athornton: Angry.  Drunken.  BOFH. (Default)
I had another excellent time at GaryCon this year. Again I went up with Amy, Tracy Jo, and Jason-yclept-Rupert.

I started off with Skip Williams running 3.5E in "Into the Salt Mine," which got off to a slow start but then gained some momentum. That was the Thursday 10-2 slot, and it went kinda long, and then we went to dinner with a friend in Waukesha, so that was all I played Thursday except for a card game called "In A Pickle," which was OK but not great.

Thursday night I ended up in an awesome drinking/bull session with Victor Raymond, Tavis Allison, Nick ????, Mark Siefert, and Tracy Jo which went all over the map from kink/RPG community overlap to mythologies of D&D to notions of authenticity. Great stuff.

I was signed up for the continuation of the Skip Williams game, but Sean Kelley had signed up for it specifically to play with Skip and so there were not enough spaces for all four of us, so I took Tracy Jo's ticket and went to Ernie Gygax's 12-4 Old School Dungeon Crawl instead (I am far and away the least shy about playing with total strangers). That was quite a lot of fun too. Ernie was generous on character creation: 4d6, drop lowest, arrange to taste, and I rolled someone who could actually be a paladin, so paladin I was. I also ended up being the party mapper, which, while stressful, didn't explode, so yay. We had a lot of fun and had no fatalities, although I was down to 0 HP once and we had a couple other close calls. This one felt the most like the first session of a home game--we were all playing it cautiously and trying to make it out alive. A lot of good resource-management stuff, even though we missed some cool stuff on the map (just tried the other door, in a lot of instances). Of all the DMs I played with this weekend, Ernie's style is the closest to how I run my games, which was interesting to me.

Friday night I played in Alan Grohe's Castle Greyhawk in a high-level game to take an artifact of ancient evil (in a Bag Of Holding we were told not to open) to a demiplane to sequester it for all eternity. This I played with the Brothers Sloan, and Dex, and some of the other guys I'd played with at GaryCon in years past, so it felt a lot like getting the band back together. There was some excellent resource-management puzzle-solving in the game, and I got to feel clever (I was playing a fighter/mage). We had to handwave the last bit, though, because we simply ran out of time--we played the Castle very efficiently due to a Find The Path spell, but then took the long way around on the demiplane. I suspect this will have been my favorite game of the con.

Saturday noon was the Castle Greyhawk seminar which was interesting largely because of the tension of wanting to See What's In Gary's Binder versus But It Takes Play To Make It Live...which is of course basically the whole bluegrass-D&D-as-folk-art-slash-community-performance we talked about last year on the way back.

Saturday afternoon was Victor Raymond's Periplus of the Planes, a mid-to-high level plane-hopping EPT game, also a ton of fun. I played a Shen warrior whose actual desire was to be a restauranteur, and who was engaged in tracking down three pretty frightening items for N'yelmu, Master of the Garden of the Weeping Snows. We went to a Shunned One spaceship and Ekaronde, a town that was/was run by Ekaronde, a never-seen master who, I think, was an ancient AI of some kind. We did not have time to play out the City of the Red-Tiled Roofs. I won a copy of The Man Of Gold for my roleplaying in that one, so yay! (I'm about 20 pages in.)

I also bought a copy of Jon Peterson's book Playing At The World. This is obviously going to be the foundational text for the critical study of the history of RPGs. Seriously. Go buy it.

Saturday night was Jeff Talanian's Castle Zagyg (yes, I was going for a Castle Greyhawk theme this year). He handed out random characters and I ended up with an elf assassin with amazing stats. I caught a grenade lobbed at me and threw it back, and I got blinded by a giant copper cobra. Good times.

Sunday I lent an old PowerMac (6150, PPC 604-based, System 8.6) and an Apple //e to Victor, along with some serial cables and ADT Pro, so that he can rescue Professor Barker's diskettes to more archivable media. Then we had lunch with Victor and headed home.

Another great year.
athornton: Angry.  Drunken.  BOFH. (Default)
Yeah, and, so, today I ran Tomb of Horrors for a different group than The Lost City. Prep time about an hour of rereading it (but there have been plenty of other immersions in it), runtime four hours with another session--maybe three hours--planned. Right now the party is in the mummy preparation room.

No one has died for good yet, although that may be because I was too soft with the use of neutralize poison. It's a fourth-level spell. Slow Poison is L2. Slow Poison says it can be used postmortem to bring a character back, so I ruled that Neutralize Poison can too. But maybe the idea was that you cast Slow Poison after death, and then you have to cast Neutralize Poison, but you need them both.

I guess I could ask Tim Kask at Gary Con.

But I'm playing with a set of players who are, in Nethack parlance, "thoroughly spoiled." My hypothesis is that better than 50% of the characters die anyway...but we haven't gotten to the really deadly parts of the module yet (and they somehow mysteriously knew better than to try some of the really deadly or drastically inconveniencing wrong turns available).

It's not as much fun as The Lost City was. Amy says, and I think she's right, that it's because there's no real resource squeeze yet. There are plenty of characters, plenty of opportunities to rest, plenty of ropes and grappling hooks and spikes and so forth. Maybe that will change as the module moves into the home stretch in two weeks.
athornton: Angry.  Drunken.  BOFH. (Default)
B3, The Lost City, went down like a demented after-school special. The players encountered the Gormites, or Jocks, first, and got the basic story of the factions plus the Priests of Zargon (who are goths; I don't think they are well described in the module, so I gave the high priests Zargon masks and underpriests death's-head masks). Then, in between the fighting-the-lizards-and-beetles-and-other-dungeon-trash-monsters on levels 2 and 3 of the pyramids, the party went to the Madaruans (cheerleaders) and the Usmigarians (nerds) and did the whole "give them the idea of cooperating to ambush the priests of Zargon but make them think it was their idea the whole time" thing.

So there was much note-passing (literally) using the party as intermediaries, and a cunning plan, and the DM realizing that in the module as written that either he'd done a shitty job of understanding the layout or returning to the city for reinforcements and supplies, as the factions apparently do, takes you through some really dangerous areas on Level 5 so what's up with that?

Anyway there was that and a well-laid ambush and everyone learned the value of working together except the Priests of Zargon and their guards on account of them being dead, and it was so after-school-special that everyone wanted to hurl. A good time was had by all.

Although we're playing Swords and Wizardry Whitebox, we used some mechanics stolen from DCC. Ber, our elf wizard with more moxie than sense (she started the session covered in white fur, with a different voice every day, and with breath that hangs in the air as smoky runes of the last words of whatever sentence she said), did her usual thing of continuing to cast magic missiles as her failure die crept up and up and up. Finally she failed, and as she's a devotee of The Lady Of The Flowers, well, she lost 2 HP and 2 Charisma as three-inch thorns sprouted from pretty much all of her skin, in what was, I thought, a pretty awesome Patron Corruption event. There was a crit in the final battle when Nas Foullurker, the goblin thief, fired his blunderbuss (looted from Tegel Manor) at the Big Bad, rolled a 20, and the guy missed his save and passed out from the pain, making the ambush a lot less dangerous for the good guys than it was supposed to be.

Also, it turns out that Ber is totally metal. She took out a stirge execution-style: it was sucked on to her and she put her hand on it and Magic Missiled it point-blank, and then it turns out that when she was slitting the throats of the Slept opponents, she was doing it with her thorns.

B3 ties into the larger Vornheim/Gaxen Kane campaign world in that Zorlac the Librarian has sent the party to learn more about the League of Tumultuous Erudition (yes, stolen from the Elric! supplement Melniboné, and he's heard that the Usamigarans have contacts with them.
athornton: Angry.  Drunken.  BOFH. (Default)
So, this came out of a discussion on Google+.

