Showing posts with label community. Show all posts
Showing posts with label community. Show all posts

Thursday, 16 July 2015

The legendary Thuloid's gold

If you're reading this, you might be interested in a solid and fairly wide-ranging batch of discussions going on at Thuloid's latest post at the House, all assisted by that gleaming new Disqus plug-in.

The post looks at what makes a game interesting and the comments cover D&D and old school art, the aesthetics of GW's Age of Sigmar, the Iliad, Vampire, The World's End, Frozen, roleplaying the life enlisted, milking in the industry, and character history tables.

If you don't already know and you're a blogger, the House is a network you can join here.
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Wednesday, 18 February 2015

In the House, or hanging out in the shed for now...

Not content with one sporadic gig here, I have a first post up over at the House, probably the start of a weekly series looking at what the member blogs have been up to, and going off on tangents.

This one covers basing miniatures and how it can be seen as an element of roleplaying, plus a potentially hobby-shaking development in the understanding of what miniatures might be, then representing low gravity in games. There's some interesting discussion in the comments as usual.

It's also worth saying that if you're a blogger and not a House member, but you want a bit more traffic, have a think about joining up. The info's all here. There's no widget to add and the essay is just a joke, but you can play along if you feel like it. You don't even need to link back to the House or put up the network logo, but it might be neighbourly.

This could be especially relevant to your interests if you're primarily a roleplayer and the blog is listed with the RPGBA, which looks like ceasing operation in a couple of months.
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Friday, 31 January 2014

Near future wor*fare




When mum came back from the war her skin was on inside out and she was crapping through a hatch in her belly button. That was nothing. Last time she'd coughed her lungs up and if not for the nanopills we'd have needed to stuff them back in ourselves. Like we did with aunt Claire's. Hanging down her front like a forked bib they were. *Yeugh.*

We did laugh though.

But this time it was the baddies came off worse. She had a vid to play us and it was a case of your tote destruxor. She took out two bungalows and the playground beside the old folks home, and Mrs Moggins vaped the brick flats on Mill Street. They pulled everyone back when the 'topes came in.

'Topes? No snopes. We never opened the windows anyway these days, what with the smell from next door. All just piled up out there they were. Good neighbours. Plain bad luck...

Bzzz...

Thursday, 7 November 2013

Zone-age Rumours (1d30)




If you've read Roadside Picnic or seen Stalker, you know how inspirational they can be.

John at Fate SF is running a creative project, open to all: add a Zone-inspired work to the gaming canon, for any system. Just write it up and post - maybe using the funky image by Hereticwerks up top - and leave the link at John's, to go into the master table.

Here's my starting point, for narrative skirmish and tactical roleplaying especially: a d30 table of rumours from a Zone-struck world, for some context and large-scale campaign seeds. Feed them into a weird, modern or near-future setting or use them for inspiration.

Monday, 7 October 2013

Wolf tickets and pack tactics, and man's best friend




A fairly well-known blogger who withdrew from the online community after a problematic Kickstarter has started posting again. Not everyone seems to have noticed yet. Those that have noticed seem divided, and some seem to think it inappropriate he's back at all.

I'm not going to defend what happened, partly because I don't know all the details - and who does? - partly because a solution was found to move the project forward regardless.

But precisely because none of us do know all about it, and because rumour can take on a life of its own, and because the herd mentalities are still a factor in human behaviour, even ours, I would say we should slow down. I'd guess most of us agree that legitimate criticism is reasonable, even healthy, but witch hunts aren't. In our hobby, we know that.

It's not just a bit of harmless fun either. Gaming seems to be a big part of the life of this person and has been a source of income in the past, possibly a major source. If we do stigmatise now, we may even prevent him earning a living in the only way he readily can.

Gaming is no totalitarian system. Ever heard of the wolf ticket? We don't have the right to judge who eats. If you're not ready to forgive yet, or just won't give a second chance full stop, don't read his posts or buy any of his products. Just step back: live and let live.

The same with Mike Nystul. He's not a punchbag. Maybe he messed up, but he could well be homeless now. How long should he suffer? And who decides? If we don't know the whole story, we can't be sure it won't one day happen to us, despite best intentions.
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Wednesday, 17 April 2013

Why I appreciate S&W and you might - even for 40K

Today it's Swords & Wizardry Appreciation Day.

Lots of readers of the Expanse will know what S&W is - a rules-light tactical roleplaying game, and more especially an Original D&D 'retroclone'.

But quite a lot of people reading have probably never even heard of S&W: this is for you.

I'll look at what I appreciate about it, then what you might, then finally a way of using it to do something it's not explicitly designed to do: run 40K. There's a discount today too.

