Showing posts with label reviews (sort of). Show all posts
Showing posts with label reviews (sort of). Show all posts

Tuesday, June 7, 2011

Vornheim: Adorable!

So, yeah, I jumped on the ol' Pornstar Bandwagon and bought the Vornheim book.  The Lapplander Econo Delivery Service got it to me just in time for my birthday, which was a nice surprise.  I won't say too much about the contents of the book because so far I've only been monkeying around with the cover which acts as one of those clever devices that Zak S. seems to have pioneered wherein a DM can determine the attributes of NPCs, description of a locale, and the outcome of several different potential situations all in a single roll of a 4-sider. 

But what impressed me the most about this book--and this is embarrassing for me to admit--is that it's so freaking cute!  I was expecting a softcover 8.5x11" deal with removable cover and a map on the inside; you know, like old school modules.  But no!  This is one of those tiny, slender, little hardcover books that make you want to put it on the shelf between Dr. Seuss's Hop on Pop and the complete set of Little golden Books you got (as a/for your) kid.  Except that the book is all gothy black with Zak S.'s distinctive, grim, claustrophobic artwork all over the place.  In fact, just looking at the annotated elevation of the "Typical tower" on page 34 for more than 5 minutes will cause neuroses in the average reader and even vertigo in exceptional cases.  Excuse me, I have to go clear my head for a moment.

And there on the dust jacket, though I've seen the image a million times all over the internets, is that picture of Mandy Morbid--at least I assume that the pink mohawkish hair is Mandy's--standing knee-deep in snow and taking a whack at a peryton with her flail.  But what I didn't notice until I held the book in my hands is that each of the points in the peryton's antlers has a candle burning in it--which immediately brings to mind the ol' Hand of Glory.  I'm pretty sure that the peryton was taunting Mandy who clearly has first dibs on the term "Rack of Glory."

Monday, January 10, 2011

Castles & Crusades: Highlights and Lowlights of an RPG

This post was originally going to be titled "Things about C&C that irritate me" but that seemed like an overly negative post for a game that I don't actually hate, so I added a few of the things that aren't sucky down at the bottom.  Which is to say that if the "Things about C&C that are kinda' cool" seem like an afterthought it's because, well, they were. 


Things about C&C that make me cringe: 

Rogues--What exactly are rogue's tools?  A feathered cap to be worn rakishly askew?  A rolled up sock for augmenting your cod piece?  C'mon guys, you brought back illusionists and Glaive-guisarmes but you couldn't find it in you to resuscitate thieves?
SIEGE engine--Why is SIEGE in all caps?  Is it an acronym for something?  An encrypted message? A cry for help?
Prime Attributes--There's already a mechanism in place for determining how well someone does at attribute-based tasks; it's called an attribute score.    
Peter Bradley--The game is thoroughly saturated with Peter B's graphic stylings.  Indeed, C&C rulebooks are a veritable monoculture of half tone heroes captured in spasm-inducing poses, tight trousers, and cumbersome footwear.  In the Bradleyverse, the sun is a dying orb whose cold rays provide a warmth too meager to sustain mirth of any sort. It is a realm where heroes seek out isolated locales to contemplate their unfortunate wardrobe choices and where experience point bonuses are granted for crafting odes to things unworthy of oding.   
Alea Iacta Est--In their eagerness to portray themselves as a buncha' pretentious douchebags, the Troll Lords uncovered an exception to the maxim that anything that sounds cool in English sounds even cooler in Latin.  Say "the die is cast" and "alea iacta est" out loud.  One sounds like something a badass mo'fo might say on the brink of a showdown, but the other is merely a cumbersome mishmash of consonant-deficient syllables the utterance of which will inspire your enemies and friends alike to slap you down, wrench your underpants up to the nape of your neck, and take your lunch money.
Wisdom--It measures your ability to use good judgment, how acute your senses are, how well you resist confusion, spells, and gaze attacks, and it also "represents a spiritual connection to a deity."  You can also stack the dirty dishes in it after dinner until such time as you feel like cleaning them.
Illusionists--Not really C&C's fault, but what's the advantage of a character class that's like a wizard, but has a more limited spell selection? At least the C&C version does not try to pass illusionist off as a prestige class by insisting that they have an excessively high dexterity score.
Overwrought flavor text--"From the maelstrom of war and conflict great warriors arise blah blah blah..." I can imagine the guy who narrates all the movie trailers recording the audiobooks version of the C&C PHB.
Excessive Polearms--Caught following too closely in the footsteps of AD&D, C&C offers us 15 unpronounceable and indiscernible pole-mounted weapons that completely fail to be of interest to anyone who isn't a medieval weaponry fascist.    



