Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Thursday, October 22, 2009

Book Review 'The Deed of Paksenarrion'


I don't often do book reviews. Well heck, let's be honest here, I've never done a book review, and there's a reason for that. I often think that reviews are generally meaningless. All of them are subjective and if anyone knows anything about people, it's that, "what appeals to one, won't appeal to all". So going into this with eyes wide open, and realizing that I'm being absolutely and completely subjective here, I'm going to attempt to write down my impressions of the book 'The Deed of Parksenarrion'.

First and foremost, I'd hadn't heard of this book until a buddy that I play D&D with was telling me about it after we had a discussion about paladins. So, I had no real preconceived notions, other than the paladin thing, going into it. This is surprising really, I used to be a voracious reader and it came out about the time that I was reading 2 to 3 books a week. How did I miss it? I'm not sure.

Written by author Elizabeth Moon in 1988 and 89 as a three volume set, the omnibus was published as a whole in 1992, and for that I'm glad. Personally, I absolutely LOVE having a series in one book. I loathe having to traipse all over the city looking for the second or third in a series if the local shop has sold out. Yuck. Sure it's a "big" load when travelling, but I'm OK with that.

Now, as for my overall impression of the story itself, I loved it. It was the first book in a long time that I've had a tough time putting down. There were a lot of reasons for this I imagine.

The author had military experience and it showed. Much of the book takes place while Paksenarrion is in the military and there is a lot of texture that the author injects that lends such realism. She does a great job of also portraying a very strong and competent heroine. There are things that go wrong, yes, she gets injured, but overall, Elizabeth Moon does a very good job of making you believe that there's a little bit more to this girl Paksenarrion.

Another thing that I noticed right away was that the author played Dungeons and Dragons. There were obvious references to it throughout the book. James M. over at Grognardia has blogged about books that have been influenced by the game versus books that have influenced the game. Like him, I generally prefer the later category. I'm not a big fan of books that have nearly literal links to the game. But this one was different.

The references, while obvious, weren't overdone and heavy handed. Moon changed things subtly so that if you didn't know anything at all about Dungeons and Dragons things would still make plenty of sense. In other words, she didn't assume that people reading the book were gamers.

But if you read closely you'll run across references that are just so old school that you can't help but smile. Elizabeth probably played the game during the "golden age" of D&D, and the little tid-bits that you come across are so obviously "Gygaxian". I really loved those parts of the book. Heck, I loved the whole book.

I'm not going to tell any of the story here, but suffice it to say that the writing isn't your standard high fantasy. Yes there are elves, dwarves, gnomes, orcs and even the equivalent of Drow, but magic, as it pertains to the setting is very rare and wondrous. In other words the overall story is very gritty.

The story takes place on a much more humanistic level so there's no hugely sweeping, fantastical vistas or world crushing magic spells, etc. It's a very down to earth, if such a thing can be said, and because of that, it seemed to strike a chord in me that was much more reminiscent of the Swords and Sorcery or Swords and Planets genre. Most of my reading has been Leiber, Howard, Smith and Vance of late, so I was not expecting to like this book, even with all the friendly accolades. But I did.

I liked it a LOT. Pick it up if you haven't yet and give it a chance. It's pretty good stuff.

Wednesday, September 30, 2009

Common Courtesy


When I was younger I used to get pretty miffed when people would commit to a game I was running, and then at the last moment bail. Sometimes it was cause to cancel, and sometimes it wasn't. But it was always disruptive in some way, shape or form.

We've all run games where we're NPCing a PC. It's no fun. Not for the DM (extra work), and not for the players (missing a comrade who might pull their bacon out of the fire). Either way, it's always better having the entire compliment of gamers at the table. Plus, heck, it's just a lot more fun having the whole gang there. After all, it is a social game, right?

As I grew older it became more and more difficult to schedule a game. People end up having commitments....that's reality. I get it. But there was an interim period there where people were approaching the game in a "sophomoric" manner while engaged in a more grown-up schedule. In other words, they'd often "forget" to call, or just plain old not show up. In high-school and college this was, while not commonplace, understandable. But as time moved ever onward, and we all had lives outside of gaming, it became a hassle.

Fast forward to today. Here we are, many of us are "grown up" with lives of our own. Some have families. Many have jobs and responsibilities. Those days of just not calling or showing up late (or not at all) w/out a word of warning, are plain ol not acceptable. Scheduling games is just not an easy thing anymore. But if you leave a whole gaggle of adults out to dry w/out any excuse or advanced warning, you're not making any friends.

How many chances should a person get before this becomes a hassle that is left by the wayside of life? My initial response is two. I would say, that if a person completely messes up twice and inconveniences a group of people to the extent that they're sitting around for hours twiddling their thumbs (and making calls to a turned-off cell phone), something needs to change.

If you haven't guessed yet, our DM bailed on us last night. This has NEVER happened to me. I know, odd. But seriously, in 30+ years of gaming, I've never had a DM just not show up w/ no word of warning. So we sat around last night chatting for about an hour and a half, then gathered up our things, walked outside to our cars, and drove away into the night.

With a simple phone call we all would have been mollified.

Wednesday, September 23, 2009

Playing some 4E (v.1)

Played a game of 4E D&D last night...Well, "played" is a rather rough translation of what I did. Mostly, I just fumbled around with my character trying to finish him up and then struggled to figure him out.

The learning curve for 4E is a steep one when it comes to all of the crazy interconnected relationships between powers, feats and skills. Especially when you create a 12th level character and try to play them out of the gate. Not to mention that the character that I played is still in the beta stage for the most part: The Assassin. There's a lot of discovery going on at this stage in the game. At least there is for me.

While that sounds like it's a rather harsh critique of the system, I rather think that it's a statement about my lack of preparedness. I generally utilize the character builder, and rely upon the software to tell me all available options. Well, the assassin hasn't been uploaded yet to the character builder, so it was the old process of doing everything by hand. But since I don't have all the books and resources, it was mainly an exercise in trying to gather all the information available from all the wide-spread resources.

Complex and in-depth character building is something that a lot of people really like; they dig fiddling with the little things. Getting the numbers just right, finding the proper items, feats and powers to maximize their impact upon the game.

Me? Not so much.

Don't get me wrong, I dig getting excited while building a character. I love imagining the persona as you're rolling up the attributes and picturing the PC in your mind as you lovingly fill out the character sheet. But the process for 4E is just too bloody long. There are far too many sources for me to keep track of. Sure I could've strictly gone right out of the PHB and probably been a happy camper. And now, upon reflection, maybe I should have.

But at 12th level, with all those shiny new items and options available, why (as a conscientious American consumer) not go for the gew gaws? I did. And I paid the price. I had so many papers, powers and cards laying on the table in front of me that I was bewildered 99% of the play time. Which frankly, was a shame.