Thursday, 4 April 2013

Noircana - a campaign toolkit?

Imagine a world where magic bleeds out raw, and infuses all within. Where arcane is mundane and lines between living and dead thin. A civilisation of sorcerers all the way up, from the newborn to gods that pass unseen, a landscape gone mad, and now MAD - with Mutual Assured Destruction.

Conventions, contracts and pacts abound, but out where the rules don't apply there's radicalism and exponential growth. Ever more subtle forms of power and means to exercise it. Mysteries in mysteries, but faint trails back to puppeteers for any who dare look, and know how - or can learn.

A world where wealth is redefined and anything really will be possible. If it isn't already...

This is one possible take on a project JD and I have been talking about here at his blog, The Disoriented Ranger. It's essentially a themed toolkit for tactical roleplaying*, but could also go beyond, into other game types too: imagine a wargame where units are unnecessary and battles fought with arcane power only, but orders of magnitude greater.

It started with JD's subsystem for personal magic weapons and my mind still on Read Magic. One of the major ideas we've been discussing is the near-universal magic item, formed naturally, and the concept of a magical signature unique to a particular source, and linked with that the idea of casters having a magical fingerprint and leaving it behind.

Not a noircrawl so much as a noircana to deepen a campaign, building on lesser-used spells like Detect Magic and maybe leading to whole new sets like those in Space-Age Sorcery. It plays to dark classics, but also more recent reference points like The Matrix and the so-called singularity. Hereticwerks and others already work with material like it.

Thursday, 28 March 2013

200 grimdarkling personal features, minor mutations, gifts, devices, body mods and stylings (arms /1,000)




Yet more entries for the character detail project, which is an open project to produce a large range of options for figures in a grimdarkling world like 40K's. The whole thing was set off a couple of weeks back by Lasgunpacker's random warband creator for Inquisitor.

Since my last batch, Lasgunpacker has posted 200 each for bling and equipment, to make 700. With zhu bajiee's 60 minor mutations and my first batch we have around 950.

This is my next batch of 200 then, this time for the arms, which gets us to around 1,150.

If you don't have a d20 and/or d10, just roll 1d6: on a 1-3, roll for 1-100 as described in the fifth paragraph here; on a 4-6 roll for 101-200 the same way, adding 100 to the result.

To decide which arm it is, assuming two, roll 1d6: on a 1-3 it's the left, on a 4-6 the right.

Beware: there's some weirdness, a fairy tale-bad dream darkness and light body horror.
 

Monday, 25 March 2013

Casting on weird frequencies

This caught me napping: out from under the transplanar radar throbs Space-Age Sorcery - a free pdf resource.

It's a collaboration between Hereticwerks and Needles at Swords & Stitchery, with me along for the ride. The pdf has over 100 'spells', weird ones blurring the line people keep seeing between sci-fi and fantasy, with whole sacs of horror thrown in. There's a quick note on the tone here.

You should be able to plug them all fairly easily into your old school tactical roleplaying game, but if you don't have one of those yet, you could use the simple ruleset here.

Go download one, and show your appreciation to Hereticwerks and Needles if you like it.

Update: Just uploaded is Version 1.5, with enough tweaked to make it worth switching.
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Wednesday, 20 March 2013

Petty Gods and trivial concerns

With the fair range of readers this blog seems to enjoy, from various areas of gaming and beyond it, not every reader with a potential interest might know about the status of the Petty Gods project.

Short version: Greg Gorgonmilk is taking over and calling for submissions old and new.

Long version: Petty Gods was a project inspired by Blair here at Planet Algol and set moving by James Maliszewski here at Grognardia. The idea was to source descriptions of obscure gods with game stats suitable for old school fantastical roleplaying. In simple terms, a bit like The Unknown Gods meets Terry Pratchett's Small Gods. There's an example here. Entries were sent and art created, but it seems layout was never finished.

Grognardia is one of the oldest blogs associated with the OSR, a movement of gamers interested in early forms of roleplaying, and especially early Dungeons & Dragons. For a few years the blog was one of the major hubs, a source of information, reflections and arguably revisions on the early years of D&D and tactical roleplaying as a whole. A significant part of the structure of current thinking in the OSR, and therefore quite possibly also the next official edition of D&D, may well lead back to, or through, one or more of James' posts.

James has been quiet for some time, apparently for personal reasons, leading to debate on the exact status of his as yet unrealised Kickstarter megadungeon, Dwimmermount.

It also seems to have contributed to a fin-de-siècle sense the OSR is out of steam, but this analysis seems not to recognise the breadth and depth of the movement. To judge by the response to Greg's first post, compared to James' say, the concern looks off the mark. It's a transfer: not an end, more an End. Petty Gods seems to be a rallying point.

