Vin Diesel on D&D and Riddick

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Saturday, 1 December 2012

Three Cool Things About the Adventures Dark and Deep Kickstarter

Posted on 20:57 by rajrani
As of right now, the Kickstarter for the Adventures Dark and Deep™ Players Manual Kickstarter is 68% funded. Woot! But we still need to get over the finish line, and I thought I'd share three cool and awesome things about the game to help convince those of you who might be on the fence.
  1. This ain't vaporware. The book itself is already written, and all three books have had an 18 month long open playtest. Erik Tenkar has had a series of posts about Kickstarter campaigns that, for whatever reason, are way behind schedule or never materialize at all. That won't happen here; the book is already 100% written, and has gone through a year and a half long open playtest. The rules rock. The Kickstarter is just for art and editing. (Plus, I already got one KS project out on time, so I've got a track record of getting things out the door.)
  2. It uses weapon speed in a way that makes sense. You know how in AD&D 1st edition the initiative rules were a mass of confusion, especially when it came to weapon speed? No more. You roll a die, add your weapon speed and dexterity adjustment, and that's when you go. Simple, effective, and there's finally an actual difference between a short sword and a fauchard. 
  3. It brings in those cool character classes we read about in Dragon magazine in the mid 1980's. Remember the mountebank, savant, bard, jester, and the mystic that Gary Gygax talked about in those "Here's what 2nd edition is going to look like" articles? Yup, they're in there. Plus tons of spells to go with them. If you grew up playing AD&D in the 80's, you were probably waiting for this game, just like I was. Well, here it is.
So please, if you haven't taken the plunge, pledge the Adventures Dark and Deep™ Players Manual Kickstarter today. Let's push it over the finish line, and make a great set of rules beautiful. 
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Posted in ADD, RPG | No comments

Tuesday, 27 November 2012

My Gaming Shelves

Posted on 14:13 by rajrani
Never one to let a good bandwagon go by unjumped-upon, here's what I look at every day as I sit at my computer. Not my complete gaming collection by a long shot, but that's where my eyes light when I sit at the desk waiting for inspiration:


And here are some close-ups of the individual shelves. You'll notice that in front of most of them there is a happy clutter of miniatures, dice, paint, and the like. First, there are my D&D and AD&D rulebooks (plus my Dragonbone taking a prominent spot):


Greyhawk adventure modules and supplements:


Assorted miscellany, including the AD&D Coloring Book slid in along the top:


Lots of Hackmaster, Castles & Crusades, Labyrinth Lord, and Swords & Wizardy:


Star Trek of various flavors, plus some other goodies (never did play Buffy the Vampire Slayer, though!):


Not a lot of spine titles here, but that's because this shelf is mostly old stuff from the 1970's and 1980's. This is where you'll find Thieves World, Sword's Path Glory, Space Opera, and Haven, amongst others:


Chivalry and Sorcery (still one of my favorite games to read for inspiration), Dark Conspiracy, Shadowrun, etc.:


Hero System, White Wolf stuff:


Ah, Dangerous Journeys. One of my favorites.


And, lastly, this shelf is immediately to my right; my collection of books about games-- Gygax, Tony Bath, and Donald Featherstone, among others. Some of these might not be too familiar to you if you're not into miniatures (and even then; some of them are older than I am):


So there it is. Not sure what this says about where I get my inspiration, but there it is. Hope you enjoyed it!

----------

Please, if you haven't done so already, consider supporting my Kickstarter for the Adventures Dark and Deep Players Manual, going on now through December 19th. I need your help to make it a reality!
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Posted in Miniatures, RPG, Wargames | No comments

Sunday, 25 November 2012

The Beanstalk: An Alternate Setting for Metamorphosis Alpha/Gamma World

Posted on 21:00 by rajrani
Much as I love the venerable Metamorphosis Alpha, I was never too taken by the setting of the Starship Warden. The design of the ship (essentially a bunch of large oval decks stacked atop one another) never really called out to me. It's almost... pedestrian... compared to the promise of the game itself.

The Ark
The starship Ark, from the 1973 tv series The Starlost, on the other hand, struck me very much as a fascinating design, and one which would seem custom-built for a game of this sort. There are dozens of self-sufficient domes, each isolated from the others, in which unique cultures have evolved over the years since the fateful accident that wiped out the command crew and set the ship adrift. That always struck me as a better design for the goals of the game. You can see something akin to it in the design of the Valley Forge in the 1972 film Silent Running.