That's the downside of 4E for me. Just a lot of stuff that's very tightly integrated into how the game plays, that you really need to pay attention to. It's just very character-centric.

Here's the cool thing though, we're just starting up Mike Mearl's revisiting of the seminal Against the Giants series. This is the 4E version...and I'll tell you what, I'm absolutely jonesed about this. I LOVED the Giant series by Gary Gygax...some of the best memories I have of Dungeons and Dragons are playing through that entire series in high school. There's a steep expectation of what we're getting into because of that experience.

I can tell you this, I love my character. Sure it's not old school in any sense of the word. But he's cool: 'The Shrike of Ur' is his name. He's what they call Shadar-Kai, which is a fancy name for some race that's been living in the shadow plane. Pale, drawn out and colorless, he over compensates by being a brash and out spoken braggart. Oh, he's also an assassin. Which is cool.

Again, yeah, this isn't the usual stuff that I get into. I really do like this character though. I just need to figure him out. He's very complex and has a bunch of options open to him in any given situation. I'm not super keen on all that, but the idea of the character is just plain ol fun...

<----------------------- SPOILER ALERT ------------------------>

If you are ever thinking about playing in the WotC module Revenge of the Giants, then don't read any further.

To the module: It's early yet. More specifically, we've just been sent on our "mission" by some kind of mage who's interested in an old city called Argent. (sp?) Our first encounter was with some kind of lion-headed giant who was beset upon by some earth and fire elementals, all lead by another type of elemental(ish) humanoid-type guy. Our group whooped up on them. But, it took us quite a long time to do it. The battle lasted for nearly 2.5 hours and took up the vast majority of the night. At this pace we'll be done by 2013. Kidding.

Seriously though, while I think there are some cool little set pieces here, my first impression is that it's very heavily scripted. "Group A" is hired. They leave for city on map. Travel and "stumble" into encounter. Wherein they are introduced to creature with means to get to city and an "invitation to heroes" to aid in defense of said city. (What happened to the first mission: Finding city and looting it for mage?)

Seem a little hoakey to you? Jury's still out on this one. I'm keeping my fingers crossed. Our DM is a very proactive type, and I have full confidence that he'll fix those glaring "railroad" issues, as they pop up.

I really like the guys I play with. I really like the DM. I really WANT to like the adventure. We'll see what happens. Either way though, I'm going to have fun.

I'll keep you updated.

Tuesday, September 15, 2009

Cross Game Ideas

A buddy of mine was showing me the new art for the upcoming Magic the Gathering card game release, Zendikar. I don't play Magic anymore, while it's a LOT of fun, it's awfully addicting and therefore ends up becoming increasingly expensive. In other words I don't follow the game very closely anymore.

I'm sure that many of you know that Magic releases all have "themes"...Well, this theme is "Adventure", or so I understand. Pretty neat eh? As you can imagine, the art must support the theme, and this art is no exception. Also, the art for Magic the Gathering has been quite evocative over the years. But this art especially, seemed to evoke the feel of adventure. And that's what Dungeons and Dragons is all about.

Here's the link to the original article: http://wizards.com/magic/magazine/Article.aspx?x=mtg/daily/feature/56

But I'm also posting a few pictures that I believe encompass the theme especially well.



Deep in the Labyrinth...the party stumbles upon what they believe to be a well.



The Druids of this particular valley have sculpted the land over aeons.



Treacherous terrain.



Trap!



The map says that entrance can be gained through this....door?



Adventuring past vertical...with a few obstacles.

*All images are property of Wizards of the Coast.

Thursday, July 16, 2009

Lose one, lose them all?


It's been awhile. I've been away from my computer for over two weeks and it's been a wonderful thing. Vacation can really help clear the head. I had a great time if anybody is asking.

Well I've been back only a few days, and have even played once with the main group of guys that I generally game with every other Tuesday. There's been a new "situation" though, and it's this that I would like to speak about if I may.

As some of you are more than aware, I'm not a fan of 4th Edition Dungeons and Dragons. I've given it plenty of chances, it just has not succeeded in winning my allegiance. There are just far too many gulfs to span between the rules as written and the way I envision a game of dungeons and dragons proceeding.

Well, the "situation" is that I've finally spilled the beans to the group. I did not pose it as some type of ultimatum though. I simply stated that I do not prefer 4E and that if the group wishes to play with that system further, then I will gracefully extricate myself. Not happily, but I'd do it since I was the odd man out.

One thing that I certainly do NOT want to do is to break the group up. This is an exemplary group of guys...I'd certainly prefer to stick with them and keep playing. But 4E is just too high a hurdle and, after all, it's a game, aren't I supposed to be deriving some type of fun out of it?

I selfishly mentioned that I'd love to stick around if we chose another system. Not 3E or 4E though. I've had my fill and I'm no longer interested in either of those choices. What does that leave? Our group is strictly interested in Dungeons and Dragons. We're all pretty hard core fantasists. And, for the most part, we all grew up on Dungeons and Dragons. We're loyal to the core.

This of course has started a conversation surrounding what system we would like to play. It's likely confined to either a retro-clone or to an earlier version of D&D. I'm not sure how it's going to shake out. We have 4 fairly vocal members, out of 7.

But what I'm circuitously coming around to is that IF we decide to change systems, and this is by no means a foregone conclusion, then it'll be 7 guys changing from one system to another. What does this mean? Well, in my humble opinion, that if you value group over game, and we all know how hard it is to find a good group these days compared to finding a "game" (online, your local brick and mortar, etc.), then you're likely more willing to change games.

Now I know that no game or company can please everyone. But imagine if WotC decided to support two editions of the game. They'd still have 7 guys playing "their" game.

I'll keep you up to date with how this shakes out. I'm keeping my fingers crossed. Like I said above, it's hell trying to find a decent group of guys to game with.

Saturday, June 20, 2009

Once more...into the breach.


So, I'm not going to go on and on endlessly about what I find "missing" in 4E, but...

I had another experience last night that opened my eyes (yet again...will he never learn?). It was a game that I've been playing off and on for nearly two decades. The group that I grew up with (4 of us from Jr. High School through University) morphed into the group that I get together with to play about once a month, sometimes less, unfortunately.

The thing about these guys is that we've been playing D&D together since AD&D first edition. I mean we've gone through all the iterations, so we're no strangers to how these games work. We loved AD&D, played the shit out of 2E, tolerated 3E and are just now trying our hand at 4E.

So I've mentioned that we get together very rarely. Once a month if we're lucky. And it's not always exactly the same group of guys, but we always have at least 5 players there. The DM has been in his position for quite some time. Every once in awhile one of the others steps in and runs a short little adventure or three...but it almost always comes back to Bart.

