The Most Unread Blog on the Internet. Ever.
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Tommy Brownell’s blog has a very interesting mix of topics: roleplaying games and wrestling. I have to admit that I know almost nothing about wrestling and so I won’t comment on his wrestling posts here.
But I think I have some knowledge when it comes to pen & paper RPGs, and I have to admit I really like what Tommy has to say about those. And that’s why I really think I that his blog doesn’t deserve to be the “most unread blog on the internet”. So, let’s change that!
Especially his reviews are extremely fun to read.If you have a couple of minutes you should at least check out “Tommy’s Take on: Gnomemurdered 2e". I can also wholeheartedly recommend his posts about the Star Wars Saga game he runs for his son. Even if you’re not running a game for kids yourself, it’s always interesting to read about other GM’s games.
In my opinion, “The Most Unread Blog on the Internet. Ever.” is definitely worth checking out, even if there’s a bit too much wrestling stuff for my tastes. But as always, your mileage may vary. That said, Tommy’s post are definitely worth reading and if you like his stuff, don’t forget to comment on his blog!
Growing the Hobby: The Horticulturist Way!
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Mad Brew Labs is hosting this month’s RPG Blog Carnival and the topic is an interesting one, how to help the growth of the hobby? This is a topic I’m very interested in since over the last year I’ve tried to take an active role in the gaming community where I live.
I think the best thing we as individuals can do to help the hobby grow is take a cue from horticulturists, we need to prep the soil and help new plants grow, that means getting more people to play, be they lapsed players who’ve drifted away from the hobby or new people interested in role playing games. But how do we do this?
First of all I think it’s a matter of communication, getting in touch with other fellow fans, people who’ve heard about games and want to learn more about them. The internet is the obvious answer but I think we need to explore beyond the traditional places where we communicate. Company forums, established RPG communities are good, but the people you meet there are already hobbyist; I really believe we need to reach out. Social media networks like Facebook or Twitter are a great place to tell people about your hobby and invite them to play. Some people who use these web services may be casual fans unaware of more specialized sites and establishing a conversation may be the first step in getting them to play.
If you are lucky enough to have local stores that carry games, be it a comic story, a hobby shop or a large chain bookstore, this is an excellent place meet other role players. I see teens in Borders looking over the books and I try to strike up a conversation, ask then what they play, where they play. If they are interested in playing I want to see how I can help to get them to play, which brings me to my next point…
If you want to see the hobby grow, then you need to play with more people! This may sound like a no-brainer, and your experience may be different form mine, but ask yourself, when was the last time you played with new players? I play a regular weekly game with a very stable group so we rarely have the opportunity of having new players join us. And my gaming time is limited so I can’t really plan more games regularly. What I’ve tried to do is plan special activities through the group we’ve created in Facebook and have activities were players can get together, meet, get to know each other and hopefully establish new gaming groups. Also the group has organized demonstrations at local mini-conventions were we offer to teach people how to play. There is no greater satisfaction than seeing a new player roll dice for the first time.
We need to encourage people to play and give them the tools to do so. Forget about which system you play or which game you think is more or less balanced. Leave behind preconceptions and grudges and teach someone how to play! They will thank you for it…
Atomic Highway
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Recently I learned about the awesome post-apocalyptic roleplaying game Atomic Highway by reading Berin Kinsman’s review. While he’s not really into the genre, he really like the games’ mechanics and toolbox approach. I wanted to run a post-apocalyptic game for a long time, so I decided to get a copy of the game. And I haven’t regretted this decision once, not even for a second!
Instead of writing a full-blown review I just want to share some of my excitement for that game with you. The underlying rules system called V6 Engine is something I wished I had invented. Basically you roll pools of six-sided dice. Each result of 6 is a success, but you can distribute your skill levels among dice to “push” them to 6. The number of dice rolled is determined by the attribute used for the test. This is as easy as it’s brilliant.
