The Computer I Do Most Of My Writing On

Writing A Dungeons & Dragons 4th Edition Adventure

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The Computer I Do Most Of My Writing On. I am a bit of a G1 Transformers Fan.

Over the last few years I have been reading books on management and starting a business. I really enjoy reading books on these topics and I have benefited greatly from reading them.

One book that has had the biggest impact on my life is Getting Things Done by David Allen. This book has taught me how to manage myself and others. No book has had a greater effect on me then this one. It is filled with priceless advice and tips that have helped me get my work done, reduce stress and keep everything in order. I can not recommend this book enough. Even if you have no desire to write or start your own business, this is just a good book for life general.

The 4 Hour Work Week by Timothy Ferriss has been the biggest motivator for me to produce something and to start my own business. Whether I will or not has yet to be seen. This book has motivated me to create something, to make something and put it out for the masses. What I have chosen to create is a Dungeons & Dragons 4th Edition adventure.

I hope to use Stargazer’s World as a platform to chronicle my progress and share with everyone what I have learned and how I am overcoming any obstacles along the way. I will continue do posts on other RPG topics. I have no intention of only writing about the progress I am making on my D&D adventure. I still have a video review of GameScience dice coming up. I also will be attending PAX in Seattle this year. Something I am very excited about attending as well as writing about, but more on all of that later.

For now I just want to announce to you, the readers of Stargazer’s World, that I am creating a Dungeons & Dragons 4th Edition adventure. I have completed a lot of work on this project so far and I have a lot more work to do before it’s all done. I hope when it’s all over I have something to be proud of and something other will get enjoyment from.

D Total

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Inspired by Youseph’s and Bridget’s Gamescience dice reviews, I searched the internet for more information on Gamescience dice. I watched a couple of YouTube videos of Lou Zocchi explaining why his dice are far superior to any other  dice, before I stumbled upon this very interesting video about the D Total!

I didn’t get any of those at Gen Con, because they were a bit too expensive for my taste. But the D Total is definitely one of the most impressive dice I’ve ever seen!

Pathfinder RPG Spellcards, for free!

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I know free stuff is usually Youseph’s topic but I discovered this website this week and I’m thrilled. As you doubtlessly know I’m a Pathfinder RPG fan and have run a weekly game for the past year. Even if I don’t play D&D 4th edition I can tell you many things I liked about the game, one of them was the ability, with the DDI, of printing power cards. I’ve wanted something similar for spells for Pathfinder for a while now. I know there are commercially available sets in RPGNow but I was reluctant to spend money on them, some of the samples did not impress me.

Imagine my surprise when I discovered theGM.org and the handy dandy Perram’s Spellbook! This is a free application that allows you to create and print spellcards for the Pathfinder RPG, including the Advanced Players Guide and some other Paizo books! You can even create custom cards…

I love this web application! Kudos to Jefferson Jay Thacker, aka Perram, for this! Go over and check it out, it is well worth it.

GameScience Dice Blemishes

GameScience Dice Review

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Last March I wrote a post titled The Importance of Dice where I talked about how important dice are to both players and game masters alike. It seems like everywhere I look every person has their own unique way of holding and rolling their dice. Some people wont let anyone else touch their dice for fear of negative consequences as a result. The options of dice we have to choose from as participants in this role-playing game hobby of ours have is staggering, but today I am just going to focused on one brand of dice. Gamescience dice, and what my personal experience has been with them.

Shortly after I wrote The Importance of Dice I placed an order with Comic Lair for a set of green opaque Gamescience dice with white numbering. I chose to go through the Comic Lair because they where one of the first places I searched for that would ship to Juneau, Alaska. Finding companies that will ship to Alaska can be a challenge. I also chose to go through the Comic Lair because I called them and got to speak with the owner Chad, who took his time to help me out and answer all of my questions. Who says customer service is dead?

