificed this False King to placate the gods. He died shouting that he was the real king. Whom did you actually slaughter?<br /></span><b><span><br /></span></b></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><b><span>Tell us why you left (d4)<br /></span></b><span><br /></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span>1: The inner organs of animals <i>you</i> slaughtered always gave bad omens. Your worried superiors dismissed you.<br /></span><span><br /></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span>2: To show the greater power of their gods, conquerors seized your temple's sacred images and slew its priests. You fled. Are they still looking for you?<br /></span><span><br /></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span>3: A radical new king insisted all gods but one ‘were no more.’ He closed your temple and confiscated its resources. Did you believe him? Why/why not?<br /></span><span><br /></span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;">4: Sickly, dark mold defiled your temple. You and six other priests were sent into the world to seek an explanation. Have you heard from the others?</span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><br /><span><!--more--></span><span style="text-align: left;"> <br /></span><span>The full product has 24 backgrounds like this, each with at least four sub-backgrounds and four suggested reasons you left to become an adventurer. </span></span></div><div style="font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px; text-align: left;"><span style="font-family: georgia; font-size: medium;"><span><br /></span><span><b>Thank you for your support</b> - as I write this, this little guide is one copy away from reaching ELECTRUM status <a href="https://www.drivethrurpg.com/product/278030/Brazen-Backgrounds-Character-Backgrounds-for-Bronze-Age-Settings?affiliate_id=281538" target="_blank">on DTRPG.com</a> (again, an affiliate link). I'm very grateful to each of you who has invested in this resource. I hope you find <i>BRAZEN BACKGROUNDS</i> useful, fun, and inspiring. Happy Gaming!!!<br /></span><span> </span></span></div>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com1tag:blogger.com,1999:blog-7978585450395254487.post-57474890134378887662023-11-25T07:45:00.000-07:002023-11-25T07:45:12.620-07:00Brazen Backgrounds, Bronze Age Character Backgrounds: Sale / almost at ELECTRUM level!<p> I thought I'd mention that my humble RPG accessories are part of the big weekend sale over at DriveThruRPG.com. In particular, you can nab the 5-star rated BRAZEN BACKGROUNDS, my character background generator for Bronze Age (or even generic Sword and Sorcery) settings, for only $2.85 USD, at the moment!</p><p>It's <a href="https://www.drivethrurpg.com/product/278030/Brazen-Backgrounds-Character-Backgrounds-for-Bronze-Age-Settings?affiliate_id=281538" target="_blank">available here (affiliate link)</a>.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEvx0clGNjKSexh3PN3j5CQIQD6myzD28pZEV8Iy3b8hz_L85Jt4PisGOrjuoVUhT8kCPlIZkoa0cMGtgVB5o17WDX4yMyNyv62-fijwRMgpE65zf1aPJHxK83GOEhP4hkLsBuMQSwBYhFph5_mz-1L70B8__Wk352Br1N4N4FqwG2_EpDRai15nDasw/s1397/Brazen%20Backgrounds%20Color%20Icon%202.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1397" data-original-width="1080" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEvx0clGNjKSexh3PN3j5CQIQD6myzD28pZEV8Iy3b8hz_L85Jt4PisGOrjuoVUhT8kCPlIZkoa0cMGtgVB5o17WDX4yMyNyv62-fijwRMgpE65zf1aPJHxK83GOEhP4hkLsBuMQSwBYhFph5_mz-1L70B8__Wk352Br1N4N4FqwG2_EpDRai15nDasw/w309-h400/Brazen%20Backgrounds%20Color%20Icon%202.jpg" width="309" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh991UBSf1ntuC2uiJesZurbamZAtjScmHiu6BLstxprEpvu68FE8byCdxcojYkgmvoo2_cHSEea67Y1SSn_LgQ5k5tr-1qbEju_s-b-IEScNXoFwJPvDRi7q97U7_T7c0ZAdn9CDlBWJty1ZQDytrlRnuEJBZbkSu2V6JdROrzL4SILPmfZ42WFTeY8g/s3300/BRAZEN%20BACKGROUNDS%20Table%20of%20Contents_Page_05.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3300" data-original-width="2550" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh991UBSf1ntuC2uiJesZurbamZAtjScmHiu6BLstxprEpvu68FE8byCdxcojYkgmvoo2_cHSEea67Y1SSn_LgQ5k5tr-1qbEju_s-b-IEScNXoFwJPvDRi7q97U7_T7c0ZAdn9CDlBWJty1ZQDytrlRnuEJBZbkSu2V6JdROrzL4SILPmfZ42WFTeY8g/w309-h400/BRAZEN%20BACKGROUNDS%20Table%20of%20Contents_Page_05.jpg" width="309" /></a></div><br /><p>I'm excited and grateful to note that this product is only a few sales away from reaching the Electrum "medal" level (it's currently a Silver seller on DTRPG). This means that almost 250 of you have bought this resource. I'm really grateful, and I hope it's found a useful place at tables. </p><p>Meanwhile, you can grab my HUNTERS AND HIGHWAYMEN <a href="https://www.drivethrurpg.com/product/341748/Hunters--Highwaymen-30-NPCs--Story-Hooks-for-Taverns-Highways-and-the-Deep-Dark-Woods?src=hottest_filtered?affiliate_id=281538" target="_blank">here</a> (also an affiliate link) for just $1.80 USD while the sale's on this weekend. It offers 30 atmospheric, interactive, system-neutral NPC encounters for highways and taverns in the deep dark woods, with a bit of a "Warhammer Fantasy" dark late medieval vibe. </p><p>Cheers - happy gaming! </p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com1tag:blogger.com,1999:blog-7978585450395254487.post-84031300074158250712023-11-18T14:33:00.002-07:002023-11-18T14:33:18.688-07:00Scratchbuilding tanks...<p> ...on GW's <i>Legions Imperialis</i> pre-order release day. These are (meant to be) Leman Russ tanks in Epic scale. They're made from hobby and household scrap for next to nothing. I like 'em. Abstract, not very detailed, but recognizable and fun. And a lot cheaper than what GW's selling their tiny tanks for.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLaUr8Z75kOKEZBjN8F3ltuY_TQWLHKNueeqLfS_nyIs9cyONtTPFXDPVemTCh5UJgkdZgVzO1E-fdEeKByc6JvtsaoczWS0wICqCz2LCCIKP67SGnJzlX0CpQat7EUFJVbENJhSj_miyJiZWyuW0F8MsLFnS6bowDnJXTF79gCxPLuh_oegDUrb-0xA/s2016/IMG_3312.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1512" data-original-width="2016" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLaUr8Z75kOKEZBjN8F3ltuY_TQWLHKNueeqLfS_nyIs9cyONtTPFXDPVemTCh5UJgkdZgVzO1E-fdEeKByc6JvtsaoczWS0wICqCz2LCCIKP67SGnJzlX0CpQat7EUFJVbENJhSj_miyJiZWyuW0F8MsLFnS6bowDnJXTF79gCxPLuh_oegDUrb-0xA/w400-h300/IMG_3312.jpg" width="400" /></a></div><br /><p><br /></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-21274220495918580612023-11-15T21:48:00.004-07:002023-11-15T21:48:56.748-07:00On Wrapping Up A [Pathfinder 2e] Campaign: Revisiting Some Thoughts on Gaming Philosophy<p> <span style="font-size: medium;">Almost exactly one year ago, I released a post titled <a href="https://gundobadgames.blogspot.com/2022/11/on-running-very-different-types-of-games.html" target="_blank">"On Running Very Different Types of Games."</a> I started that post by admitting that </span></p><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"></p><blockquote><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-size: medium;">I used to spend far too much time, not too long ago, trying to figure out my 'perfect game system.' You know, that one, elusive RPG rules-system -- whether <i>about to be published</i>, somehow <i>already published but not on my radar</i>, or the pending product of my <i>intensive house-ruling and hacking</i> -- that finally would usher in a blissful millennial regime of perfectly satisfying game-play. Yeah, um, about that...I'm pretty sure gaming doesn't work that way... </span></p></blockquote><p><span style="font-size: medium;">I went on to talk about my growing recognition of the value of different game systems for different niches. This included my coming to terms with running a game <i>for a time</i> for what it can offer, and not demanding that it perfectly check boxes it wasn't designed to fill. </span></p><p><span style="font-size: medium;">It was in that spirit that I'd recently launched a <i>Pathfinder</i> 2nd Edition (PF2e) campaign. Already, a year ago, I could tell that this system -- MUCH crunchier than I was accustomed to -- had much to offer, and also posed real drawbacks:</span></p><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"></p><blockquote><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-size: medium;">Right now, the slower pace required by the more detailed, crunchy combat mechanics and turns in PF2e is pushing me to focus on designing memorable, interesting encounters, but at the cost of flexible, more open-ended play. I feel like a <span class="s1" style="text-decoration-line: underline;"><i>technician</i></span> instead of an <span class="s1" style="text-decoration-line: underline;"><i>artist</i></span>: checking moves, maintaining order, applying rules, tracking mechanics (and that's even with a willingness to just make rulings when I can't find the 'proper' PF2e way quickly). I'm really missing the playful, creative sense of surprise that I get when GMing a less crunchy and more open system. </span></p></blockquote><blockquote><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-size: medium;">So...hmm...what's a GM to do?