The Valley Forge (and, presumably
the Berkshire in the background)
Now, the similarities between Metamorphosis Alpha and Gamma World are both obvious and deliberate. Gamma World owes much to its predecessor in terms of theme and mechanics; a post-apocalyptic world inhabited by intelligent mutated creatures that discover fragments of ancient advanced technology as they explore their "world" (whether that be a ship or an actual planet). As such, they are relatively compatible.

Enter "The Beanstalk".

Me, demonstrating conclusively
that I am not an artist
Imagine a space elevator with the counterweight being an enormous orbital habitat composed of nine interconnected domes. Each dome is several kilometers in diameter; large enough not only to support a relatively large population, but to allow for a diverse habitat within the dome itself. When the holocaust struck the Earth, poisoning the biosphere not only with nuclear fallout but with mutagenic bioweapons, the Beanstalk itself was spared destruction, but the inhabitants of the domes were afflicted by the mutagenic properties of the weapons that wreaked such havoc on the surface.

In an attempt to control the rampant infections, the administrators of the Beanstalk sealed off the domes to prevent cross-contamination. In the process, they ended up isolating each dome from the others, as there was no one left alive in the command center to unseal the domes. Over the years, each has developed not only a unique culture, but also a specific palette of mutations that came to be dominant within that particular dome. This allows for a certain amount of theme within each particular dome, and as the player characters move from one dome to the other, presents an opportunity for a unique "adventure of discovery."

Just some ideas for the domes off the top of my head:
  1. Central dome. Contains the mechanism to control access to the Beanstalk itself and thus to the world below. Over the years, people from the other eight domes have come here, and a semi-civilized city has sprung up in the center of the dome, acting as a trading post and center of worship. Two rival cults actually worship the Beanstalk itself, and are engaged in a murderous yet sub rosa campaign to obliterate one another. Access to this dome is difficult without the correct access codes.
  2. Industrial dome. The floor of this dome is dotted with manufacturing facilities, originally used to transform the asteroid ore from the Arid dome into usable goods. Each factory is run by a self-aware computer, now hopelessly insane, but each with a unique personality that makes them completely unpredictable. One might be akin to a "crazy uncle" with some harmless peccadilloes, while the next might lure living creatures inside to be slain in various inventive ways. 
  3. Pelagic dome. Originally the water in this dome was circulated throughout the domes as a way of maintaining stability by shifting mass, but now it is home to a variety of marine-themed creatures. 
  4. Agricultural dome. The floor of this dome is covered with hectare after hectare of rolling farmland. The inhabitants have a ritual where 90% of the produce of their harvest is given as an offering to their deity N'Tayk. It is said that the world will starve if the ritual is not kept up every year. (In reality, they are providing raw materials for the intake system that provides food for the entire structure of the domes.)
  5. Spaceport dome. Several tall towers reach up from the floor to the dome itself, allowing entrance and egress to space beyond. Various spacecraft might be found in the landing bays, in various states of operability. An alien scout craft has penetrated the Beanstalk here, and its crew are presently assessing the state of affairs. 
  6. Arid dome. Windblown sands mark the predominant feature of the floor of this dome, which was originally used for agriculture. The disaster resulted in grievous damage to the dome's environmental systems. The inhabitants are organized along military lines, and are aware of the existence of the other domes. They see it as their mission to conquer the other domes and unify the whole Beanstalk under their rule. 
  7. Warehouse dome. The floor of this dome is covered with large installations designed for the storage and warehousing of cargo and other supplies. An extensive system of monorails still moves along its pre-determined paths, and the natives have come to use its movement as a system not only for telling time, but also as a tool for determining natal destiny. Think of it as trainspotting meets astrology; "when your son was born, cargo pod C-1457 was traveling hubward while maintenance pod T-77 was in the Depot of Green Windows. That bodes very well for him in a career as a blacksmith. Have a care, though; passenger pod B-228 is stopped on the Siding by the Two Trees. That's a sure sign that evil and chaos are upon us."
  8. Forest dome. Originally an agricultural dome, tall forests have come to dominate the floor here, with only isolated patches of large meadows where they have been carved out and maintained by the inhabitants. Various scientific installations can also be found here, dedicated to various specific studies. 
  9. Prarie dome. The floor of this dome is covered almost completely in wide, flat grasslands sectioned out in vast hexagons, which is home to enormous herds of food animals. Warring tribes of mutants (bovoids, caproids, equinoids, and ovisoids) maintain these herds, but are constantly raiding one anothers' herds to liberate their oppressed non-sentient cousins. Thus the bovoids raid the cattle herds of the caproids, who raid the goat herds of the equinoids, and so on. 
Naturally, the interconnecting tunnels between domes can be done as a "dungeon crawl" style adventure, each with their own unique perils, occupants, and opportunities. Perhaps the connective tunnels allow access to the control system of the Beanstalk itself. Perhaps there the mighty Central A.I. for the whole Beanstalk can be awakened from its slumber; but is that a good thing or a bad thing for the PCs?

