Tuesday, March 16, 2010

Contemplating the Gaming Space

We're buying a new house.  It's still contingent on the sale of our current home (update: contract signed!), but that is also moving forward.  Among the many concerns  we have in this venture, I set aside a fair portion of brain meats to dwell on the location and setup of a gaming area in the new house.

Certainly, there will be a space set aside for bookshelves and gaming table.  I've imagined how I would arrange this space in a variety of houses we've looked at in the past two years.  Some had a classic feel, the older houses with formal dining areas, reminding me of early role-playing sessions at the homes of friends' parents.  Our probable new house is a 50s era ranch, a style that deviates little from its more modern successors.

The first two images are of the upstairs contender, the last two of the basement option:



The south portion of the living room (Floor 1) is adequate, though smaller than the basement family room (Floor 2).  Floor 1 is also the more visible, more public of the two, which is why I was a little surprised when DeeAnn suggested how it could be used for the purpose I'm now discussing.  She is not a gamer, but may be warming to the reality... or fantasy, as it were.

Of course, Floor 2 would not necessarily be a totally devoted gamer space if that area is chosen.  Most likely, it would also be divided in purpose, but more likely by more closely related activities than would be Floor 1.

Here is a list of considerations I have been mentally tabulating:

  • Arrangement and space for shelving to house game books and paraphernalia
  • Space for gaming table with adequate leg, elbow, and reclining room
  • Suitability for proper lighting and speaker installation
  • Access to entertainment center, phone jack, electrical outlets, etc.

Please do share your responses or additions to these issues.

Thursday, February 4, 2010

Hello. I'm the Doctor.

A Christmas gift of my selection from my spouse: Doctor Who: Adventure in Time and Space boxed set role playing game made by Cubicle 7 Entertainment.

I became a young fan of the series after discovering it on Public Television in the 1980s (canceled in 1989) and have really enjoyed its 2005 revival.  Apparently, the show has seen a couple incarnations as a role playing game, but this version is brand new and its mine.

It's a simple d6-based format, compared to other games of greater rules complexity.  I won't provide a more in-depth review (plenty of those out there), but I would like to get into my thoughts on using Doctor Who as a role playing game.  At first, I wasn't certain how well it would work.  It soon became clear how well-suited it is.

Each story line, the Doctor and his companion(s) visit a new time and place, often unaware of the situations existing beyond the door of their tiny blue vessel.  Usually, it takes little time before they are thrust into some dangerous predicament requiring their wits to aid those involved and rescue themselves in the process.  While recurring villains are a staple of the show, every adventure, even each session, can unveil a new world of people and possibilities, cultures and catastrophes.

I have been developing the first adventure for my friends that have been only recently introduced to the best science fiction British television has to offer.  There is so much about it I'd like to discuss, but, you know, "spoilers."  Let's just say, there may be turbulence in the library.

Thursday, November 19, 2009

Pathfinder Fanboy

How did I become such a quick convert to Pathfinder? In short, I was dissuaded by the alternative. The trickling details of D&D 4.0 were not encouraging to my gaming sensibilities. The more combat-oriented structure had not disposed of the role playing element, but it came short of enabling essential character development.

It might be fair to suggest the new edition is hearkening to D&D's roots in its early incarnation as Chainmail, were that game conceived in the age of high end graphics cards and touch screen monitors. There is certainly a place for the war gaming model, but it lacks the emphasis on storytelling, the two of which were combined in Dungeons and Dragons. 4th edition appears to favor the former component, presenting an imbalance.

When I learned about the improvements to D&D 3.5 coming in the guise of a new role playing game, something sparked inside of me. D&D 4.0 felt to me like Star Wars episodes I, II, and III. Instead of preserving what I felt was a solid foundation with room for improvement, something was wrenched away in favor of a product with less depth (character) and more veneer (action). The game dynamic essentially split directions and I chose the one that appealed more to my experience and preferences.

There are other, more practical, considerations when purchasing any new game.

Overcoming the learning curve can mean a considerable investment of time, on top of an already consuming activity. Sure, some people are just stubborn about sticking to what they know (I have a friend who wouldn't even consider using any edition past 2nd). I'm not sticking with 3rd edition out of mere conformity. If I am offered a timely opportunity to play some 4th edition, I will gladly do so.

I’ve discussed with friends the financial burden of purchasing a new set of core books, especially when most players like to have their own copies. Now, I've spent $80 on the Core Rulebook and Bestiary for the Pathfinder RPG (two books containing several hundred pages of detailed information not to be sneezed at). I must simply accommodate any players unable to afford or uninterested in investing in this material. So far, multiple copies have not been needed.