</span></p></blockquote><blockquote><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-size: medium;">An earlier version of me would probably be screeching to a halt already, deciding that '<i>this isn't THE system, after all'</i>, and moving on in search of greener pastures. But the shift in my thinking in recent years, as described above, has me looking for a different solution. PF2e is a GREAT engine, FAR better than many other games I've run at doing certain things. But it's also slower and more cumbersome when compared to many other games I've run. </span></p></blockquote><blockquote><p class="p1" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-size: medium;">Instead of jumping ship and looking for 'something better', I'm trying to focus on celebrating what we are gaining from using this system at this time, while thinking clearly about what else I might like at an appropriate - and maybe other? - time. </span></p></blockquote><p><span style="font-size: medium;">So. It's a year later -- and that PF2e campaign is now, finally (<i>oh my heart, finally, finally!!!</i>) coming to an end. My players have prevailed (well, except for an <a href="https://gundobadgames.blogspot.com/2022/12/t-p-k-or-attack-of-christmas-pudding.html" target="_blank">unexpected TPK</a> to a Black Pudding, after which I advanced the setting clock by thousands of years and had them build new characters). But now, a story that begain with <i>The Evils of Illmire </i>and <i>The Black Dragon of Brandonsford</i> (using <i>Knave</i>) before switching rules to PF2e is coming to its end: only a single BBEG boss fight, as the Leviathan Chaos Dragon tries to force its way back into the material realm, remains. </span></p><p><span style="font-size: medium;">I joked to my players that between their travel schedules and PF2e's rules, we'd be able to wrap up that last combat encounter over the next seventeen weeks. I laugh (weakly), but there's a grain of truth in the joke. Our last fight took two sessions, with several travel weeks interrupting the sessions. That means we spent two evenings, about 4-5 hours in total, to resolve five rounds of combat. </span></p><p><span style="font-size: medium;">In PF2e, one round = 6 seconds. So, yeah, that's almost 5 hours of real-world play to resolve 30 seconds of action. </span></p><p><span style="font-size: medium;">That math should explain why I am so, so thoroughly done with PF2e <i>for now</i>. I'm so burned out on crunching numbers. I need to get back into running games that really invite me to be creative, rather than precise. </span></p><p><span style="font-size: medium;">And yet...</span></p><p><span style="font-size: medium;">I'm really glad I persevered to the end of this campaign. I don't think there's anything wrong with canceling a campaign before it ends, if the GM or players just aren't enjoying it. This has been different; the experience <i>has</i> been enjoyable (especially for my players). It's seen some great times together. And I still see PF2e as a truly excellent combat simulator. But we've filled that niche for a while, now, and I'm ready to run something like a PbtA game. If PF2e is solving engineering problems, PbtA is writing poetry. </span></p><p><span style="font-size: medium;">I would be genuinely unhappy to keep running PF2e for the season ahead. But I feel oddly satisfied and content for having pushed through to the end. It was really helpful to make a deal with myself: commit to finishing this campaign, and then run whatever you really want to run next. A year ago, I mused:</span></p><p class="p2" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"></p><blockquote><p class="p2" style="font-family: "Helvetica Neue"; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variant-position: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span style="font-size: medium;">...maybe the right approach now involves being aware of the different kinds of play that I like, celebrating the ways I'm getting some of that, and waiting patiently and flexibly to try other styles at the right time. </span></p></blockquote><p><span style="font-size: medium;">The patience has paid off. The PF2e is coming to a healthy end, for now. Up next is a campaign of <i>ROOT</i>, the boardgame-based rpg that is basically <i>Mouse Guard</i> but through a PbtA lens. Therein, I'm fleshing out some of the faction-heavy-sandbox work I've mused about here and there in recent months' posts. </span></p><p><span style="font-size: medium;">What am I trying to say here? Maybe it's a little embarrassing to admit this, as a 40-something professional, but I feel like I'm growing up a little more, as a person, through this process. Learning to accept voluntary limits and constraints so that I can actually see, actually recognize, <i>actually enjoy </i>the blessings that are right in front of me -- not always abandoning the present to chase some ideal across the horizon. </span></p><p><span style="font-size: medium;">It's a silly thing to be learning by way of paladins, dragons, and fireballs, but I'll take health and maturity as it's offered. </span></p><p><span style="font-size: medium;">Peace, Blessings, and Happy gaming. </span></p><p><span style="font-size: medium;">-Gundobad </span></p><p></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com4tag:blogger.com,1999:blog-7978585450395254487.post-7407230699963022152023-10-21T15:31:00.003-06:002023-10-21T15:31:54.430-06:00Another converted (epic-scale) Traitor Knight painted!<p>Finally got primer and paint on another of my converted Traitor Knights for playing (3rd edn.) Epic: 40,000. </p><p>I still plan to spruce up the base, but I think he looks suitably business-like to chase around those loyalist dogs...</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXsm139hzdUUMlPeVsUDxoc0ZVsCmc8fTcDLLLum8fY08uHiOmuLeAORhEo6nsb0DYBwBJz3aK_vqlwUgKgastQFRyixmE63-G7_EFzAR6lBeZ9oRE57oVLcN7jZNi22_yAuQ28zsWEDo-M8E0gPYifLOtXgtlJHKJGZJEqPg4SvT-J7R-2WP4SwGaaQ/s2016/IMG_3186.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXsm139hzdUUMlPeVsUDxoc0ZVsCmc8fTcDLLLum8fY08uHiOmuLeAORhEo6nsb0DYBwBJz3aK_vqlwUgKgastQFRyixmE63-G7_EFzAR6lBeZ9oRE57oVLcN7jZNi22_yAuQ28zsWEDo-M8E0gPYifLOtXgtlJHKJGZJEqPg4SvT-J7R-2WP4SwGaaQ/w300-h400/IMG_3186.jpg" width="300" /></a></div><br /> As with the others I've blogged about, this started as a Battletech 'mech mini, which I then heavily converted using bits from 40k or other sources. <p></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-42757479726231941532023-10-04T11:07:00.001-06:002023-10-04T11:07:12.229-06:00[AHSOKA] A few happier thoughts about the season 1 finale<p> Well, having <a href="https://gundobadgames.blogspot.com/2023/09/ahsoka-rant-dave-filoni-please-hire.html" target="_blank">recently usurped the role</a> of pontifical cultural commentator, I wanted to note - in counterpoint to my recent grumpy comments - that I watched the season finale of Ahsoka last night ... and left happy, overall. </p><p>Now, <b>I will say (with only a minimum of spoilage) </b>that there was a lightsaber battle in the episode that really cheesed me off: the opponent was <i><b>fun</b></i>, but Ahsoka's own strategy seems to be: "Fool! I shall defeat you by keeping my back turned toward you for 25% of our combat!" I shall not comment on the ongoing issue of that reversed-grip saber-hold (for fear of becoming utterly churlish).