Long story short, there's the Traditional D&D Endgame: you reach name level, you build a keep, you pacify the surrounding wilderness, and you retire to enjoy the fruits of your labors. This is in keeping with D&D as a metaphor for the Christianization of Europe, which may well be how Gygax saw it.

But....

First, I don't think that's the way the endgame goes down in actual play, and second, that's not the way the story ends in the myth that D&D actually is, which is, I think, a little different.

I hope we can mostly agree that D&D is an American myth. It's the American myth, in fact, which is the Western, and which kinda resembles the Christianization of Europe in some ways: it's about carving order and domesticity out of the howling wilderness, about taming the frontier. So far, so Gygax.

But after he's made the town safe again, the Man With No Name doesn't settle down there and plant a garden and get married and get old and die. Oh no. Instead, he leaves again; in fact, he's driven out, because there's no role for him in the society he has created.

This gets right at the heart of the core paradox of American self-identity: we have this myth of the rugged frontiersman individualist. And that's great, but it's no way to run a civil society, so the society comes with its own baked-in distrust of itself right in its founding myth.

Now, there's a high-falutin' phrasing for how the D&D endgame really goes down, which is just striking out for ever-more-distant horizons:

"The long day wanes: the slow moon climbs: the deep
Moans round with many voices. Come, my friends,
'Tis not too late to seek a newer world.
Push off, and sitting well in order smite
The sounding furrows; for my purpose holds
To sail beyond the sunset, and the baths
Of all the western stars, until I die."

Tennyson's very pretty, But "Ulysses" isn't all that appropriate for a quintessentially American myth.

So, I think the best phrasing for the D&D endgame is, well, of course it's found right where it would have to be:

"But I reckon I got to light out for the territory ahead of the rest, because Aunt Sally she's going to adopt me and sivilize me, and I can't stand it. I been there before."

DCC Dryad

Sep. 10th, 2012 11:02 pm
athornton: Angry.  Drunken.  BOFH. (Default)
So, we just played the followup to The Tower Under The Stars. Here's my take on the Dryad:

Dryad: Init +0; Atk Tentacles +2 melee (1d4 + grab), Digest auto (1), Charm (DC 12). AC 19 (trunk exterior), 10 (dryad-fruit), 8 (interior). HP: 5 per tentacle, 20 (fruit), HD 15d8 trunk (must kill trunk to kill creature). MV 0, Action 1d20, SV Fort +6, Ref n/a, Will n/a. AL N.

The Dryad is basically a giant pitcher plant. It's about 70 feet high; the trunk is 20 feet in diameter. Branches start about 20 feet up. In form it resembles a very fat weeping willow with a platform of broad, flat leaves atop it. On top of those leaves is what appears to be (from a distance) a beautiful, naked woman. When the tree hears/feels large creatures approaching, it dangles the woman atop the leaves and makes her dance. Viewers must make a DC12 save or be charmed; if charmed, they are compelled to get to the woman.

The woman-thing is actually bait-fruit. It is kind of mushy on the inside, about like a mango, and smells of orange flowers and cloves. It probably tastes awesome.

The willow-frond-like appendages hang down in a ring about ten feet outside the trunk; they can grasp anything from five to fifteen feet from the trunk. There are hundreds of these tentacles, but only one will attack a creature at any one time. If a creature is grabbed by a tentacle, it does 1d4 damage initially, and then the creature must make a contested strength check against the tentacle's strength of 17 (+2) to avoid being grabbed. A grabbed creature takes no further damage, but is lifted thirty feet into the air after one round (standard falling damage applies). After two rounds the creature is over the leafy platform (no damage, but see below); after three rounds it is partially lowered into the dryad's digestive cavity. On the fourth round the dryad drops the creature into the cavity, causing 1d6 of falling damage, and see below for digestion damage.

The base of the tree is ringed by six large knotty sphincter-like openings. Anyone really determined can push a hand, spear, or whatever into one. See below for digestion damage. There is a notable smell of vinegar around the base of the trunk (this is actually digestive acid), and a conscientious search will turn up 1d6 gold pieces, as well as small bone fragments, outside the sphincters. The trunk is easily climbed (DC 5), as it is very knobby and burled. It takes four rounds to get to the lowest branches, and from there only two more rounds to get to the platform.

Once on the platform, anyone who approaches the woman will trigger the big, flat leaves to collapse inwards. Anyone on the leaves must make a DC14 reflex save, or fall into the digestive pit, taking 2d6 damage (plus digestion damage below). Once the pit has collapsed, the bait-fruit will be pulled upwards, and the charm DC is reduced by two. If the fruit takes damage, anyone who sees it happen will realize that there can be no bones or organs inside the "woman", and rather than spurting red blood, she oozes green sap; that is good for another two points of charm DC reduction.

Anyone in the pit takes one point of damage from the digestive acid per round. However, the acid will eat armor first; it reduces armor protection by one point per round, and only when the armor is no longer protective does the acid begin to eat the character. A character can cut his way through the side with a piercing or slashing weapon; it takes 25 points of damage to cut a hole large enough for a human, dwarf, or elf to squeeze through; 15 for a halfling.

If the creature is killed and cut down, or if it is somehow persuaded to void the contents of its digestive pit (perhaps through a timely Acid Cloud spell), a further 2d12 gold pieces will be found in the (acidic) sludge. Anything that is not gold or glass is dissolved over time; every few weeks, the tree will spit out a mass of (white, polished) bone shards.

For a more challenging encounter, allow the tree to move 5' per round, and give it a +2 2d10 Root Stomp. Its Reflex save, if it's mobile, becomes -4 rather than automatic failure.
athornton: Angry.  Drunken.  BOFH. (Default)
Humanoid races basically per _Savage Species_.

Very little healing magic other than Liquid Courage. There will be intoxication tables, random vomit tables, and vomit miscibility tables.

I have not decided whether you have to roll what kind of drunk you are at character creation time or whether that will be decided at drinking time. The former seems more realistic, but realism is not a primary goal, and not knowing whether you're going to be a funny drunk (+2 CHA, -2 DEX, -2 INT), a maudlin drunk (-3 initiative, prone to fits of weeping, -2 INT, -2 DEX, +1 WIS, -1 CHA) or a fighty drunk (-4 INT, -4 WIS, -2 DEX, -4 CHA, +3 CON, +3 STR) might be fun.

Studded Leather protects as chainmail + shield. Why? Because it's metal, that's why.

Spellcasting will be enhanced if you can name a specific (metal) song that evokes what you want your spell to do. Even more enhanced if you have it on your iPod and we can play it while you cast it.
athornton: Angry.  Drunken.  BOFH. (Default)
So, I'm working on a goofy, episodic RPG, tentatively entitled "Monsters and Metal," which is going to play like an episode of Metalocalypse or that Kiss movie about the amusement park.

All characters will be musicians. Who are NOT BARDS. FUCK BARDS. They all play in a heavy metal band, which also travels around and slays monsters and fights crime, or something.

Humanoid races are encouraged.

It's going to be basically D&D 3.5-ish.

Their spells are going to work like sorcerer spells; I haven't figured out the attack bonus and save progressions yet. This post is pretty much to get something on the table for an initial spell list.

All metal musicians have a set of core spells, and then a genre. A genre picks two spells of the appropriate level (or one lower) from any other spell list; you just have to be able to justify it thematically, and the lists must be made in advance. Although there is only one "Black Metal" genre I'm going to give here, it is of course completely reasonable to have "Black Norwegian Deathcore" which differs from another genre only by one 2d-level spell. Naturally, members of different genres hate each other with the blazing fury of a thousand suns, or, more appropriately, the blind gnawing of a billion necrotic corpse-worms.