Now, Bart likes a sweeping, epic story. He should be an author. He thinks on a hugely grand scale and his games are run that way. There's always a reason for things. A reason that always somehow ties into the larger story. But herein lies the issue.

We just don't get together often enough to follow the complex story, and I'm sure he get's a little frustrated when we can't put the pieces (clues) together. So, every time we gather, he has to carefully set the stage.

I'll preface my next comment with: I love his stories. They're very colorful and imaginative. But (again with the "but), I think that they're lost on us due to a bunch of factors over which no one has much control.
  1. We don't get together very often
  2. We're gossipy and chatty (due to the long periods between seeing one another)
  3. We are pretty strongly oriented to slaying and gathering (i.e. Not a lot of mindshare dedicated in-game towards our PC's role in the "story")
And what's the net? Or rather, what does this have to do with 4E? This:
  1. 4E, by nature, is not a "fast" game
  2. 4E is not a game where you can "chat and play" (due to the inter-dependencies between classes, and the tactical nature you'd better be paying attention.)
  3. 4E does not resemble D&D of old (We ALL have to read the rules now...NOT just the DM)
  4. There are now "states" that you have to log if you don't find a good stopping point. (e.g. If you're stopping the game before an "extended rest" then you'd better remember if you've spent your action point, your dailies, how many surges you have left, etc....It's no longer just HPs you have to record.)
  5. There are many more "options" available for your PCs (DDI releases, new splat books, etc.) that if, as the DM, you don't say "PHB only", then you're behind. (3E was similar...)
A fantastic example of how slowly 4E moves: I missed a session and when I came back for this session it had appeared that everyone else had missed a session as well. That is, when our DM gave us the recap and told us where we were standing, I said to myself "Yeah, I remember this." But in all actuality there HAD been a session that I missed. A battle had taken place where we had emerged from the underearth. But that's it... One melee. In 6 hours of game time!

Like I had stated above, there are a lot of factors causing this. We're old time gamers. We remember wizards casting magic missiles and the rules associated with that...Not things like if you spend a "Catch you Breath" (or whatever it's called) action, you get HPs back for a surge and a +2 for your defensive bonuses. So we spend a lot of time "learning"...forgetting by the time the next session roles around and then relearning again.

It's a whole lot easier if we can run a game off of things that have been ingrained in our systems (20+ years of playing tends to do that). We just don't have time in our personal lives for all of these new rules. When it says Dungeons and Dragons we all assumed that it would be something recognizable. Like it has always been.

In our most recent session (again from 7 pm till after 1 am: 6 hours) we moved from the ledge, briefly checked out the old temple, moved into town and got into a fight w/ 5 dragon born warriors. That took us about 4.5 hours.... The battle was supposed to only take 5 minutes (according to the DM) but ended up taking a lion's share of the evening. So much so that the DM had to fudge a cool overland journey in order for us to get to another "critical" encounter. We had to break right in the middle of the last encounter, we just plain ran out of time.

I've said this before and I'll say it again, 4E plays very much like Advanced Squad Leader for me. You're very focused on the minutiae of the tactical situation and you make very deliberate, planned out moves. It's not built for adventure and speed.

The main reason that I get together with this group is that I totally dig the people. These guys are friends that I've known for most of my life (2 of them since I was 13...over 30 years.) and I just love getting together with them. Gaming is an excuse. And this is not strictly isolated to me...Everyone (except maybe the DM) thinks this way.

So, in the end I'll have to say, I don't think that 4E is a good fit for our kind of group. I can see how it might be an awesome game for those folks who have the time to read all the rules and the energy to keep up with all of the new stuff. But for our group, no, not a good fit at all.

Monday, June 15, 2009

On Death and Dying


I just got done reading an older post over at Grognardia (link) and it got me to thinking about death and dying in the game of Dungeons and Dragons. One of the things that I really used to like about the game was that you could bring back a well loved character and continue on with the adventure. I might call this a "character-centric" game.

Today I'm of a bit different mind, I like the idea that dying is very real and very final, for a few reasons. First, I think that it makes dying that much more dramatic. If it's final, and you've struggled to get your character up to 9th level, death becomes a very spooky thing indeed. And secondly, it's more "game-centric". Meaning that it draws a little attention away from the character and towards the game.

But, I do have to say that raise dead and resurrect are both time-honored traditions, so dropping them whole cloth just doesn't resonate with me. So I've come up with this brief treatment:

While clerics can raise a person...it is not something to be taken lightly, for the journey back from the realm of the dead is fraught with consequence. The following list must be rolled against each time a person is forced back from their natural state of death:

  1. The mind of the recently dead has remained in the nether realms...(They're now effectively a "mobile vegetable" w/ an int and wisdom of 3)
  2. The paths back are laced with Chaos...(The retrieved is now purely chaotic and "twisted". Possibly now possessed by a demonic entity.)
  3. The mark of Chaos has physically been left upon the recipient...(An appendage has been permanently replaced with a slimy pseudopod, brought back with no eyes, mouth, nose, etc. Something visually dramatic.)
  4. A vortex is opened, one of several things may happen: A servant of chaos is summoned, the cleric attempting the service and the corpse are sucked through the gate, the gate remains open for 1d6 days emitting chaotic radiation, a chaotic vision is revealed through the gate causing all viewing to make a save or go insane...etc.)
  5. It succeeds, but...no living creature (man, animal, etc.) will tolerate being anywhere w/in sight of the newly revived. Their presence causes physical revulsion and sickness. (Chaotic monsters will attack on sight...)
  6. It succeeds...No buts.

This is the reason that most, if not all (even the extremely wealthy) avoid bringing back loved ones, or those with lost wisdom, from the dead.

Tuesday, May 19, 2009

What to do


I haven't posted in quite a long time, and for that I apologize. But, like many of you, real life has so blatantly intruded into what I want to do. An unfortunate truth is that something must give, and that friends is the blog. Not that I have any kind of an "audience" per se, but still, I feel a little guilty.

So what to write about? My family game has dwindled down to nearly nothing with the approach of summer and the warmer weather. The girls don't want to sit inside and roll dice when they can run around outdoors and play their imagination games in a much more tactile and active manner. I don't blame them one iota. And again, real life has been rearing its ugly head, it's just tough to find the time to sit down lately.

Ah, but there is yet something I can chat about. I've been playing a game with one of the guys from my every-other Tuesday night group. We've been playing a low-level game on the off Tuesdays that we don't gather to play 4E. Neither he nor I are huge 4E fans so we've been contemplating trying other rules systems. The one that he's latched onto is ICE's Rolemaster.

Now, I've got to say, we were attempting to find something that was a little less constrictive than 4E. Or so I thought. It turns out that Rolemaster is a beast of a rules set. I'm sure that many of you already know this. I've heard it but I hadn't ever experienced it till now.