Things about C&C that are kinda' cool:

Character Sheets--They're by Darlene!

Ascending AC--I have to admit, C&C was the first place I heard of such a thing--sort of--and I was not repulsed.
Cheap Books--Of course this loses its significance once you've bought them.  In fact, when considering C&C vs. a game for which you had to shell out 40 bones per tome, you might play the pricey one more often just to get your money's worth. 
k.d. lang--Tell me, is the bard on page 114 of the C&C PHB as well as on the cover of the Monsters & Treasure book not inspired by the sapphic songstress ca. 1995? 
Hags--Have you seen these babes in the Monster & Treasure book?  With the exception of the Night Hag--who sports the quintessential warts and cronish hideousness--they all look sort of like that waitress at Hooters that you and your friends stiffed on the tip that one night back in college. 
The Bald Monk--Mr. Miyagi! 
Gnomes--I thought there was something kinda' cool about gnomes.  Maybe not.


Tuesday, January 4, 2011

Holiday Reading

Imagine Thomas Pynchon, working as a sports writer for the Daedalus Journal of Arts and Sciences, is covering a heavyweight bout between M.C. Escher and Jorge Luis Borges.  After quaffing a few cervezas in honor of Borges--who won by KO in the 6th round, though Escher came back in the 11th and busted a chair over his head to force a decision--Pynchon gets lost on the grounds of the Overlook Hotel in Colorado and is never seen again.  Much later, Jon Krakauer finds Pynchon's sprawling report in the restrooms of a long abandoned subway station.  Krakauer submits it to his editor, Will Shortz, who personally sets the type and runs the presses.  If you're still here then check out  House of Leaves by Mark Z. Danielewski.

Monday, November 15, 2010

Red Box of Snooze

It was a cold, gloomy November day yesterday--perfect D&D weather--so I wandered over to my local nerd store to see what's brewing and what do I see but the red Basic D&D box staring at me.  I'm savvy enough to know that this is not the same game I knew in the 80's, but rather the Wizards of Renton have come up with a new marketing scheme in hopes of recapturing a crowd of aging, former players who maybe don't care for the new D&D look, what with its anime-inspired heroes wielding clumsy-looking weapons.  That sounds like me, right?  So, yeah, I picked it up and looked it over, and, at the righteous price of $20, I seriously considered it. 

But I didn't pull the trigger.  While there were prominent non-gaming reasons for this--I was saving my shekels for mundane books of professional interest at a nearby bookstore--a big factor was that I'm a Holmeser, and by the time Frank Mentzer's "Red Box" set came out--or, as we called it at the time, 3rd Edition Basic--I was deeply enmeshed in AD&D and frowned on that juvenile--though admittedly slick looking--offering.  As a result I only ever played the Mentzer version for short snippets at school with Johnny-come-lately friends who got the red box for Christmas.  I certainly never deigned to familiarize myself with its subtleties--and haven't bothered to this day. Indeed, I was already an edition snob.