Core spells:
----------
0: Ghost Sound
Lullaby (reversible)
Summon Instrument

1: Hypnotism
Lesser Confusion
Remove Fear
Ventriloquism
Sleep (reversible)
Charm Person (reversible)

2: Hold Person
Hypnotic Pattern
Minor Image
Suggestion
Rage
Scare
Shatter
Silence (reversible)

3: Charm Monster (r)
Confusion
Deep Slumber (r)
Geas, Lesser
Sculpt Sound
Slow
Haste
Good Hope

4: Hold Monster
Zone of Silence (r)
Repel Vermin (r)
Dominate Person
Break Enchantment

5: Greater Heroism
Mind Fog
Nightmare
Song of Discord
Mass Suggestion

6: Charm Monster, Mass
Eyebite
Geas
Otto's Irresistable Dance
Greater Shout
Sympathetic Vibration

...and on to the genres....


Glam
----
0: Flare
Dancing Lights

1: Disguise Self
Tasha's Uncontrollable Hideous Laughter

2: Glitterdust
Pyrotechnics

3: Daylight
Major Image

4: Rainbow Pattern
Phantasmal Killer

5: Dream
Mirage Arcana

6: Permanent Image
Veil


Black
----
0: Mage Hand
Mending (r)

1: Cause Fear
True Strike

2: Chill Touch
Ray of Enfeeblement

3: Magic Circle Against not-very-metal
Vampiric Touch

4: Bestow Curse
Fear

5: Cloudkill
Unhallow

6: Wall of Metal
Flesh to Stone


Death
-----
0: Putrefy food/drink
Inflict Minor Wounds

1: Doom
Death Watch

2: Ghoul Touch
Death Knell

3: Contagion
Fear

4: Poison
Animate Dead

5: Symbol of Pain
Insect Plague

6: Circle of Death
Harm


Speed
-----
0: Resistance
Prestidigitation

1: Expeditious Retreat
Entropic Shield

2: Spider Climb
Touch of Idiocy

3: Fly
Heroism

4: Shout
Evard's Black Tentacles

5: Teleport
Dispel not-very-metal

6: Wind Walk
Disintegrate

Power
-----
0: Ray of Frost
Acid Splash

1: Magic Fucking Missle
Burning Hands

2: False Life
Melf's Acid Arrow

3: Fireball
Lightning Bolt

4: Wall of Fire
Enlarge Person, Mass

5: Cone of Cold
Transmute Rock to Mud

6: Chain Lightning
Flame Strike
athornton: Angry.  Drunken.  BOFH. (Default)
I went to GaryCon again this year, which again kicked ass. I played a lot of Empire of the Petal Throne run by Victor Raymond, and a bunch of other stuff too.

I also went with a friend of mine, Tracy Jo, who has never been much of a tabletop gamer, but who enjoyed herself and who had a very interesting observation.

First, to set the stage, I've been thinking a lot about a topic that I think I pissed Skip Williams off with. It's this: RPGs are on the cusp of transition from product to folk games. The OSR is dumping fuel on the fire, of course, but it's more generally a symptom of the internet. I know that Google+ is widely derided as a failed Facebook competitor, but as far as I can tell the RPG scene on it is not just thriving, but fecund.

But I think a lot of what is going on--and I have no idea whether RPGing has enough cultural mass to survive this transition--is precisely the transition from product to folk entertainment. We're seeing tons of interesting things that are basically people's hacks of D&D appearing--things The Forge would call "fantasy heartbreakers" but might better be viewed as little pieces of specific-culture folk art: "this is how we play D&D in my neck of the woods."

This is, of course, terrible news if you want to get paid for writing and publishing RPGs. But it's awesome news if you're me, or someone like me, who has a day job, thank you very much, but wants to share the neat stuff I came up with or figured out playing RPGs with other people who enjoy it as a hobby.

So, back to the original point: Tracy Jo points out that this is very much what the bluegrass world is like, and that GaryCon felt to her very much like a bluegrass festival. There was the same thing where the old-and-famous-guard jammed with the newbies, there was the same sense of shared joy in an activity that the rest of the world just didn't get, there was the same family-reunion friends-you-only-see-there thing going on. And both worlds are facing the same crisis: the first generation is passing away. The activity is no longer as popular as it once was, and there's no certainty that it's going to survive the loss of its founders...but there's hope, and there's a younger generation that's also passionate about it, although they may be remixing it in different ways.

I'd love to see RPGs become a non-product entertainment choice some people play when they have a few hours to spare, like a rubber or two of bridge. No one buys "Bridge by Hasbro"; a lot of houses have a deck or two of cards lying around, and some tribal knowledge of how to play various games with them. Why should RPGs be different? Maybe someone has a set of books. Maybe they just remember ability scores go from 3-18, an untrained fighter hits an unarmored opponent half the time, hit dice are generally d8s, and work up something from there.

Fundamentally, playing "let's pretend" is never going to die off, and what are RPGs besides "let's pretend" with some not-completely-subjective method of conflict resolution? This, by the way, is to my mind the thing that separates story gamers from old-school gamers. I think both would end up agreeing that narrative is paramount, but story gamers want the narrative to be the result of negotiated choices between the people playing the game (that is, I include the GM there, if there is one), and old-schoolers prefer to construct narratives using dice as divinatory aids: the results of a succession of choices and the one-damn-thing-after-another falls of the dice eventually yield a chain of events which, then, stepping back, you can see forms some sort of narrative structure.

So, hoist a glass to the shade of M.A.R. Barker, or Earl Scruggs, whichever you prefer, and go play something--a game, some tunes, whatever--with your friends.
athornton: Angry.  Drunken.  BOFH. (Default)
Today we played a bit more in the ongoing Vornheim S&W game. Today started again in Gaxen Kane with the party still trying to locate a presentation copy of Anatomy of the Goblin Races.

This led them to the National Archives where their letter of introduction got them to an appropriate archivist who let them know that four of the twelve copies were in state collections (one of which was there, and which they viewed). He then told them that the copy owned by the dissolute heir to the Barony of Chalk was likely to be the easiest to get, as Harry, the baron, was a dissolute rake who would have no idea of the book's value (500-5000 gp, depending on condition), and that the archivist would much rather see it in a collector's hands, albeit in Vornheim, rather than moldering away neglected in the library of a never-visited country house.

The party went off to the noble's townhouse, arriving just as a wiry little goblin fished a ring out of the cesspool and presented it to him. This turned out to be Nas Foullurker, a professional mudlark, played by our out-of-town-but-we-hope-recurrent-guest player. Anyhow, the drunken Harry told some barely-coherent story about his librarian being eaten and that the party was welcome to the book if they dealt with his little infestation.

His butler, Albert, provided the party with three sealed letters explaining their presence, a spider-drawn coach to the manor, and a brace of duelling pistols.

The manor, upon arrival, turned out to be Tegel Manor (and I appear to be running it from a not-yet-documented second-and-a-half printing, where the Booty List goes to 35 rather than 30 or 37; I will scan this for the Acaeum soon). The party went for a circumambulation first, and had a shouted conversation through the Hermitage door with Rabury the Recluse ("Go Away!") that led to their learning that there were two libraries on the premises, one in the east wing, one in the southwest wing, each on the second floor, each at the south end of the wing.

Nas attempted to climb the southeast tower; near the top he disturbed the bats and quickly lost three of his four hit points, before Ber tossed a Light spell on him, which dispersed the bats. He entered the level with the silver bell through the window, started to climb up, heard "witches" hoping he was going to go up and provide them with a meal, headed down (the inhabitants of the room with the chest deciding to leave him alone for a bit because he was glowing), opened the next trapdoor, triggered the Symbol Of Fear, and hightailed it out the window and back down.

