Sat, 10 Oct 2009
Spoilers!
We're playing Tomb of the Iron God, so if you haven't played that you might want to skip this entry.
We had a little bit of time to play, but not all our usual players were available, so we rolled up Swords & Wizardry characters, and started down into the Tomb of the Iron God.
Attending
- T.K.B., the Dungeon Master
- M.B., playing (with T.K.B.'s help) - Red Gorm, a human fighter
- M.A., playing - Bub, a male human cleric, soon surnamed the Naked for skinny dipping - Cedric, a male human fighter
- T.A., playing - Nameless, a male human magic-user - Wolfgar, a male human fighter
- E.A., playing - Errin' (as in erring), a female human fighter with a 3 INT - Bob-Jo, a female human magic user
Bathing and Blood
E.A. had fun playing an immensely strong character with no sense at all, clearing the steps down to the first level with ease, but taking no care to avoid her comrades when flinging the boulders up out of the stairs.
They were suitably creeped by out the goblin head in the entrance room, but eventually moved on through the door to the left, and entered the first room. There M.A. decided he was going to bathe in the fountain, and stripped down to nothing and splashed about. The splashing and the resultant argument attracted the attention of a couple of striges resting in a large crack up near the ceiling, and before it was over Bub was jumping around in combat naked and and Nameless was down to 1 hit point.
After that Bub got back into his clothes and armor.
And that was all we had time for that afternoon. Everybody seemed to have fun.
Fri, 24 Apr 2009
I have decided I'm going to run some classic D&D modules this summer for the kids. I'd actually planned on using Rules Cyclopedia Dungeons & Dragons, but unfortunately I'd not yet bought the PDF for it when Wizards of the Coast took all their PDFs off the market, saying they were “saving the RPG industry from pirates.” Jerks. These days I pretty much have to have a PDF of a game I'm going to run, so, instead of RC D&D, we're playing Labyrinth Lord, a retro-clone of Basic/Expert D&D. This has some advantages over RC anyway: there is a free PDF, it's actually in print through Lulu, and several adventures have been published for it recently. I'd considered using Swords & Wizardry
I want to run B10 — Night's Dark Terror, which I think is one of the classic D&D modules, but I didn't want to start with it — it's a module for 2nd level characters, and I wanted to get a feel for how LL ran, since it has been over 20 years since I last ran a pre-3.5E D&D game. So, I'm going to start with a different module, and then either move the characters on to B10, or have them create new characters. I'm not sure if I'm going to run B2 — Keep on the Borderlands or one of the LL adventures yet.
I'm going to have the kids roll up two characters each, inspired by a OD&D (or is it BD&D — sometimes it's hard to tell) character sheet (landscape, double-sided) with two character sheets on it side-by-side.
I've printed up the character creation sections of LL and some LL reference sheets I found online, so each kid will their own booklet to use during character creation.
[This is a after-the-fact entry; I could have sworn I'd written something about this already, but if so I've lost it. Sigh.]
Tue, 23 Dec 2008
We played part 5 of an adventure that returned to the setting of a campaign I ran in the Frontiers of Alusia from 1985 to 1994.
I haven't found my notes for this session yet, but we did finally finish the adventure, with much loot.
Note
This is a timewarp post, and the date is just a wild guess.
Sat, 05 Jul 2008
Spoilers!
Smuggler's Cove, PEG
Saturday after the 4th I ran another Savage Worlds game for the kids. This time it was “The Secret of Smuggler's Cove”, lightly adapted for the Savage Worlds: Explorer's Edition.
Attending
- L.B., playing Amy and Josiah
- T.A., playing Billy and David
- E.A., playing Catherine
- M.A., playing Devlin
Actual Play
The PCs in this adventure are all kids, and T.A. wasn't any too happy that none of the characters had any weapons more effective than a slingshot! Still, they all had fun with the first two sections of the adventure. In the first they raced small sailboats, and they managed to split the characters up so that all the characters run by the two boys were in one boat and all the characters run by the two girls were in the other boat, and each had fun taunting and distracting the others. I ran it as a chase and let good taunts and distractions affect the Boating rolls of the two captains, and I let every success and raise on the Boating roll move the boat one range increment forward [1], which may not be strictly by the book, but did allow for dramatic changes in position. The girls won on the last Boating roll, and then it was time to eat a picnic lunch. They observed the thug hide the map and papers, dug them up, figured out the notes were in German, reburied them, followed the man who picked them up back to Rydel Mount & figured out that he was the gardener, headed back home (very, very, late), saw the Gypsies cooking fire beyond the old Roman fort & traipsed over to see what was happening.