</p><p>Ok, enough grumpiness. The show had a few opportunities to take the easy way out, giving us nice clean TV-showish endings that were a bit too tidy (something the last Mandalorian season really rolled around in). Instead, the show-writers took a different route. The ending of Ahsoka felt like it respected the story being told, wanted to give it some room to breathe, recognized that this takes time. The story was much more satisfying as a result. I hope that becomes normal. </p><p>There are big things afoot, here, for the entire Star Wars-verse. Despite some hiccups, I'm enjoying the ride. </p><p><br /></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-61221971352275712132023-10-01T07:09:00.000-06:002023-10-01T07:09:10.583-06:00Epic-Scale Primarch Perturabo conversion / completed Epic-scale light Traitor Knight detachment!!!<p> <span style="font-size: medium;">My efforts to build up a heavily kitbashed, converted, and/or scratchbuilt force for the ol' 3rd-edition Epic: 40,000 wargame are finally getting me somewhere! For team Gundobad (facing off against an Imperial army commanded by my kids) I've been working on an Iron Warriors Chaos army, with help from various other plunder-minded auxiliaries. </span></p><p><span style="font-size: medium;">I finally got around to making a kitbash-conversion for my general/supreme commander. Allow me to introduce Perturabo, Primarch of the Iron Warriors traitor legion (famous for his grumpiness and his big hammer). Note that this is specifically <i>ascended daemon Primarch Perturabo</i> - he'd be way too large otherwise, as this is a 28mm miniature that looms over the regular infantry. I chopped up an old Reaper Bones mini (some kind of steampunky engineer fella who also looked goofy to me) and added Terminator and Chaos Marine bits to round him out. The Reaper mini had a steam backpack that sooooooorta looks like a 6mm tank turret once it's chopped off, so I tweaked his stance to have the dude stomping on that. I might yet add a cannon, but otherwise he just wants paint. </span></p><p><span style="font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIMmY81KL0Z4yeMBVkgYRqp6NZFX0RXjibEjwyJ1JtEMAw5_X9VtvoIfyfYScpG2Nsy0vlFcV-ycVAYsUHyzc7VcQ41BPzIGS3Ps6CwFtaHII0-W6wiLz0k36u-0iUeJYtf3uVSujM0sMSIvNP9M-808OnWv-n7Wmm26zhGuyvAOoY6jmZ-F7x1zhTyQ/s2016/IMG_3067.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="1512" data-original-width="2016" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhIMmY81KL0Z4yeMBVkgYRqp6NZFX0RXjibEjwyJ1JtEMAw5_X9VtvoIfyfYScpG2Nsy0vlFcV-ycVAYsUHyzc7VcQ41BPzIGS3Ps6CwFtaHII0-W6wiLz0k36u-0iUeJYtf3uVSujM0sMSIvNP9M-808OnWv-n7Wmm26zhGuyvAOoY6jmZ-F7x1zhTyQ/w400-h300/IMG_3067.jpg" width="400" /></span></a></div><span style="font-size: medium;"><br /></span><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEoJ-LpZx99sW-4BkqyMYrmpTC252x_en8UTL8GnjH8vs4-bHsVTNAV1alH1jonbwk_7cWjQD4xQlb4r4sALB56zyiVotIppHy2Um5iQWUA6iODY64FtY4UXiNQIi5Pjwj-cFuy35LXPsRIT97Fd9iDwmF-450KNa0JfvVpmzWoFm17-3-yi36xS1pBA/s2016/IMG_3068.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="1512" data-original-width="2016" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEoJ-LpZx99sW-4BkqyMYrmpTC252x_en8UTL8GnjH8vs4-bHsVTNAV1alH1jonbwk_7cWjQD4xQlb4r4sALB56zyiVotIppHy2Um5iQWUA6iODY64FtY4UXiNQIi5Pjwj-cFuy35LXPsRIT97Fd9iDwmF-450KNa0JfvVpmzWoFm17-3-yi36xS1pBA/w400-h300/IMG_3068.jpg" width="400" /></span></a></div><span style="font-size: medium;"><br /></span><p><span style="font-size: medium;">I've also now converted enough of those Battletech 'mechs into Traitor Knights that I can run a detachment of War Dogs (smaller Knights) in my army. Among the last few conversions, one looks quite "traditional" to my eye, although I may have gone rather overboard with the other, more mutated one:</span></p><p><span style="font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgj0EKyGBHSdXNDLZaF2iNXFDAzvHIMmCH-jsNbvpp9zDQPygPaOzfshR9bKC_uBJcmoc4pViskSzAbU4d2Ov8yWcWa2aT6itodETD-prGP38oVqxNAmj1bpXhp1ZIVdnub9qTCqxmeN82WN56EwYVvrWaSw3sOMB9qLoI_mP_J9HNyXGbSMIBMRiVElQ/s640/IMG_3041.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="480" data-original-width="640" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgj0EKyGBHSdXNDLZaF2iNXFDAzvHIMmCH-jsNbvpp9zDQPygPaOzfshR9bKC_uBJcmoc4pViskSzAbU4d2Ov8yWcWa2aT6itodETD-prGP38oVqxNAmj1bpXhp1ZIVdnub9qTCqxmeN82WN56EwYVvrWaSw3sOMB9qLoI_mP_J9HNyXGbSMIBMRiVElQ/w400-h300/IMG_3041.jpg" width="400" /></span></a></div><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;">I'm still working on some larger figures. In 3rd ed. Epic, the more abstract rules just give you larger knights that are slower but have more firepower, and smaller knights with more mobility and close assault strength. I had planned to run a single detachment combining both, but I think I might end up running two smaller detachments, one for each specialty. </span></p><p><span style="font-size: medium;">Anyway, here for now are the makings of a Knight household from a far, grim future: </span></p><p><span style="font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDz6A8drIfUcTkY73bzY7B1LJePYH7GD9T_qkCyLxGF6L6Qi_qrJ4UCJTcPX71Tbzx6RQCqebL-1N45W_Bh7uk9nTuJFpsqXPj8vpbNLJ-xnPDRHysEuqQ9EvIZUlsuELgaysD45XaVrNFxsydUXtbgCBOQUiXbGjIJXzfhfe2-PDsXKQQomXRgGBF3Q/s640/IMG_3052.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="480" data-original-width="640" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDz6A8drIfUcTkY73bzY7B1LJePYH7GD9T_qkCyLxGF6L6Qi_qrJ4UCJTcPX71Tbzx6RQCqebL-1N45W_Bh7uk9nTuJFpsqXPj8vpbNLJ-xnPDRHysEuqQ9EvIZUlsuELgaysD45XaVrNFxsydUXtbgCBOQUiXbGjIJXzfhfe2-PDsXKQQomXRgGBF3Q/w400-h300/IMG_3052.jpg" width="400" /></span></a></div><span style="font-size: medium;"><br /></span><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQ2fteLkCUWEqNwI83CmL-UL6tmF4lQvN7f-P06dK7Ff2wtlHcl8gogHCdPC85vjgRSJnHKOeF-p-poM-1MzU6f-ThmSXqU599Y7qj1QF4MWf-NM5oIjscwMr_xga555MZtyTjTeIQ9QdHjYTE30KEuQoXWKv9iGR54pQwQIJBNzaIIUYBpNT9iR1KpQ/s640/IMG_3054.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="480" data-original-width="640" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQ2fteLkCUWEqNwI83CmL-UL6tmF4lQvN7f-P06dK7Ff2wtlHcl8gogHCdPC85vjgRSJnHKOeF-p-poM-1MzU6f-ThmSXqU599Y7qj1QF4MWf-NM5oIjscwMr_xga555MZtyTjTeIQ9QdHjYTE30KEuQoXWKv9iGR54pQwQIJBNzaIIUYBpNT9iR1KpQ/w400-h300/IMG_3054.jpg" width="400" /></span></a></div><span style="font-size: medium;"><br /></span><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKFEKA76LvauqAUWJfxQKEG-ljfe6YUlmWmfntx3NAUAhNTZEq7hi90NIHFxIwwKarwk_OIaMBWISFW-w2dwiFZpjIRA083GO4QLu9ezCT7FFu9otlC-5uViRd4Fkbd86X4QKAoNfiKRhxHPgp1kPjOBAFZy8Or2sF__OndUlzHKxPRdp9S7VRyCAk3g/s640/IMG_3055.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="480" data-original-width="640" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKFEKA76LvauqAUWJfxQKEG-ljfe6YUlmWmfntx3NAUAhNTZEq7hi90NIHFxIwwKarwk_OIaMBWISFW-w2dwiFZpjIRA083GO4QLu9ezCT7FFu9otlC-5uViRd4Fkbd86X4QKAoNfiKRhxHPgp1kPjOBAFZy8Or2sF__OndUlzHKxPRdp9S7VRyCAk3g/w400-h300/IMG_3055.jpg" width="400" /></span></a></div><span style="font-size: medium;"><br /></span><p>Saving $$$ compared to official GW Knights was a key concern when I started this project, but I've also really enjoyed the creative exercise and how individualized each of these weirdos became. </p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-49344234492264677432023-09-29T09:22:00.003-06:002023-09-29T09:28:23.433-06:00[Ahsoka] Dave Filoni, PLEASE hire a consultant who understands small-unit tactics<h3 style="text-align: left;"> SPOILERS ahead for the ongoing STAR WARS: AHSOKA show on Disney+. </h3><p><br /></p><p>We've been keeping up weekly with the Ahsoka TV show. I was apprehensive at first; we aren't really fond of the Rebels characters, and although we had fun watching The Mandalorian, The Book of Boba Fett, and Obi-Wan Kenobi, we also felt like these recent offerings could get lackluster at times. (On the other hand, I regard Andor as an absolute