Beginning in 8th grade and stumbling along until 10th, I played in a long series of lunch-time micro-sessions usually using Mentzer rules.  These games were attended largely by novices which only served to exacerbate our inability to get into a gaming flow before the 5th period bell signaled us back to reality.  Our characters never developed beyond dice-wielding stat-golems, our dungeons just so many lines of carbon scratched on the backside of old math homework.   We sought out other stat-golems of questionable malevolence to pulverize with our dice and did nothing with the treasure we gained as, again and again, we failed to bring a single adventure to any semblance of fruition.  These sessions would go on for a few weeks or so before we lost interest.  Then, weeks or months later, having forgotten how dismal the previous sessions had been, we'd start up again with a whole new set of characters and a thermos full of as-yet unvanquished hope to wash down our PBJs on Wonder bread. 

It is telling that I have no memory of any of the dungeons I ran, characters that I played, or even a single in-game event that occurred during these sessions, though I can still recall in great detail characters and events from my home game that occurred in years previous.  And it will likely come as no surprise that most of those friends who played during lunch didn't stick with the game for any length of time.  And as I found out yesterday, I still to this day associate the Red Box with tedious D&D played by disinterested kids; worried more about the upcoming French vocab quiz than  how to gain the treasure of the Many-headed-hydra.  I wonder about those friends wherever they are now; should they happen upon the same red box will it inspire poignant memories of lost youth? Or thoughts of adolescent boredom and gaming malaise?

Friday, May 28, 2010

Eldritch Role-Playing System: Where Defense Pools Matter

Until I wandered into my local gaming store the other day (Gary's Games in the Greenwood neighborhood of Seattle) I had never heard of Eldritch Role-Playing System (ERP) by Dan Cross and Randall Petras.  This surprises me somewhat because it was published by Goodman Games, a company I've been aware of for a while, at a time, 2008, when I was starting to pay attention to current RPGs.  But, alas, no one I'm aware of--admittedly, a very small crowd--has made any mention of it.  So what compelled me to buy it?  Mostly it was the price; at $19.99, it was cheaper than virtually every other gaming implement of similar size and quality.

What follows is more of an overview than a review; the difference being,  in my mind, that there won't be a lot of delving into game themes or a reflection on why the system supports one type of gaming or another; I'm just not smart enough to pull that stuff off very well.  Plus, I haven't played it.  This is just a summary of a few of the more predominant game devices and overall content.  Now let's have at it.


First Impressions:

It's a slender (96 pp.), softcover volume with cover art supplied by cut-rate rpg illustrator Peter Bradley.  In fact, combined with its mottled beige border, the artwork could easily give inattentive bookstore browsers the impression that they are holding a Castles & Crusades supplement.  I'm not a huge fan of Bradley's work, at least not in the context of the fantasy rpg genre.  His illustrations have a removed, contemplative quality better suited, I think, to a classic comics version of Wuthering Heights or some other brooding psycho-drama.  Even the wyverns tearing at the knight's armor on the C&C PHB give the impression that they have something else weighing heavily on their minds.  [Note: On the ERP cover, is that bard off to the side the Scottish James Hetfield?]

The interior art is provided by Eric Bergeron. My impression of his work is that he found a really awesome set of well-endowed action figures--BBW fans need to check out the bikini-clad ogress on page 63--photographed them against some cool backgrounds, and slapped a few Photoshop filters on 'em.  Not necessarily a bad thing, but if you're looking for clean, bold, line drawings a la Trampier, you won't find 'em here. But this game makes no pretense at Olde Schoolatry, and Bergeron's art does an adequate job of brightening up the pages. 

To demonstrate ERP's New Schooledness, there's a character sheet in the back* that's 7 (seven!) freakin' pages long--I get the sense that despite the brevity of this tome, this is not going to be a "rules lite" game.  I see some terms that beg to be acronymized ("Active Defense Pool"), some acronyms that need some explaining ("MRV"), and 4 different kinds of experience points: Victory Pts, Role Playing Pts, Excess Pts, and Character points.  Other things gleaned from the character sheet: there are lots of skills listed--can you say skillz based system?--and there are no attributes in the Old School sense--no Str, Int, Wis, etc. [but then if you can find me a game besides D&D and its progeny that uses the Wisdom attribute/ability, I will buy you a steak dinner**].