After some healing, it was determined that the southwestern wing looked the most hospitable.

The DM's failure to read the map allowed the secret door into the wing to be found too easily, and then there was a little skulking, a fight with a giant frog (this was the one nerfing concession I made: 1d6 rather than 1d10 bite damage, and a 6 would mean swallowed whole, 1d4/rd), and a discovery of the armory (and a case with four blunderbusses, one of which Palalladin took).

Then they realized that the chimney from the Butler's Room would take them up close to the library. They emerged in the Seance Room, gave both the cards and the ball a wide berth, and discovered the wight behind the curtain. They got lucky fighting it (although I did use 3E-like damage resistance of 5 rather than just cannot hit with non-magic weapons), and it didn't drain any levels.

A bit more reconnoitering and they came into the Maid's Quarters, where the werewolf Lucy was knitting and watching her four children play. They gave her a sealed letter; she examined the seal, agreed that it looked legit, and waved them through into the library, warning them that Wally hadn't been himself lately.

True enough, Wally's having been swallowed by a giant frog (he survived, evidently) hadn't done his stability any good, but he accepted the seal as genuine, and provided them the book they wre looking for. When the party apprised him of Harry's plans to auction off manor contents to pay his debts and suggested that he tell them of small but valuable items that Harry could use to forestall a wholesale rummage sale, he pointed out that the crystal ball (which he called "she") and the cards were both very valuable. The party, treating them like plutonium, grabbed them and tied them up without looking at them and hightailed it back to town.

All in all, near-perfect reconnaisance mission by the party. I didn't want to TPK them, so Tegel Manor's inhabitants were open to negotiation, but mostly they want to be left alone, and it's in everyone's interest that Harry raise some money without much disruption. I gotta say, Tegel Manor is so old-school that after the session I had to pass around the module to show that yes, there really is a Deck Of Many Things guarded by a 3HD monster. That's gonna be worth some coin and some XP when they unoad it.
athornton: Angry.  Drunken.  BOFH. (Default)
I took the opportunity of Secret Santicore to teach myself some Javascript.

First I took my table and implemented it as a Web 1.0 CGI script in Perl; then I ported that to Javascript.

The Javascript version is at santicore.fsf.net and the CGI version is linked from there.

The request was "Spells for door traps, the more obscure the better," so what I did was take the list of spells in Unearthed Arcana and select all the ones I could think of plausible door traps for.

Then I created a choice function. Actually, I created three:

One is straight-up Gonzo: equal chance of any spell, any level, any class.

One is Location-Independent: I assigned a weight to the class choice (15% Cleric, 5% Druid, 70% Magic-User, 10% Illusionist), and then a weight to each spell level (the top-level spell got one slot, the second-from-the-top two, and so on, until you get to the bottom of the list). Then within a class/level the choice is equally-weighted.

The third is Depth-Based. Basically, I rolled a d20 for the Level Of Characters That Should Be Exploring Here, and picked the highest-level spell of the chosen class (same weighted function as in Location-Independent) that a character could cast. Then I applied 4DF to it (4d3-8), capped at top or bottom as needed, and then picked a random spell of that class/level. This sort of approximates 3E Challenge Ratings, really.

Then for each spell, you may need to know the level at which it is cast, so that's the minimum level required for the spell plus 1d6-1.
athornton: Angry.  Drunken.  BOFH. (Default)
For my Vornheim/Gaxen Kane game. Draft 1. Subject to change.

Each time an M-U spell is cast, caster must roll:

SL = "Spell Level"
CL = "Caster Level"

(SL ^ 2) / (10 * ( CL + 1 ) )

Round that fraction to the nearest 5%, and caster must beat it on a D20. 1 is always a failure, 20 is always a success.

If the roll fails, the caster must make a saving throw vs. magic with a penalty of the spell level (so, -1 for a first level spell, -3 for a third level spell, etc.)

If *that* saving throw fails, roll 1d6. The demon powering the spell:

1-3) devours 1dSL from a random ability score
4-5) devours 1dSL maximum hit points
6) confers a mutation: roll on the d100 mutation chart from http://monstermanualsewnfrompants.blogspot.com/2011/12/1d100-table-of-mutations-and-wait.html


We can also use this for "overcasting" ; each time you cast a previously-memorized spell no longer in memory, it is treated as if you added the spell level to the effective spell level.

Thus: you're a first level magic user with _Magic Missile_ memorized. You cast it. That creates a 1/20 chance of something bad happening.

Then, you cast it again: it's now an effective level of 2, so there's a 4/20 chance of mishap. Your third try? 9/20....and your saving throw penalty increases too.

And...you can do this for learning and casting spells too hard for you at your current level, as well.
athornton: Angry.  Drunken.  BOFH. (Default)

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athornton: Angry.  Drunken.  BOFH. (Default)
Players finally got to roll some dice this last session.

I did the old Incredible Shrinking Man thing: at the dinner party, they drank a shrinking potion and shrank down to about 3 inches high. Then there was a kind of weird feast where I was totally ripping off the Mouser-in-Lankhmar-Below bits of Swords In Lankhmar--and then a kitchen fire broke out and the servants ran off to deal with it, and the (shrunken) dinner party was beset by cateagles. These were immature cateagles, really just adolescent kittens. (Cateagles are exactly what they sound like; there are also pigwidgeons in my Vornheim.)

This was intended to be an insurmountable challenge. However, I had established, before they showed up, a little something about magic in this world. We've already decided that black magic--which is to say, traditional MU-stuff (Clerical magic is white) (yes, also cribbed from Lankhmar)--is all done by means of demon-pacts. Well, turns out that demons don't scale (the actual demon at the party, K'k'krallak of the Seventeenth Hell, was unaffected by the potion). So when Ber cast a drying cantrip after spilling her drop of wine all over herself, she was a little surprised when a demon nearly as big as she was showed up, and ate a little of her soul (mechanically, she failed a save vs. magic, and lost a point from a randomly-determined characteristic; in this case, constitution).

But, even knowing that, when the cateagles showed up, she cast Magic Missile. This cost her 4(!!) points of Dexterity when she blew her save (at 1/25th scale, 1d6 per spell level to a random characteristic), but she used a d30 roll on damage. Now, at normal scale, the cateagles each had one hit point. The missile (revealed as a red spiny demon with an unwholesome leer) did nine points of damage, reducing the first (of three) cateagles to a fine red paste. Spark followed suit, but did not use the d30. Three points of damage had the same game effect (well, slightly chunkier red paste), except she made her save and lost no characteristic points.

Then we had a fun battle with the smilodon-sized cateagle (which, at little-tiny scale, had 37 HP--it was an 8HD monster). Palalladin realized that fishbones made fine spears, and with some help from the other partygoers (mainly the 9' (or, er, 4-1/2 inch) goblin ambassador, Uriah Thorpwhistle), did some damage to the cateagle. It still should have been too much monster for them, which would have led to Part Two of my cunning plan.

I had that all set up: Lady Görbler enlisted help to knock over one of the spare potion vials, and drank more potion, encouraging everyone else to as well, so they would shrink to be so small the cateagle wouldn't notice them anymore. However, Ber, using a fishbone spear, tipped with shrinking potion, rolled a critical hit on the cateagle and jabbed it in the mouth, delivering the potion to *it*. Whereupon Balin punched it (now kitten-sized) to death.

This was a bit disappointing, as there was going to be an Incredible Shrinking Man battle with a spider at double-shrunk size, but oh well.

It may be a cheesy old cliche, but "shrink the party and then have a battle with small creatures made large and fearsome" was really quite fun, in practice.