What I really liked about Radioactive Ape Designs’ game is that while there’s an assumed setting, you are meant to create your own version of the apocalypse. You want a Mad-Max-style with road warriors fighting each others in pimped up cars, dune buggy, or busses? The rules are in the game! You prefer a more wacky approach to the genre with intelligent animals like in Gamma World? It’s in the game. You love the Fallout computer game series and you want to run a pen & paper game based on it? With some work on the GMs part, even this is no problem at all.
The rules are easy enough that you can mess around with stuff without having to fear to break things all the time. Weapons, armor and other equipment in the game is pretty generic, but that’s no issue for me. And given the rules-light nature of the system it would have been a bit odd to have dozens of highly detailed weapon stats. Some types of weapons are missing, but again, it should be easy for the GM to make some new weapon categories up on the spot.
And the supplement Irradiated Freaks really turns things up to eleven! You get new options for mutations, new monsters, new psychic abilities and more. After reading both books I had numerous ideas for different post-apocalyptic games I could run with Atomic Highway. My favorite so far is a setting inspired by the aforementioned Fallout series and a few other sources. Of course you could pull something off with a game like Savage Worlds or the Cortex System, but IMHO Atomic Highway is so perfectly suited for the job, that it would be a shame to use anything else.
Now I only have to convince my group of players that they want to play this game. And especially my girlfriend is not really a fan of the genre…
By the way, Atomic Highway has been nominated in the “Best Rules” category for the ENnie Awards 2010. I voted for it!
I Voted!
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Please don’t forget to cast your vote for the 2010 ENnie Awards! I just submitted my vote. The voting polls are still open till midnight, July 25th (no idea, which timezone we’re talking about here), but voting a few days earlier than that is probably a good idea.
Especially because this year the nominations have been kinda weird. Some products who IMHO should have been nominated were ignored by the judges (like the excellent RPG Circus podcast) and I think a few nominees were put into the wrong categories. Fantasy Craft for example would have been among my picks for Best Rules, alas it hasn’t even been nominated in that category. I am also not sure why some products are obviously good enough to be nominated for Product of the Year, but not good enough to be listed in any other category. But perhaps I don’t understand the inner working of this award.
Nevertheless, I believe it’s important that people vote for their favorite products, podcasts, websites and blogs. Especially if you want to give some of the underdogs a chance, go to the ENnies site and vote. Here are a few of my picks if you are still undecided:
- Rogue Trader Core Rulebook (for Best Cover Art)
- Pathfinder Core Rulebook (for Best Interior Art)
- Eclipse Phase (for Best Writing)
- Atomic Highway (for Best Rules)
- Trail of Cthulhu: The Armitage Files (for Best Adventure)
- Atomic Array (for Best Podcast)
- Critical Hits (for Best Blog)
- Shambles (for Best Electronic Product)
Now, what are you waiting for? Go to the ENnies site and cast your vote!
Dark Sun Light… Microlite that is!
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Andrew Mordo, also known as Corvus, fellow contributor to this blog and all around nice guy put together a little gem called Dark Sun Microlite. He’s our resident Microlite expert but I’ll take a stab at doing a review of his work.
Corvus is not alone in his love for Microlite, a rules light version of the D20 system that retains many of the familiar elements, in fact the feel and tone of the game is intact, while offering a simplified gaming experience, reminiscent of the D&D of old. There is a lot of community support beyond the core rules and Dark Sun Microlite is one such project.
Personally I have been using Microlite20 and some additional bells and whistles to run a successful Play by Post game in a Facebook group for seven months. It is similar to what we all are accustomed to play ( we are al D&D savvy) but simple enough to work well in the game format which is very different form face to face gaming. I must say Microlite has thus far proved to be a fairly solid system.
That is why I’m so thrilled with the Dark Sun adaptation. Dark Sun is one of those beloved settings published by TSR that has survived new editions and is now making a comeback for D&D 4th edition. But despite all the love, not everyone wants to play in Athas using the 4th edition rule system. I say to them, here is a perfectly good alternative!