However, the choice to upgrade isn't the same as switching to a significantly new system. At some point I will buy a new computer, once they start making my current one look too dated to bear. I’ll need to save up, but it is usually worthwhile. Also, with Pathfinder RPG all your supplemental 3.5 material is still compatible, which increases the ease of conversion all the more. Backwards compatibility sells.

After purchasing the books, I couldn’t be happier. Who wouldn’t love a blending of Player’s Handbook and Dungeon Master’s Guide, with more pages and a lower price than the two combined. The Core Rulebook is a hefty labor of love at a relative bargain. It offers all the feats, skills, spells, and magic items that I could possibly need. Whereas the old Monster Manuals gave some basic societal information on a few creatures, the Bestiary is a bounty of story-building fodder. Even in the shorter, more concise descriptions, there is such well-written flavor that sketching out an adventure is all the more convenient and satisfying.

The most difficult part will be departing from the brand that started it all. Pathfinder is, for me, the same game with a new name. To avoid unnecessary explanations to the uninitiated, I will still refer to the activity as playing Dungeons and Dragons. Maybe, in another decade, 5th edition will lure me back and I won’t be mincing words anymore.

Pathfinder Advanced Player’s Guide Playtest

Paizo does well involving its customer base in the development of new product. They will be issuing 6 new classes in 3 installments for players to wring out some feedback in the writing of their Advanced Player’s Guide Playtest scheduled for release in August, 2010. I would very much like to hold a special session to give these templates a spin around the gaming table.

The six new classes (and the dates they are expected to be posted for open playtest) are:

NOVEMBER 13
Cavalier: A noble warrior who weaves through high society as easily as he does the most treacherous battles.

Oracle: A divine mystic dedicated to a mysterious occult tradition that grants her fantastic powers—but at great cost!

NOVEMBER 30
Summoner: An arcane spellcaster who conjures powerful servitor creatures from beyond the veil of reality to serve his whims.

Witch: A versatile caster who gains her spells from the eldritch whispers of her familiar and casts potent hexes to aid allies and vex foes.

DECEMBER 14
Alchemist: An arcane mystic who brews salves and unguents to modify his body in freakishly effective ways.

Inquisitor: An agent of faith trained to root out the dark secrets and even darker monsters that haunt the forgotten corners of the world.

Playtesting documents are available for free download now at paizo.com.

Thursday, August 27, 2009

Adventure Log #009 & #010 - Lios Campaign: Gathering Forces

#009

Briefly, because I can only remember a summary of the session, the PCs were hurting badly, being outleveled by the undead threat. A flash of light and magic later, the Weaver appeared in all her yet higher levels to easily vanquish the ghastly trio. Also entering the fray was her current assistant, August, returned from a scouting mission in the Deadened lake region to the far northwest. The Weaver's home was stocked with plenty o' curative refreshments, bringing nearly everyone back to full health.

August's report confirmed the extent of necromantic sway over every living thing on his short expedition. The Weaver stated they must leave to retrieve a weapon powerful against the undead. The location of that item, bringing Yurik full circle to his recently adopted family home, was in Plazene. His late uncle Dentin, who left the estate to Yurik (de facto) and his sister, was apparently a companion of the Weaver and others who made up the adventuring group known as the Wide Circle. Dentin became a curator of sorts for the Circle's many treasures.

Again by magical means, The Weaver hastened the newly grown party to their destination. The manor door had been broken in and another mohrg was found inside killing Yurik's sister, Tessae. Tossing her body behind it, the creature engaged its new opponents. The party destroyed the mohrg, but too late for the young woman made its victim.

#010

The Weaver intoned a warning: "There will be others. We must protect the weapon." Leading the PCs up to the 2nd floor (above ground floor and 1st floor), through the breached secret passage, down a long flight of stone stairs, and into a catacomb of narrow halls, they encountered 2 more undead infiltrators as they attempted without success to enter a warded room.

The mohrgs had no concern for the party as The Weaver had cast a spell to disguise them as skeletons. Soon, though, a battle was waged in which hastily crafted fiery weapons eventually found their mark, large marbles were dodged, and the "good guys" prevailed.

The Weaver led most of the party though the second and only other door in that particular hall. Two of the PCs found themselves unable to enter the room, much like the undead. Within, The Weaver spoke to an elven girl and bid those present to enter yet another hidden chamber to retrieve the aforementioned weapon, a mirror submerged in a shallow basin.

Adventure Log #008 - Lios Campaign: Places to go, People to See

Jun 5, 4:28 pm

Where has the time gone?