Note
This is a timewarp post.
| [1] | I think the actual rules move a range increment only for a success and the first raise. |
I recently decided that I need to read Heinlein's juvenile novels. I'd read some of them in my youth (thanks to the Weston and Clarksburg public libraries), but not all, and I wondered how they would stand up in the 21st century to my middle-aged eyes, and how interesting they might be to younger eyes as well. (I'll have to wait a bit to see the later, though.)
Luckily, inexpensive compilations published by the Science Fiction Bookclub are easily available from online sellers, and I got four volumes that include all the juveniles, as well as Starship Troopers. Four Frontiers is the first of them.
Four Frontiers, by Robert A. Heinlein; First Science Fiction Book Club printing: June 2005. Published by arrangement with “The Robert A. & Virginia Heinlein Prize Trust” and “The Robert A. & Virginia Heinlein Library Foundation”, and Tor Books, and The Berkley Publishing Group, a division of Penguin Group (USA) Inc. ISBN 0-7394-5345-9.
Rocket Ship Galileo, copyright 1947 by Robert A. Heinlein, copyright renewed 1974 by Robert A. Heinlein, Copyright 1988 by the Robert A. & Virginia Heinlein Library Foundation.
I had never read this one. As you might expect, the earliest is the roughest, and probably the least interesting to current crop of juveniles. It's still a fun adventure story, though current social mores would have made it impossible.
Space Cadet, copyright 1948 by Robert A. Heinlein, copyright renewed 1975 by Robert A. Heinlein, Copyright 1988 by the Robert A. & Virginia Heinlein Library Foundation.
I can't remember reading this one, but may have. It's interesting how much of this is about learning to deal with others, which moves from dealing with other cadets to, eventually, dealing with aliens. Knowledge, brains, and morals win out over brains, money, and greed.
Red Planet, copyright 1949 by Robert A. Heinlein, copyright renewed 1976 by Robert A. Heinlein, Copyright 2003 by the Robert A. & Virginia Heinlein Library Foundation.
I'm almost positive that I'd read this one, but if so I'd forgotten how subversive it was. And I love the skating, for some reason. (I don't skate myself.)
Farmer in the Sky, copyright 1950 by Robert A. Heinlein, copyright renewed 1977 by Robert A. Heinlein, Copyright 2003 by the Robert A. & Virginia Heinlein Library Foundation.
This situation on earth in this one, sadly, looks more and more likely.
There's a fair amount of discussion of the actual technology of space travel and related planetary science in these first four books, and that's probably what has aged the worst. The adventures are still fun, and I think an open-minded juvenile could still enjoy them.
Note
This is a timewarp post.
Fri, 04 Jul 2008
Introduction
One of the games I ran over the holiday continued a Savage Worlds adventure that I started at Christmas 2007. The adventure is set in the Frontiers of Alusia sometime during the later stages of my original Frontiers of Alusia DragonQuest campaign, but set away from the scenes and characters of that earlier series.
Prehistory
In December 2007 I was looking for an adventure to run for the kids at the family get-together at Christmas. I'd been looking at my notes from my old Frontiers of Alusia campaign and decided it would be neat to revisit Alusia since my brother, one of the players in my original Alusia campaign [1], would be in for Christmas and would probably be playing with the kids. Of course, instead of using DragonQuest or GURPS, the systems I'd used in the original campaign, I wanted to use Savage Worlds, especially since I was giving all the kids who were old enough copies of Savage Worlds: Explorer's Edition that Christmas. I decided to reuse The Tomb of Aghyar, an adventure I'd written for another group that had adventured for a short time in my version of The Frontiers of Alusia, and have my original group's characters feature prominently in the city's gossip but not actually appear in the adventure.
I took the map I drew for the original adventure, added some more rooms, worked up Savage Worlds stats for the opposition (borrowing from Noble Deceit for some thieves guild types), and printed out copies of the pre-generated characters from Against the Orcs and Noble Deceit for the players to choose from, and off we went. It went well, my brother was pleasantly surprised when he figured out what was happening, and everybody had fun being chased by the Thieves Guild, figuring out where the tomb was located, and finally venturing into the tomb itself. As is not uncommon when playing with the kids we didn't finish the adventure that evening, and so had to wait for the next time my brother and his family were in town to continue it. My nephew from out-of-state repeated mentioned how he was looking forward to playing “those games with dice” when he came back for the summer.
Revamp
Fast forward to the summer 2008 visit. The night before we played I decided to remap the dungeon and redo the encounters to add a bit more zing. I was interested by D&D 4E's increased emphasis on encounters with more dynamic aspects, having followed some of the Internet discussions and read H1 – Keep on the Shadowfell, and wanted to see what I could do with Savage Worlds to make encounters be more dynamic.
Wizards of the Coast sells Dungeon Tiles, heavy cardboard [2] tiles with pretty dungeon and outdoor scenes marked off in 1 inch squares. They've also released similar tiles in the D&D Basic Game sets in the past.