* I also tend to read rulebooks (and magazines) from back to front. 
** Does not include travel or housing expenses. 

The index does not even fill 2 pages.  For an rpg, I think this is a bit too slight too get the job done; we'll see.

Thankfully, there is none of that tedious background/border art crap on every page that virtually every game book finds mandatory to include nowadays.  How much cheaper would these $40 rule books be if they weren't wasting so much ink on a halftone background print of a dragon's hoard plus a border etching of buxom mermaids on every g*ddamn friggin' page?  Probably only negligibly cheaper, I suppose; but in my cantankerous old guy opinion, they just add noise to the page and I refuse to spend money on such over-wrought texts.


The Basics:

You've got the standard menagerie of AD&D character races, nothing new about them.  There are 3 major "occupations"--Fighter, Rogue, and Arcanist--each occupation offering several sub-categories (11 fighter subclasses include your paladin et al. but also samurai, mystic warrior, and Calvary [sic]*) that represent a different bundle o' skills.  That's where you'll find clerics and druids, as 2 of the optional sub categories of arcanist.  Each occupation is discerned by its "basic abilities," "specializations," and "masteries" which are generally more and more refined skill sets.  For instance, Gladiators have Melee as a basic ability, Exotic Weapons as a specialization and Net as a mastery.  This linked set of abilities is, I believe, called an ability tree, and would allow the character the chance to roll 3 dice when using his net in melee.  I could be wrong about this though. 

* This is the third time in recent weeks that I've seen the word Calvary used instead of cavalry.  Just to see if they're at least consistent in their (mis)usage I checked the index: no mention of either one.  Or Golgotha.

There are no fixed attributes but, rather, all your attributes and skills are lumped into the same Universal Gaming Mechanism.   Basically, you start out with "average" abilities in everything from agility to animal husbandry with some adjustments depending on your race.  You use character points to buy-up a few abilities to better than average: "respectable," "good," "great,"  and "superb" are the superlatives of choice.  As you improve you get to roll bigger dice, starting with d4 at average  until you reach d12 at superb, which is the pinnacle of human mastery.  These dice are thrown against whatever dice the GM deems significant to determine whether you achieve success.  So if you have, say, "good" stealth ability and you're trying to be stealthy in an "easy" situation, you roll a d6 against the GM's d4.  A "moderate task" gets 2d4 and "difficult" gets 2d6 etc., until your d6 seems pretty puny.  

Character Generation As I mentioned earlier, it's a point-buy system where you pay for your race and some advanced abilities.  Unlike a lot of games, there is no price break for buying a human--they have advantages for which you must pay as well.  The process is broken into 5 steps:
  1. Choose race, advantages & disadvantages, 
  2. Choose abilities & occupational path;  
  3. Calculate defense pools; 
  4. Determine character concept, and 
  5. Pick equipment.  
Pretty straight forward stuff, except number 3 definitely caught me off guard.  Is it really that vital that your "defense pools"--whatever they may be--need to be calculated before you develop your character concept?  Especially considering that over at the Goodman Games website, the tag line for their ERP line of products reads "Character concept is king!"  According to this outline, a more apt rank of nobility might be "Viscount" or "Marquise."  Seriously, if you've waited until after you've already chosen your race, abilities, and occupational path to determine your character concept then what was guiding all those decisions?  Your Passive Defense Pools?  Sheesh.