Holy Fancy Dancing Moses! That is one very serious rules system!

I'm absolutely overwhelmed with charts and tables, huge character sheets, massive character creation processes, long detail oriented battles and hugely complex systems that describe every facet of your character imaginable. I don't want to denigrate the game in any way, but I'll have to say that in my estimation, we went the wrong direction.

The other guy I'm playing with obviously likens "grit" with realism. He likes all the little fiddly bits, the things that simulate the unfortunate reality's of life. You know, things like bows breaking because you pulled it back too hard, slipping on the grass and missing drawing your sword and knocking yourself silly while fighting a bandit...Things like that.

Me? I don't mind that kind of thing, but what I don't like is having to pour through charts and tables in order to see how the heck something like that takes place. My buddy's got the right idea, he wants to just have me describe what I want to do and then he applies the rules as he sees fit. I love this...It's from the long ago days of Dungeons and Dragons, when the rules were more of a framework and less of a "how to" compendium.

The only issue w/ that is that at least one of us has to understand a decent portion of the rules. He's trying. He's been reading a ton, and really giving it his best shot. But man...there's just so bloody much. I have my doubts.

So, what to do. Do we continue on this track and slowly build our way up to a decent understanding of the rules and then, as we "get it", piece by piece, we pick up momentum and get into the real rhythm of playing? Or, do we go to a more recognizable rule set? Something along the lines of OSRIC, Labyrinth Lord, Swords and Wizardry, Castles and Crusades, get our feet under us quickly due to our years of experience w/ a system that's nearly identical, and then BOOM!, we're off to the races right quick.

I'm sure that due to my wording it's pretty obvious what I'd like to do. The end of my rope is nearing...I'll give the other system a little while longer, but I've always been a believer in an "additive" process rather than a "subtractive" process of gaming. What I mean by that is that it's easier to take a simple system and add complexity where needed, rather than learn a complex system and pull off pieces till you've got what you're looking for.

Anyway, I really dig the way that my buddy DMs. He's very creative in his descriptions and sets up some really awesome scenes that are very memorable and easy to submerge oneself in. One of the things that he's looking for is to recreate the games from our youth, in that he's opting for low levels and a slow advancement. He likes the scrapping for everything and relying on nothing but wits in order to win the day.

Conversely, he's not at all into high level characters that can waltz into a full-grown dragon's cave w/out fear, and in just a few short rounds, lay the beast low and walk out w/ a king's ransom. I think that I tend to agree. Although, I do like it when a character has battled, sweat, and bled his or her way up through the ranks, and is able to do things that the common man or woman wouldn't, or couldn't imagine doing.

I mean not ridiculous stuff, but some epic, song-worthy kinds of things. Like saving a village from a war band of orcs single handedly. Or driving away the ankehg swarm that's infested the local farmer's field. And yeah, maybe getting rid of that dragon that's been plaguing the dukedom lately...with help of course.

I'll keep you all updated on how this transpires.

Tuesday, April 7, 2009

Another pioneer passes this mortal coil

Ah...now sadly this has been confirmed: Dave Arneson has indeed passed from our realm and on into the next. Farewell captain! You shall be missed. More here.

Huzzah! It has come to light that the initial report of David's passing had been greatly exaggerated. So...Please ignore the rest of this erroneous post.

Dave Arneson, co-creator of Dungeons and Dragons, creator of the Blackmoor campaign setting (longest running campaign at 30+ years) and overall gaming enthusiast has passed away today. He was one of the last of the "old guard", the progenitors of this hobby. His contributions to the hobby were insurmountable.

For more information: Original D&D Discussion

Dave you will be remembered, and sorely missed. RIP 1947-2009

Monday, April 6, 2009

Wizards pulls a fast one

OK, I'm no lawyer, but I AM a loyal customer who is willing to purchase products (and often does) via the interwebs. Yeah, I'm talking PDFs here. You know the evil electronic format. Sure, I like books, and when they're available I'll buy them. But I am not financially secure enough to go and dump $100+ on one of the LBBs. Sorry...

Well, to the point: WotC has pulled the licensing for the resale of all Dungeons and Dragons PDFs. In other words, you can no longer purchase any type of Dungeons and Dragons related PDF from anywhere...Not from Paizo, or from RPG Now, or from Drive Thru RPG, or anywhere else for that matter.

The crazy thing is that these companies were notified TODAY that they had to pull the plug on all of their customers by April 6! What the hell? That's, uh let me see, I'm not too good at that math-type stuff, but isn't that like 0 days of warning? How asinine is that?

I mean this kind of thing drives me up a wall. This sudden pulling of the rug out from under my feet w/out a word of warning is getting a little OLD WotC!

Sorry....I'm a little hot under the collar at the moment. They MIGHT have a valid, affordable alternative that's ready to roll out tomorrow. But even if this is so, why didn't they warn the rest of us? Why spring it on us? To cut down on "piracy"? I mean c'mon man... If SONY can't get a grip on piracy then you can't seriously think that WotC's got a chance in hell.

On the other hand, there's suddenly a HUGE void that's begging to be filled. Hint, hint all you old school worker bees out there. ;-)

Wednesday, March 25, 2009

Make mine insivible please.

Well, interesting things afoot at the Circle-K these days boys and girls. Within the last month, I've had two 4E sessions that I actually enjoyed more than agonized over. And here's why: We stayed away from the RAW (rules as written) and just gamed. Yes that's right, the "rules" were transparent, or invisible if you will.

The first session was w/ a group of guys that I infrequently game with, many that I've known since I was 12 (and that's a long long time). We've gone through all the versions since AD@D together and are now playing 4E. We don't meet all that often, maybe once-a-month, if we're lucky. And we're not much into continuity, story, plot, character development, etc. We just don't meet often enough to care.

Escape was the major premise of the scenario and the DM wasn't interested in utilizing 4E's skill challenge mechanic. Traps and obstacles were encountered the entire way and the navigation of each was laid at the player's feet. There was only one combat the entire session, and that happened at the very end. The memorable part was the escape though. We rolled dice only a few times and rarely relied upon PC skills or feats. It was refreshing to say the least.

Well, last night was a replay of the experience, and again, it was refreshing. Granted, I'm a big fan of puzzles and scenarios that make the player think. Falling back on using the mechanics to escape fate is a cop-out in my opinion. I love it when a group of people put their heads together to figure something out and the DM never once rolls dice. Don't get me wrong, I like combat as much as the next guy. But a game that's completely focussed on combat eventually dulls the excitement of the encounter due to repetition.

Anyway, last night's scenario (only 4 of 6 players could make it) had the players enter a town at the end of an adventure. Once there, the PCs were immediately identified as "adventurers" and as such, were invited to take part in a competition put on by the local "Adventurer's Guild".