Once again then: Greg Gorgonmilk has stepped up and is now accepting submissions.

If you feel this old school aesthetic and have a petty god worthy of praise, or can draw one, you can play a part. Start a religion, get published and change history in one move.

Update: A stop on gods for now, but various items are still needed - see Greg's sidebar.

Update: Greg has just linked to what he's calling Original Petty Gods, the first edition.
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Thursday, 14 March 2013

200 grimdarkling personal features, minor mutations, gifts, devices, body mods and stylings (head, /1000)




More entries for the character detail project, for individuals in a grimdarkling world like 40K's, set in motion last week by Lasgunpacker's random warband creator for Inquisitor.

Since my first batch, Lasgunpacker has posted 100 each for bionics, weapons and clothing. With zhu bajiee's 60 minor mutations that gets us to about 450 non-duplicates.

We're running parallel tables, aiming for 1,000 each to start and avoiding any overlap as far as possible, with the idea of combining them later. If anyone wants to join in, they're very welcome. Lasgunpacker's plan is here and I'm provisionally thinking the following:

  • 200 for the head, including the face and neck
  • 200 for the arms, including the shoulders and hands
  • 200 for the thorax, i.e. the chest and upper back
  • 200 for the abdomen, i.e. the belly and lower back
  • 200 for the legs, including the feet

So here's the second 100 for the head, combined with the first 100 to make a list of 200.

If you don't have a d20 and/or d10, just roll 1d6: on a 1-3, roll for 1-100 as described in the fifth paragraph here; on a 4-6 roll for 101-200 the same way, adding 100 to the result.

Beware: there's some weirdness, a fairy tale-bad dream darkness and light body horror.
 

Game stores, House of Paincakes and your blog too

Loquacious has answered my question at House of Paincakes on what she thinks boosts game store creation and helps a store thrive, and what a keen community could focus on. She's a store owner too so if you have an interest in the future of tabletop gaming at the tabletop, have a read.

This is also a good time to remind people of what HoP is: a major blog network with a strong but open authorial voice and excellent regular writers. Any blog on tabletop gaming can join, right here.

The blog rolls are heavy on wargaming right now, but that will change if a wider range of blogs join. If you want to spread the word about the kind of game you like, go and do it.
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Thursday, 7 March 2013

100 grimdarkling personal features, minor mutations, gifts, devices, body mods and stylings (head, /1000)




I may not be fond of using tables in play, especially in tactical roleplaying, but I still like big, baroque tables, most of all for prep. This is a fairly big one, and baroque in content.

It was inspired by Lasgunpacker's random warband generator for Inquisitor and the idea of crowdsourcing a d1000 table, but helped along by the recent musing re John Blanche.

Put simply, Inquisitor is a 'narrative wargame' published by Games Workshop in 2001, a blend of skirmish game and RPG set in the 41st millennium. Officially it uses 54mm miniatures, but actual play looks to be heavily 28mm (see INQ28). Inquisitor may be the loftiest crag in GW's modern history, the magical moment when it all came together and the nature of the drop became clear. But that's an argument for another day.

I'm game for a d1000 table whether or not anyone else is, and this is a first 100 entries, for the head only. They're personal features, minor mutations, gifts, devices, body mods and stylings for characters in a grimdarkling world - like 40K's - but system-free. They assume a human, or standard humanoid at least, but the list shouldn't be hard to adapt.

It's a d100 table, which usually means rolling 1d10 twice, once for the tens and once for the units. If you don't have a d10 but have a d6, you can use the method described here.

Beware: there's some weirdness, a fairy tale-bad dream darkness and light body horror.
 

Tuesday, 5 March 2013

Arriving at the Abode of Departure

If you haven't seen it already, you might like what John Till did with that simple architect builder I posted the other day. He's developed his desert fortress-town - the remote Abode of Departure.

The introduction is here, the fuller overview here.

It's an eerily evocative location and I realise now that with the deep cistern network, hidden structures and gate, and stomach-churning fate that could well be waiting, it's potentially a campaign setting in itself. I don't know if I'd rather run it or be run through it, which is a possible measure of something just right.
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Thursday, 21 February 2013

OD&Ds in 2013, and a brief history of the early game

Brendan and I are having a discussion over at his blog, Untimately, about a rerelease of Original Dungeons & Dragons (OD&D), and the value this has. You might be interested, especially if a favourite game or faction has ever been left hanging, as with some GW IP.

Wednesday, 13 February 2013

Old school tactical roleplaying - a simple core ruleset




It may be the best time since the mid-1980s to start playing in the expansive style of the early tactical RPGs, and a new golden age for production and play.