masterpiece). </p><p>However, I've been pleasantly surprised on the whole by Ahsoka. There are bits and pieces I don't like, but I've found the storyline engaging and the characters <i>often</i> enjoyable. Like everyone else on the internet, apparently, I'm enjoying the late Ray Stevenson's Baylan Skoll character a lot. I've enjoyed the move to "a galaxy far, far away, but a <i>different</i> galaxy." And I was excited to see what they'd do with Grand Admiral Thrawn. </p><p>And so we come to the substance of today's complaint. It's just a nitpick, I suppose, but it's the kind of illusion-shattering nitpick that really dampened my enjoyment of the last episode (whereas the episode before that was great). </p><p>So. You know how Thrawn's whole <i>shtick</i> is that he's this mad tactical genius? And his too-busy-to-clean-their-armor, hardened "night troopers" have apparently done nothing for YEARS except run ops for their tac-savvy boss? </p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWYgVdT5yKoQigp3mLfpTTF__VLL8EiG6fAFEtExmORDRn7iuFB9OBo3nzcraYC9_u_f8UfXk70sfzGyR_p6mbnW14JI8EJpIQGedNXs7BBfNAr-93RNH0R4lkr2KSYHF2NdyFobpWkoTyIOXQPGT5pYnMQCuWl9y8ZE2Iik5qhrKQbDURZtjabfnP1g/s748/NightTrooper.webp" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="712" data-original-width="748" height="381" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWYgVdT5yKoQigp3mLfpTTF__VLL8EiG6fAFEtExmORDRn7iuFB9OBo3nzcraYC9_u_f8UfXk70sfzGyR_p6mbnW14JI8EJpIQGedNXs7BBfNAr-93RNH0R4lkr2KSYHF2NdyFobpWkoTyIOXQPGT5pYnMQCuWl9y8ZE2Iik5qhrKQbDURZtjabfnP1g/w400-h381/NightTrooper.webp" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-size: x-small;">https://starwars.fandom.com/wiki/Night_Trooper</span></td></tr></tbody></table><div class="separator" style="clear: both; text-align: center;"><br /></div><p>Filoni, you can't just tell us that. Here, you really do have to <i>show</i> it. And doing so would be almost comically easy, given how the Star Wars franchise has usually handled Storm Troopers. Given how much money has obviously been poured into making this show, given the fact that the lightsaber fights have been stage-choreographed (how well is a contentious matter, of course), I have no doubt that Disney's budget could have included one afternoon with an infantry veteran consultant. Just one afternoon. </p><p>When Thrawn's troops disembark from their landing craft to back up Shin Hati against the three Jedi/former Jedi/wannabe Jedi heroes, the Grand Admiral issues a tactical formation command to partially encircle the foe. Ok, good, they've got standard operating procedures (though I can't remember whether they partially or fully surround the good guys; fully surrounding them in a firefight would be a really bad idea, as it just invites friendly fire. </p><p>But when Thrawn issues the order to fall back ... all these tacticool troopers just ... turn around en masse and run directly back to their transports like kids on a field trip who've just realized the bus is actually, finally about to roll away from the water park. </p><p>Fire and movement. Bounding overwatch. Voice-coordinated maneuvers, in which one team faces the enemy and keeps up suppressing fire while the other team falls back to the next piece of cover. Then, still coordinating with voice signals, the teams switch roles. So every storm trooper gets back safely to the nice warm transport, but somebody is always pointing a blaster at the enemy, until they're safely back in the transport (and maybe even longer). Frankly, the trooper extras wouldn't even have to perform these maneuvers particularly well; just making some visible effort to move tactically would make them stand out (which is kind of sad). </p><p>Here's the thing: when you write fiction, making the villains idiots makes the heroes' efforts fall flat. When you make the villains compelling professionals, and then come up with some way the heroes' desperate resistance could work anyway ... well, now we're talking. </p><p>This is just a silly gripe, of course. And I know that Storm Troopers' functional incompetence is almost a cliche in Star Wars. But it is astonishing to me that so many Star Wars shows of late have asked us to take this group of combatants more seriously ... but then they hamstring that entire effect by not making the slightest effort to make them behave like they've at least been through boot camp. </p><p><i>Rant over. Cheers. </i></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com2tag:blogger.com,1999:blog-7978585450395254487.post-49859697017156865672023-09-21T20:07:00.002-06:002023-09-21T20:07:35.866-06:00Another Oldhammery Traitor Knight conversion<p> <span style="font-size: medium;">My tiny Traitor Knight retinue continues to grow! </span></p><p><span style="font-size: medium;">These are, for now, intended for use with old 3e Warhammer Epic: 40,000 rules. As with recently featured mini conversions, I am using current Battletech mech minis as a basis for (sometimes extensive) kitbashing and conversion. The Battletech minis are MUCH cheaper than GW's actual Knight/Titan minis. </span></p><p><span style="font-size: medium;">I'm very pleased with this one. I'm starting to wonder why I ever wanted to buy GW knights - kitbashing these things is both cheaper and CRAZY fun. </span></p><p><span style="font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd_TAuAFUGues1F7VPhXEN9o2gxz8PUKJkZ8tkex3lgg7qqG-kcD7r4rhIuX7rIShPusz28su-ecwjg2A7AOudfJcCF8j93vO5Ymw2m4YFW1OK-SeBiL0nmndkmht64pUIN6rAAX82b2ooF_cLTA8aPLNcmz4ei6KVkxBRrT6WHbK7DatWjPHB2rV3GQ/s2016/IMG_3001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd_TAuAFUGues1F7VPhXEN9o2gxz8PUKJkZ8tkex3lgg7qqG-kcD7r4rhIuX7rIShPusz28su-ecwjg2A7AOudfJcCF8j93vO5Ymw2m4YFW1OK-SeBiL0nmndkmht64pUIN6rAAX82b2ooF_cLTA8aPLNcmz4ei6KVkxBRrT6WHbK7DatWjPHB2rV3GQ/w300-h400/IMG_3001.jpg" width="300" /></span></a></div><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><br /></span></div><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><br /></span></div><span style="font-size: medium;"><br /></span><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCFTQxdyQ9u4RVHXL111Z9g5Kr1HvAOPhiwiISsXLpt5pCFBbHHSxKJic_mh7kC32AqauSuJG741Mkd294OzdltWylavZJp1oFoCmVA89gYuvoXzRwdDAiMLnDG16xTAtiToK-gdyUR45ylJW3iz5-WgRYtszfhYFizgr7YtjbDVPExpKYeP9gBCeMSg/s2016/IMG_3007.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="1512" data-original-width="2016" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiCFTQxdyQ9u4RVHXL111Z9g5Kr1HvAOPhiwiISsXLpt5pCFBbHHSxKJic_mh7kC32AqauSuJG741Mkd294OzdltWylavZJp1oFoCmVA89gYuvoXzRwdDAiMLnDG16xTAtiToK-gdyUR45ylJW3iz5-WgRYtszfhYFizgr7YtjbDVPExpKYeP9gBCeMSg/w400-h300/IMG_3007.jpg" width="400" /></span></a></div><span style="font-size: medium;"><br /></span><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;">Here's how he started the day! Almost unrecognizable?!</span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeXjYM3CNRu-UkN3GIVfAICWlSngNubY6sI9_amoP4wNsDbQ0YbH5AO2wxpgdoSV4gg0N04_YZczTWWBgiob4kGcSrGNDSqzfG5u89HUDisS_mQX2KVeWxRVTNYEz951Tf97GWFhyC_Ret2AQZG__-itDQSb_bdppGZSufPQ_4SiDDZt7E4uY04pc5_g/s2016/IMG_2998.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeXjYM3CNRu-UkN3GIVfAICWlSngNubY6sI9_amoP4wNsDbQ0YbH5AO2wxpgdoSV4gg0N04_YZczTWWBgiob4kGcSrGNDSqzfG5u89HUDisS_mQX2KVeWxRVTNYEz951Tf97GWFhyC_Ret2AQZG__-itDQSb_bdppGZSufPQ_4SiDDZt7E4uY04pc5_g/w300-h400/IMG_2998.jpg" width="300" /></span></a></div><span style="font-size: medium;"><br /></span><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;">For those interested in ideas for such tomfoolery, here is a general 'recipe' -</span></p><p><span style="font-size: medium;">+ I slightly trimmed down the head, and then glued around a bit of flexible plastic (formerly part of a cottage cheese tub) to give the top a bit of that "curved armor plating" look that many Helverin and War Dog knights have. That's the white stuff you can see on one of the photos above.