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Monday, July 14, 2014

The Crystal Sphere That Wasn't

Overheard at the Smoldering Corpse Bar in the Hive in Sigil:

I heard a tale from some right barmy berk one time, some spacefaring sailor — you know, those weirdoes who take sailing ships, bolt a magic chair into 'em, and set them off toward the sun or whatever — who claimed he'd been somewhere no one else had ever been.

Yeah, they all say that.

I was intrigued by this Prime's premise, though.  Every planewalker with a bit of age on him knows the Domains of Dread, but this addle-cove claimed that he'd sailed there in one of his rickety space boats.  He said that the Mist was still a problem, but a little easier to navigate than you always hear.

More to the point, he was talking about some world I'd never heard of.  I can't tell if it was supposed to be the world on which the Domains of Dread lay, or another system, but he said this world is called Aryth or Eredane.  I think Eredane is a large continent, the rough equivalent of calling Toril by the name Faerûn instead.  Anyway, he said this whole land labored under the direction of the evil god named Izrador — again, never heard of him — the god of corruption whom the gods cast out for generally being a bad blood.

The thrust of his tale, though, was that the gods made this Crystal Sphere — that's a world and its nearby planets, what some astrologers call a "solar system" — and used it to imprison anyone who seems like they deserve it.  Or maybe the Dark Powers did it.  Or maybe they're one in the same.

And what's more, he says it's in the middle of Known Space, just cut off from all the routes through the Flow — that's the phlogiston, the substance outside the Crystal Spheres — and practically unreachable unless you're willing to go off the path and you have a spell like Phase Door or some such.

Of course, I'm no spacefarer, but I think I heard that most folks suspect the gods can't affect the crystal shell of a world.  Although I've also heard that the Immortals of Mystara might be able to do it, leastwise according to certain tomes.

But if that's true, that suggests the first Darklord of the Domains of Dread isn't a person, but some entity too unwholesome for the rest of the Powers.  Of course, then you'd figure deities like the Chained God would be cast out, but then again who claims to understand the Powers anyway?

Of course, who knows if that sailor berk knows a damn thing.  Seemed like the unhendest leatherheaded sod in all the Planes, that's for sure.

Friday, July 11, 2014

Some Rambling Thoughts on Cortex Plus

If you want anything approaching a review, go check out The Felling Blade post on the subject (he was our GM) as I have not yet read the system.  Furthermore, he hits a lot of the salient points, so you're best served to read that account first, then return here.

I have a passing acquaintance with Cortex Plus — I read the old Serenity book and so learned the Cortex system once upon a time, and I've thumbed through the now-defunct Marvel Heroic Roleplaying, but I've never actually read nor played the system before interacting with the new Firefly RPG.

The system is fast — it's narrative-driven, meaning that a given action tends to last only about as long as you need to thoroughly describe it, and if necessary, roll dice to resolve it.  Coming more from a traditional gaming mindset, and only playing for a one shot, we didn't mess with all of its action economy — taking penalties or conditions to get Plot Points, building Assets, and so forth.  But we started to get the hang of it by the time the game ended, meaning that we'd probably be some free-wheeling mess of complications and temporary bonuses in another game or two.

Being a little more story-game than most, failing and taking penalties means that the story continues even if things have just gone south — one bad roll won't bring the game to a grinding halt, although it might take it in an unexpected direction.

Overall, it seems like a system that does what it sets out to do.  If you like a lot of granularity in your rulesets, or want to micromanage resources in your best Oregon Trail impression, this game doesn't look like it will do it (at least, not without some fiddling).  Also, given the limited exposure, I also don't know if it has anything for teamwork — I was playing a former politician, a social-heavy character, but I had too much overlap with the former companion to do anything too noteworthy.  I don't know if there is some way we could have synergized our actions to overcome that issue.  However, if you want to tell a free-wheeling action story or a gripping drama, you could do it; the rules are fast and don't get in the way if you just want to role-play.  Plus, I'm always in favor of fast combat resolution.