There is a browser-based Javascript program called Dungeon Tiles Mapper that lets you design dungeons by dragging and dropping the pictures of the tiles from all those sets onto a grid. It lets you print off pictues of the dungeons you've created along with a list of the tiles needed to build it.
Anyway, I download the program and spend some time fiddling with it. It has some quirks and some outright bugs, but overall it is very useful. I was able to make a more interesting dungeon layout pretty easily. I then spent some time rethinking the encounters, looking for ways to make them more dynamic.
Actual Play, Part 1
The first room I changed the least. I already had an WC ooze and a fire trap, but I added a vicious bug swarm in a pile of skulls in one corner near the entrance. When they looted the pile of skulls they disturbed the swarm and after a couple of rounds where the two looters failed to stop the swarm and the swarm failed to damage the looters, everybody moved away to the other side of the room while one of them used fear to send the swarm scurrying. Of course, in the process they moved into the area of the ooze, which was actually dispersed under the dirt floor of the room. It oozed up through and around their legs, and they had to make Strength rolls to break free while the ooze got to try to completely envelope one of them and all had a chance of being damgaged by the acid ooze around their legs. They managed to break free, and one got off a lucky shot with their crossbow, acing their Shooting roll and then acing the damage roll so high I ruled that the shot hit the plum-sized brain of the creature and killed it outright. After that they searched the room, avoiding the depression left by the ooze erupting from the floor and the acidic liquid left by the dying ooze, and finally found a secret door out. Unfortunately, the rogue set off the trap on the door, a fire blast, and caught fire and fell back into the remains ooze, setting it on fire in turn. Now they had to hurry to rescue him and leave the room before the burning ooze rendered it unihabitable. They left through the new tunnel, which lead a few feet to a a shaft down to another short corridor that opened up into a larger room.
That's where we broke for lunch.
Actual Play, Part 2
After lunch we switched play to a different house (mine, just next door), and one of the younger players, M.A., wanted to play. I had a character sheet he could use [3], so on the spur of the moment I added a mystical column of light in the next room as a prison where the adventurers would find his new character.
That room was much larger, but I'd set it up with with a pool in the middle that took up much of the room, and around several of the walls were a number of alcoves. When I added the mystical column of light, I put it on a short circular pedestal on a square base in the middle of the pool. The PCs could easily jump (not even requiring a roll) from the six-inch tall lip around the pool to the base, but could only balance and move around the base with difficulty. An early experiment with poking the column of light with an unlit torch destroyed the torch and revealed that the rather-more-viscous-than-water liquid in the pool was very caustic. Cautious investigation by T.B.'s combat mage revealed the proper method of manually disabling the mystic column, and after some careful manipulations by T.A.'s rogue, M.A.'s new PC, a paladin of the Holy Light, was with the group.
While improvising a description of his cuirbouilli armor during the initial get-to-know-you conversation the serendipitous juxtaposition of my description of a design on his armor and a aced Smarts roll by L.B., who was playing a priestess of the Holy Light, inspired me to add to the new paladin's backstory that he was the last living paladin of the Holy Light, imprisoned here in agony for — his captors thought — all eternity as punishment by the pirates who destroyed the last stronghold of the order of the Paladins of the Holy Light, and who it was thought had killed last Paladin of the Holy Light. L.B.'s priestess informed the rest of the group of the paladin's identity and his importance, and several of the players immediately assumed the paladin would set about reforming the Order of the Paladins of the Holy Light. M.A. thought all this was neat. (He's 6, BTW.)
During all of this the PCs had dispersed around the room, and it was at this point that they finally noticed that the liquid in the pool had become very agitated, with waves as tall as a man, and suddenly it was flinging globs of acidic gloop at them. Several were hit, some were injured, and one had his precious chainmail damaged by the gloop. Luckily, they had the example of the earlier ooze's remains catching on fire and had plenty of oil, and proceeded to set the gloop pool ablaze, which quickly killed it, to my dismay. [4]
Just before the beginning of the glooping, B.B.'s fighter made a Notice roll and figured out that the dusty cobwebs in the alcoves at both ends of the room concealed leathery corpses. He wanted to start stabbing the corpse in each alcove before moving on to the next. Knowing that this would simply bring the corpses out to fight him as he moved toward the alcove I decided it would be better to charge a “Divine Inspiration” tax and take one of his Bennies and tell him it was a bad idea, so they didn't end up fighting the eighteen zombies at the same time as the Wild Card gloop.
However, as soon as they opened the door out of the room, the eighteen zombies came out to attack. Since B.B.'s fighter had noticed the corpses earlier and warned the others of the alcoves' contents I gave them a Notice role with a bonus, so they had a round to decide where they would be when the zombies actually attacked. Most lined up at the end of the room with the door out, but D.B.'s dwarven fighter moved back halfway through the room, planing to get a first shot at the ones coming from the other side with his crossbow, then switch to his axe.
