Archive for November, 2009
400 posts milestone
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I was so busy in the last weeks that I almost missed that my blog hit the 400 posts milestone recently. And since my last milestone post in July much has happened in the RPG blogosphere. If you haven’t been living under a rock, you probably noticed all the drama around the RPG Bloggers Network recently. For some time now, Duane from A Terrible Idea is now in charge of the network and I wish him all the best!
As with my previous milestone posts I want to look back at the last 100 posts and share some statistics with you. Man, I love statistics!
These have been the most popular posts since my blog hit the 300 posts milestone:
- My stance on D&D 4th Edition
One of the most popular posts in the last months was definitely my post about my stance on D&D 4th Edition. Of course D&D is always a popular topic, but this time I managed to post something critical about D&D 4E without the comments turning into a flame war. And that’s an achievement I am actually proud of. We all know how easily these posts can turn into quasi-religious debates.
- Breaking News: Roleplaying finally possible in D&D 4th Edition
Alas this post’s comment derailed into a flame war pretty fast. Some people obviously missed the Humor category and started arguing again. Aside from that I still love the Ryan Macklin’s Dramatis Personae power that started all that trouble again.
- Robin D. Laws interview
I can tell you that I was excited like a schoolboy when Robin D. Laws agreed to answer some questions about the Gumshoe system and his other works for my blog. The interview not only gave some interesting insights into the system featured in games like Esoterrorists and Trail of Cthulhu, but also was a very entertaining read. Thanks again, Robin!
- Why play old-school D&D?
That’s a question you probably hear or read regularly. There are a lot of modern games out there, so why should we bother with the granddaddy of all RPGs or one of its clones? In this post I tried to list some of the reasons why I enjoy playing old-school D&D once in a while.
Enough tooting my own horn, let’s have a look at the statistics now:
- Total number of posts: 415 (including this one)
- Total number of approved comments: 1661
- Number of (unique) visits: 89,334
- Active WordPress plugins: 30
- Technorati authority: 126 (Wow, that must be because of the Technorati relaunch)
- Google Page Rank: 3 (no change here)
- Cups of coffee consumed by me during the writing of that post: 0
- Word count of this post: 481
I am currently going through some kind of winter slump, but I think I should get to my 500th post in early 2010 nevertheless. Thanks to all my readers! I couldn’t have done it without you!
First Look: On Her Majesty’s Arcane Service
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I recently got a copy of Flying Mice Games’ RPG “On Her Majesty’s Arcane Service” from RPGNow (RPGNow Affiliate link). The 234-paged roleplaying game is a perfect example of an interesting game that suffers from poor layout, some unreadable fonts and artwork of varying quality.
Premise
On Her Majesty’s Arcane Service is a RPG set into an alternate mid 16th century where magic, vampires and demons are real. Queen Elizabeth has just recently risen to the throne of England and has established a secret organization, the Arcane Service, lead by her Astrologer Dr. John Dee. The players are members of that organization and are tasked with the defense of the realm against magical assault.
That premise was what made me interested in OHMAS in the first place. The 16th century is pretty much uncharted territory (at least when RPGs are concerned) and I like the idea of the player’s being some kind of arcane secret agents of the English crown. Alas this awesome premise is marred by poor execution.
Layout from Hell
Most of the book is laid out in a two column format, where the left column contains only the titles of the paragraphs on the right column and vice versa every other page. And to add insult to injury the text is left-aligned and not justified which makes it pretty hard to read. A proper layout would not have made things easier to read but also significantly reduce the length of the book.
Introduction and background
But let’s ignore these problems for a while and focus on the game itself. The book starts with a short introduction on the setting, the world’s history and the current religious and political situation. This introduction helps to set the mood but is much too short to give a proper overview of Europe in the mid 16th century.
Character types
The next section explains the different types of player characters in detail. There are Path characters, champions of various parties with magical abilities, and Non-Path characters who are mundane people who use their skills in any way they can to resist the Creatures of the Night. Then Hunters, Templars, Half-Angels and other characters are described with a few paragraphs each. Alas this section left me with more questions than answers.
Associations
The next chapter details creation of an association. An association is the structure of the organization the player character’s work for. The player characters’ association is created in several steps determining type of association, funding, home base, areas of interest, guards and security, and many more details. A wealthy association may even own warships and/or a well-stocked library. The concept of an association reminded me a lot of the Ripper Lodges in the Savage Worlds Rippers campaign, but is much more detailed.
Character Creation
The next section of the book finally describes character creation. Characters are described by five physical attributes (Strength, Coordination, Agility, Endurance and Charisma) and the non-physical ones (Intelligence, Magical Potential and Family Lifestyle). Players can either create their attributes randomly by rolling the dice or by distributing 44 points between the physical and 100 points between the non-physical attributes.
The skills a character knows are determined using a lifepath system. The player starts with 4 ranks of Skills he acquired before he was 10 years old, then he decides on an Apprenticeship. At the age of 16 the character becomes a Journeyman in his chosen profession. Basically a character can enter any profession he chooses, as long as he meets all the requirements. I think I have mentioned before that I am very fond of life path systems and usually they help to create interesting characters with ease. OHMAS provides players with a lot of career choices including but not limited to the Thief, Archivist, Bounty Hunter, Dancer, Musketeer, Lord or the Playwright.