Consisting of 10 separate challenges, the competition was scored on a points basis, with the highest scoring team taking the pot. (which was a load of gold and access to some of the Guild's maps and resources) So we started the thing and to be honest, it turned out to be a gas. I loved it. I realize that you can't run a campaign simply on puzzles and cerebral challenges, but they sure help as contrast to those nitty-gritty combat sequences.

Our DM has said that he's going to attempt to subsume the rules in order to focus more on the adventure itself. This is a superb idea and in truth, is one that I've secretly wished for all along. I'll be interested to see how the rest of the game proceeds. I might be a bit skeptical to start out with, due to my 7 month tenure with the game, but I'm hopeful. I'd like nothing more than to really get into a game that's running 4E under the hood.

I'll keep you up to date w/ the progress. Stay tuned...

Wednesday, February 25, 2009

Ventilation


After reading Philotomy's postings on his Lost City games I was really intrigued about a small detail that he added to the module: Ventilation. Now this might not seem like a topic of much concern but it took seed and germinated...and this is what I've come up with.

Ventilation in a dungeon makes perfect sense in many cases. Now I'm not saying that it has to be present everywhere, but it's an absolutely perfect avenue for infestation from the outside as well as a vector for travel and attack. The way I envision this can run from anywhere between something simple like just plain ol shafts, to stuff that's cleverly hidden in the decorative stone work. (Philotomy's idea actually...)

I've got a few thoughts about the ventilation and how it might affect the dungeon as a whole. The upper levels would be supplied air through a cleverly engineered dcut system that transports air via the surface. Lower levels are a different matter though. There's a Fritz Leiber story (Fahfrd and the Grey Mouser) that involves both of the heroes being employed in an ancient but massive underground realm. The lower portions are supplied air by a whole crew of these specially bred slaves. They're one of the last surviving artifacts of the ancient race that built the place.

Their job is to constantly walk on these massive tread mills located on a completely dedicated level, which in turn run huge turbines that supply air through a duct system. In the end the creatures are eventually freed via a war between the surviving sides.

Wouldn't that be kind of neat though? Include a deep sub-level that's sole purpose is to supply a "service" to the rest of the dungeon? I know that people have talked recently about a group of neutral merchants, a slew of cleaners and general custodians or a group of runners. This is something a bit different...

Maybe initially it's not evident what they do. Imagine a massive cavern with hundreds of these blind, docile, long-lived creatures endlessly walking on tread mill-type devices. And attached to these are long belts that stretch up to a ceiling far overhead. And located there, are the massive turbines...hidden by darkness but the susurrus fills the chamber along with the dull thumping of the ponderous but ever enduring slaves.

Now of course an operation like this would require some type of support. Food, custodians and technicians, etc. Imagine a race of creatures who can nimbly climb the walls and work upside down upon the turbines and drive belts. Another group of creatures that take care of the "walking brutes", a group of farmers who tend to the penned insect farms and the wall-clinging fungus gardens, and then of course there's the overseer.

Who knows what the overseer is or does. But it's also long-lived and communicates to the masses via pheromones and scent. This could very well operate like a colony of insects. Or not.

Wednesday, February 4, 2009

Big time!


Hey, this might be a bit late, I'm not the world's most observant person after all, but guess what? I've made it to Grognardia's "Links of Interest"!

I'm sure some of you are scratching your heads and saying "So what?", well I just have to say, James Maliszewski is the godfather of the Old School movement, and to be recognized by him is of great import to me. I place a lot of stock in James' insights into the roots of the game. And simply put, I really love reading what he has to say.

Anyway, I just thought I'd say Thank You to James. I doubt very much that he'll ever read this, (that's the penultimate accomplishment in this crazy old school gaming blogosphere) but nonetheless, there it is.

"Ma! Look at me, I made it!"

A thought about calendars and fantasy games

I was over at Valley of Blue Snails (Great work btw, go check it out if you haven't yet.) and noticed a posting about calendars. This is a topic that has always sort of bothered me.

I agree that saying February 23rd in game is always a bit of a disconnect. But on the other hand, I also loathe some of these convoluted creations that are used instead. They're completely confusing and are a pain to deal with. It seems to me that the effort one takes in creating a "calendar" system might better be spent elsewhere. I don't honestly think that I can remember a time when any of my players were specifically interested in the date. Maybe that's just a result of my play style. I don't know.

What I do know is that seasons make a LOT more sense in terms of in-game time keeping. Terms like: Approximately two moons left in the rainy season... The end of the grain harvest... Dead of winter... seem to ring more true to me than some made up date. After all, the majority of the populace in the middle ages had absolutely no way of knowing the date, nor did they give a hoot.

Maybe clergy members might care about the date. I could see wizards being interested in some arcane system of dating via astronomy and the study of entrails, in order to keep track of important events "elsewhere" (distant planes and such...). But for the common everyday adventurer, how is "The 23rd day of Plestance, in the 5th age of the Great Wyrm" going to make any difference in play?

Sure, this might be nit picking, but I've always run my games using weather and seasons as markers of time, and it's yet to fail me. I even had a case of the PCs traveling to a different plane where time ran at a slower pace. When they returned it was still high summer, but two years later. They figured it out via NPC reactions to their return and odd comments about dogs that had passed away of old age, of a failed harvest due to early snows, and things like that. No mention of time, just events. They caught on pretty quickly.

That's just my Wednesday $.02.

Wednesday, December 17, 2008

Brains!


Ever sit down to a movie or television show...or even a book, and after you've delved into it a bit you find out it's not at all what you initially thought? Most of those surprises aren't all that welcome. Most are utter shite.

Last night though was an exception. Our Tuesday night 4E group met with the understanding that we'd be starting up a new group of characters. If you've been following at all you'd be well aware that the previous band of dastardly do-gooders had bit the proverbial bullet in a knock down drag out fight with some...wait for it, ghouls! "Ah" you say to yourself, there's the undead reference.

But you'd be mistaken. Back to the point, we sat down around the table last night and started introducing our characters to one another. As you might imagine we started in a tavern; Staid but nearly necessary in a game of Dungeons and Dragons. Around the table we went, first the dragon born paladin, then the eladrin ranger, then me... Oops, nope.

That's right when our DM Wes, piped up and said, "The front doors crash open and a man stumbles in holding his hands to a gaping wound on his neck. Screaming at the top of his lungs, 'You've got to help me'." The doors swing shut, and then Boom! back open again. Another human comes hurtling towards the wounded citizen, knocks him to the ground and starts munching. Uh oh!

This is accompanied with screams and madness from out in the streets. What's happening? Bet you guessed by now. Yeah, zombie apocalypse. Soon we're absolutely over run w/ the rutters. They're everywhere; Coming in through the windows, the doors, everywhere. We're surrounded and are forced to make a stand.