After fighting off the few undead creatures in the mines, the party was allowed through the portcullis by an odd dwarf with a invested fascination for the non-living. He sent the party along their way through some apparent prisons, escorted by a pair of armored soldiers, past barracks, up a ramp into the open air, ascending a couple flights of stairs, to a meeting room. Once there, explanations and intentions were provided by a small group of authority figures, including the Dwarven King Dajnor and Saille's lifelong teacher.

The reason for summoning Saille and Kenny centered on a long-anticipated need for the skills and abilities their lives were orchestrated to develop. In Yurik's case, his presence was requested more for his relation to his late uncle, Denton Gravelace, than his other capacities. Denton had been intimately involved with these matters from the outset.

The companions of the invitees have been allowed to remain, be briefed, and join the quest if they wish. The main points divulged: 1) There is a really bad lich who wants to spread a plague of undeath across the world, but her powers are currently held in check, 2) Saille was to visit the home of her order, whereupon she underwent a ritual that left her with a smooth jade stone embedded above her brow, 3) the group needed to locate and request the aid of another former colleague known as the Weaver, who is supposed to know of a weapon that might be most useful against the enemy.

In addition to the rather lofty goals thrust upon the party, a contingent of the dwarf community, including Kenny's family, had removed themselves from the kingdom. The official reason was a mining expedition. The truth of their departure was revealed to be a rift in their loyalty to King Dajnor, against whom they have evidence that he secretly a vampire. Nevertheless, the dissidents acknowledge the importance of the mission the party has been given and send them on
their way.

When last the party was seen (in our minds' eyes), they had sought out the Weaver, inquiring of a woman who worked for a church in Jaen's Reach (no Firely jokes, please). The woman's story of being aided by the Weaver after her carriage was attacked had become common knowledge to those with an interest. After obtaining directions to the site of the attack they eventually came across the ostensible home of the mysterious Weaver, a woodland abode shrouded in a variety of woven materials looking almost like cob webbing.

As the session ended, a trio of powerful undead creatures appeared from out of the perimeter, surrounding the group.

Adventure Log #007 - Lios Campaign: Catching Up (Or Down)

Sep 12 2008, 12:04 pm

In attendance:

Kelly
Elise
Karlene
Terry
Colin
Kalan

Catching up from the last two sessions, the party was led by the ale maker Borgiden to the Eastern wall of the mountain home of Brekknor. Through a clearing in the woods appeared a cavern opening into which they proceeded. Stating it would be looked after, Borgiden left his wagon outside. After descending a stone stairway, Borgiden was noticed missing, followed by the sound of collapsing tunnel up behind the party. Borgiden had tricked them and even left a note of apology for the deceit.

Forced to carry on, the PCs discovered mining rails, tools, hardware, and laborers' skeletal remains, all showing the age of centuries. The paladin Kenny discerned the presence of evil down a steep crevasse, where some creature fumbled at the wall, unable to scale its way up. Our heroes eventually left well enough alone, and begrudgingly chose to climb down a shallower opening to the north and west. Passing
through the most natural of cave, stalactites and stalagmites dominating the space, they found yet another mining tunnel, this one occupied by a skeleton sextuplet of several sizes and shapes.

A variety of abilities and tactics, including a magic stone, a jury-rigged flame arrow, a well-placed crowbar impact, and Oberman's surreptitious command of one larger undead, expedited the party's victory. A mysterious mist was seen weaving between the stalactites over their heads back the direction they came, but the party sought first to explore the immediate area. An old storage room provided nothing useful. The way ahead was blocked by a portcullis lowered from an opening in the ceiling, no method of opening it yet discovered.

Most curiously, at the back of a curved tunnel, some gruesome approximation of humanoid crouch hungrily behind the bars of a sturdy cage partially immersed in a pool of stagnant water. The creature spoke in both common and Gnome of a single-minded desire to feed. In an attempt to barter for information, Oberman sent his commanded skeleton to offer a hand, upon which the ghoul began grinding in its grisly teeth. Unfortunately, the undead creature lost all sense at the opportunity to eat something, even dusty old bones.

Glim, disturbed more than the others by this being, left the company to make a closer inspection of the aforementioned storage room. While crossing the larger cavern, Glim suddenly laid eyes upon a new creature from out of the darkness. It was there the we adjourned for another two weeks.

DEEPENING THE PLOT
In planning for the next encounters and events in this adventure, I had to remind myself to maintain some anticipation. No mystery works if you blab all the details or reveal entire situations at once. A little here, a little there, pieces of the puzzle should be given out in good time. Storytelling works when the audience, or participants in role playing, has a chance to figure out what might be going on. Why abandon a mine? Why be forced into a lair of undead? Why are some creatures free to roam and another imprisoned more securely? Questions should be left to ponder and possibly solve.