Wednesday, July 9, 2014

Free RPG Day 2014

I usually try to get my Free RPG Day post up immediately following a Free RPG Day weekend, but this year was so lackluster that I didn't bother.

The morning of June 21, Nicole of A Really Well-Made Buttonhole fame, E. M. Lamb of (the now-defunct) Malleus Blogstrorum fame, and I made the trek to our usual spot, Big Planet Comics, and found that they were limiting the haul to one item per customer this year.  Nicole was prepared for such an event, and had directions to Game On! Comics.  They gave the distinct impression that they were only handing out items to people who were going to run something, so we mumbled something about food and skedaddled.  Finally, we headed to what longtime readers would know to be my last resort — we ended up at The Compleat Strategist, which was similarly limiting to one or two items per customer.

I guess the economy has been hard on everyone.

We didn't get most of the fiddly bits — the adventure cards and the dice, and we missed a couple of the modules for Castles & Crusades and Godsfall — but we did grab a couple of adventures.  They are:

  • 13th Age: the rules-lite, story-game answer to D&D 4e variant from Pelgrane Press, 13th Age features all the classic fantasy tropes amidst the struggles of the Icons — major world powers with whom the PCs have some manner of relationship.  This year's offering is "Make Your Own Luck," in which the PCs' patron has asked them to defend a treasure from any who would attempt to take it.  And then the trolls show up...
  • Cosmic Patrol: long-time sponsor Catalyst Game Labs had Cosmic Patrol back for another round.  (They also had Shadowrun, Battletech, and some new game based on the Valiant Comics universe, but we didn't manage to get any of those.)  A retro-futurist game of science-fantasy — I'm told heavily inspired by the various B-movies shown on Mystery Science Theater 3000 — this year's offering is "The Continuance Contingency," a rescue operation involving the recovery of the captain and crew of Rocketship Supernova following their report that they noted something strange nearby and were going to investigate.
  • Dungeon Crawl Classics: long-time sponsor Goodman Games has returned with their 3e/oD&D mash-up.  This year's offering is "Elzemon and the Blood-Drinking Box," an adventure for Level 1 characters.  The PCs are hired by a wizard, Rhalabhast of Many Eyes, to steal a box in a rival's sanctum.  The catch?  The box contains some manner of prisoner, and the characters need to feed the box the blood of Lawful creatures to maintain the containment.
  • Lamentations of the Flame Princess: appearing for the second straight year, small Finnish OSR publisher Lamentations of the Flame Princess brings another adventure.  I backed this one, so I only grabbed it to look at it and then pass it on.  This year's offering is "Doom Cave of the Crystal-Headed Children," a dungeon crawl about exactly what it says on the tin.  As per Raggi, it's weird, anachronistic (as one might expect of the mystical enlightenment of Wiki Dot Pod), and probably offensive.
  • Mage 20: Onyx Path/White Wolf presents Mage: the Ascension, their game about...wait, what year is it?  As they have been doing for their other classic World of Darkness lines, Onyx Path is slowly releasing 20th anniversary editions of their classic games, and Mage: the Ascension is currently on the agenda.  (It looks like they also brought back the "k" in "magick.")  This year's quickstart guide includes the offering "Toll for the Trolls," a sandbox of characters and plot hooks to use with the included Bridge Troll Cabal based out of Seattle, WA.
  • Pathfinder: the D&D 3.5 variant from Paizo Publishing set in their own world of Golarion.  This year's offering is "Risen from the Sands," an Egyptian-themed dungeon crawl featuring pregenerated characters from the upcoming Pathfinder RPG Advanced Class Guide.
  • Xcrawl: Xcrawl, also from Goodman Games, is packaged this year in the Dungeon Crawl Classics book.  Under the title Maximum Xcrawl, it has been updated to the Pathfinder rules.  Xcrawl depicts a modern fantasy world in which dungeons are built and delved for televised sport, like Ninja Warrior with higher casualties.  This year's offering is "Dungeon Detonation," a one-level dungeon being delved for charity.