That said, there are still barriers to entry. The range of rulesets, supplements and ideas emerging from the OSR and beyond can be overwhelming, and references to past work and debates on fine points can be confusing and may be discouraging potential players.

This post is an attempt to offer a simple starting point. Purists may dislike it, but it may help the interested potential player grasp the whole and grow the hobby. It's not a full system, more a distillation of themes and a generalisation for the early leaps. I'm using a similar approach with a drop-in campaign at a local game store and it's helping no end.

All we really need to know to get playing is how to create characters, how to explore, how to perform actions and how to resolve encounters, so that's what this will cover.

Friday, 14 December 2012

Towards a new model army?

Many of us feel that certain areas of wargaming can be pricey, some areas increasingly and unreasonably so. A handful of posts from the past few days suggest ways forward.


Interestingly, BoLS this week posted some homebrew, which I think is the first time in a good while. It's a full mission, like those Creative Twilight produce, possibly a step into a new golden age, and Loken reminded us of the first and its magical Lords of Battle pdf.

Saturday, 8 December 2012

Dunroamins & Decline - GW, the OGL and its OSR

First, Itras By has finally been published in English. There's a fine review of the original at Harald's and the sample pdf is here. Thanks to Nørwegian Style for posting the news.

Second, in a discussion at BoLS on GW licensing its IP Vossl claimed "the OGL died a horrible fiery death 4 years ago". The OGL is the Open Game License. Part of my reply:

The OGL is alive and kicking. Pathfinder, which was built through the OGL, has at least for some time outperformed the official fourth edition and an Old School Renaissance is thriving because of it too, via what may well be hundreds of smaller publishers. The fact we know about fifth so early, not to mention the general direction it's headed in, may be in part down to the power the OGL has given the player base.

Vossl is clued up and a crisp thinker, so how many other people have never heard of the OGL, a licence that lets gamers create materials compatible with a much-loved system or IP and sell them. It's essentially D&D, but other companies, like GW, might catch on.

One of the beneficiaries and drivers of the development is this Old School Renaissance, or whatever we choose to call it, specifically the D&D OSR. But where are the pioneers vanishing to? How will we stumble across their worlds, or talk to and learn from them?

Tuesday, 20 November 2012

Then they danced down the streets like dingledodies




I've been lucky enough to receive a blogging award from Frontline Gamer, along with four other blogs. All of them are very deserving of it: it's worth taking a look if you haven't yet.

Like FG, I do have some reservations about the rules, so rather than name the five more blogs I recommend as winners, I'll just say go have a browse through the blogrolls in the left-hand sidebar. Those blogs are my recommendations and they deserve the attention.

But I am also going to suggest a few blogs that probably don't get much attention at all.

When we check a blogroll most of us probably start at the top and work down to the last posts we saw, but beyond are blogs that have been abandoned or gone on hiatus. These can represent years of excellence. And very nearly no one reads now. It's almost painful.

So here are just a few of those, representing various subjects. They're listed in order of period to the last post, longest to shortest. I recommend spending some time with each one, reading a few posts and taking in the wonders, especially if you never knew them.


I am serious - hopefully there's something for everyone in that batch, and there could be days of pleasure and learning just clicks away, benefits of the work those bloggers have put in. And these are just a sample of what's waiting deep in blogrolls all over the place.

The passage in the title is from Jack Kerouac's On the Road, and there's more of it here.
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Monday, 29 October 2012

The Betwixt

It's Monstrous Monday so here's my contribution. With so many new creatures already created throughout the month and more due today, I've decided not to add another one to the list, but suggest a way two existing creatures can be combined in a single form.
                                                                                                                              

The Betwixt is an outlandish fusion of two living beings, perhaps the work of a vengeful bolt or a mishandled magic, or capricious spirits stitching together the sleeping with ethereal threads, or a strange attraction in nature, even an outer power.

Tolerances being what they are, a fresh Betwixt may be cast out or hunted down by one or both of its former kin, forced to seek out a remote seclusion or lair. Less often these beings will find some degree of acceptance, perhaps be admired for the gifts gained or revealed, or even worshipped as proof of some formerly abstract ideal. More rarely still, they may bring together two alien peoples as one, shaping the world in their own image.

A Betwixt has a profile on which each stat is an average of the two on the profiles of its constituent beings, rounding down. If one has a stat the other does not, this is its usual level. In addition, a Betwixt retains any original abilities not prevented by the new nature.

If the constituent beings survive long enough, they will grow into their new form, and may become potent indeed: each appropriate period of time following their fusion - perhaps a week, perhaps a year - each stat improves by one point to the best of the two originals.