It was M.A.'s paladin's turn to shine: he got the Joker for initiative early in the fight and proceeded to ace his Fighting roll and really ace his damage roll. I decided that the return of the Last Paladin of the Holy Light to the world and his almost immediate return to the fight against Darkness was such a momentous occasion that he had been inspired by the Holy Light and began to glow and his sword, swung for the first time in over 200 years, cut through the heads of the three nearest zombies even before they had completely left the alcoves. The paladin retained the glow and a small bonus through-out the rest of the fight. B.B. remarked that his fighter was inspired by this, and slightly later in the fight when he aced one of his rolls I ruled that he picked up a slight glow for the moment. At the end of the fight B.B. decided he wanted to become a Paladin of the Holy Light as well.
In the mean time, everybody else had been whacking at the zombies. D.B.'s dwarf was doing wonders with Sweep, keeping a significant number of the zombies from attacking the others from behind. T.A.'s rogue was stabbing away Two-fisted with his knives and both of the girls (who had independently and without me knowing at the beginning had picked two female clerics with Pacifist; I might have suggested one or the other take one of the other female pregens without Pacifist had I known) were quite happy to be taking out these unnatural creatures.
T.B.'s combat mage had been plagued with really bad rolls all night, and he was getting perturbed. I had actually missed pointing out a couple of bonuses he should have got that would have made one or two of his earlier attacks hit, so I gave him a small bonus on his last attack roll, which got him a hit with raise and with the extra d6 of damage he aced a couple of his damage dice and got to totally disintegrate the last zombie, which made up for the bad time he had earlier.
With the zombies truly dead and the gloop still blazing, it was time again for some quick looting and then out the door to the next encounter. Unfortunately, we had to end things there, to be resumed at Christmas 2008.
Remarks
In hindsight, switching houses in the middle of the game was a bad thing for the game [5]: we lost a lot of time moving things and setting up again. On the other had, it did help get rid of distractions. I think in the future at this big family gatherings at the farm I'll just plan to have gaming set up at my house, and we can just migrate people there when it's time to play.
The Dungeon Tiles make nice looking dungeons, but are tedious to organize; finding the right tiles takes too much time unless you can do it before the game, and they are surprisingly bulky. I still haven't figured out if I've lost any of the tiles. I need to try some PDF tile sets to see if it's more convenient when I can just print out as many tiles as I want on cardstock, instead of having a limited number of much thicker tiles.
When playing with the kids, I tend to let really high aces do things that are just plain cool, like letting a damage roll that aced with enough raises to do a half-a-dozen wounds if the PC had been attacking a Wild Card to instead take out several side-by-side Extras, and/or add some cool special effects, like the glow and bonus for M.A.'s paladin, the much shorter glow for B.B's fighter, and T.B.'s combat mage's disintegration of the last zombie.
I also tend to be fairly lenient with bonuses if I realize I'd made a mistake in an earlier round that could have made an earlier attack a success, retconning those earlier misses into “you spent a couple rounds getting this attack set up right, and boy did you hit it this time!” It's not going to do me any good to not recognize my mistakes and hide behind the letter of rules and send a kid away from the table unhappy. All but one of the kids I play with regularly is 11 or younger, and we often don't get to play more than once month, if that. If I was playing with adults or older kids, or we played often enough that even the younger kids had the rules down perfectly I'd be stricter.
Savage Worlds doesn't have all of D&D 4e's mechanics for dynamics, such as special rules for shifting and pushing and pulling, and I didn't really do anything particular in these sessions to do that with Savage Worlds other than trying to have more terrain obstacles and have more than one opponent per room. Things seemed to be pretty dynamic in play. I think the things that Savage Worlds does have still let you do dynamic things easily, though with more recourse to GM judgement.
Note
This is a timewarp post.
| [1] | The original campaign was based only on the original The Frontiers of Alusia supplement, which was just a map and 4 pages of terse descriptions that accompanied it. |
| [2] | These are real cardboard, heavy and stiff and about one sixteenth inch thick. |
| [3] | Several of the Savage Worlds Savage Tales adventures come with pre-generated characters and figure flats for the characters (as well as the monsters for the adventure) so back at Christmas when I'd quickly put this adventure together I just printed out the sheets from a couple of the adventures and let the players pick which ones they liked the best. That left me with several from which new players could pick. |
| [4] | Perhaps using an ooze and a gloop that both could burn as Wild Cards in nearby rooms was not a good idea... |
| [5] | It was still a good thing overall, since it got most of the kids and their commotion out of the house with most of the adults, so the stess levels for those adults went down. |
Sat, 28 Jun 2008
Another of the roleplaying games I played over the July 4th holiday was Buggin', . This game had T.B. as a scorpion named Scorp; T.A. as Dragon the dragonfly; M.A. as a pillbug, Bill the Pill; my brother A.B. and his youngest O.B. teamed up to run Bob the cyborg grasshopper [2]; E.A. as an Aunty the Ant; and L.B. as Maria the bee. Several of these characters had been played in earlier games of Buggin'.