The party has also earned the gratitude of Uriah Thorpwhistle and Alice Gradgrind, two of the goblin ambassadorial contingent, and will be accompanying the diplomatic pouch on its journey in our next session. They've found out a bit about goblin economy and trade. My job will be to map Dickensian London onto an inverted-wedding-cake three-dimensional space, and then populate it with GURPS: Goblins (read, Dickensian) characters and plots.

I tried to make them take on the Dark Elf bereaved girlfriend of one of the devoured partygoers, 'cause they need some more muscle, as a hireling. She's all Pam Grier Bad Girl (and yes, Yzonde was dating her just to piss off his parents). The party wasn't having any. At least they did buy a dog (an Avellinish Hound named Edna, from Zak's wonderful random dog table). I hope that it is a quarter the faithful protector that dear departed Gleichmann was. Because no one has more than five hit points, except the dog. She has six.
athornton: Angry.  Drunken.  BOFH. (Default)
Well, it's happened. I can rightly be accused of corrupting the morals of the young, just like Socrates.

See, as our old RPG group withered due to player attrition and apathy, Amy and I happened to attend "Queenfest"--a party devoted to appreciating the music of the band Queen--thrown by one of our old college gaming buddies. This year it was at the house of a friend of his, and that friend lives in St. Louis. With his wife and their daughter, who has just turned 12.

So I'm now running a D&D (well, Swords and Wizardry) game with them and Amy...and (and here's the moral-corrupting part) Amy and I just gave Alex, for her birthday, copies of the first edition PH, MM, and DMG. "Here, kid. Here's something incredibly addictive. Never did *me* any harm!"

So that game:

It's set in Zak Smith's Vornheim. But the nice thing about Vornheim is, it's a city toolkit more than it is a city. So my Vornheim is way different than the D&D With Pornstars Vornheim.

It shares some features: the verticality, the important buildings built like grasping hands, the Cathedral and the Palace, with the square with the Well and the Wyvern in between them. It's on the River of Unfathomable Despair (Vornheim clearly needs some real estate agents for the nomenclature).

But beyond that....

So, let's see.

Street addresses are where you are on the street, counting up from where the street first leaves a bigger street more toward the river, and the number after the address increases from ground level. Posh is higher up. So, "6 Ironstar Way 1524", where Lady Stiella Görbler lives, is very posh indeed. Her tailor, Unvelt Ohn, is at 443 Toad Street 26: the garment district, but a pretty good spot.

Across the river is Goblintown. The human was sent to find out why many elves are disappearing to Vornheim, never to be heard from again. One of the elves came because the opportunities for scholarship were that much greater; one came because he can't marry his betrothed until he's a Person Of Importance in the Church Of Vorn; and the last one came because she was kicked out of her tribe for practicing black magic.

Which is another thing: I've gone the Lankhmar route, where clerical magic is white, and sorcerous magic is black, and all black magic basically involves making pacts with various demonic entities. Low-level spells are really no big deal. But once you start being able to cast heavy-duty spells, there's going to be a lot on the line.

We already have three competing religions: the Church Of Vorn, about which the acolyte's a little disillusioned now that he's come to the Big City and sees how wealth-driven and corrupt it is (my Church of Vorn? Catholicism with a cosmetic makeover; no celibacy and no male-only priesthood, though), the Titivillians, about which my players know nothing other than she's the demon-goddess of fleshly pleasures and scribal errors, and Our Lady Of The Thorns, responsible for the Thornbabies (Zak calls them Thornchildren, but I thought Babies was creepier), worshipped by one of the three elves in the party, and kinda-sorta based on The Lady Of Pain from Planescape, in that even her worshippers would really, really rather never meet her. She's a beautiful and very severe goddess. Druids--who, if we meet any in this game, are going to be my Scary-Ass Dead-Eyed Killer Druids--dig her.

We know that Görbler is a major benefactress of the greenhouse which serves as the cathedral of Our Lady Of The Thorns, down by the river (I'm playing it like the Gardens in Wolfe's _Shadow of the Torturer_, if that helps you place it). When my group was in there paying their respects, she came in, left an offering on the altar, and began taking cuttings from the poison garden. She took a shine to the innocent young cleric of Vorn (name: Palalladin, played by Amy, my wife) and has invited him and his elvish retinue to her dinner party (which is the subject of the next session).

The group also--since Palalladin decided to make a little coin shriving people in a bar--has found out about Zorlac's library, since they talked to someone who took a lot of money for stealing his master's copy of _The Clutching Cow_ and delivering it to Maarten Tull.

And in my Vornheim, the group has:
a) gone to Ohn's tailor shop, and gotten a quote of 450 gp for suitable clothing for the party. Which might as well be a million
b) gone to the secondhand shops and found three lemon-yellow satin Snuggies for the retinue, and a red zoot suit for Palalladin, and a half-elf tailor who will alter them for the party. They're just renting the suit, and Palalladin's longbow is the collateral for it.
c) paid a visit to Zorlac, who understood immediately what services the group was offering, in terms of book acquisition from the recalcitrant, and has opined that he sure could use a copy of "Anatomy of the Goblinoid Races", which was written by a Goblin scholar at the University within Gaxen Kane. Since the poor benighted goblins don't have the printing press, no more than a dozen copies are known to exist, and all else being equal, he'd like one of the five manskin-bound presentation copies, thank you.
d) Found that Görbler has been a widow for about ten years, and is known for i) taking a succession of younger, handsome lovers, who never last long, and ii) throws extravagant, themed dinner parties. One was entirely in utter darkness, for instance (Eshrigel was invited, although the players don't know this, and enjoyed a party where she could go maskless), and another one had all the guests given water breathing spells and was a fourteen-course dinner served and eaten underwater.

So play has currently broken off the afternoon before Görbler's party. After that (whatever may happen), the group is planning to try to attach themselves to a diplomatic mission to Gaxen Kane to get access to a book they can steal.

See, the goblins in *my* Vornheim...well, they don't walk on the ceiling. But there's a good reason that the way they talk sounds very backwards to humans. In short, the entire metaphorical structure of their society is based on the idea that down is good and up is bad (and if pressed, I intend to say that their language is like Latin or German where the verb goes at the end, as opposed to Common, which is pretty much English). Almost all of Gaxen Kane is belowground; the aboveground watchtowers are what you get sentenced to when you've really pooched your military career. The goblins in Vornheim? Really troubled sorts. Calling someone a "low-down dirty rat" is a high compliment in Goblin. The earth is the nurturing womb of the Goblin races (this may, or may not, be a metaphor), so dirty is holy. Rats burrow and dig and are sacred animals. Low-down speaks for itself. And the goblins consider all stone and metals rightfully theirs. The surface dwellers have those nasty-ass trees--why do they have to steal stone and metal from the Goblinish folk to build their buildings and make their tools? (If you're detecting some Baum Nomes here, yeah, you're totally right).

Vornheim and Gaxen Kane are at peace, though kind of hostile. Each has an embassy in the other. Vornish diplomats hate it there--in fact, most of the recent ones have been clergy of Titivilla, being punished for their heretical faith. But Vornheim buys mushroom wine, dried fungus, and spider silk from the Goblin Lands, and the Goblins import wooden furniture, textiles, and some grain from the human world. Walking--well, stooping at best, and crawling much of the time--in Gaxen Kane, for your typical adventuring party, is about as hazardous as, in our world, for your basic suburbanite to saunter carefree around North St. Louis or Detroit. It's not instant death, but the odds are good that, pretty soon, something unpleasant is likely to happen to you. To be fair, that's pretty much also exactly what happens if you're a goblin in Vornheim, and you wander out of your ghetto alone.