Now, this sort of setting can be played in one of two ways. The first is to have the PCs start off atop the Beanstalk in one of the domes. They are spurred on by legends of a golden land below, where marvels and riches await those who can find it. This sets them off on a trek, eventually learning not only the true nature of the domes, but also figuring out how to travel down the Beanstalk, thus entering a new phase of their adventuring careers as they explore the post-apocalypse world below.

The second option is to have the PCs start on the ground, seeking the wondrous Sky Palace where the key to the salvation of the planet can be found. Perhaps one of the research institutions in the Forest dome had discovered an anti-mutagenic compound, but too late to be able to utilize it. The Knights of Genetic Purity would doubtless find such an invention of immense interest. A quest must be mounted at once to penetrate the Beanstalk and recover the antigen (or, conversely, a mission sponsored by a rival Cryptic Alliance to stop the knights from pursuing their mad dream of a world where only humans are sentient).

That brings up an interesting question; just how much contact is there between the world below and the domes atop the Beanstalk? Do some of the Cryptic Alliances have agents in the domes? Is there communication through radio or video ("The sacred sky oracle says there is a hurricane coming our way-- we must prepare!"), but no actual travel? Have the rulers of the domes already had reports from the ground? If so, how will they react? Seal off the Beanstalk entirely, to prevent contamination? That might make things difficult for PCs who want to travel to the new world (whether that "new world" is above or below...).

And, of course, on the planet itself there would be immense creatures fitted out with advanced weaponry in endless battles across the plains, smashing villages and each other as they vie for supremacy. Because a setting like this isn't weird enough without a hundred-foot penguin walking around with mounted missile launchers and an umbrella on its head. Time to break out Gammarauders...

----------

Please, if you haven't done so already, consider supporting my Kickstarter for the Adventures Dark and Deep Players Manual, going on now through December 19th. I need your help to make it a reality!
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Posted in Gamma World, Metamorphosis Alpha, RPG | No comments

Thursday, 22 November 2012

In Defense of Level Drain

Posted on 19:25 by rajrani

The always-interesting RPGPundit has a post over at his blog that takes aim at the level-drain mechanic. I was going to reply there, but my reply became so long I figured I'd turn it into a post of its own. While I agree with the main point of his post (that nostalgia for its own sake is not necessarily a good thing), I'll take a stab at defending the level drain mechanic. Specifically, he says:
But let's think about this: is there anyone who actually LIKES level-draining no-save monsters? Really?  I think no one really likes these. Its stupid. Its not a clever mechanic, the kind of risk it creates is not an exciting in-game risk (like poison, or attribute drain, etc), but rather something that steals away your accomplishments.  Its a hassle for GMs too, to put these monsters in the right amounts, knowing that if things go badly one of them can seriously disrupt your campaign... or end up doing fuck all.
I would argue that level drain makes a lot of sense in the type of campaign that was prevalent at the beginning of the hobby, and which has made a comeback in certain corners of the OSR. It's a perfect embodiment of the logistical challenge-type game, where difficulty in the dungeon is assessed (roughly) by how deep one is and succor is available for a (high) price. I speak of course of the megadungeon-with-nearby-settlement game.

For example, a group adventuring on level 7 of a dungeon, which is suddenly decreased in experience level from 8 to 6 by wights, has gone from being slightly overpowered for the level to being slightly underpowered. This represents an unexpected logistical challenge that the PCs will then have to overcome; do they go back to the surface to regroup, move to a higher (= less challenging) level of the dungeon, or do they press on, knowing that they're now somewhat outclassed? In that sense, it does indeed add to risk in the game.

Bear in mind, too, that level drain is no more permanent in such a game than is character death. How is losing a level any more "stealing away accomplishments" than losing an entire character? Level drain is, in such a game, an opportunity to skim large amounts of g.p. from characters (by hiring a cleric to cast the spell restoration), just the same as character death is relatively easily solved by hiring a cleric to cast raise dead or resurrection. Such wealth-draining opportunities are a time-honored tradition of the game.

Now, in a more modern-style game, where encounters are more individually tailored (and which are more often arrayed sequentially to further a particular plot), it may well be that energy level drain becomes a problem, although I might argue that, even then, it becomes yet another challenge to be overcome.