It's also not immediately obvious how one is supposed to "buy" one's occupational path and requisite abilities, specialties and masteries--you won't learn how to do this until you read the next chapter.  Fortunately, there's a narrative of a sample character creation session provided in sidebar format that offers enough guidance to allow a crafty reader to hack his way through the wilderness.  This appears to be the major flaw of this book, however: again and again the  information needed to do what is being discussed has not been covered in the text, forcing the reader to flip ahead to find a useful example or table or flow chart (yes, they use flow charts) to provide edification.  And despite the prevalence of these tables and flow charts, I have yet to find a piece of text that references them.  [If Goodman Games is looking for a technical editor--and they should be if this book is at all indicative--I could definitely set them up--TR]

Combat is all about mitigating threat points with your defense pools.  What the eph does that mean, you ask?  Good question.  Basically, you roll a bunch of dice--the number and size of which are dependent on your level of mastery of whatever applicable combat abilities you possess--to determine your "Threat Points."  Don't call it "damage" or the authors will come to your house and inflict massive Potential Harm* on your ass--which the defending character then "mitigates" by throwing around his own action points and dice rolls: evading pts, parrying pts, armor pts, talking pts, needle pts, whatever.  I believe "hit points" are also mentioned in here somewhere, but they don't mean what you think.  Unmitigated threat points are deducted from the defender's "toughness" score.

* Yes, this is another term used by the authors.  Good luck discerning its significance.

I think I've aptly demonstrated that this is not a 0 to 60 in 30 minutes kind of game--even for seasoned gamers.  Again, I don't believe this to be an inherently unappealing aspect of the game, but it is definitely something to consider if you have impatient players to contend with.

Magic there are 4 sources of power: mystic (normal wizardry), supernatural (summoners; clerics also live here), primordial (druids and elementalists), and psychogenic (psionics).  You use spell points to cast spells, you're better at casting those within your specialty than others, they do stuff.  At this point I'm still suffering from fatigue from the combat section, give me a few minutes to rest my medulla oblongata...

The spell descriptions are provided in the appendix section titled "Sample Spells" which leads me to believe that players and/or GMs are largely expected/encouraged to devise their own magicalations.  Spell descriptions get a 6 item "stat" block that offers you such scintillating info as the source, school, effect, manifestation, range and aspect--all given in analog form; no numbers.  The text underneath is often even more terse; Heal spell reads thusly: "This spell mends wounds."  There are virtually no references to dice rolls or numbers of any sort for that matter; things like range and area of effect are covered by a universal formula involving your ability with the spell ("average," "respectable," what have you) and some multiplier, while the effect of your spells is gauged using the "Master Effects list," which is presumably located somewhere in the Magic section.  Back to the index: none of the following terms are anywhere to be found: master effects list, magic, effect, list.  I hate to say I told you so...  After some digging around in the magic chapter I find that there is, in fact, a list under the heading "Major Effects Descriptions" (pg. 44) that I believe is the intended target of this reference.  That comment I made about a technical editor becomes more and more pertinent, eh?

Misc.  Experience is based on earning Victory Points--by surviving dangerous situations--and Role-playing Points--doled out for playing to your character concept.  Accumulate enough of both types of points and you raise level, which grants you more character points to spend on improving your character.  Nothing outlandish here, right?

There's also a campaign setting in the appendices, though "campaign concept" is really a better term for it.  There's no map or descriptions of geo-political entities or other things one might expect in a campaign setting.  Rather, what they describe is a world where 2 types of lands exist: settled an unsettledSettled lands are those where normal laws of science are followed; grass is green, if you open your bathroom door you will find your bathroom, that sort of stuff.  Unsettled lands, however, are some sort of dreamy alterna-reality where the environs are defined by some concept or emotion and proximity is not based on physical distance but rather conceptual propinquity.  For instance, an unsettled land whose theme is love might be rosy, warm, and comforting--though love can also be tumultuous, I suppose.  Traveling from this land of love, one might pass through the lands of cute, friendly, cordial and various other shades of affection before reaching the land of hate.  Once you get to Hateland you'll likely find a bunker full of Nazis next to an Al Quaeda camp which is directly adjacent to Westboro Baptist Church. An interesting concept, but it belies the rather conservative character race selection.  I would think a game with such a trippy setting would allow for a more customizable character race development system, which only leads me to believe that the authors didn't really have such a setting in mind when they crafted the rules.