So far, we're having fun...but we've played two entire sessions with zero combats, which has been kind of weird for me.

[EDIT] Oh dear, he said, in some consternation. Prompted by a niggling little voice at the back of my head, I got down _GURPS: Goblins_--a volume for which I have playtest credit--from the shelf.

It appears that we are not actually playing D&D (or even S&W). Rather, we are playing _GURPS: Goblins_ with a variant ruleset.
athornton: Angry.  Drunken.  BOFH. (Default)
This is a response to Zak Smith's post:

http://dndwithpornstars.blogspot.com/2011/10/platformyness.html

Which is in turn a response to Steve Yegge's G+ post about Platform vs. Product at Amazon vs. Google:

https://plus.google.com/112678702228711889851/posts/eVeouesvaVX

This deserves more space and thought than it's gonna get here. One of these days, maybe.

I come to it from...well, OK, let's put it this way:
1) the group I'm leaving at work to go join Infrastructure was called Platform Engineering
2) I applied (unsuccessfully) for Google SRE
3) I've played D&D for more than 30 years (holy shit, he said, as the realization of THAT hit him)
4) I appear to be obsessed with collecting, reading, and often trying to play D&D variants.

So: D&D is *of course* a platform. It's an extensible framework for building The Awesome on.

The interesting discussion comes from what parts of D&D are Platform, and what parts are Product.

And, you know what? There's actually a canonical legal answer to that. That would be the d20 SRD.

Now of course that only really refers to Type III, but still, that's going to be a useful and not-wholly-inaccurate starting point. The Platform is everything that you could extend with the OGL.

Of course, that's way too big. The Platform as thus-defined contains a hell of a lot of Product. The way I currently like looking at this is the question "What Is The Essence Of D&D?" I remember several months, maybe longer, ago, reading someone's argument in the OSR Blogosphere about: "Six ability scores, saving throws, classes, levels, Vancian magic, abstract hit points, fantasy-melange setting" and probably some other stuff I've forgotten about.

Me, I'd say even that's too big a tent. I'd say that Microlite20 and, especially, Microlite74 (www.retroroleplaying.com) are D&D...but they have 3 ability scores and no Vancian magic.

And then there are experiments like Terminal Space--or for that matter, Gamma World--that use the D&D Platform to do completely different genres. And given that GW and Boot Hill were TSR games, clearly Gary and Co., early on, saw D&D as a Platform.

The point is: whatever that irreducible core of D&D is is *definitely* Platform, not Product. Platformy bits go out at least as far as the borders of the SRD, although towards the edges it's mostly more Product than Platform.

To bring it back around: Platforms by their nature say, "Hey! Go make something cool with this." Products don't, although they may not discourage it either. The OSR, and gamers who dig stuff like the OSR (and, although it will make them vomit into their hipster goatees, I include Forgeites in this) inherently dig Platforms over Products. Sandbox play? Platform. Dragonlance? Product. Vornheim? Some of both. The Zoo? Product. The charts? Platform. The city itself...more Platform than Product.
athornton: Angry.  Drunken.  BOFH. (Default)
Went and saw the Tom of FInland show at phd gallery in St. Louis this weekend ( http://www.phdstl.com/tom_of_finland.html -- go if you're in town and you don't mind Tom of Finland; there's some good stuff there).

I finally realized what I like about Tom of Finland and why it dovetails with what I was doing with Stiffy Makane. Namely, there's Tom on his art:

"In those days, a gay man was made to feel nothing but shame about his feelings and his sexuality. I wanted my drawings to counteract that, to show gay men being happy and positive about who they were. Oh, I didn't sit down to think this all out carefully. But I knew, right from the start, that my men were going to be proud and happy men!"

The thing I really like about Tom of Finland pieces is--and hang on for a second here--their innocence.

Yeah, I've thought about that noun and it is actually the one I mean.

These are sexual beings, happily engaged in indulging their lust, in a fantasy world in which there are no emotional or physical consequences for doing so. And that's pretty much the Stiffyverse as well (Carthage notwithstanding, in _Mentula Macanus: Apocolocyntosis_), it's just that Stiffy is into girls too. (And fruits and vegetables). Now you certainly can make the case that this is a peculiarly male fantasy. I think you're wrong, but it's a case you can make.

So, that, in turn, probably helps to clarify why in _The Undiscovered Country_, the character portrait at the start is a fat, late-period, sweating Ron Jeremy (well, late-period for 2001--he's, ahem, even more so now), but after the player character undergoes Tantric Jedi Training with Space Moose he becomes--what else--a Tom Of Finland leatherman. Also you'll note that the highest rank you can achieve in *that* game is "Tom Of Finland", although it's also revealed that you have become Space Moose's Bald Dwarf.

So Stiffy--the ithyphallic Hermes--is simply another avatar of Kake. Not sure quite what to make of that yet.
athornton: Angry.  Drunken.  BOFH. (Default)
As part of the ongoing discussion at Cold Text Files I wanted to post the Jean Wells nereid from Lost Tamoachan.

Nothin' else to report.

Well, except that I got this picture signed by Jean Wells at GaryCon, and a bunch of other autographs all over the module. I'll scan those...sometime.

athornton: Angry.  Drunken.  BOFH. (Default)

Notes on Mentula Macanus: Apocolocyntosis

Warning: this will be spoilery. If you haven't seen the original game, go over to stiffymakane.com.

ADDRESSING THE CRITICS

I'd like to begin by responding to the two fantastic reviews Mentula Macanus: Apocolocyntosis got, and some of the less fantastic.

First, I want to announce to the world at large that the Grahams in the Unreal City were in no way intended to be an attack on Graham Nelson. Yes, the identical bankers (stolen from Martin Rowson's The Wasteland) are indeed all named Graham Nelson. Why? Why, to set up the Nelson's Column dick joke, of course.

Second: Emily nailed the Gate Of Ivory reference. Am I saying that Classical IF is a lie? Vergil had Aeneas come out of the Gate of Ivory. Myths aren't factually true, but that doesn't mean they're not good, nor that they're not necessary.

Third: Sam Kabo Ashwell got stuck on attempting re-use of the whale. How? Clearly that's a bug, but it is one that I don't see how to reproduce. Likewise with getting stuck three-quarters of the way through. How? Was it insufficient cueing of the moonmilk? Several of my testers struggled with that, and although I tried to make it more obvious, I don't know whether I succeeded.

Fourth: Again with the Ashwell: it's not that Julia. It's Julia from the Cranky Roman Family of Hans Orberg's Lingua Latina. Take a look at the link for a gentle introduction. Also, every other character in the game knows their slave Syra. Ask about her.

Fifth: I chose the Pompeii mosaic as the cover art before Graham revamped the Inform icon. My first cover image was, as Emily may have guessed, an ithyphallic Hermes; I toned it down for public release.

Sixth: to respond to Poster's blog post of May 15, I'd really like to know where the "homosexual monolith" is. As far as I'm aware, none of the other Spring Thing entries concern pole-smoking, donut-punching, or fudge-packing in any way. Did I miss something? Maybe The Cavity of Time is upsetting him. Anyway, I will console myself with the fantasy that my $123 is coming directly from Poster's $150.

Seventh: Speaking of, I'm totally thrilled that Sam Ashwell wrote The Cavity of Time. Also thrilled that he created those delightful Stiffy images. Thank you!