The characters, having done some troubleshooting for the local ant colony in the past, were assigned to find out why communication with a neighboring ant colony had stopped. They escaped an Ant Lion trap, lots of fun was had with the ant lion throwing sand at the PCs and the flying PCs trying to rescue the non-flying ones who'd fallen in the trap. They made a new trail around the trap and moved on. They found the neighboring ant colony deserted, passed through the strangely rectangular rooms and corridors of the lowest levels, found the huge cubic room and black floating rectangular monolith, climbed up the ledges and across the bridge and passed oddly through the black monolith, to find themselves huge jellyfish-like creatures floating in the upper atmosphere of Jupiter, where they set about building cities for new homes, along with lots of other jellyfish-like creatures.
And then they woke up, and found themselves back to normal and remembering the Ant Lion trap as the only problem with other colony. And then they woke up, and they were Jellyfish Colonists on Jupiter again. And so forth.
Some of the kids thought this was funny, and others thought it was just strange. M.A. thought it was really neat.
L.B. was very worried that those characters would be constantly flipping back and forth between being Jellyfish Colonists on Jupiter whenever they went to sleep, so I assured her that it was just for this one game.
Remarks
I find that Buggin' is less work for me to run than Toon. The system is simpler, a character sheet and the character creation rules all fit on one page of paper [1], and I don't have to worry about making things funny, since the genre doesn't require humor (although the players usually add plenty of it themselves). It's usually pretty easy to come up with adventure ideas on the fly, since the genre is ubiquitous in TV and movies; I'd still find an adventure generator useful for inspiration, though.
Note
This is a timewarp post.
| [1] | ... which is a goal of the 1 Page Game system used in Buggin' and the other 1PGs from Deep7 and its partners. |
| [2] | In the very first Buggin' game I ran N.A.B. created a grasshopper, Bob. During the course of the game he lost his arm. At the end of game the ant colony “repaired” him, and he ended up with a cyborg arm. He also ended up with a pair of Frankenstein bolts on his head. |
Fri, 27 Jun 2008
My brother who lives out of state usually comes in from out-of-state twice a year, once during the summer and once at Christmas. One of his sons is old enough to play Savage Worlds these days, and since I'd given him, along with rest of the kids who were old enough, their own copies of the Savage Worlds: Explorer's Edition I wanted to make sure we got to play some roleplaying games while they were in town, especially Savage Worlds.
Running for kids is a lot different than running for adults. One of the kids is in his middle teens, but the rest of them are under 11 and one is 6. They're very enthusiastic when they're interested, but if things slow down the younger ones (literally) wander off until things speed up again. They also have sometimes have a little difficulty switching between the neat stuff that is happening and the mechanical stuff we're using to make the neat stuff happen, which can make things take longer than it should. They all enjoy it, though, and it's definitely worth doing.
Sometime I'd like to make some character sheets specifically for the younger kids who don't read very much yet, with pictures of, for instance, their sword and the dice they need to roll to attack and do damage with it.
One of my nephews is very into a particular collectable card game, and we didn't get a chance to play it this summer. Maybe at the Winter gathering.
Note
This is a timewarp post.
Schismatrix Plus, Bruce Sterling
I figured out part way through this that I actually read this before. (Or rather, the Schismatrix part of it, since it's a collection of a novel and some related short stories.) Looking back at my log, I'd actually read it recently, just 3½ years ago. Worth rereading, though. I found them thought provoking.
Note
This is a timewarp post.
Powers of Two, copyright 2004 by Tim Powers, NESFA Press, 2004; ISBN: 1-886778-51-5.
The Skies Discrowned, copyright 1976 by Tim Powers, published by Laser Books; republished in slightly different form as Forsake the Sky by Tor Books, 1986.
- Epitaph in Rust, copyright 1976 by Tim Powers, published by
Laser Books; republished in corrected form as An Epitaph in Rust by NESFA Press, 1989.
These early novels by Tim Powers show little of the reality twisting genius of his later novels, but were still enjoyable.
Note
This is a timewarp post.
Tue, 24 Jun 2008
Planetary: Archaeologists of the Impossible, Book 1: All over the World and Other Stories; writer: Warren Ellis, Artist: John Cassaday, Colorist: Laura Depuy with David Baron and WildStorm FX; copyright 2000 Wildstorm Productions; originally published in magazine format as Planetary #1–6 and Planetary Preview, copyright 1998, 1999 Wildstorm Productions, an imprint of DC Comics; ISBN 1-56389-648-6.