</span></p><p><span style="font-size: medium;">+ The arm weapons are an Ork sword (right arm) and the business end of a Chaos Marine chainsword (left arm). I cut down the forearms on the mech to make a decent fit. </span></p><p><span style="font-size: medium;">+ The "big autocannon" on the right shoulder is an old Ork bolta pistol, sans its magazine and grip. The ammo-feed belt supplying rounds from the rear is a bit of a 30+-year-old 1:72 WW2 plastic tank tread. </span></p><p><span style="font-size: medium;">+ The ammo-supply pack and associated weird tech accessory (so fashionable!) on the back is a Chaos Marine power armor backpack, but turned upside down, with the stabilizer jets cut off, and with the now-upside-down skull filed off. The ammo feed belt connect to the back side of the pack. </span></p><p><span style="font-size: medium;">+ The head is a trimmed-down Chaos Marine head, with some extra cuts so that it fits flush where I mount it. </span></p><p><span style="font-size: medium;">+ Chaos Marine Shoulderpads, because in the grim darkness of the far future, there are only hyperprotected shoulder joints. I normally like to mount these sideways/reversed on my kitbashed knights - they look more 40k knight-ish that way - but mounting them the normal way was a much better fit on this particular model. I think they still look cool. </span></p><p><span style="font-size: medium;">Happy gaming!</span></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-13512709189117515152023-09-20T15:16:00.001-06:002023-09-20T15:16:18.018-06:00Domain-Play Lessons from ... Shadow of War?<p><span style="font-size: medium;">Now that my offspring are of that age when gruesome video games feel like "questionable parenting" instead of "atrocious parenting," I let them borrow the Middle Earth-themed <i>Shadows of War</i> on Xbox from the local library (at our library, you can even check out things like chainsaws and snowshoes - hopefully not for use at the same time, and <i>especially</i> not for LARPing something like <i>Shadows of War</i>). </span></p><p><span style="font-size: medium;">Ahem. </span></p><p><span style="font-size: medium;">Anyway, I expected a pretty mediocre game (and we almost abandoned it after about 20 minutes). But as more of the game unfolded, I started noticing some positive aspects! I won't have much to say here about the game's alt-canon storyline, in which a good guy does emo-grimdark good guy stuff by acting like a bad guy by beating the snot out of orcs so he can mentally dominate them in order to build up an army worthy of challenging Mordor, because ends and means or something like that... </span></p><p><span style="font-size: medium;">So, not much to say about all that. (I also have never played the earlier <i>Shadow of Mordor</i>, so I can't say anything meaningful to compare the games). Rather, as I chewed on <i>Shadow of War'</i>s design, I noticed three features that made the gameplay loop more appealing - and I realized that these could make a tabletop RPG's domain play more efficient and fun.</span></p><p><span style="font-size: medium;"><br /></span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCGlAY1a8xO2ysEyHSOabp8rNliYqJTTO4D4TnJ_GQ6fYeElJrafyxB-r45k-WI_O15gzmcF_pNMZCrHdJ3A3G1uVjo0IuAEkUXMQVsRoWAesOR7zaYWHcequx1dcEW7Vq_ZkF4eXfQ-Pxxq8WtsayjS05Aj5BVqI1xSqqWy8JygwqiDBcQ6q9zHoTHg/s320/MiddleEarthShadowOfWar.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="320" data-original-width="256" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCGlAY1a8xO2ysEyHSOabp8rNliYqJTTO4D4TnJ_GQ6fYeElJrafyxB-r45k-WI_O15gzmcF_pNMZCrHdJ3A3G1uVjo0IuAEkUXMQVsRoWAesOR7zaYWHcequx1dcEW7Vq_ZkF4eXfQ-Pxxq8WtsayjS05Aj5BVqI1xSqqWy8JygwqiDBcQ6q9zHoTHg/w320-h400/MiddleEarthShadowOfWar.jpg" width="320" /></a></div><br /><span style="font-size: medium;"><br /></span><p></p><p><span style="font-size: medium;">To wit:<br /><br /></span></p><h3 style="text-align: left;"><b>+ NPCs as proxies for warbands. </b></h3><div><b><br /></b></div><div><span style="font-size: medium;">D&D (and adjacent) rules for domain play usually include a way to recruit and maintain army units, warbands, etc. In some cases, this gets pretty technical and economiwhatsit. At the other extreme, <i>Into the Odd</i> and related games instead provide a refreshingly light and abstract system for hiring "detachments," paying their upkeep, and fending off narrative problems that can afflict any would-be tyrant. But even at that rules-light end of the scale, the "detachment" is still a faceless entity, an asset, and recruiting one basically comes down to one factor - have you got enough gold on hand to pay them? </span></div><div><span style="font-size: medium;"><br /></span></div><div><span style="font-size: medium;">In <i>Shadows of War</i>, you don't recruit a new warband; you recruit a Captain, who is in command of a warband. And each Captain has their own personality, their own motives, their own story and grudges and desires, and their own in-play/in-combat distinctions. This means that gaining more followers feels really <i>personal</i>. You don't just think of that block of spearmen who will be useful to lengthen your battle-line; you think about how annoying or funny or suspicious or brutal the new guy <i>feels</i> while he's extending your battle-line. </span></div><div><span style="font-size: medium;"><br /></span></div><div><span style="font-size: medium;">Especially in the kind of domain game that I find most appealing - relatively low in scale/scope, where the number of troops and units stays manageable - it would be pretty easy to add a lot of color and fun by associating a new NPC commanding officer with every single detachment/warband. Have you had that experience where a random retainer/hired follower gains a name, personality, and a beloved place in your party's story? Now multiply that times every warband the party will deal with. You can still keep using whatever rules you're using for armies/detachments, but add a face and contact person who feels different, and who speaks for that unit. </span></div><div><span style="font-size: medium;"><br /></span></div><div><span style="font-size: medium;">Another nice thing about this approach is that recruiting or maintaining a warband might be about money, but it doesn't <i>have</i> to be. Maybe Xantharikos the Red and his Crimson Lancers just want to get paid by Tuesday; but Larry and the Lizardmen are in it because of their fierce vendetta against the hobgoblins, so they'll fight for you for nothing but hobgoblin meat - but WATCH OUT if you ever make peace with the enemy ... or if you show weakness. (Insert myriad other possible Captain/unit motivations and intrigues). </span></div><div><br /></div><h3 style="text-align: left;"><b>+ A finite number of warbands in the setting. </b></h3><p><span style="font-size: medium;">But how long can you go on recruiting new regiments to replace the ones you just fed to the meat-grinder? </span></p><p><span style="font-size: medium;">As ye classic guide to the demographics of a fantasy setting recognizes, the number of fighting troops in an agrarian society should be pretty low, at least as a percentage of the overall population: being a skilled combatant is a kind of highly specialized labor supported by far more numerous food-producers. At some point, then, there should be a ceiling on available troops. And in a particularly war-torn, volatile setting, it's not implausible that all the available fighting power has already been identified and mobilized, at least in the form of reserves (village militias, etc.). Having a master list of available units - with a hard cap - can, and maybe should, be part of a small setting. </span></p><p><span style="font-size: medium;">Whether consciously or not, <i>Shadows of War</i> reflects this. So far as I can tell from watching the game, the total number of recruitable Captains is finite. Especially if you enjoy sparsely inhabited "points of light" settings (as do I), you can really get away with having not that many warbands even available to recruit across the entire setting! In such a context, destroying an enemy warband in battle might work (along with the usual risks), but maybe enemy fighters are too precious to put to the sword - so, back to the previous point, above: what would it take to make that specific warband switch sides