We end up doing pretty well. Laying the initial wave of flesh eating monsters low is quickly accomplished. But that's just the beginning. Our paladin crawls out on the roof after our fight in order to recon the situation. The light of dusk reveals that the entire city seems to be over run. They walk the streets now like stately Sunday strollers...unless they see live bait, then they double time it like a drunken sailor on speed. It's pretty grotesque.

Well it's obvious, we can't stay here long. The whole party gathers on the roof to survey the damage and plan how we're going to get out of this mess alive. Not too far off lies the temple to the Raven Queen, it's burning. Drats! To the east of us lies another large church and it looks like there's a bit of resistance going on there. That's our target we decide. And about this time, more screaming erupts from down below in the bar.

Looking down through the chimney reveals that a few of those "dead" bodies have stood back up and are briskly chasing their meals around. The paladin acts in accordance with his creed and leaps down to save the innocent, while the rest of us stand up there scratching our asses and mumbling about getting the hell to safety. It doesn't take long and the paladin's in a bit of a spot.

Our warlord leaps down to aid him and get the three survivors out of there. They're successful but not before the paladin takes a nasty wound to his arm. (more on that later) With their emergence back on the roof it's decided that we'll use the eladrin's teleport ability and go from rooftop to rooftop and see if we can't possibly make sanctuary at that large church.

We're pretty careful as a group and we seem to work well together. Not everyone agrees all the time, which is natural in a large group (6), but we act in concert for the better of the whole. Not a bad way to get things done. Eventually we make our goal and are standing on a roof top across from a boarded up church.

The eladrin sends an arrow wrapped with a message through the stained glass window facing us. Soon a face appears in the hole and waves. We signal back and send another shaft with a rope attached. It gets tied down and off we go. Soon we're standing in the church with about 40 - 50 survivors.

Long story short, there's enough food for about a week, maybe a week and a half if they really ration. There's plenty of water though, as there's a well in the church proper. The clergy is as confused as we as to what's caused this odd outbreak. Oh, there's a star in the sky too...something we certainly noticed way back when we first emerged upon the roof of the tavern. The mage seemed to know something about a reference to some old story of the coming of a star and the end of the world. Great.

Well if it has happened before there has to be some way to turn it back. That wound on the paladin's arm is pretty nasty. Can't be healed with the normal means and even low level magical seems to be ineffective. There's got to be a way to heal it though, so now we've got a couple of quests ahead of us.

First: Get some food for the refugees in the church so that we can make our escape and head for the capital city for help. I'm not sure that they've faired much better but the attempt has to be made.

Second: Find some kind of cure for this disease that these nasty zombies carry. A library or a sage maybe? Not sure...but we have to try, otherwise the paladin's a goner.

By the end of the session I was a grinning fool. I love this kind of thing and personally I think 4e will work well with it. I'm not going to get into it here, but I think that 4e lends itself better to a strong story-type game, and not well to the looser aspects of a sandbox campaign. Anyway, I'm excited. This is going to be a hoot. Kudos to our DM for surprising us like that. Being old and jaded is more of a burden sometimes than it should be, and things like this make me feel young again.

Wednesday, December 10, 2008

A TPK?

This is going to be short, but I thought I'd write down a few thoughts I had about last night's game.

I've been playing in a 4E game with some guys, cause, well frankly, because that's what's available. Anyway, our DM Wes, had set us on a mission to rescue some villagers from the Valley. They had been captured by some hobgoblins and taken into this old abandoned minotaur city. Well, we went after them. Duh.

Turns out that it's not REALLY the hobgoblins that are to blame for this, but rather it seems a crooked group of powerful mages have swiped them in order to use them as blackmail leverage to get us to do some dirty work for them. Some items had been heisted and they wanted them found with as little fuss as possible. We didn't really have much of a choice; Fight the mages, or work for them. Hmmm, option two seemed reasonable.

I'm playing a thief named Thoth Amon (heh...yeah, I love REH and the names he comes up with.), who's this Babylonian looking dude from the darker side of a port town. He's a rough customer who doesn't hold much faith in human nature, but he's willing to give most a chance at "redemption". The first thing that Thoth wants to do is run this mage (The Arcanis) through for forcing him into this situation. But he's convinced by his party members that this isn't a "prudent" course of action.

Well fast forward: There were a couple of quests that were levied upon us; The pay out was of course the villager's freedom. Hrmph... The first quest was completed without much adieu and 1/2 of the villagers were released.

It was the second quest that proved a bit more interesting, to say the least. I'm not going to go into a play by play, but simply put, we were tasked with finding the second set of these stolen artifacts (I'm having trouble believing that all of these things were stolen and spread out amongst all these different factions, but hey, I'm just the messenger right?) which were to be found with a group of gnolls taking refuge in an old abandoned temple to Baphomet.

Sounds kinda shaky to me. Turns out I wasn't too far off. We get through this portal that takes us to the temple and we emerge into this large room with 3 archways leading off of it. (including the one we were currently in.) 5 huge pillars, carved to look like minotaurs stood at random places in the room and in the far corner was a low, square well.

First thing, the paladin steps into the room and sets off these magic mouths, which deliver some type of message to the faithful. We ignore them and he proceeds to the well, looks down, and WHAM! A huge set of tentacles reaches up and nabs him. Boom! We're in a fight for our lives.

Add in a couple of ghouls hiding in the shadows and a few chokers scrambling in from overhead, and you've got a big ol passle of trouble with a capital "T". Can you see any kind of a theme in the above mentioned adversaries? They can all grab, immobilize and / or stun. This was a bit of an issue and turned out to be our undoing.

It didn't take long. 5 PCs bit the dust in quick succession. We made a few tactical blunders, which in 4E can spell doom in a quick way. You really do have to be decent with tactics in this newest iteration of the game. Oh, and I forgot to mention, but we were short a "defender", or rather a fighter, and that my friend was probably the largest contributor to our demise.

So in the end, we got the ass end chewed out and wrapped the evening up rolling up new characters.

My take on this whole debacle? I LOVED it! Seriously. One of the largest complaints I've had regarding 4E is that there's a huge safety net, which sort of fuzzies the distinct edges of danger. And I don't like that. I want my game to be decidedly nasty. I want to know that there's a very real chance that I won't succeed and that if I do, I've done something above and beyond the norm. 

That was one of the huge differences between the earlier games and today's version: Back then there was absolutely no preconceived notion that you were going to make it. In fact it was quite the opposite. IF you made it you knew that it was because you were either VERY lucky or VERY cunning. Or both.

