Monday, June 13, 2011

Int, Wis, Cha: Turn your head and cough

Jeff over at Jeff's Gameblog ran a post a while back about using different descriptors of the 6 basic attribute titles in order to take a fresh look at what these terms mean.  I thought this was a pretty cool idea, and have sporadically wasted a lot of time thinking about the topic ever since.

While the 3 "physical" attributes--Str, Dex, Con--don't stand to gain very much from this experiment, the far more ambiguous "mental" abilities--Intelligence, Wisdom, Charisma*--could definitely stand a new coat of paint.  Or better yet, strip off the paint, then take off the siding, the vapor barrier, and insulation as well so that we can see what the hell kind of frame is holding these things up.

Anyway, after months of frittering, here are my descriptors for the 3 "mental" attributes:

Intelligence = Aptitude
Wisdom = Sense
Charisma = Cool

Aptitude: this is your characters ability to learn effectively, not necessarily his or her smarts.  A low aptitude could mean you have a learning disability, but you might very well be the only person on earth smart enough to understand Quantum physics.  A high Aptitude means that you are able to quickly glean the essentials of a field of study, but you might not be capable of taking the matter too deeply. You might, for instance, quickly learn new languages, but fail to understand the significance of the differing grammatical structurezzzzz...

Sense: this descriptor is copped directly from a comment from Talysman over at Nine And Thirty Kingdoms.**  This has a lot to do with the way I'm redefining clerics in my current campaign: they're more like unaffiliated mystics than deity-bound priests.  As such, wisdom measures ones ability to sense the presence of other things including but not limited to that ambush around the bend or the unusual book amidst all the pulp paperbacks on the shelf, but also the presence of water deep underground, the aura of the spy in the Duke's castle, and the spirits that inhabit the trees in your druid's favorite grove.    

Cool: Not so much your ability to mimic the Fonz but, rather, Cool measures your capacity to maintain poise and bearing whether you're chatting up a hottie at the tavern, bluffing the Constable into releasing your comrades from custody, or trying to defuse a bomb with time running out. 


* Yeah, I know, a lot of old schoolers use Charisma as a measure of physical appeal; fine, I got no beef with that. 

** Though I don't believe that my conception of sense here falls in line with what he was describing.  Oddly, his recent re-conception of the cleric archetype sounds sort of like what I was failing to get at in my re-conception of the Wisdom attribute as a measure of devotion and mental focus.

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."

Wednesday, June 1, 2011

Greatest (number of) Hits: Popularity has never been more deceiving

So I briefly placed the little "best of" widget on this here blog a moment ago, mostly to see which of my little rants gets the most internet action.  I removed it for a few reasons; partly because the widget was cropping the first 2 letters of each post off, which looked really stupid, and partly because I really don't want to encourage people to visit some of these "most popular" posts, but mostly because it seemed a bit grandiose on my part to post the greatest hits for a site that sees as little action as this one.  But then I couldn't let it die a quiet death so I wrote this up instead. 

  1.  Game Review: Eldritch Role-Playing System by Goodman Games.  Confession time: 90% of visitors to this post come by way of image searches which include the terms "Golgotha" or "Calvary."  Nothing like the ol' bait n' switch.
  2. Primordial D&D: Eric Holmes and the 11 year old's dungeon. I assume that folks are not noticing the apostrophe "s" and think they will be reading about an 11 year old dungeon which is interesting because... I have no idea. 
  3. Hello friendly Commenter(s, should others decide to speak up).  That this one--my 2nd post ever--should be on this list at all boggles the mind.  My 3rd most "popular" post was really a private message to Daddy Grognard--the only soul in the universe who knew that this blog even existed in the early days--explaining to him that I was unable to post a comment to my own post.  Why didn't I just send him an email and spare myself the humiliation of a public confession of ineptitude?  I don't know.  But apparently people really dig it.  Who knew?
  4. Death Ray Enthusiasts Rejoice If you don't like death rays then you are probably a troglodytic Nazi pederast. 
  5. Megadungeon Design Review Committee Ah yes, the ol' Design Review Committee; I wonder what they've been up to lately?
  6. Castles & Crusades: Highlights and Lowlights of an RPG  This was supposed to be a precursor to my latest adventure log about our party that has now converted to C&C--sort of.  We ditched the SIEGE engine and most of the other things that make C&C different from everything else out there, but the point is that no one likes reading adventure logs, least of all me, so why inflict more of same on the world?
  7. The Undead Strike Back: Turning Clerics Quick and dirty, yet it still draws people in. 
  8. Greyhawk Realty: Looking to buy in the Flannaes A foray into the field of real estate copywriting.
  9. Castle of the Mad Archmage Session 2 Part I: Thar be orcs!  Wow, folks do read adventure logs??
  10. Sartorial Sorcery: Pointy Hats Explained So this only came out about a week ago and yet it's already #10 on the all time list?  But then, at 11th place there's a 36 way tie with 2 hits each.