Monday, June 23, 2014

Ill Lithids versus Iron Skalds

When they first arrived on Rockulon Prime, the potent psionic might of the illithids found resistance from the magics of the dying drow and the growing elf subraces.  Naturally, they turned their massive intellects to the problem in the hopes of finding some countermeasure.

The battle of all battles!
Centuries later, with the decline of the elves and the ascent of humanity and the other demihumans, certain illithid enclaves found the answer.  Several mages and bards learn ancient bardic music and are collectively known as the Iron Skalds, descended as they are from the traditions of the Metal Hymns of the Space-God.  However, other musical traditions exist.  One such tradition, hip-hopera, is of unknown pedigree — a mix of metal, drowtech-derived electronica, and tribal rhythms, various sources claim drow, half-orcs, halflings, humans, and others among the style's progenitors.  Whatever the case, the illithids determined its rhythms could act as a possible counter to Heavy Metal Hymns.

These hip-hopera enclaves have become known as Ill Lithids.
To act as a delivery system for these hip-hopera rhythms, Ill Lithids psychics originally relied on subvocalization and certain applications of their innate Mind Blast.  However, some managed to reverse engineer old drowtech to act as an automated delivery system, powered by bloodstone fuel cells.

A boombox; alternately, a "ghetto blaster."  Be careful:, it is said a boombox can change the world.
An alteration of an old drowtech sonic weapon, a boombox or ghetto blaster can play normal music or pump out hip-hopera jams at supernaturally enhanced decibels.  A drowtech boombox works much like a Screamer from Wisdom from the Wastelands Issue #9, dealing energy and sonic damage in a cone-like shape.  It is usually good for roughly twenty shots, although it may have more power, depending upon the power source.

Of course, the Iron Skalds are not to be outdone.
Not to be outdone, some traditionalists among the Iron Skalds have organized themselves under the Elvish motto, "Orhaud gyth, telpenc gurthel."  (Literally, "Enemies of metal, your death [is] our reward.")  A fair number of bards and metal wizards take it upon themselves to deal death to Ill Lithids whenever possible.  Some extremists even take it so far as to kill any practitioners of hip-hopera, assuming that they are compromised by Ill Lithid agents.  (Which is sometimes, but not usually, true.)  As such, the bloody culture war continues across the face of Rockulon Prime with little signs of slowing...

Wednesday, May 14, 2014

BOOOY!

So, I was thumbing through the Chaositech book when I came across statistics for "attack spheres," chaositech spheres that can be used to attack one's enemies.  Unsurprisingly, they sound a lot like Sentinel Spheres from Phantasm, so I was immediately intrigued.

Boooooooooy!
Well, naturally, something like that needs more stats (obviously), so I whipped up a quick D&D 4e stat block.  The things are designed to be quick and dangerous.  Enjoy!

Wednesday, April 23, 2014

Holiday in London

I actually saw someone wearing this hat in London.  Damn hipsters.
Nicole and I recently took a trip to London, and while that's not terribly relevant to this blog, the gaming stores we visited are totally relevant.  And now:

The swag.
We visited two gaming stores, Orc's Nest and Leisure Games.  Orc's Nest is located in central London, but Leisure Games tends to get better reviews, largely because they have a little more space.

We also picked up a Cyberman miniature at The Who Shop, because you never know when you might need a Cyberman.

You will be upgraded.

Orc's Nest

The Orc's Nest
The Orc's Nest is located at 6 Earlham Street, London.  Right in the middle of London, the Orc's Nest is probably most easily accessible through the Leicester Square via the Northern or Piccadilly lines on the Tube.  (From the Leicester Square exit, head north along Charing Cross, turn right on Earlham Street, and the store will be on your right.)

Some of the online reviews complained that it didn't have table space (not terribly surprising, as it's crammed into a storefront in the heart of London) and that they shrinkwrap their goods (which local game store Game Parlor does as well and has never been a problem for me).  It has a lot of current board games and role-playing games, particularly given its small space.  There wasn't anything there that really jumped out at me, although Nicole particularly enjoyed their d20-shaped lamp, and took a picture of it.