Eighth: I am a little peeved that my game got as many 1s as 10s, but I have no beef with Jimmy Maher's review. To clarify that a little: in my judging, a "1" is the worst possible game--a buggy, unplayable, subliterate piece of shit with no redeeming features. Mentula Macanus: Apocolocyntosis was a solidly implemented, grammatically-written, correctly-spelled piece of shit with no redeeming features, and as such, I think it deserved at least a 2. If memory serves, I gave "Cattus Atrox" a 3/10 for basically the reasons Jimmy gave MMA a 3: competently crafted, but absolutely unappealing to me.

Ninth: I will, however, confess embarassment that, as pointed out on IFMud, attempting to molest the library slaves gives you a "keep your mind on the game." That's a bug, all right.

Tenth: I really, really want Victor Gijsbers and Pissy Little Sausages to review the game. I'd like to know what they thought in some detail. I would also like Graham to play it, but, well, I already got one of the two people I thought would get most of the jokes but wouldn't play it to give it a whirl, and she liked it astonishingly well. So I'll try not to be greedy. But anyone who was thinking of writing a review--good or bad, short or long--I'd like to know what worked for you and what didn't, with as much specificity as you can spare.

GAME DESIGN

My primary goal in writing Mentula Macanus: Apocolocyntosis, of course, was self-gratification. In that aim I clearly succeeded. I did, however, have some other goals in mind.

I tried hard to make the game fair. That is: there is supposed to be no way to make the game unwinnable that doesn't kill you off in fairly short order. If I failed at this, I want to know, so that I can fix it.

I wanted to make it newbie-friendly. At least, that was my initial goal. That is: there are no diagonal directions required, all conversation is ASK X ABOUT Y, and if there are any guess-the-verb puzzles (besides the really, really obviously cued ones), I want to know about it. The mazes aren't. The darkness puzzles are really not very difficult. Inventory management is intended to be a non-issue except in one particular section.

Now, that said, in the time between the game's inception and its completion, the state of the art advanced a lot. I don't have the user-friendly features of Aotearoa, for instance. I thought about adding some of these things late in the game's cycle, but I had already made up my mind to do a consciously old-school game. So: no status-line directions, no in-game map, no interesting-object syntax highlighting.

I wanted to make it less linear than my other games, and was only partially successful. The midgame is fairly open, but the intro and late games are on rails. I also overused the nothing-to-do-but-wait mechanic: the animal rides could definitely stand to be shortened, as could the player's capture that ends the midgame. I do kind of like the rowing mechanic (suggested, I think, by Andrew Plotkin). The endgame probably drags on too long, but, really, what else could I have done there?

INFLUENCES

Until I read Emily's review, I didn't realize that I had written a reaction to Curses. Of course, I had, but the funny thing is, I haven't replayed Curses in the last decade or so. The closest I came was dumping the text for something about Alexandria while I was writing that section. But...damn, it's undeniable that I was carrying around a whole lot of Curses in the back of my head.

The things I was aware of primarily thinking of were, in more-or-less-order:

  • The Waste Land, by T.S. Eliot, and a few of Eliot's other works. (Eliot is, of course, an enormous influence on Curses as well) And of course The Waste Land itself is the kind of virtuoso random-influences mash-up I wanted this to be (albeit, with more dick jokes in mine).
  • The Waste Land, by Martin Rowson. If you haven't seen this, it's brilliant. It's The Waste Land mashed up with The Big Sleep, more or less: Eliot viewed through the lens of noir detective fiction, done up as a graphic novel.
  • The Satyricon, Petronius. As Emily points out, the story's structure is straight-up Roman novel WTFery. I'm fine with it landing in the genre of Menippean Satire.
  • The Aeneid. Well, obviously. Also notice that I start the thing like an epic, in medias res, and tell the first half as a flashback. Not accidental.
  • The traditions of classical IF. What do you think the Gate of Ivory is about? But of course I was dicking, as it were, around with the genre conventions with the light source and the "mazes" (although the Ostian sewers are kind of a maze, they're a very simple one, and they actually match up very well with the town overhead).
  • Dungeons and Dragons, Gygax et al. The thing is rife with D&D riffs, in both obvious and non-obvious ways, and in part that's tied back to the classical-IF thing. Text adventures were, after all, among other things, a way to play something a lot like D&D without having to assemble a group of people and a big block of time.

I also had very clear visual images for most of the characters. I don't know why Persephone is played by Dolly Parton in a white satin dress, but she most certainly is. Rachel is absolutely Jennifer Aniston in her Rachel role. Most of these characters--the ones who are public figures, anyway--are listed in the credits.

Graham is correct in his surmise on Emily's review: "I dare say much of Mr Thornton's household and acquaintance can be found in Mentula Macanus, if we but knew it." Cerberus, to take the most obvious example, is the three dogs I had throughout most of the game's writing:Vinnie, Golem, and Ursa. You can see them as Cerberus here (Ursa is on the left, Golem in the middle, Vinnie on the right, as you face them).

All this, of course, is circling around the heart of the story: intertextuality. It's not just Eliot. There's some of Gene Wolfe, and a little bit of Borges, and some Stealth Nabokov. There are nods and winks to all sorts of classical and post-classical IF. And sometimes there's just a Symbolist rendering of whatever random shit came into my head, like Stetson's Stone Snail "Speedy", or deciding to add the chick from the cover of Eldritch Wizardry only make her a priestess rather than the sacrifice (haven't found her yet? You know what XYZZY does? Have you tried disrobing in the very first scene?).

RELEASE ALONG WITH THE SOURCE CODE

I release the source to all my games. This one's no different. The code isn't pretty. In most cases that's my own fault, but then there are some things, like Pythonic indentation, that came along after the game was very largely developed. There are a lot of objects that should have inherited from kinds but didn't. It's not pretty, but it gets the job done.

Also, the map. It was important to me that the map the game produced be usable without any further editing. It is, although this required some scrambling quite late in the game when Graham rewrote the mapper in 5Z71 (at least, I think that was the release).

Quixe is just plain cool. Thanks, Zarf.

FAVORITE EASTER EGGS

There are two pieces of implementation I'm especially proud of. One is the ledger in the Hotel Metropole, and the other is the gaming table. At the gaming table, have you tried rolling 1d20 until you get a 1, as Stiffy? And have you tried taking your own figurine? The ledger I leave to you, gentle reader. Or you could, you know, read the source and see what I like.

THANKS

Again, thanks to all my testers for bearing with me for so long. And thanks to Amy for putting up with this thing for so very long.

IN MEMORIAM

Gin Rosenkranz was one of my early testers and a good friend of mine, who died of cancer while the game was being developed. Vinnie, as mentioned, appears as the left head of Cerberus. I miss them both.

Adam

athornton: Angry.  Drunken.  BOFH. (Default)
Yesterday was my turn to plan a training for Gateway Search Dogs, a group to which I belong. It's a bunch of people who train their dogs to find lost people. We're available for callout by local, state, or federal authorities; a lot of smaller police and fire departments don't have the resources to have their own search dogs, and they believe (quite probably rightly) that their money is better spent on equipment and training that's more generally applicable. So that's where we come in.

Anyway, I decided to do a scenario problem (we do a few of these a year, although most trainings are just those where the various dog handlers and ground-pounders tell the trainers what they want to work on, and the trainers set up those exercises). The setup was this:

Hank Riley, his buddy Jim Ireland, Hank's girlfriend Tiffany Turnipseed, and two other friends named Martin and Jason, had, last Wednesday evening, gone up to the TV tower at the top of Charbonier Bluff at the north end of St. Stanislaus Conservation Area, to drink beer and hang out.

After a few beers, a minor tiff ensued between Hank and Tiffany, and the party split up to go its separate ways; Hank was parked at the south parking lot, and everyone else at the east parking lot. The other four left hank with the last two beers at the TV tower.