and stick with the party? By making recruitable units a limited resource, you accentuate the stakes of the choices involved in dealing with them. </span></p><p><span style="font-size: medium;">And, of course, this makes <i>losing</i> an allied detachment in battle a much bigger deal. Unless you are planning to run a campaign that lasts for the next 35 years, providing a small campaign with 20-30 total detachments to engage -- each one led by a defined, named personality -- has much to offer. </span></p><h3 style="text-align: left;"><b>+ PC-level actions as domain play. </b></h3><p><span style="font-size: medium;">Domain and mass battle rules often gravitate toward <i>either</i> moving units and assets around like a wargame, into which the PCs' actions sort of fade into the background, or like a set of military-themed skill challenges that emphasize PC choices and efforts, but which may not feel like an actual war/battle. </span></p><p><span style="font-size: medium;"><i>Shadow of War</i> definitely emphasizes PC actions, but it manages to make the domain game -- conquering and keeping a territory -- feel pretty central. It does this by emphasizing cool bits - winning new recruits, maintaining their loyalty (sometimes by side-quests), and storming fortresses - while allowing lots of room for individual-level stealth and combat missions (you know...your normal D&D stuff). But then it basically ignores (unless I'm not looking closely enough) the boring bean-counting. Raising food and taxes, etc., fades into the background. </span></p><p><span style="font-size: medium;">If you want to run a mostly military campaign, this is not a bad way to handle things. I think it was in comments around my domain/mass battle posts some years ago that someone suggested using "Influence" instead of "gold" for maintaining detachments. I am intrigued by the idea of a campaign in which you run dungeons, etc. to gain social influence in the setting, and then spend that social capital to help recruit followers. Beyond that, if you want to run a domain game as a list of military targets or fantasy adventure quests, why not just limit it to that?</span></p><p><span style="font-size: medium;">More detailed simulations aren't wrong, of course, but Shadows illustrates that you can still have some fun without as many variables. Adding regular D&D play on top of that would make things richer still. </span></p><h3 style="text-align: left;"><b>Closing observations</b></h3><p><span style="font-size: medium;">I suspect that having a small campaign setting with a few dungeons and a pre-defined list of politically active NPCs and detachments could enable a pretty fun campaign, one focused just as much on personal intrigue and unit battles as on picking the lock down on level 4 of the nearest dungeon. I also suspect that once an initial setting was built, you might be able to run a <i>very low-prep</i> campaign, just making "moves" to respond to whatever happens in session. </span></p><p><span style="font-size: medium;">I have been tweaking just such a session in the background as a personal project. It may never see the light of day, but I'm hoping it might ground my next campaign, or maybe even be worth sharing with Ye Gaming Publick. </span></p><p><b><span style="font-size: medium;">What do you think? Does the idea of a faction-focused sandbox with finite, limited military units, each led by a known NPC, sound fun? </span></b></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com1tag:blogger.com,1999:blog-7978585450395254487.post-82857199694981916822023-09-11T11:12:00.001-06:002023-09-11T11:12:46.940-06:00Itinerant Circuit Dungeoncrawlers?<p> There are wandering monsters, of course, and many old wandering encounter tables add rival adventuring parties to the menu. Not all those who wander are lost (the good Professor reminds us), but where are they going? </p><p>Well, why don't we have <i>itinerant</i> <i>circuit adventurers</i>? </p><p>In U.S. history, circuit preachers were clergy who rode around from congregation to congregation, preaching at various stops, because there weren't enough clergy for each community to host one permanently. Similarly, circuit courts and circuit judges' titles evoke (in part) times when the voice of the law made its rounds from place to place. </p><p>I've recently been tinkering with some sandbox setting construction that would emphasize faction <i>situations</i> over unknown <i>locations</i> (as hinted at <a href="https://gundobadgames.blogspot.com/2023/08/faction-centered-location-decentered.html" target="_blank">here</a>), with ample room for interesting little warbands (detachments, if you favor EB/Into the Odd-speak). But I'd also like to include a few small dungeons - while keeping things easy to prep. </p><p>So then I started thinking about restocking dungeons after they've been explored...and I started thinking about plausible and enjoyable reasons for <i>itinerant circuit adventurers</i> to want to visit the same few dungeons, over and over again. </p><p>For this to make sense, I really think you'd need to integrate it into the setting's logic. I'm thinking about a culture with several ancestral sacred sites - dungeons - but there is a strong taboo (or maybe even an actual geas) that prevents most of the People from visiting these sacred sites. A minority are born/come of age/etc. with a special mark or vocation to tend these sites - which means that you have a small class of ready-made adventurers, whose society supports what they're doing. And the PCs' job is to travel from shrine to shrine, clearing out all the nasty sacrilegious things that don't give a rip about taboos, like monsters, brigands, etc. (<i>You can't just let the goblins defile Balin's tomb!</i>). And because it's a good ol' points-of-light setting, there are many more nasty things than heroes in the wilds between settlements. </p><p>A recurring game-play might look something like this:</p><p>+ leave base<br /><br />+ travel overland to the next shrine - the route would be known, so the challenge isn't exploration of an unknown as much as facing the challenges of getting there (think of Aragorn leading the Hobbits from Bree to Rivendell - that sort of challenge)<br /><br />+ reach a shrine and deal with whatever is the latest challenge there - this might require combat, diplomacy, or - sometimes! - nothing at all.<br /><br />+ continue the cycle and repeat, but increasingly have to deal with factions that complicate travel, block/permit access to select routes, or get entangled in broader "domain" play issues. </p><p>I haven't tried this, but I'm intrigued by the concept. It would make the dungeons not a "dark mythic underworld that hates you," but rather "something precious and beautiful but quite dangerous, a place that constantly must be returned to order." It would enable dungeoneers who are less "rapacious freebooters on society's outskirts" and more "essential specialists who help preserve their People's cultural identity." </p><p>Sort of like an anti-<i>Symbaroum</i> premise, maybe? </p><p>You could even hack Into the Odd's dirt-simple leveling-up scheme, but change "expeditions completed" either to "shrines cleared" or "full shrine circuits completed." </p><p>As I keep tweaking sandbox ideas (mainly for fun in the background while I work on a real-life big writing project), this is one of the ideas I keep coming back to. We'll see whether it sticks. </p><p>Any analogous systems or games that have taken this approach, that I've overlooked? </p><p>Happy gaming - G</p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com2tag:blogger.com,1999:blog-7978585450395254487.post-16500237250871281262023-09-09T22:34:00.002-06:002023-09-09T22:34:10.486-06:00My Craziest Kitbash Yet? <p> As some recent posts have shown, I'm working on armies for 3rd edition Warhammer "Epic" - <i>Epic 40,000</i>. I am building a large detachment of Knights for my Chaos force - they're fallen Mechanicum/traitor Knights. Not having a spare $80,402,314.52 on hand to make eleven GW Titanicus knights, I have been using <i>Battletech</i> minis for the knights and small/scout titans (see an earlier example that I'm pleased with <a href="https://gundobadgames.blogspot.com/2023/05/epic-scale-chaos-scout-titan-battletech.html" target="_blank">here</a>). </p><p>At any rate, I spent some time this weekend making some of these guys look less <i>Battletech</i> and more <i>In the Grim Darkness of the Far Future, There Is Only War</i>... these are meant to be like "War Dog" smaller traitor knights.