Saturday, January 29, 2011

First Anniversary Fortnight Fiesta

We're just cleaning up the cave here at Dice-Chucker Central after the fortnight-long bacchanalia that marked the first anniversary of me clogging up the internet with my vapid, pixelated fumes.  Thanks to all of you who came by to help celebrate.  Mrs. Dice-Chucker was most impressed with all of your behavior and says that you can all come back anytime.  And, though we appreciated the sentiment, despite the presence of vintage DM screens and my Robert Smith haircut, it was not an 80s theme party so whoever brought the Bartles & James and cocaine, we put them out on the back porch; feel free to claim them at any time.  Thanks again to everyone who dropped by this site over the past year.

An actual photo from the event.  That's me holding the flaming punch bowl.

Thursday, January 13, 2011

Death Ray Enthusiasts Rejoice!

If, like me, your enthusiasm for death rays knows no bounds, you will want to familiarize yourself with David H. Szondy's Tales of Future Past site which documents all manner of historic death rays.  Sadly, during WWII death ray research was supplanted in favor of a device with a proven track record in mass destruction--atomic weapons--but not before crackpot scientists the world round tried their hand at the genre; most notably Mr. Nikola Tesla.  And to think there was once a time when I thought Tesla was just a band.

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.


Thursday, January 6, 2011

More Creepy Reading: The Dionaea House

The Dionaea House is like The House of Leaves in internet form; its creepiness will suck you in, but it gives the added perk that you feel like you're actually discovering something horrible all on your very own.  And maybe you are.   Another bonus: you can read this one right now, without leaving your computer, while you're supposed to be paying attention to that boring-ass conference call you're stuck on.

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, December 13, 2010

Assassination Culmination

All right, I'm going to skip over levels 10-14 until such time as I can find a reason to chat about the terms Expert, Senior, Chief, Prime or Guildmaster as they apply to Assassinry.   So hold on to your dice bags kiddies 'cuz we're going straight to the top: Grandfather of Assassins.

As was mentioned previously, the word assassins was first used to describe a fanatical cult in Persia from the middle ages.  The founder of this cult was Hassan-i-Sabbah, who, by shacking up in his mountain castle, earned the title Sheik al Jebal which translates to "Prince of the mountain" or, the preferred term in this case, "Old Man of the Mountain."*  This old man was the original Grandfather of Assassins; a single person who ruled over the entire order of death bringers.  But unlike the D&D usage, though eh is responsible for numerous murders, he was not a professional killer and very likely he never killed anyone with his own hand.  Rather, he was the dude with the charisma to charm you into devoting your life to the cause, and also the dude to tell you when the cause needed you to take action and whack some mo' fo' who'd talked trash about your cult.

* Alternatively, there are sources that say that it was the leader of the Syrian branch who was referred to as the Old Man of the Mountain.  

This dude is also, allegedly, the grandfather of the mystic cult phenomenon; the Crusaders, and particularly the Knights Templar, took what they learned about the Order of Assassins  back to Europe and thus was born the culty trappings we now associate with mystic groups still extant such as the Freemasons, Illuminati, Rosicrucians, and the American Institute of Architects.   

For those interested in further reading, there's a novel titled Alamut written by the Slovenian author Vladimir Bartol that is based on the cult of Assassins and the treachery of Hassan-i-Sabbah.  Published in 1938, the book was translated into 18 languages and has achieved bestseller status in Spain and France, but it was not translated into English until 2004.  A few pages into it and I wish they had taken a few more years to work on that translation.  One gets the sense that the poor fellow approached the translation as if he were transcribing legal documents, not reconstructing linguistic subtleties to convey a narrative... or whatever.  The result is repetitive use of simplistic sentence structures which make for very tedious reading.  Despite its subject matter, it seems like it was written for children.  Brush up on your Spanish or French--or, better yet, your Slovenian--if you really wanna read this one.

Thursday, December 9, 2010

Seasons Greetings from the Mad Archmage

As promised in my last post on the matter, I'm bringing you the latest holiday adventure news from  The Castle of the Mad Archmage by Joseph Bloch, aka. Greyhawk Grognard.  When we left off, our intrepid adventurers had, after slaughtering most of an orc outpost, formed an uneasy alliance with the surviving members in order to take on a hobgoblin posse on the 3rd level.  Since my memory of the exact events has eroded considerably, this will be a succinct report.

Bob and I decided that having a mission--in this case, killing off hobgoblins to foster an alliance with orcs--was not what where we wanted to take this game.  So we developed an exit strategy: the orcs drew up a rough map of the adjacent terrain, led the party down to the 3rd level, and... slunk away at the first sign of trouble. But not before they slipped a shiv into Quisling's ribs.  Quisling, an orc that we charmed during our assault, survived the attack and was very thankful to the party for nursing him back to health and saving him once again--or so he believes--from the treachery of his own clan.  He's such a sincere and trusting chap.

It was at this point that Godraviel, the elfmaid who had charmed Quisling in the first place, could handle the crushing guilt no longer and revealed to him the truth of the situation.  That is, he was under a charm spell and that we had killed his former colleagues and lied to him in order to secure his assistance in defeating the rest of his clan.  She told him that she was releasing him from the spell so that he could choose his own fate.  Since he was not actually released from her spell--I decided that it is not actually within her power to do so--and since she was so sincere in her speech, the end result was to further Quisling's infatuation with the elfmaid.  We rolled up his stats and made the orc a full fledged party member.  Now we have to figure out the characteristics of the Orc character race in S&W...

In the end, we did honor our deal with the orcs by killing the 12 requisite hobgoblins, but it cost us dearly, as Brodsky the cleric was left for dead and Glebberd the Halfregnome and Polvo the dwarf--who, through their quick wits and upbeat personalities have overcome their diminutive stature and become the very heart and soul of the party--were nearly done for as well.  On our way back to the surface, we ran into the Bandits again from our first encounter, and, pointing out that
  • we still didn't have anything worth stealing, and 
  • we would be back later, 
they agreed to let us pass, though they insisted, for inventory reasons, that Quisling must remain in the dungeon.  A quick sleep spell to even the forces and some tough talk from Polvo about where they can shove their dungeon rules, and the bandits agreed to let us pass, though, in order to allow them to save face, we paid 10 GPs for Quisling's liberation, and agreed to leave still-heavily-wounded Sigurd in their custody to assure our return to the dungeon.  Little do they know that everyone in our party hates Sigurd. 

From here on out, I'm running the bandits not as opportunistic ruffians preying on honest adventurers but as legitimate dungeon bureaucrats in the employ of the Mad Archmage.  Responsible for such things as dungeon inventory, revenue, and customer service, they can be counted on for dungeoneering assistance to adventurers--extra torches and the like, limited dungeon intell, or even a bunk to rest the wounded in--but who also require an accounting of monsters killed and traps sprung for re-stocking purposes; and exact a tariff for anything removed from the dungeon edifice.