It's been quite a while since I've read anything approaching a superhero comic with any regularity. This is probably as close as I've come. Very good. I'll probably have to find and read the rest of the compilations.
The Bible Repairman, copyright 2005 by Tim Powers; Subterranean Press, 2nd printing; ISBN 1-59606-046-8.
A slim pamphlet, containing one of Tim Powers' typically weird stories.
A Soul in a Bottle, copyright 2006 by Tim Powers; Subterranean Press, 1st edition, 2006; ISBN 987-1-59606-075-3.
A slim book with another of Tim Powers' typically weird stories.
Note
This is a timewarp post.
Sat, 21 Jun 2008
We got to play Toon a week before the July 4th holiday week.
Part 1: Character Creation
On Staturday the kids made characters while I used one of the Toon Adventure Generators to generate some adventure ideas and looked for interesting NPCs in the Toon books. T.A. created a helpful ghost named Jim and took ghostbusters as his natural enemies. I'd rolled the location to be a haunted house, so I told L.B. and E.A. they were ghostbusters and gave them a ghost trap and proton guns, and told T.A. that he was one of the ghosts haunting the house, a former sailor, “Salty Jim the Ghost” [1]. T.A. was worried that L.B. and E.A. would spend the whole time ganing up on him [2], so I told him that they would initially be at odds, but later they would have to cooperate. E.A. created Tanny the Ballet Bunny and took gardeners as her natural enemy, so I added a garden and gardener/caretaker to the haunted mansion, although they didn't get used very much. L.B. created Nicole the Chameleon. I decided they be facing an alien invasion and the Dough Boys would be the minions of the aliens.
Part 2: The Haunted Mansion
On Sunday we actually got to play. The ghost and the ghost busters spent some time trying to make each other fall down, destroying much of the foyer of the haunted mansion and turning up a plaque holding the spirit of Prof Winterbottom, the missing owner of the mansion, who in the course of a world spanning career had collected an enormous collection of weird items from all over the globe and then disappeared mysteriously. Once the initial player-vs-player slapstick had wound down I had a delivery truck crash through the front porch [3] and dump a load of cylinders of bread dough through the front door of the house, which burst and combined into Dough Boys from the Toon rulebook. The PCs then fled down a long corridor (on roller skates?) and crashed down the steps into the basement. I decided that the aliens would be extra-dimensional octopus-faced Cthulhuoid monsters called “pluggoths” named for their odd special effect of squeezing through any aperture (doors, mystic portals, etc.) as if it were a plughole only an inch in diameter. The pluggoths were using The Dough Boys to open a portal to to Earth in the basement of Winterbottom's mansion, since it was the only building with the necessary density of weirdness, and planning to launch their invasion using the house as a base. Luckily the PCs were hiding in the basement, and after the aliens did their inevitable gloating and explanation of there plans to conquer the world and suck out everybody's brains, it was up to the PCs to foil their schemes and save the world. After some entertaining efforts by T.A.'s Salty Jim using bottles from the wine cellar as simultaneously triggered cork-guns and playing on the octopus-faced pluggoths' fear of fishermen things moved on to a climax. E.A.'s Tanny the Ballet Bunny had, unbeknownst to me, taken dynamite one of her possessions and in a move echoing all those desperate Call of Cthulhu characters proceeded to set an explosive trap for the pluggoths and the Dough Boys. Unfortunately, she failed her Set/Disarm Trap roll and the resulting explosion completely destroyed the entire mansion, flinging the PCs and Prof. Winterbottom's plaque high into the air. Luckily the pluggoths and their extra-dimensional portal did not survive the blast. All the PCs Fell Down, and Tanny fell down out of the sky through the Gardener's chimney and right into his stewpot. The End.
Remarks
I find Toon to be difficult to run: I feel a lot of pressure to keep up the wacky slapstick humor we're familiar with from Bugs Bunny, the Roadrunner, or Tom and Jerry, and frankly that's hard. Moreover, I find it hard to think up things to do. Thank goodness Toon has a number of “Adventure Generators”; they really help me come up with ideas. In any case, this episode became more and more a slapstick Bugs Bunny cartoon Call of Cthulhu episode as it went on, with creepy voices and noises and villains whose ambitions were only overmatched by their slapstick weaknesses: I worked hard to keep things at a Scooby Doo [4] level of creepiness, saving only that the monsters weren't people in disguise but silly cartoon creatures. I was aiming at Bugs Bunny visuals and Scooby Doo creepyness factor, but not forgetting the Tom and Jerry slapstick and the Scooby Doo chase scene goofiness.