Tuesday, May 24, 2011

Sartorial Sorcery: Pointy Hats Explained

I finally figured out why wizards wear those blue robes and pointy hats with the lucky charms pinned to them: the dorky duds serve as antennae for the mana that they require to cast their spells!  Hear me out: Mana floats about us unseen much like the ether that fills outer space but it can only be harnessed for magical purposes by those who can concentrate it into a useful force.  The best way to focus arcane energies is clearly to make them laugh at you.  So theurgists and thaumauturgists alike don the most garish garb they can muster in an effort to incite the mirth of mana.  An unfortunate side effect is the de facto celibacy such attire certainly causes.   

It's the same reason MUs suck at combat and yet still won't wear armor; mana serves only those who humiliate themselves.  What better way to humiliate yourself than to pursue a career where your life is constantly at risk yet the only thing between you and the dragon's maw is a silly robe and a wooden stick?  "Hahahaha," says mana as the orcs rush your ridiculously resplendent conjurer, "ok, here's your magic missile."  Mana sure has an evil wit.

Pointy ears and hat?!  Double the laughs!
This also explains why elven multi-classed MUs get to cast spells whilst wearing armor: they've got those silly ears sticking out of their helmets!  HAW HAW HAW!  From there it's easy to extrapolate why half elves are weaker spell casters than either of their parent races*: their ears have been diminished in the crossbreeding,  reducing commensurately their ability to elicit the mirth of mana.

Silliness applies to gnome illusionists as well: they've got those big-ass noses to make the mana smirk.  The forces of magic, however, apparently have an aversion to the hirsute--who doesn't?--thus halflings with their hairy feet and the profusely bearded dwarves are unable to focus the eldritch powers at all.

*as per the PHB 1978, half elves can only achieve 8th level while full elves can achieve 11th and humans are unhindered in their advancement

Thursday, May 19, 2011

Un-postworthy: B-sides and misses

My publicist is constantly pestering me to make an effort to boost my presence in the Blogosphere, and one of the tactics that she keeps harping on is that I actually post stuff more often than once every month or two.  Good idea, right?  She's worth every penny.  But where to find the material?  I did some soul searching and didn;t find anything so I went to my good ol' bloglist and realized that--shit!--I've got like thirty unpublished posts just sitting there!  Some dating dating all the way back to the first week I holed up in this here corner of the internet.  I went down the list of titles to see if any of these might be worth another look and wrote up a brief synopsis of each.  I didn't actually look at the posts; these are my best guesses.
    
Here's the list in reverse chronological order:


Dungeon of Liberty
The conflict of freedom of action in the confines of the "dungeon" adventuring milieu.  Or something else.

I'm Beginning to See the Light
Why newer games suck.


Kill a Rat Scenario
A rant about rules quirks of AD&D

Original 6
An obvious hockey reference in a post dating from the beginning of the NHL season, but more likely an article about the 6 abilities in D&D.


Thac0 Again?
Wherein the Dicechucker goes off on yet another youngster who gets too close to his lawn.

Ramblin' 'bout Modules
Essay about the quirks of the L-series modules; the precursor to my Restenford Project site.

Thieves Assassins & Spies
Old Guard Accoutrements totally outdid me on this topic. 

X2 Castle Amber
Essay about the non-CAS influences of said module.


Assassins revisited for the first time
Rant about the failings of the Assassin class as penned in AD&D; most likely the precursor to the Assassin level titles series from last fall.


Going to the Bullpen
The pros and cons of rotating DMs

SF: Getting drunk
Article on intoxicants in Star Frontiers.  Ripped off wholesale from the Fronteirsman.

Modified Advanced Game Rules
Satirical bit about post-1e game rules.