Friday, November 21, 2008

Lines and Holes


One of the things that I really loved to do before the advent of the internet was to page through books and photocopy cool images for my Dungeons and Dragons group. When they started adding supporting images to modules I was in love. S1, S4 and C1 were truly evolutionary for me. But the best resource I had besides any image that was included in a module was the magazine "National Geographic". You could find the neatest, most amazing, unbelievable things between the covers of those magazines.

It's true that reality is often stranger than fiction. The old adage "You can't make that up...", nearly always holds true when viewing an odd image out of a "National Geographic". Fast forward to the modern era and toss Google into the mix and Viola! You've got one of the coolest inspirational tools at your disposal. I'm going to mention just two small instances of real-world examples that just beg to be ported into your fantasy campaign: Cenotes and Nazca Lines.

A cenote (Wikipedia link) is basically just a type of naturally occurring hole in the surface of the earth, through which the ground water can be easily accessed. These are for the most part a pretty common occurrence on the Yucatan Peninsula. But they are far from common when you see them in real life. They absolutely scream "Cool access to an underground fairy realm!", or "Portal to the elemental plane of water!". I'm sure that you can think of all sorts of things right? You don't have to view them in real life to be inspired, they're seriously cool man.

Now, the Nazca Lines (Wikipedia link) are NOT naturally occurring, which in fact is one of the things that makes these things so damned neat. Simply stated, these Nazca Lines are a series of "pictures" (otherwise known as geoglyphs) that stood for something to the ancient indigenous peoples of Peru. They're massive, sometimes cryptic, sometimes recognizable images of things that can actually be seen from space. Despite the many rumors that surround these lines, it is widely held that they were in fact quite easily constructed by the technology that was readily available to the people of that time. But who cares? Look at these things...Tell me that doesn't make your mind spin.

You look at a Nazca Line and immediate you're thinking ancient space faring race right? Or some kind of cult that created ley lines pointing to deeply important religious sites. These things of course can be stumbled upon by adventurers...maybe deep in a jungle, or on a high plateau, and they'd be tough to recognize from that angle. What are they? These things that stretch off in impossibly straight lines? Off into the far, dusty distance or the emerald shadows of a jungle, they stretch towards unknown treasures and lost cultures. 

Just like in real life.

Thursday, November 13, 2008

Working with ancestors


James M., over at Grognardia had a nice little write up on his "Drow", he calls them Eld. And to be quite frank, like James, I'm a wee bit sick of Drow and am in dire need of something a little different. I loved the Drow when they first appeared on the scene in the G modules, but unfortunately R.A. Salvatore and Drizt has ruined it for me. For some reason I associate Drow with WoW or McDrow these days. They've just been run into the ground and are as stale as last week's pancakes.

So it's back to the drawing board. I'm going to borrow a little of James' hard work (His original article can be found here.) as the basis for my elder race and give them a tweak or two in order to personalize them a tad and let them slip seamlessly into my fantasy taxonomy.

Eld: (yes I'll keep the name...it's cool)
The Eld are an ancient race, descended from the deep voids of space, that had originally colonized the dark side of the largest moon, orbiting the "world". A natural hop, skip and jump placed them smack in the middle of a wilderness that had yet to be populated by an intelligent "master" race. The Eld fit that to a 'T'.

By bringing strange technologies from their home world, coupled with their mastery of the arcane forces of chaos, the Eld were masters of all they surveyed. 

And so on and so on... Much like James' Eld, but with a twist. Read on.

The Eld were a race born of the darkness between stars and had descended from a planet that knew natural light only a fraction of the time (Think "Pitch Black"). While direct light wasn't part of their evolution, light did exist and was used....The closest moon to their home world was a luminous and silvery entity that marked the Eld's day and night with its orbit.

Reflected light played a large part in the magic of the Eld, and they became masters of reflections; Travelling through mirrors, pools and any reflective surface the Eld also were able to cast over long distances and discovered much about the dark places by casting their reflections farther and farther into the chaos. And as all things that touch chaos for too long, the Eld soon became warped through close association.

The current Eld now live in the deeper darkness beneath the surface world and there they still cast their likeness and weave their madness-laced spells through flickering light and reflection. A shadow or an errant reflection seen in a mirror is often termed "An Elder Casting" by the common folk of the surface world, but the meaning has been largely lost. Some of the older races know of the Eld but it has been long since they've been heard of...and longer yet since they've been "seen".

Their are a few ancient Eld cities still in existence, now mostly inhabited by degenerate slave races, that lie deep beneath the surface. These cities are twisted and strangely difficult on the eyes of the surface folk. They reflect any light cast upon them into odd dimensions so that the buildings and thin purple spires twist and weave as if they live. Shadows seem to rush and ebb, as if they were the tides of an unseen ocean that crowd the narrow, empty streets.

The Eld themselves are a dying race and it is extremely rare to ever come across one. Most of those that still live are deeply ensnared in a "casting"...and can be found on occasion in front of one of their enormous black mirrors, staring deeply into the depths, as unresponsive as a corpse. Their cities are troves of strange technologies and magics, the likes of which would bend most sane minds, still, these are items of great power.

Who knows what power the Eld still wield as a collective race. They yet might control things on such a subtle scale that none can detect their influence. Or maybe they've been "gone" so long that they've been eternally lost to the chaotic maelstrom. No one living can tell these things. And that may be for the best.

Wednesday, October 8, 2008

A few thoughts on differences


"In many ways the steady march away from original D&D has been a sustained effort to remove the effects of a bad GM on the game." - Quote from SquareMans blog

I was reading a few of my "breakfast blogs" while partaking in my brisky mornin munchin (I don't really "like" Gungans btw), and noticed this quote on SquareMans blog. For some reason, maybe it was the right time in the right place, it resonated with me.

I've had the discussion with a buddy of mine about why Dungeons and Dragons has evolved in the way that it has. We're were both pretty sure that it has to do with a couple of things:
  1. Remove the Bad GM (as per SquareMans) from the equation.
  2. Something to do with Gary Gygax (RIP) and his view of how people were playing the game.
  3. Allow people to gather at conventions and be able to play w/out sitting around a table for 3 hours trying to figure out a standardized set of "house rules".
Now I'm not claiming that I know it all. In fact, quite the opposite. I don't claim to know diddly really. I've got a fair amount of years under my belt in terms of playing the game.... but that hardly qualifies me as any sort of an expert. But, like everyone else, I've got an opinion and lordy lou...lookee here, we have a medium for me to espouse that opinion.

If I were to add to SquareMan's quote up above I'd say that in so doing, the game has actually deprecated the DM. What I mean is that the rules have become so encompassing in their attempt at standardization and the "fair" game, that they've relegated the DM to the role of adjudicator and story teller.