Icosahedron lamp!
Even though there wasn't anything in particular that caught my interest, we did purchase a couple of things in the interest of supporting local game stores.  A couple of miniatures, an Orc's Nest shirt, and a game called Love Letter that Scooter of DC Geeks' fame showed me and Nicole a while back.

The Orc's Nest haul.
All-in-all, a pretty good run.

Leisure Games

Leisure Games is located closer to the outskirts of London at 100 Ballards Lane.  Out in zone 4, Leisure Games is accessible via Tube at the Finchley Central stop on the Northern line.  From Finchley Central, head northwest until you reach Ballards Lane, then turn right and walk for a couple of blocks.  Leisure Games will be on your right.

A lot of the reviews recommended Leisure Games over the Orc's Nest, and while both are neat little shops, Leisure Games is probably the cooler of the two.  They have a little more space, allowing for a couple of tables as well as more sprawling RPG and board game sections.  Of particular interest to me, they have a lot of new stock, but don't seem to overturn their stock as frequently as some other places.  Nicole got a couple of sets of tiny dice, but I was intensely excited to get three out-of-print adventures from Lamentations of the Flame Princess: Hammers of the God, Tower of the Stargazer, and Weird New World.  I think the only print copy I'm missing at this point is No Dignity in Death (and most of the issues of Green Devil Face, although those are significantly more difficult to find).

The Leisure Games haul.  Win!
If you happen to be visiting London, it's totally worth following the recommendations and checking out these two places.

Friday, April 11, 2014

All's Quiet on the Hobby Blog Front

I am, in fact, still alive.

I'm still in the zone of playing more than running, although some friends of mine have persuaded me to run a role-playing heavy D&D 4e game.  Since they apparently want to tackle geopolitics in this game, it will give me the perfect opportunity to run a hexcrawl sandbox.  I'm still developing things for it, but I've started a map:

Click to enlarge.
It's obviously a work in progress — I don't have all the features sketched out yet, and I only have a few cities, but it's 1,000,000 square miles of territory.  I'll likely start the PCs at the inn in hex 04.04.

As for the geopolitics side, I have five kingdoms and one city in the borderlands.  Two of the kingdoms are demihuman kingdoms and the other three kingdoms are kingdoms of men.  The elf kingdom of the Lanirilis Protectorate is a magocracy ruled by the Istyatár or Istyatári ("philosopher-king/queen" in Tolkien Elvish), and the dwarf kingdom of the Farhelfik Commonwealth (totally a reference to the English Commonwealth, by the way) is a theocracy ruled by the Bofmorndin ("great peak" in D&D Dwarven, a title for the priest-king of the dwarves).  As for the three human kingdoms, they're predominantly based off historical kingdoms.  Ardhiyawata is based on several of the old African empires — Ghana, Mali, and Zimbabwe — with the monarch title "Mwene" being a derivative of old Zimbabwean title for "prince."  Hörundsflúr remixes Camelot, the Carolingian Empire, and the Iceni tribe; it calls its monarch a king or queen.  The Gallic Region of Khem emulates the brief Napoleonic rule of Egypt with a heavy dose of the Ottoman Empire and a burgeoning Arab Revolt no doubt in the works; Khem calls its monarch the Empress-Regent (or Emperor-Regent), as the true "Emperor" of Gallia resides in a distant land.

The lone city (so far) I've developed for the borderlands is a place called Khajanarata, the City of 10,000 Pleasures.  A major trading center, it has the feel of medieval and early modern India, and the Persian Empire, although the initial design seed was totally the Swar from Wraith: The Oblivion.  Sprawling, decadent, sword-and-sorcery cities such as Lankhmar, Xuchotl, Mos Eisley, and their ilk also serve as inspirations.  The inhabitants call their leader a Rajpandit ("priest-king").

Interested parties can see the six monarchs in the document, The Rulers of the Five Great Kingdoms of Khemenelda.

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