I wonder if Toon would be easier or harder with adult players?
Note
This is a timewarp post.
| [1] | T.A. wanted to make sure that his character could be other kinds of ghosts in other games, which I thought fit in well with the many examples of recurring cartoon characters taking on different roles in different episodes, so I assured him that the “Salty” part of “Salty Jim the Ghost” was only for this episode. I also gave him some temporary Shticks to help his ghost role. |
| [2] | T.A.'s very much into hack-n-slash and kill the monsters, and like the other kids hasn't internalized Toon's Tom-and-Jerry-like “conflict between players is fun” attitude, yet. |
| [3] | Who needs a man with a gun to burst through a door, when you can have a whole truckload of bread dough cylinders burst through and explode? |
| [4] | The first three seasons of Scooby Doo only, thank you. |
Mon, 16 Jun 2008
The Secret Files of the Diogenes Club, copyright 2007 by Kim Newman; MonkeyBrains Books; ISBN 1-932265-27-9.
A delightful collection of alternative reality tales from Kim Newman. I wish the predecessor was available for a reasonable price.
Note
This is a timewarp post.
Sat, 14 Jun 2008
Jerico Moon, copyright 1998 by Matthew Woodring Stover; ROC/The Penguin Group, April 1998; ISBN 0-451-45678-5.
An excellent historical fantasy.
Note
This is a timewarp post.
Tue, 10 Jun 2008
Spoilers!
“The Wreck of the Solarah” is the example adventure in the back of the Savage Worlds: Explorer's Edition, so if you haven't played that you might want to skip this entry.
Attending
- T.K.B. — GM
- B.B. — Playing the Pirates of the Spanish Main pregens, Alice Pettigrew, Isaiah Kestrel, Phillipe Gujon, Scarred Jack
Actual Play
I let B.B. make 18 bombs out of powder and kegs and nails, etc., from the Solarah and blow up most of the village. The PCs got away with Isabella and two small chests of treasure.
Note
This is a timewarp post.
Sun, 08 Jun 2008
Strange Itineraries, copyright 2005 by Tim Powers; Tachyon Publications, 1st edition 2005, 3rd printing; ISBN 1-892391-23-6.
The back proclaims “The Complete Short Stories of Tim Powers”; I rather hope they're wrong, as I'd love to read more short stories by Powers.
Note
This is a timewarp post.
Tue, 03 Jun 2008
- Iron Dawn, copyright 1997 by Matthew Woodring Stover; ROC/The
Penguin Group/, May 1997; ISBN 0-451-45590-8.
There isn't nearly enough fantasy set in the history of the real world being written in the current era. I actually like this better than his more recent SF.
Note
This is a timewarp post.
Sun, 01 Jun 2008
One of the things I'm trying to do this summer is to actually run and play more roleplaying games. I play every month or so with an adult group, though that has slowed down during the summer due to scheduling conflicts, and usually play once every month or two with my daughter and my niece and nephews, but I'd like to play or run more often.
I'd like to run a game for the kids every weekend, but I figure that will be difficult to achieve. We'll see. All but one of the kids is 11 or younger, and one who plays occasionally (depending on what game we're playing) is 6; the older one is in his mid-teens. I've been playing RPGs with them (and occasionally their parents) on and off for several years, starting with Fudge Bunnies & Burrows. Some of the kids have played when some of they were 5 years old or even younger; at that age I have the kids roll dice and handle all the rules work myself; it works great. When I run things I generally try to keep things age-appropriate for the youngest in the group. They've all played video games and are familiar with common fantasy and science fiction tropes from the games.
Over a couple of years we've played Big Eyes, Small Mouth (2nd Edition Revised) a lot, and Bugging', and D&D some, and Savage Worlds a lot. A couple of the older kids have run D&D and Savage Worlds adventures for me, one from a commercial module that was a present and another other using dungeons built with Legos and Lego figures as miniatures. We've played through BESM Dungeon and several Savage Worlds adventures (including some of the free adventures and some of the Savage Tales pdfs) and are working our way through a couple of D&D adventures.
It's hard to schedule time with all the kids together at the same time as I have free time, and there's no telling before hand when the next time we'll be able to play will be, so I tend to run adventures as short campaigns. I've never gotten to run a long campaign. BESM Dungeon and the currently running D&D adventure The Sunken Citadel (updated for 3.5E) have probably been the longest running games. I'd like to run Evernight or 50 Fathoms for them some time.
I'd also like to run more board games: I've still never played Settlers of Catan, despite having it for a couple of years.
Note
This is a timewarp post.
Thu, 29 May 2008
The Hob's Bargain, by Patricia Briggs, copyright 2001 by Hurog, Inc.; Ace Books/The Berkley Publishing Group/The Pengiun Group, March 2001; 7th printing; ISBN 978-0-441-00813-1.