Dark Sun Microlite is NOT a game unto itself, it says so right there on the first page, you need some of the source material to get a feel for the world. What this concise six page document offers is the nuts and bolts to play there. Dark Sun Microlite references three other Microlite20 documents, the basic rules, the Microlite20 Expert rules and Microlite20 Psionics. All of which (and more) that you can download in a budle here!
Using 5d4 to generate characters and starting at 3rd level immediately reminded me of the Dark Sun back in the AD&D 2nd edition days and evocated that feeling so much that I almost expected to read about character trees next! The additional races seem appropriate. I was a little concerned at the Half Giant’s +4 Strength; thinking it may make them unstoppable melee machines, but well they are HALF-GIATNS they are supposed to be tough.
The minor tweaks to the classes are nicely done and I particularly liked the way the rules handled defiling. Simple and flavorful without being needlessly complicated, keeping with the tone of Microlite. The new and modified spell lists are well used to differentiate the classes and realities of the campaign setting. Likewise the multi classing rules really needed for this setting, work well with Microlite in general and they just got added to my regular Microlite campaign.
The rules for new materials are likewise elegant, simple and appropriate. I loved that he resisted the urge to create new stats for the exotic weapons and simple identified existing equivalents. The bestiary is nicely done with a good variety of monsters, but you will need to reference previously published books or magazines just to know what some of these creatures are. The document finishes with a good list of recommended materials you can use to flesh out the rules.
I am not familiar with the new version of Dark Sun being published by Wizards of the Coast, but on my next visit to Athas, I know I’m going there the Microlite way. Unfortunately, I’ll end up in the slave pits!
Interview with Andrew Modro aka Corvus
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When you’ve been following Stargazer’s World for a while you probably read a couple of the guest posts written by Corvus aka Andrew Modro. But what you probably don’t know is that he created a couple of games including a Microlite20 conversion of the popular D&D setting Dark Sun, which will be soon released for D&D 4th Edition. I recently asked him, if he was willing to answer a couple of questions for us, and he agreed. Without further ado, here’s the result of our interview session.
Salmon and D&D
1Last Saturday I ran my weekly Dungeons & Dragons adventure. This weeks adventure was one I called “The Royal Sword of the Elvish Plains People” which addressed the back story of one the player characters in particular.
In planning this adventure I did things a little differently then I normally do. I picked up a copy of Sly Flourish’s Dungeon Master Tips book and used the game planning techniques inside to plan out this adventure. As a result the game went flawlessly. Not since my very first game of Dungeons & Dragons have I felt so prepared at the game table.
I have nothing but good things to say about Sly Flourish’s book. it’s filled with straight forward advice and checklists for creating a great Dungeons & Dragons adventure. Dungeon Master Tips book along with Robin’s Law should be required reading for anyone who takes on the roll of Dungeon Master.
My players first had to transverse the Forest of Illusion, navigate their way through a Black Crystal Cave with a scary, sleeping, silver dragon and finally make their way through a labyrinth to dispatch some Minotaur. In the end my party was successful in obtaining the Royal Sword of the Elvish Plains People.
In this adventure I was able to use my battlemats for the Forest of Illusion and Minotaur battles. I didn’t have as much time as I would have liked to have when it came to draw things out on the battlemats. I think it shows. In the future I am going to try my best to avoid being rushed when drawing out encounters. (Famous last words, right?)
The Black Crystal cave on the other hand turned out pretty well. I used several of my Hirsh Arts Castlemolds as well as my Combat Tiers. Though I was happy with how the encounter looked visually, it did not play out at all how I had envisioned in my head. Which was good in the long wrong. My players where think outside the box and I was able to go with the flow of something completely unexpected happening.
My players managed to sneak through the cave without waking the silver dragon or other hidden monsters I had lying around. They got through that particular encounter without a scratch. In doing so they also passed up two treasure chests and several barrels and boxes.
After the game was over my fiancée cooked up some freshly caught salmon a family friend bought for us the day before. We all sat around and ate dinner chatting about the game and other things going on in each others lives. Good times.
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