Hank didn't show up at their usual Thursday night hangout, a local bar where they'd meet to play trivia. Calls to his cellphone went to voicemail. Friday morning, TIffany had begun to become a little concerned, and called Trader Joe's where Hank worked, only to find out his sorry ass had just been fired, because he hadn't shown up for work Thursday or Friday, and had offered no explanation. On her lunch break she went by the south parking lot and saw that his car was still there. She called the police, who called Gateway Search Dogs to work on Saturday morning.

So, given this setup, I presumed that the other people in the unit were expecting about a 2/3 probability that Hank, played by Stinky Sam (our training dummy in whom we often hide cadaver source), would be found dead of some misadventure at the bottom of a ravine or something, and about 1/3 that I'd have someone playing Hank, pretending to be injured, in a similar location.

But I fooled 'em.

Wednesday, I had gone to the park with my buddy Martin, and we had walked up to the TV tower, and then back down the trail to a place where there was a little opening in the underbrush, which opened out into a sheltered space big enough to stand up in, which had part of an old concrete culvert and some concrete slabs in it. We'd gone in there and hung out to get it all scented. I'd gotten a baseball cap and an empty cigarette pack from Martin.

Saturday morning, I started below the TV tower and left the following clues on the path between the TV tower and the little nook in the underbrush: a can of beer just below the fork that went off to the east parking lot, the empty cigarette pack by a big tree just off the path, the lighter on the path a bit farther down, and the second empty beer can where Hank had left the path. In the fairly tight wriggle from the path into the enclosed space, I'd left the baseball cap and an old cell phone, so the clues were reasonably reconstructable. Hank sauntered down from the tower, discarded his first empty, opened his second beer, stopped a bit farther along to pee on a tree, took the last cigarette out of the pack and tossed the pack, continued along down the path, had lost the lighter a few dozen yards later (I guess he put it into that tiny little right hand side pocket you have in jeans, only he didn't push it far enough down), and then came across lights and people-sounds in the woods off the path. He decided to go investigate in case there was another party there, finished his beer, dropped the can, and then headed towards the party, knocking his hat off and losing his phone in the process.

But what had happened then?

Well, the other stuff I put in that clearing Saturday morning was as follows:

A can of Red Devil lye
Four lithium AA batteries
A bunch of matchbooks with the strikers ripped off
Two 20-oz Gatorade bottles with a pinkish liquid and some sediment in them
A can of starter fluid
Some tubing
An empty milk jug
An empty styrofoam cooler

I also put Stinky Sam, dressed in clothes matching Tiffany's description of what Hank was wearing, with a buck knife in his chest, half-assedly concealed in the culvert pipe.

Thus the scenario was this: slightly drunk guy decides to investigate what sounds like a party. Stumbles into a bunch of people cooking meth. They stab him and skedaddle.

So it was a curveball: the group would think they were searching for a missing person, and would discover, instead, a crime scene. It's a crime scene that's depressingly common in the Missouri woods (well, not the stabby part, but the meth lab part).

I was very pleased with GSD's performance. We had seven searchers (plus me in the roles of Tiffany Turnipseed and Sgt. Frank Booth, North County Sheriff's Dept., and Amy as Jim Ireland), and two dogs, Moses and Cooper, so the search unit split into two teams and each one had the plan of starting at one of the parking lot, doing a hasty trail search up to the tower, and then regrouping at the tower and doing a grid search back down the hill.

I was with Team Cooper, with three actual searchers (two experienced (Janet and Kathy, Kathy being the dog handler), and one novice (John)). Since they approached from below, they didn't come across any of the clues I'd left. Cooper had been sticking pretty close to the trail, but as we got close to the lab, he went right and headed into the woods, with Kathy following him. I presume he smelled all the human scent that had pooled there, but of course it's hard to ask him.

At any rate, Kathy followed him in and then shouted "Cooper! Down!" Then she asked Janet to carefully come up to where she was and describe what she saw. Janet looked for about ten seconds and then yelled "meth lab! Back out the way you came!"

This was exactly the correct behavior. We're not trained to deal with crime scenes, and *definitely* not trained in hazmat situations. So the right thing when you find a meth lab is to retrace your steps back out, and call the cops. It wasn't until Team Cooper was regathered on the trail and Kathy and Janet had told Ron and me what they'd found that I told them it was a fake meth lab, and, in my "Sergeant Booth" role, that I had now made it safe and they could proceed, whereupon they found the body very quickly.

Then I had the other team, which had gotten up to the tower without finding much (since Hank hadn't gone that way), run the trail from the top, and they did a good job finding the clues that led them into the brush.

Anyway, the weird thing is that this was almost exactly like Game Mastering. Thus: D&D is good for public safety. You heard it here first. It was also very gratifying to hear actual fear in Kathy's voice: it apparently looked plausibly like a meth lab, and it wasn't until I 'fessed up that she and Janet knew it wasn't real.
athornton: Angry.  Drunken.  BOFH. (Default)
So, another wonderful year.

I ran Bring Me The Head Of Frank Sinatra and had a good time doing so.

I also played in:

John Hershberger's run of Joe Bloch's Castle of the Mad Archmage. I stepped on the teleport trap first thing, and the party idiotically followed me. So our dungeon crawl very quickly turned into a "get back to where we were". We did succeed in that goal, and we slew a (shadow) dragon and got rich off a couple trolls, so that was fun and successful. This was the first of many games where my obsession with scent was noticed; I acquired the name "Toucan Sam" for demanding to know what the airflow and scents from each passage were.

Jeff Talanian's Hyperborea. Weird Fantasy, Martian Apes, Lovecraftian Things. Fun game; felt sort of like S3, actually, in its fantasy-dudes-exploring-weird-sciencey-thingy vibe. I had a great time in Jeff's game last year, and I had a great time this year.

Bryan Skowera's Court of the Crimson King. Designed around the King Crimson song of the same name. Very, well, metal. Quite possibly my favorite game of the convention--I was playing a monk and thus WAY outside of my comfort zone, and I was very sorry to have to turn my character over to another player and leave to go play....

Tim Kask's GaryCon special this year, "The Sinister Secret of Sweetmeade Abbey". Fun exploratory game, although 12 players made it a little unwieldy even for OD&D. It was in a noisy location next to the door which kept opening to admit smokers and the arctic blast, so it was really hard for one end of the table to hear the other. We all got stung to death by bees. So it goes.

Then I ended up jumping in to the tag-end of some other game that had been going on. This was a late-Saturday-night everyone-is-drunk-and-exhausted dungeon crawl through a semi-collapsed mine trying to solve some mystery about some groups of competing miners or something. It got way silly. I remember we ended up cutting out the lungs and trachea of a grimlock to use as an air bladder to get through a flooded passage. It made perfect sense at the time.

Next morning: Joe Goodman running Dungeon Crawl Classics. Man, that was a blast. I'm a little proud in that my character voiced his suspicions that we were being set up, and Joe improvised the adventure on the fly to make that come true. Bravo, sir, bravo.

Sunday afternoon: I jumped in for a little while while my wife was finishing up her game in an Empire of the Petal Throne game run by Victor Raymond. I took over a guard NPC. We were delivering a message to a really scary sadistic archmage. The DM had played in Professor Barker's game for 20 years, so I was able to play a proper Apostolic Succession game of Tekumel, which was great. I don't think I or anyone I know can run it, because I just don't grasp the metaphysics or enormously-complicated society of Tekumel, and if I tried it would be just another Weird Fantasy take on D&D. So that was extremely cool.

I did get that copy of Lost Tamoachan signed by Harold Johnson, Jeff Leason, Jim Ward (a second time!), and, yes, Jean Wells! On the Nereid illustration! Scans later when I get around to 'em.

And, for you EC fans out there....

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