Some of you may say, hey, that doesn't sound so bad. But when I say "story teller" I'm also saying that if you laid out a module in front of the group and said "read the text box, nothing else", AND you had a rules lawyer in the group, you could do away with the DM completely. This is a strong statement... I know. But if you think about it, you'll see that there might be a kernel of truth in what I say.

Let's take a modern day game (4E for argument's sake) as an example, it runs very much like a war game. You have "figures" that move in squares. They have powers that they can utilize on a time-managed scale. (Sort of like you could "force march" your troops only so many times / game.) Now take a recent WotC released module. It has everything you need as a DM stated right there. You read out of the boxes (if you like, you're never forced of course) and utilize the monsters given.

A nice neat plot path dictates how things will play out in their entirety. Now obviously things don't always go as planned...but the skeleton, musculature and nervous system have been laid our for you. The players add the skin. Viola, you've got a game!

In the above scenario, given honest gamers, you could lay the module out in front of them and tell them to only read the boxed sections. When they need the monsters they could read all they need from either the core books or the module itself and play against them.

Example (most of this is made up...I don't have a 4e PHB in front of me):
  • Player - "I shift one square and use my daily, 'Positioning Strike' power." clickety clickety roll... Success! Orc takes 2W+Dex and player can move adversary's mini 2 squares in any direction.
  • Orc - (stats and powers listed for player to look at.) Takes a "move action" to reposition and uses its "Octopus from Above" encounter power...clickety clicket...die is rolled. Success! Player takes 2w and is now considered grappled.
  • Player 2 - Rinse Repeat
This is obviously a very "dry" example. But the current game doesn't scream for colorful descriptions...It's all about powers, combinations and tactical movement. This honestly  doesn't require a DM IMHO.

When I was young I used to play Squad Leader a LOT. I often played it solo though... I couldn't find many people interested in playing a game with me. This was a wonderful way to learn strategy and how you could use the rules to win.... Hint, hint.

What ever happened to, "I kick the table over, put a shoulder to it and push it into the orcs coming through the door"? These types of things take a DM to adjudicate. It's a free form style that can't be defined by rules. In 4E I'm consumed with staring at my sheet and powers and trying to figure out what might be the best tactical solution to the current situation. D R Y.

I'm not complaining really. I like 4E for what it is. But it is NOT in any way related to Dungeons and Dragons of yesteryear. Not one bit.

Friday, October 3, 2008

Reminiscing

This is a game blog. Mostly about RPGs, fantasy role playing in particular. Dungeons and Dragons, Microlite20, and Castles and Crusades are all my flavors of the day. I like all of them for different reasons.

Dungeons and Dragons 4e: I like it because that's what the group plays. In my experience, it's a good game for a few short sessions. It's fun in a miniatures, wargamey kind of way.

Microlite20: Is tons of fun for an old school, rules (very) lite style game. I've only played it for a short while, so my perspective might be a bit skewed. But man, I had an assload of fun running it!

Castles and Crusades: This was the game that I stumbled upon, and eventually chose, after my disassociation with Dungeons and Dragons when WotC announced the release of 4e. It's a great game, but you know what? I almost think that microlite20 could conceivably take its place. I'm weighing the options.

I digress. This isn't about what system I'm into playing at the moment, but rather this post was spurred by a dragon's foot post about the "first game" you played in. I think I've written about how I started, about Jim and his Napoleonics games and his love affair with everything Tolkein.

But my first game... What was that like? I remember the guys: Fish (our DM), Dave, Wayne, Shawn and myself had all gathered around Fish's kitchen table. I had been introduced to the rules (Advanced Dungeons and Dragons Players Handbook) by way of Fish handing it to me in the Jr. High (I was 13) gymnasium and saying "Here are the rules. Read em."

Now pause for a moment and imagine that. Someone handing you a book like the old PHB with the only explanation being that it's a game about Elves, Dwarfs and Orcs. He told me that the first few chapters were all I needed to read. First few CHAPTERS?!?

I'd been a war game buff for quite a few years at this point, and therefore was no stranger to rule sets that needed a few readings for clarity's sake. I dug into the PHB with relish when I got home that night. I loved parts...and I hated others. I was stunned at the difficulty. The book was pages upon pages of small print. Yeah there were really cool pictures in there too, and that helped motivate me somewhat.

I spent a few days with that book and read the first few chapters, as I was told, and then skimmed the rest. Confusion reigned. I was so completely lost that I thought I'd never ever understand the game. But I went to the first session anyway.

And had an absolute blast. I rolled up a magic user. We used the old 3d6 in order method and I apparently had a high intelligence. I don't remember his name. I don't remember much about him at all, other than he had magic missile and a dagger.

Fish (if I remember correctly) was either using Quasquetron, or that dungeon out of the back of the Holmes rules. He'd expanded upon it quite a bit using graph paper and I think he had numerous levels. The structure was totally cool, it was a maze of rooms and passages, some worked, some natural.

And at the end of one of the levels? A room with a hydra and a secret door, behind which was a staircase leading down to the next level! Oh man...that was seriously the coolest thing in the world to me at that time. I mean, a hydra! Whoa. And it was quite obviously guarding something REALLY amazing.

One thing I'd forgot to mention, I was late to the party. What I mean is, the other guys had been playing for a little while before I joined, they had a few sessions (at least) under their belts and had a slight inkling of what was to go on. I on the other hand, was clueless.

I remember that the most confusing thing for me was initiative. When Fish told us to roll for initiative Shawn picked up a d6 and rolled. I remember being completely baffled at the outcome. We rolled high, we won. But what did we win? It took me some time to come to grips with that concept.

I fell in absolute love with the game though. I was an instant convert. I adored JRR's works and I voraciously played war games when I could. You might say that I was the perfect target market. A 13 yr old boy, from a small cow town, surrounded by brainiacs of like mind, who all LOVED the genre and had VERY fertile imaginations. (Fish ended up getting a doctorate in lasers. Dave an engineering degree then an MBA...and the list goes on. Very very smart folks taught me the game.)

So what happened? I don't remember the specifics. I think we fought some orcs. I zapped one and fought off a few with my dagger. Shawn played a 1/2 orc fighter with an 18/00 strength, he was the rock star of the party, dealing out killing blows left and right. I was back row fodder. I honestly don't remember what Dave and Wayne played.

In the end though I got munched by a giant ant. It must have been either the first or second session. I know it was early on. But holy hannah, what a blast. I rolled up a ranger for my next character and named him Sparrow Hawk. (Can you guess what I was reading at the time?) I kept that character alive somehow and played him all the way through Jr. High school, through High School and on into University. I eventually retired him at 16th level,  but did I ever get some serious mileage out of that guy. I still have that character downstairs in a folder.

It all started way back in '77. To think, I've been playing this game for 31 years, and I don't see any sign of stopping anywhere in the near future...I'm now teaching my daughters. ;-)

Game on.