</p><p>I'm quite pleased with this fella. Here's how he looked at first:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguaBw1KJ7WYtAOY24O3Egaq5RtB38dNUh-YQkS5jTORV8nuNPMiIBboCElX7_OiWEKZOtGFcwDnsd7RnZ1tfLGf0x5yLfkAbiBXuKTilD3gf-qnEZiwdw2QwKEVewlk5Va6BEr5qPm14DZ10XWz0ZEIk5QbBlkg95UeUChJjaqWmRtx0FoQafgACGVwQ/s2016/IMG_2948.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguaBw1KJ7WYtAOY24O3Egaq5RtB38dNUh-YQkS5jTORV8nuNPMiIBboCElX7_OiWEKZOtGFcwDnsd7RnZ1tfLGf0x5yLfkAbiBXuKTilD3gf-qnEZiwdw2QwKEVewlk5Va6BEr5qPm14DZ10XWz0ZEIk5QbBlkg95UeUChJjaqWmRtx0FoQafgACGVwQ/w300-h400/IMG_2948.jpg" width="300" /></a></div><br /><p>But now...erm...things have changed...</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWF0Zcu_sfXg8LfWC7fIM5P5mbjRCIszj_wHhuNjxFkZWj8ePoFpRBd3-83mwmK8-jF8Erxz9hHj78CeHBy5SJqRuhVYxlw1E5A_2SFUchAQhqli3phsLq3HAVrSeq3ykgh9U-mJKErpHR00VY7Q6lPrw--YRdXUVF3Ip-7yPLYNjEtLR5ByJf6GyKXw/s2016/IMG_2951.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1512" data-original-width="2016" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWF0Zcu_sfXg8LfWC7fIM5P5mbjRCIszj_wHhuNjxFkZWj8ePoFpRBd3-83mwmK8-jF8Erxz9hHj78CeHBy5SJqRuhVYxlw1E5A_2SFUchAQhqli3phsLq3HAVrSeq3ykgh9U-mJKErpHR00VY7Q6lPrw--YRdXUVF3Ip-7yPLYNjEtLR5ByJf6GyKXw/w400-h300/IMG_2951.jpg" width="400" /></a></div><br /><p><br /></p><p>He's got a genestealer skull cut to shape as a cockpit-helmet, a genestealer miner tool weapon refitted for his right hand (some kind of hulking Epic-scale lightning claw, we'll say), and a terminator lightning claw for his left hand. And a sideways-mounted chaos marine shoulder pad on the right shoulder to give him a bit more of a "40k knight" profile. </p><p>I like him. His room-mate, however, is probably my sickest and weirdest kitbash to date. I wanted to get a nice picture of him, but I accidentally left him in the Warp for 10,000 years, and now - well...</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis90ayo_3WoVm1z6-p5cDhEkvtLcwIK24Avanv1yrv0NQGb18sc9Y28T8FhTeSvG2_fjuFVKDswn-1WkHsRKq57yahMutyCtq96004aqkqFzV_xH0TE2FiresxV6IESZMYGnHx6zVSF2HkPzLhhA-__HgPgXZMOS-5NmmjIcsTEZV2tcJzXZZwfRup7Q/s2016/IMG_2953.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1512" data-original-width="2016" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis90ayo_3WoVm1z6-p5cDhEkvtLcwIK24Avanv1yrv0NQGb18sc9Y28T8FhTeSvG2_fjuFVKDswn-1WkHsRKq57yahMutyCtq96004aqkqFzV_xH0TE2FiresxV6IESZMYGnHx6zVSF2HkPzLhhA-__HgPgXZMOS-5NmmjIcsTEZV2tcJzXZZwfRup7Q/w400-h300/IMG_2953.jpg" width="400" /></a></div><br /><p>There he is on the right. He's got a terminator claw-arm too, and a chaos bolter pistol refitted as an antipersonnel weapon for the left arm. The cockpit helm, in this case, is an aggressively trimmed old chaos marine backpack with some dwarf bits added! But see the weird spider pincers coming off his face? That's because, if you look behind him...</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpHsg6jFpbBI8amEx5gd13WOCeFYhcnZ1I2TkDjjdQRmlh8_CtZoxjMb2ctSysku4qWzNCe4aX92GCqAoeXwb-BWd-qcxuLv9YCpCwNtJVOZz3WFj0Ar08LrBh1N5mNaOL48847nMpdNxcRNhJZWKtxFZ9wo8VcTzj74Dpl6kih5G_O8Jsi7cNpKv21w/s2016/IMG_2954.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1512" data-original-width="2016" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpHsg6jFpbBI8amEx5gd13WOCeFYhcnZ1I2TkDjjdQRmlh8_CtZoxjMb2ctSysku4qWzNCe4aX92GCqAoeXwb-BWd-qcxuLv9YCpCwNtJVOZz3WFj0Ar08LrBh1N5mNaOL48847nMpdNxcRNhJZWKtxFZ9wo8VcTzj74Dpl6kih5G_O8Jsi7cNpKv21w/w400-h300/IMG_2954.jpg" width="400" /></a></div><br /><p>I've given him a rather notable mutation - a bloated arachnid abdomen hanging off his back end. The spidey-bits are from a hard rubber Halloween toy my kids were done with. :-) </p><p><i>I have a feeling that the human pilot inside that thing hasn't been answering emails in a looooooong time.</i></p><p>As always, I really enjoy kitbashing. I don't have any "green stuff" on hand, which may account for whatever roughness you can spot here, but I'm trying to fit things pretty well. So far, this army only has scratchbuilt or converted/kitbashed vehicles. What they all lack in standardization and official detail, they make up for in the inventive, creative pursuit of my own bespoke force. Very fun. </p><p>Happy gaming! </p><p>And if you've made it this far and you're really wanting some more RPG musings, don't worry...there's more of that in my thought-pipeline, too. </p><p><br /></p><p><br /></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-75912265592668705922023-08-22T16:18:00.002-06:002023-08-22T16:18:41.723-06:00On "Shadow of the Weird Wizard," now on Kickstarter<p><span style="font-size: medium;"> This week, I did something quite out of character: pledged for a gaming Kickstarter, and not at the "here's a dollar" level... This is <u>unusual</u>, and marks only the <i>third</i> time in the past decade of gaming that I've jumped in to fund one of these things. But which product has sucked me in, and why?</span></p><p><span style="font-size: medium;">Well, it's very-veteran-game-designer Rob Schwalb's <i><a href="https://www.kickstarter.com/projects/432417423/shadow-of-the-weird-wizard/description" target="_blank">Shadow of the Weird Wizard</a></i>, an "evolution" and seriously tone-shifted successor to the <i>Shadow of the Demon Lord</i> RPG (SotDL). When SotDL released years ago, and since then, I liked much of what I heard about its design and experience in play: a d20 system, but streamlined and lighter than 5e, while still offering a fairly tactical experience in combat (some have said a <i>more</i> tactical experience than 5e). It is often described as filling that middle ground between games like 5e/<i>Pathfinder</i> and OSR games or <i>Dungeon World</i>. </span></p><p><span style="font-size: medium;">However ... SotDL also released, judging by things I've read, with an almost puerile insistence on being ludicrously grimdark, in which grimdark isn't grimdark without enough potty humor, so that the whole thing might seem a bit like a parody of a black metal album as recorded in a junior-high bathroom. Hmm. Well, I wasn't really interested in inhabiting that space at the table, or in sifting through everything to weed that tone out. </span></p><p><span style="font-size: medium;">But Schwalb eventually announced that he was working on a more 'family friendly' edition that would apply some lessons-learned while making the game feel a bit more like a 'normal' fantasy RPG. That sounded better - and after several multi-year delays, the thing is finally coming together!