GameScience Dice Unpainted

Chad explained to me that Gamescience don’t look perfect. They don’t ship from the manufacture with painted numbers for starters. All number painting is done third-party either I as a buyer could paint them in myself and save a couple of bucks, or Chad could do it for me if I choose. Gamescience recommends using deco paint pens with an ultra fine tip which is what Chad used. Recently he has been testing out Sharpies new enamel paint pens and him they seem to be adhering better to the dice and he has been experimenting with different color choices on his eBay store. It will take some time to know if they last any longer then the deco paint pens that Gamescience recommends. I also asked Chad about the blemishes, or imperfections on Gamescience dice that I had been reading about. He explained that yes, these dice do have imperfections on them as result of how they are molded. This is something easily fixed with an emery board. He also cautioned me that no matter what, these dice will not ever look 100% flawless like other dice. Unlike other dice, Gamescience dice do not go through a tumbling process to smooth out these imperfections, but that is why some RPG hobbiest prefer them. As a result you have a set of dice with sharp edges that cause the dice to come to a stop more quickly. This produces a more random dice roll then most other bands of dice with their smoothed down rounded edges. What this means is a dice with rounded edges will roll across your table longer allowing it to find its center of gravity. The result is that a dice with rounded edges are more likely to roll a particular number depended on where it’s center of gravity is. A Gamescience dice, with its sharp edges will not roll as far and as a result will not find its center of gravity making each roll more authentically random then other bands of dice with rounded edges.

I thanked Chad for all his time and asked him to send me a set of Green opaque dice with white numbers. I wanted to leave the number coloring up to someone who had more experience than myself. Less than a week later I got my first set of Gamescience dice in the mail.

The dice came well packaged and survived the trip from Trenton, New Jersey all the way to Juneau, Alaska. When I took them out of their package the first thing you really notice is how sharp the sides of each dice are. It really sands out. I spent a good ten minutes just squeezing them in my hand and feeling all the edges.

GameScience Dice Blemishes

The next thing I noticed was the blemishes on each dice. They did stick out and they did not allow the dice to lay flat on the side that had the blemish, but just as Chad had said, a quick file with my fiancée emery board leveled off the imperfection so the dice would lay flat on the affected side. Also like Chad said the dice do not look flawless. Leveling off the imperfection made it so the dice would lay flat but you can still see where it was. Some of the dice also look a bit lighter or darker from one another. It’s just how it is.

Ever since I got my set of green Gamescience dice I have been using them at every game I have played since. I have noticed that the white numbering is starting to slowly flaking off. I think when and if it gets to a point where I want to redo the numbers on my dice I will try the crayon method.

I do not miss using my other dice at all. I feel that as a game master it is my job to provide a far balanced game. Having a set of dice that I feel are producing a more random result is part of that job. It’s also important to remember that when you are playing an RPG having fun is key. I am not requesting my players to go out and buy Gamescience dice. (but some have, including my Fiancée, who has bought several sets now.) I want my players to have fun and that means everyone gets to use the dice they like the most. Mine just happen to be Gamescience dice.

Check out Bridget’s post at Dicemonkey.net to see what she thinks of Gamescience dice.

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Interview with the AntiPaladins: Mini Six Bare Bones Edition

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Mini Six Ray Nolan and Phil Morris of AntiPaladin Games recently released a drastically revised and expanded version of their Open d6-based microlite, Mini Six. This new "Bare Bones Edition" comes in a beautiful, easy-to-use 38 page PDF that weighs in at only 6.95 megabytes. Not only does the document include the Mini Six rules, it also offers variant rules for playing Mini Six closer to "base" Open d6 (as presented in the now-free d6 Adventure, Fantasy and Space books) and includes multiple setting seeds, all of which include background and crunchy bits tailored to the settings.

Phil and Ray graciously accepted my request to interview them about this fantastic new edition. As with my previous interview with them, both men took the time to respond to my questions. You can read the full interview on Polyhedral Dreams, my personal games blog.

Road Warriors

25 years later… 24 years later!

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The nonsensical title to this posts is actually a reference to my first ever attempt at designing a game. From that attempt I learned that designing a game is hard, a mixture of creativity and perseverance. Almost like catching lightning in a bottle. If you’ll indulge me, let’s travel down memory lane to the year 1986, when I created my first game, 25 years later.

I remember when the idea came to me; it was History class, just after recess, during Ms. Trifilio’s class. I had been playing D&D for some months, starting with the Basic Red Box and moving to the Expert set. I knew there were other RPGs out there, I owned two issued of Dragon Magazine, but I was yet to read any other game, the AD&D rulebooks were somewhere in my near future, but I felt the urge to play something else. After talking with my friends I decided I would create a post apocalyptic game. I didn’t use that term back then, but I knew I wanted to play a game set after a nuclear holocaust (something I obsessed over back them).