Closing remarks (wherein I might give my opinion on something):

Overall, I'm pretty intrigued by this game.  I like the rolling-my-bag-o'-dice-against-yours approach to conflict resolution, though I could see that it would take some practice to become fluent in the numerous branches of the "ability trees" and their influence on various actions.  And I like the notion of the 3 realms of adventuring abilities: combat, stealth & magic. I'm always hoping that some OSR retro-cloner will make a game that removes clerics as a class in favor of a system like this, even though this would immediately disqualify such an entry as an Aulde Skewle gameI'm also a fan of bringing a character to the table that you have invested some sort of concept into, and I think point buying systems generally facilitate this kind of character conceptualization in a way that random generation does not.  ERP also has the advantage that, unlike GURPS and similar point-buy systems, one is not forced to buy a bunch of quantified disadvantages in order to avoid complete mediocrity.  That said, the act of making up a new character without any element of randomness has been scientifically proven to be less fun (1); so there's that to consider.


From the author's afterword: "this game is not 'rules light.' [agreed--TR] Such is not the aim of our design.  Rather... ERP seeks to be Rules Transparent."  Despite this load of gobbledy-gookery, I commend the game-smiths for putting together a system that seems workable, original,* and intriguing.  They could definitely have used some help making the rules more reader-friendly but, overall, I think they're onto something.  That said, will I ever convince anyone to spend their precious few gaming hours on this?  Magic 8-ball says: "Outlook not so good."**


* More knowledgeable gamers will likely be able to trace ERP's antecedents better than I.  Bear in mind that I did spend ~20 years frozen in a glacier.
**Things I just found out: the magic 8 ball has a 20 sider in it. 20-siders are called icosahedrons.

(1) Unfrozen Caveman Dice-chucker, 2010. Building characters on a budget: Analysis of character generation processes of the "Olde" and "Nieuw" schools.  An as-yet un-posted blog dissertation

Monday, April 12, 2010

Fever Dreams and Gangbusters
























Over the weekend I had the unique pleasure of suffering from a pretty severe fever that had me strapped to the couch for most of the day, ignoring my wife and child as they went about the business of life. What I did instead was wallow in fever flashbacks to other great fevers I've had in the past. The most notable one was, without question, the Great Fever of Winter '84 of which many a bard has struck a tune in the ensuing years.

At the time, I was a freshman in high school, and a friend had left his copy of Gangbusters at my house so that my brother and I could read it and we could start playing. We had all gotten new rpgs for christmas that year--I got Star Fronteirs, my neighbor got Gamma World (which we found ridiculous), this friend was Gangbusters and someone else, I can't remember who, received Top Secret. Yes, all TSR products. The selection was pretty limited at the drugstore in our town that was also our sole source of comic books, video rentals, and after-school candy. Such is life in a northern town. Ah hey ma ma...






Anyway, I rember lying about reading the Gangbusters rule book whilst suffering this great fever and being most impressed with its combat system. Shotgun blasts and machine gun bursts were intriguing--and I credit these rules for finally distinguishing, for me, the difference between a rifle and a shotgun. We went on to play a lot of pitched shootouts, inevitably involving a car chase; G-men and gangsters alike firing away from the running boards of their Packards and Studebakers.

While the milieu failed to capture our imaginations--robbing banks and bootlegging served merely as an excuse to funnel our adolescent bloodlust--the combat seeemd fast, furious and fun. And for that reason, I pretty much cribbed it intact for my Red Dawn/Road Warrior inspired Post apocalypitic rpg that I developed later that summer.

Now, 26 years later, Gangbusters doesn't crop up much in old school discussions that I've seen, and I suspect that others quickly tired of the lack of fecundity of the gangbuster premise--if they paid it any heed at all--just as we did. But I'd love to find the old rules and see if the combat system was really as frenetic as it seems in my memory. Or maybe it's just the fever talking.