</span></p><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-size: medium;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgvETPVq9Q3YIC-a0szxOgKMlxjE6TWfW_q9lE0B_EGuLJAZG_WC7j689QAjkIBl9Ujl5wK3PmtqibU7Kvf37vQTJZhQS1LODgJsmVfyqEeTb-BU2NBs8Xy5kSuE_S9lJsukirxQjh5iuASD1Tc_YOA-2mQlC2RwgfOD3ll3tjmycOjSbgW8LLxNI7abw" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="776" data-original-width="600" height="400" src="https://blogger.googleusercontent.com/img/a/AVvXsEgvETPVq9Q3YIC-a0szxOgKMlxjE6TWfW_q9lE0B_EGuLJAZG_WC7j689QAjkIBl9Ujl5wK3PmtqibU7Kvf37vQTJZhQS1LODgJsmVfyqEeTb-BU2NBs8Xy5kSuE_S9lJsukirxQjh5iuASD1Tc_YOA-2mQlC2RwgfOD3ll3tjmycOjSbgW8LLxNI7abw=w310-h400" width="310" /></a></span></div><span style="font-size: medium;"><br /><br /></span><p></p><p><span style="font-size: medium;">There is a <a href="https://www.drivethrurpg.com/product/447890/Weird-Wizard-Quick-Play" target="_blank">"quick play" document</a> available for free on DTRPG that offers a taste of things. Note, however, that a few things here don't seem too clearly explained (I'm hoping that the final edits in the actual game book make this much simpler). Veterans of the 1st game consistently describe the game's ease of use and play, however. And the sample scenario already shows that when Schwalb says "family friendly," he does NOT mean "sucking all the maturity and gritty violence out of fantasy." Oh, no. Nope. Nay. Just ... no need for genitalia falling off mid-spell, and so forth. </span></p><p><span style="font-size: medium;">Why am I excited about this new game, and about the Kickstarter options? </span></p><p><span style="font-size: medium;">+ that <b>middle ground</b> between OSR and 5e-level games, as noted, is an important one; I've never really landed solidly with the available options, even though it sounds great for my normal gaming group. </span></p><p><span style="font-size: medium;">+ SotDL - and now SotWW - offer wild <b>character customization</b>. Not via PF2e's myriad of feat choices as you level up, but through a more streamlined system of choosing Novice, Expert, and eventually Master 'paths' that are a bit like sub-classes. This lets you deeply specialize or go broad with various character styles to suit your tastes and the story that develops across campaigns. I can imagine telling those players who've enjoyed <i>Pathfinder</i> 2e that "<i>this</i> game can create literally millions of possible character configurations." </span></p><p><span style="font-size: medium;">+ I am optimistic enough about this game's potential that the <b>Kickstarter offerings really proved tempting</b>. SotDL (in)famously was supported with a plethora of little .pdf supplements - to the extent that many people felt it was costly and scattered to keep up with over time for those who didn't fund the original KS. The <i>Weird Wizard</i> Kickstarter is going very well - it's currently at about 1,000% funded - and they just yesterday unlocked a key stretch goal that will include print-on-demand AT COST codes to make most of the initially planned supplements available in print, "for the cost of glue and paper" - plus shipping (tho you have to back at least at the $99 USD level to benefit from those). There are so many cool supplements already unlocked, from a major bestiary expansion to 30 pre-written mini-adventures as well as campaigns, class options, etc., etc. </span></p><p><span style="font-size: medium;">Anyway - I still love me some gnarly OSR gaming, still love the dynamism of PbtA gaming, and still feel that <i>Pathfinder</i> 2e offers the best tactical combat RPG system I've ever run - but ... dang, I'm tired of feeling like prepping the world around the next set-piece PF2e fight is an engineering schematic problem! I am hopeful for exciting things with SotWW. </span></p><p><span style="font-size: medium;">Passing these thoughts along for any not already aware of this option. Happy gaming! </span></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com0tag:blogger.com,1999:blog-7978585450395254487.post-33284726783878375422023-08-04T11:07:00.003-06:002023-08-04T11:07:47.631-06:00Game ideas inspired by the Yukon's forest of signs<p><span style="font-size: medium;"> While driving north to Alaska, we passed through Watson Lake in the Yukon. That hamlet hosts a great "forest of signs" - somewhere now between 90-100,000 signs nailed, screwed, strapped, etc. to trees and posts in a massive collection that has been growing since the mid-20th-century. I expected a rather small affair, and was blown away by wandering the aisles and lanes (!) of this small 'forest.' </span></p><p><span style="font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy-mbaWgo9DM38kYIzNACTP5ewcQ1SIWz97PaA8aG6zceLEeAXmRIrhoHrr0xha134SZU7_KFLOxPx_XOE7uh4SIU2kCyhStrV8tOrrW9VvGzPAjb_nvuSneKWPMVYhmWUEj63FIv5bgQSJy2cYHakDPvalICGmUNftPrBtIyiXXh9VLgPj2H9rKv7Gg/s2016/IMG_2134.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="1512" data-original-width="2016" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy-mbaWgo9DM38kYIzNACTP5ewcQ1SIWz97PaA8aG6zceLEeAXmRIrhoHrr0xha134SZU7_KFLOxPx_XOE7uh4SIU2kCyhStrV8tOrrW9VvGzPAjb_nvuSneKWPMVYhmWUEj63FIv5bgQSJy2cYHakDPvalICGmUNftPrBtIyiXXh9VLgPj2H9rKv7Gg/w400-h300/IMG_2134.jpg" width="400" /></span></a></div><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;">It got me thinking about why a similar collection might grace a fantasy gaming universe. Here are some ideas. </span></p><p><span style="font-size: medium;">+ Like Borges' infinite library, the forest of signs is a legendary mystical archive recording the location of every discrete place that exists in the world -- even places utterly lost and forgotten. Not sure whether the tomb of the Fourteenth Emperor was ever constructed, or how to find it? You'll know if you find it's placard in the Forest of Signs, though the three billion other signs might slow you down a bit...good luck with the random encounter rolls while you search.</span></p><p><span style="font-size: medium;">+ By official decree, all communities that yield to the Glorious Benevolence of Empire mark their submission by sending delegates to post, and later maintain, their community signpost in the Forest of Signs just outside the great capital. Of course, the Empire's rival districts measure their dignity by the lavishness of their respective signs, and harried imperial administrators have been known (or so it's said) to base regional appropriations not on the mountains of paper notes sent to the capital but simply upon the size and appearance of various signs. This makes having a better sign than rival cities of great importance. The place is well-guarded during visiting hours, but after dark, the Forest of Signs becomes a hotbed of gold-leaf-thieves, vandals, would-be-repair workers, and other adventurers paid well to boost one or another city's status. </span></p><p><span style="font-size: medium;">+ Or no, perhaps we're taking all this too literally. The Forest of Signs isn't about signposts to places; it's about Semiotics. In fact, the "Forest" lies at the world's edge, and the 'signs' posted here are guides to the mystic resonances between things, ideas, and the word-not-word signs/signifiers/etc. used to (try to) communicate with reality through the Language of Magic. As all wizards and magic-users know, graduation to the next degree of mystic mastery ('leveling up' cough cough) always requires a fresh venture into the Forest, to learn and master a new set of potentially meaningful correspondences. But the Forest can be deadly, so maybe bring some friends? </span></p><p><span style="font-size: medium;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgD6BP1Oyz5WHuQYcpZKJs_hRz6KooK5ylE46dgFh-Cxf5xJhrK_oh6zSy6ZzRjswvgzkrjXHxpS-Of4IIkN_sw7ZJ1n-z7sBVMbr5ghXWA-YqwuK1NBnd8rZJemZlBF_KEgXbP5_C2jHSbhD8DmohpDd3FQSTfEUXbCZyVp_PyCEXbcPK7QY5byk8jqg/s2016/IMG_2146.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-size: medium;"><img border="0" data-original-height="1512" data-original-width="2016" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgD6BP1Oyz5WHuQYcpZKJs_hRz6KooK5ylE46dgFh-Cxf5xJhrK_oh6zSy6ZzRjswvgzkrjXHxpS-Of4IIkN_sw7ZJ1n-z7sBVMbr5ghXWA-YqwuK1NBnd8rZJemZlBF_KEgXbP5_C2jHSbhD8DmohpDd3FQSTfEUXbCZyVp_PyCEXbcPK7QY5byk8jqg/w400-h300/IMG_2146.jpg" width="400" /></span></a></div><span style="font-size: medium;"><br /></span><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinqnHIjCXH_C9rSzUN7M4AIFWm4VS9aUXr5moBnwiuLRv5BYNs9xevHNZn9nC-3rhXmsQn-R4BGtK2EgolmKmThGsq1ET3pTQzff8ih6QcPAZKO0AOONAl2iX_48ZbI7FjEAsKeJzcXmyCoZvLMas98XvDGOMZsxWmZg7S84Gx7Jck0Z3DeTgoh2Uu-Q/s2016/IMG_2151.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="font-size: medium;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinqnHIjCXH_C9rSzUN7M4AIFWm4VS9aUXr5moBnwiuLRv5BYNs9xevHNZn9nC-3rhXmsQn-R4BGtK2EgolmKmThGsq1ET3pTQzff8ih6QcPAZKO0AOONAl2iX_48ZbI7FjEAsKeJzcXmyCoZvLMas98XvDGOMZsxWmZg7S84Gx7Jck0Z3DeTgoh2Uu-Q/w300-h400/IMG_2151.jpg" width="300" /></span></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-size: medium;">Huh.</span></td></tr></tbody></table><span style="font-size: medium;"><br /></span><p><span style="font-size: medium;"><br /></span></p><p><span style="font-size: medium;"><br /></span></p><p><br /></p>Gundobadhttp://www.blogger.com/profile/14335443896772607081noreply@blogger.com2