I enjoy fantasy tales that revolve around regular people, rather than the high and mighty, and tend to sympathize (for perhaps entirely obvious reasons) more with farmers and blacksmiths than nobles and rich merchants. In any case, I thoroughly enjoyed this tale of magical post-apocalypse.
Note
This is a timewarp post.
Mon, 26 May 2008
When Demons Walk, by Patricia Briggs, copyright 1998 by Hurog, Inc; Ace Books/The Berkley Publishing Group/The Penguin Group, June 1998; 18th printing; ISBN 978-0-441-00534-5.
A light but enjoyable fantasy/mystery/romance.
- Steal the Dragon, by Patricia Briggs, copyright 1995 by Hurog,
Inc; Ace Books/The Berkley Publishing Group/The Pengiun Group; November 1995; ISBN 978-0-441-00273-3.
Note
This is a timewarp post.
Sat, 24 May 2008
The Quarters Novels, Volume One, copyright 2007 by Tanya Huff; DAW Books, September 2007; DAW Book Collectors No. 1415, ISBN 978-0-7564-0450-5. Consisting of Sing the Four Quarters, copyright 1994 by Tanya Huff, and Fifth Quarter, copyright 1995 by Tanya Huff.
I particularly liked Fifth Quarter.
Note
This is a timewarp post.
Thu, 27 Dec 2007
We played part 3 of an adventure that returned to the setting of a campaign I ran in the Frontiers of Alusia from 1985 to 1994.
N.A.B. wasn't able to attend this time, either, but the kids and I had fun.
Note
This is a timewarp post.
Wed, 26 Dec 2007
We played part 2 of an adventure that returned to the setting of a campaign I ran in the Frontiers of Alusia from 1985 to 1994.
N.A.B. wasn't able to attend this time, but the kids and I had fun.
Note
This is a timewarp post.
Sun, 23 Dec 2007
We played part 1 of an adventure that returned to the setting of a campaign I ran in the Frontiers of Alusia from 1985 to 1994.
I had one of the original players, N.A.B., and my daughter and my niece and nephews for players. It was fun to see N.A.B.'s face when he figured out where the adventure was set, and that the old characters were in the same city as the new characters, and how he insisted the new characters get as far away from the old characters as they could. (I hadn't planned on there being any interaction anyway.) And the kids and I had fun.
Note
This is a timewarp post.
Sat, 25 Aug 2007
It's been a while since I've looked at Factor, and things are looking good.
When using emacs with Factor under Microsoft Windows, remember to make sure before you start Factor that emacsclient is in your path, and then do:
"editors.emacs" require
to tell Factor your going to use emacs. After that, make sure that you've started the server in emacs with server-start and try something like:
\ . edit
to see the definition of the . word.
Note
This is a timewarp post.
Wed, 03 Aug 2005
Attending
- T.K.B — GM
- D.B. — playing two characters
- T.A. — playing two characters
Actual Play
Two of the kids, T.A. and D.B., wanted to play an RPG, so I pulled out Tunnels & Trolls (5th edition). They picked from the pre-generated characters in the T&T box (I had photocopied them some time before), choosing a Dwarf Warrior named Bjorn, two Human Warriors named Hrolf (renamed Ralph) and Ragnar, and a Dwarf Rogue named Sturri. They ventured into “Trollstone Caverns”, the example dungeon from the T&T rulebook, traveling through areas 1, 2, 12, and 11, then back out the same way, as they had ended up pretty wounded.
Note
This is a timewarp entry.
Sat, 27 Jan 2001
Spoilers!
GURPS Bunnies & Burrows, “The Herbmaster's Plea”, p. 94.
Attending
I'm guessing at who attended (although I know B.B. was definitely there) based on player names printed on the character sheets, but they may or may not have played in this session. I think they did, because I wrote something “They did manage to gather some vegetables as they fled.” in my original notes.
- T.K.B. — GM
- B.B. — Chamomile, a bunny
- C.B. — Nimble, a bunny
- P.B. —
Actual Play
I ran the first example adventure from GURPS Bunnies & Burrows, “The Herbmaster's Plea”, p. 94, for my nephew B.B. using Fudge. [1] He successfully rescued Rosin. Ended up in the Orchard on the way to the bean field, after a run-in with the thugs. They did manage to gather some vegetables as they fled. It looks like I named the captain of the Owsla Bayberry.
I think this was the first time I ran a roleplaying game for one of the kids. I ran at least four Fudge Bunnies & Burrows for B.B. and various of the kids and their parents.
Note
This is a timewarp entry.
| [1] | Which is what Steffan O'Sullivan, author of GURPS Bunnies & Burrows uses for playing Bunnies & Burrows since creating Fudge. |