Character Options, Paths and more
The following section “Character Options” describes how characters can follow one of the Paths (like Hunter, Esotericist or Templar) or how to create Half-Angel or Changeling characters. The different Paths are described rather detailed and sound very interesting. But alas the whole character creation section shows that this book is in dire need of a 2nd edition that is properly laid out. I had to constantly flip forward and backward several pages to barely understand what the author wanted to tell me. And often concepts and/or rules are mentioned long before they are actually described in the book. And the strange layout isn’t helping.
I surrender!
I have to admit that reading through the rules is not really enjoyable. The more I read the more tedious it gets. Don’t get me wrong, I believe that OHMAS is full of great ideas and a fresh setting that could be a blast to play in. But the deeper I delved into the book the more it felt like work to me. So I decided to conclude the first look at this point. If you are interested in reading my thoughts on the rest of the book, please let me know in the comments below and perhaps I will write about the rest of the book at a later date.
Some clarification: I usually try to avoid bad reviews. When I don’t like something, I don’t review it. Sometimes when I am excited about something but I haven’t had the time to write a proper review, I do a first look. First looks are based on a first read through, sometimes just I just have leafed through the book several times. While I still think the premise is awesome and that it shows that the author put a lot of love in this game, I just wasn’t able to write a good first look about it. Too many things (like the layout) have put me off. And perhaps if I have a lot of free time, I will give OHMAS a second chance. The idea behind this game is just too cool to give it up so easily.
Please show me your homemade GM screens! (Update)
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On November 5th I asked my readers to send me photos of their homemade GM screens. Alas only a few people have replied so far.
If you have a cool homemade GM screen, please don’t be shy and send me some photos showing off your work! You can send your photos either to info (at) stargazersworld.com or just post links to the photos in the comments below!
Six-Sided Fantasy SRD released
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While WEG’s Eric Gibson hasn’t shown up on the WEG Fan Forums for ages and things are generally looking grim for the future of the OpenD6 project, a fellow RPG blogger has provided us with the Six-Sided Fantasy System Reference Document.
The Six-Sixed Fantasy SRD consists of several well laid out RTF files that provide you with all the rules necessary to run a fantasy game or create your own variant rules. Please note that all trademarked material and all references to WEG trademarks have been removed from the SRD.
Lazy Friday Video Post: Vintage D&D Commercial
4Now I understand why people believed D&D was utterly evil. This commercial from the 1980s makes me shiver!
And did we really wear these clothes back in the ‘80?
Dragon Age Design Diary #1
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Recently the first Dragon Age design diary went online. In this article Green Ronin’s Chris Pramas provides us with some details on the upcoming Dragon Age RPG that is based on Bioware’s new computer roleplaying game Dragon Age: Origins. Here’s an excerpt for you convenience:
I also decided early on that I wanted Dragon Age to be accessible to new players. As I began to lay the groundwork for the system, I realized that Dragon Age was a fantastic opportunity to bring new gamers into the hobby. I knew Dragon Age: Origins was going to be great and that there would be a lot of fans eager to learn more about the world of Thedas. A tabletop RPG could give that to them, and introduce them to the style of gaming that had birthed computer RPGs in the first place.
And if you haven’t already read about it, you should check out the interview at the Escapist Magazine, too. The Dragon Age computer game is one of the better CRPGs I’ve played in this year and I am very excited to learn more about Green Ronin’s pen & paper game based on the franchise.
Confessions of a lazy GM
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I am a very lazy when it comes to preparing roleplaying sessions. When other GMs plan and prepare for weeks I usually make some preparations just mere hours before I start running a game. Sometimes I don’t prepare at all, hoping that my improvisation skills save the day. If everything else fails, a nice tavern brawl keeps the players occupied for long enough to give me some time to make up something in the back of my head.
Of course this doesn’t work in every game. I am currently running a Savage Worlds game using the Rippers plot point campaign. And if you ask me, SW is perfect for the lazy GM, especially when you use it to run any of the plot point campaigns. In most cases you sit down at the table, read the next plot point description and the rest is done by hand waving.
You have to be thinking on your feet all the time, making up NPCs on the spot and coming up with encounters on the spot is vital for the lazy GM. And alas this doesn’t work in every game. You should never try to run an investigative game that way. It just doesn’t work. Ok, if you have read every murder mystery novel on the planet you may be able to pull it off, but in most cases it’s near impossible to be successfully lazy when investigative games are concerned.
But especially when you and your players favor action over complicated stories, you can easily have a lot of fun without hours of preparation. And being a lazy GM although helps you in well-prepared games or when you are running and commercial module. When things go awry, you can always rely on your improvisation skills, that you have trained while being the lazy GM, to save the day.
There’s even a reason why being a lazy GM can also improve your game. Some GMs tend to meticulously plan their adventures which may lead to the focus being shifted from the players and their characters to the background story and the NPCs. If you don’t plan ahead you usually rely on your players to drive the action while you improvise on the spot.
Recently my group asked me to run “Trail of Cthulhu” on New Year’s Eve. I fear I will have to do some preparation for this session after all. As I wrote before, it’s extremely hard to pull off a great investigative game without some preparation. But in the long run I will probably always be a lazy GM.
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