Zet's Tiny People
An ode to Thundarr.

DMing As critique:
I plead the 5th.

Reverse Engineered Pre-Original Rules:
Satirical bit about the origins of D&D

Pre-Scorn AD&D:
Probably a rant wherein I say in a roundabout fashion that DragonLance can suck me. 

"Cleric" is a Profession Too
It's true; look it up if you don't believe me.

Feral Hobbits:
I'm hoping there are illustrations with this one.

Greyhawk Architecture
Self explanatory.  This one eventually became the Greyhawk Realty post.

Dice-chucker
Long-winded article about the name of this here blog.  Eventually replaced with an entry in the Lexicon

Tuesday, May 3, 2011

Lendorology: What IS the Secret of Bone Hill?

Anyone who can read a blog archive will realize that for the last several months I've been slacking off even by my own uninspired standards.  Largely this has had to do with real world distractions like job and family but, at least initially, this also had to do with a side project that was draining off most of my game-related energies in the beginning of the year.

Where can I buy spandex in Restenford?
I had just received a real-live, TSR-produced copy of  Lenard Lakofka's L1 The Secret of Bone Hill set on Lendore Isle. I won't pretend to be one of those old timers who believes that this module is a classic of the golden age--indeed, I have to confess that I've neither run nor played this bad boy either back in the 80's or in my recent gaming resurgence.

While it follows the general structure of a village setting with adventure locales nearby a la Keep on the Borderlands, Village of Hommlet, and probably some others, it is riddled with inconsistencies and odd notions that, sadly, would likely not have made it through the editorial process in latter day TSR.  And this may very well be what makes it so interesting as literature, as these odd notions and unanswered questions present fertile ground for the minds of readers to interpret. 

A close reading raises a whole host of questions such as why is there a casino inside a nigh-impenetrable compound hidden deep in the woods?  Why does the wizard have a lease on the Baron's tower?  And who keeps the lawn mowed on top of Bone Hill? The lords of Lendore don't offer an explanation to these mysteries; some things, one must suppose, just are.  These open ended oddities make it the single most fascinating read of any old school module.

So, using a pen and a spiral-bound notebook, I wrote a bunch of essays--warning: I was once a history major--about the mysteries of Lendore.  Some of them (actually only 2 so far) have been transcribed to non-caveman format and can be read over at The Restenford Project if you're interested.

Tuesday, April 26, 2011

Appendix NF: Subterranean reading

We've all heard more than enough about the famous Appendix N from the original DMG; if you haven't it's basically a bibliography compiled by Gary Gygax of the literature that inspired Dungeons & Dragons.   But I've long wondered what some of the nonfiction titles might have been that egged EGG along in his effort to cobble together a fantastical subterranean medieval combat and treasure seeking role playing game.  In my head I've been calling this list "Appendix NF"--pretty clever, eh?--and with my recent discovery of Cliff Castles and Cave Dwellings of Europe by Sabine Baring-Gould, I've found a solid contender for my own D&D bibliography.

Published in 1911, the book describes in anecdotal form hundreds of different subterranean refuges and the often eccentric nature of the inhabitants.  A century ago when the book was first published, several of these caves were still home to different segments of society--a rumored druidic cult in Loire France, vacationers in the Riviera, or a society of outcasts living in benign destitution, again in France.  These and more are described in the awesomely titled chapter "Modern Troglodytes."  Other game-boner inspiring chapter titles include "Cliff Castles," "Cave Oracles," "Robber Dens," and "Rock Sepulchres."   The number of potential dungeon ideas is endless.  If snippets like this one: "I visited old Edrie--the subterranean labyrinthic residence of King Og--on the east side of the Zanite hills" aren't enough to get your dungeon-making juices flowing then I doubt you're even reading this.

There are some illustrations in this book as well; old timey sketches by the author and occasional photographs--though not nearly enough of them to satisfy the visual demands of a 21st century gamer. But the antiquated, anglo-rific prose reeks of Lovecraft at times, such as when "A mass of cretaceous tufa has slipped bodily down to the foot of the crag."  And at a century old, this book has probably been in the public domain since well before you were born, which explains why it is readily available from numerous print-on-demand outlets as well as for those downloady computer book thingies that non-cavemen read on the bus all the time.  Hell, go over to Project Gutenberg and you'll be reading the thing for free in like 3 clicks of your mouse.