I would say that it presents more of a problem in games where ready access to high-level spell casters willing to be hired to cast spells such as restoration and raise dead is not necessarily a given. But again, how is losing a level any worse than losing a character? In that sense, level drain is a much preferable alternative to death. Does losing a level seriously disrupt a campaign any more than killing a character by poison? In a game where restoration spells are available (even if they are very expensive), the answer is no.

It's one thing to say that level drain doesn't work logistically in a plot-driven game. It's quite another to say that it doesn't work in *any* style of game. It works well as a mechanic in the type of game I run, because it fits in with the other mechanics around it. So yeah, I like level drain, but not for the sake of nostalgia or atavism.

----------

Please, if you haven't done so already, consider supporting my Kickstarter for the Adventures Dark and Deep Players Manual, going on now through December 19th. I need your help to make it a reality!
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Posted in Game Design, megadungeons, RPG | No comments

Wednesday, 21 November 2012

Happy Thanksgiving

Posted on 21:00 by rajrani
On this Thanksgiving day, let us all give thanks to whatever God, Gods, Goddesses, or anthropomorphized embodiment of fate we believe in for those good things that fill our lives. Best wishes and great fortune to everyone.



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Adventures Dark and Deep Kickstarter Update

Posted on 17:38 by rajrani
Thanks to everyone who has pledged to support the Adventures Dark and Deep Players Manual Kickstarter so far!

As of now, roughly 48 hours after launch, the project is 50% funded. Thanks especially to James over at Grognardia, Morrus at ENWorld, and Erik at Tenkar's Tavern, whom Kickstarter tells me have been responsible for a number of pledges. (And of course everyone else who has spread the word, too!)

I realize that the next couple of days are going to be slow in terms of pledges because of the Thanksgiving holiday here in the U.S., but I really want to make sure we maintain some momentum and hit the 100% mark sooner rather than later. The sooner that happens, the sooner I can tell the artists to get cracking-- and that means I can get the book into print all the sooner.

Thanks again, and if you haven't done so already, please consider supporting the campaign. If you have, thanks again, and please consider letting your friends who might be interested about it.
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Posted in ADD, RPG | No comments

Star Wars Film News Roundup

Posted on 11:31 by rajrani
By now, everyone has probably heard the news that Disney bought Lucasfilm for a cool $4 billion. Also that they immediately announced that a Star Wars Episode VII was in the works with an estimated release date of 2015.

The opportunities for merchandising are obvious and are certain to make Disney many more times their investment, and I'm certain we'll start to see some Star Wars themed attractions popping up in the various Disney theme parks in short order. More recently, however, the media powerhouse announced that there would be additional Star Wars films coming out every two to three years.

Most recently, we got some names to start hanging on the new films; the writers.

Episode VII is to be penned by Michael Arndt. He wrote the script for Little Miss Sunshine (which I had no idea grossed more than $100 million worldwide), Toy Story 3 and for the next Hunger Games film, Catching Fire.

Episode VIII, if sources are to be believed, looks like it'll be written by Lawrence Kasdan. If that name sounds familiar to you Star Wars fans, it should. He wrote the screenplay for Empire Strikes Back. Oh, and also for Raiders of the Lost Ark, and Return of the Jedi. And the story for the video game Star Wars: Shadows of the Empire. So he's definitely got some genre chops. He also wrote the screenplay for Silverado, which is one of the few westerns I actually like, so that brings him up a peg for me, too.

For Episode IX, the same source tells us, Simon Kinberg is being lined up. This is the one I'm not so keen on, as he wrote the screenplays for X-Men: Last Stand and Sherlock Holmes, neither of which I particularly liked. But he's also doing the screenplay for the next X-Men film, Days of Future Past, and I have high hopes for that. Sometimes you can't blame the screen writer for problems with the story.

Now, the fact that they're already laying out the next three films, which should span from 2015 through 2020 or so, is telling. They could-- and this is just my speculation here-- be setting up an Avengers-like thing where multiple parallel stories are going on and will come together in a meta-blockbuster film later on. It could, of course, be simpler than that; Lucas has had the notes for what happens after Jedi since before Star Wars came out (no, I will not call it "A New Hope", and yes, Han will always shoot first in my mind). They could just be getting the writing out of the way early to concentrate on the other aspects of the films.

Still, interesting stuff for those of us who are Star Wars fans and who were disappointed (mildly or moreso) by Episodes I-III. With Lucas out of the writing picture, hopefully we'll get some better films for VII and beyond.

-----

Please, if you haven't done so already, consider supporting my Kickstarter for the Adventures Dark and Deep Players Manual, going on now through December 19th. I need your help to make it a reality!
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Posted in films, Star Wars | No comments
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