While the teacher presented her lesson I was busy writing down a list of the character types I thought should be part of the game. I can’t recall all, there were about twelve, but they included soldier, pilot, cyborg, psychic and ninja. When I got home I wrote the details I needed for each, their saving throws, renaming some of the traditional D&D one, and bonuses for each “class”. Then I wrote up a weapons table, knives did 1d4 damage, swords and small handguns 1d6, rifles 1d8, automatic and heavy weapons 1d10, vehicular weapons 1d12. The equipment list also included transformable mecha take directly from Robotech (I was a HUGE fan, and still am in some ways), but the mecha had few stats beyond weapons and the rolls necessary to make special maneuvers.

I realize this is not even a system, this was my modification of D&D for a setting, and even a half formed one at that. The antagonists were bands of roving road warriors looking for gas, strange vampires and the oppressive lawmen of an evil city state that looked exactly like Eddie the Head from the Iron Maiden records, specifically his look in the Somewhere in Time album (I was not a metal head, and while I listened to Iron Maiden occasionally I was not a big fan, however I had friends who were and I just loved the art on the LPs sleeves!). Eddie actually was an acronym for something I can’t remember right now, but they were genetically manipulated vat grown super soldiers who roamed the roads of the world enforcing the will and policies of their home city. The founding of the city gave the name to the game for this was the first real city to rise from the ashes of the nuclear holocaust and the game took place 25 years after the founding of the city.

The game began with the players taking refuge in a solitary monastery unbeknownst to them controlled by vampires. There they saved a prisoner who turned out to be a powerful psychic from a secret colony of psychic in northern Canada, who also happened to look exactly like Dr. Tachyon from the Wild Cards series (another obsession of mine back them). He asked the player characters for their help to reach the hidden colony and thus began their journey north. Along the way they faced Eddies, wild bands of road warriors and the soldiers of enemy city states. The psychic eventually was possessed by a disembodied entity that controlled technology and became a major antagonist.

Years later I played other post apocalyptic games, including RIFTS and I realized how my “everything and the kitchen sink” game was like RIFTS, but my game was created four years before RIFTS was published. Believe me, I’m not claiming MY game was anything like RIFTS; I never put as much work into it as Kevin Siembieda put into his game. My game could have been like RIFTS, but it could have been like World of Synnibarr as well, so I’ll count myself lucky that I didn’t stick with it and went back to playing D&D. Why you ask? Well that had to do with the second lesson I learned from 25 years later, don’t put your game on the hands of another GM!

Halfway through the plotted adventure I had some days off from school and visited my uncle so we took a break from gaming. One of my friends asked if I minded that he Game Mastered some sessions for the other players of the 25 years later game. I said sure, and left for vacation. When I came back, to my surprise, the game was in shambles. The players had reached the secret psychic colony, defeated all the Eddies and escaped Earth in a spaceship after blowing up the planet. Needless to say I was pissed. This was not the game I had planned! True I had not conveyed my expectations to my friend, but I was an inexperienced Game Master and I felt MY game had been ruined.

With the wisdom of years I realize that this might have been a great opportunity, that this were my players contributing to the development of the game, but I was too young and too pig headed to realize and I simply scratched the game and moved on to other things. Soon after that I began the first incarnation of my long running homebrewed fantasy campaign.

Years later I gathered the old gaming group and we replayed the first adventure using some system I can’t remember. Ever since I have never returned to my 25 years later game, I did try to design other games, but none of them lasted as much or was as much fun as the game we played in 1986…

PS – This post is dedicated to my first players, Ricky, Jorge, José Luis, Hector, Clinton and Emilio. I don’t play with any of them anymore, but they were there with me when I began this journey into role-playing games!

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Gen Con: A Happy Gamer!

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Daniel M. Perez from Highmoon Games just sent me this photo of a very happy gamer. If you are at Gen Con and not smiling like that guy, you’re doing it wrong. ;)

Michael Wolf

Too bad it’s still 12 months to Gen Con 2011!

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