Tuesday, April 5, 2011

From Swords & Wizardry To Savage Worlds

Last night would have been our thirty-fourth Swords & Wizardry session. As some of you may know, we've taken a break from our campaign to branch out into some other RPGs (as a GM, it's nice to get a break from behind the screen a become a player for a while). Some of the games on deck are DC Heroes, Paranoia and Traveller. Last night we dove into our first non-S&W game, well it still had SW in the title - Savage Worlds!

Savage Worlds is a generic and loose rule-set that is adaptable to various genres. Anything from Swords and Fantasy, to space opera, to wild west (with zombies) to weird war pretty much whatever you want to play can be played with SW. We're playing a Thrilling Tales pulp adventure staring the Tesla League, a group of adventures that hover around Nikola Tesla and his University around Wardenclyffe Tower in the year 1919.

Clay (Gedlesmote and Televon, Priest of Morpheus) is running these sessions and he's put a nice twist on the campaign adventures. He has some of his RPG buddies from out of state playing the villains who are coming up with plots and deeds to foil The Tesla League. They are not part of the actual sessions but are part of the game itself.

The game mechanics are loose and different than the usual D&D style dice throwing and keeps the game moving. It's a skill based game which doesn't hinder the role-playing.

You build a character as opposed to rolling on up. The process is pretty easy but the first time is always a challenge to get things built quickly. You have your typical Attributes (Strength, Spirit, Smarts etc), round these out with attribute based skills and then add some Hindrances (negative traits such as Outsider or blindness) and some Edges (powers/extra abilities). We all had character concepts to begin with which helped with the builds. As usual we have some entertaining characters; Bernhard Von Kapivar (German explosives expert) and Ralph E. Madison, Worlds Tallest Cowboy with Tinymite the worlds smallest horse (this is based on a real life person of that era) to name a few.

No doubt, good times ahead.

We played a brief game as the characters came together and discovered a mysterious glowing green crystal beneath the Wardenclyffe Tower and with the help of Tesla himself pointed us in our upcoming world spanning adventures.

I'll try to post a Tesla League session recap later this week.

Oh, don't think I'll be forgetting about our lost companions beneath the Tower of Zenopus! On the contrary, I'll be running mini S&W sessions to determine the outcome of our doomed party in the coming weeks and months.

Saturday, April 2, 2011

Warlock Movie Review: Centurion (for real)

I watched Centurion (2010) this week on Netflix instant download. I have to say I was pleasantly entertained. It's not a perfect movie by any means, I would've rewritten the script one more time to add some depth to the characters so that the audience can gain a bit more connection, but I enjoyed the scenic vistas, the action and the bloody battles.

The basic story is of a group of Empire spreading Roman soldiers in 70 AD as they fight for their lives trying to make it back from behind the lines of the savage Picts. Kind of your typical war film plot but taking place almost 2000 years ago.

It's a brutal movie with quite a bit of axe to the head, arrows through the face bloody sword wielding melees but done well. Rated R for a reason. Not for the young ones but us older fantasy RPGing grognards will enjoy the wilderness adventure as the soldiers cross rugged winter forests while being tailed by one wicked she-bitch of a Pict tracker. It's no reason why the Romans want to expand their empire into this land as the Pict women are hot!
There were plenty of unexpected twists which kept me interested, though again I would have been more-so if the characters and relationships were developed a bit more. Written and directed by Neil Marshal (who directed the thrilling The Descent and the upcoming Pride and Prejudice with Zombies) does a great job with the actors and the mood of the film and again, the battles were quite enjoyable.

Without a true 'fantasy' element this film, for me anyway, was a great tale of swords and survival that can inspire any FRPG campaign.

One other thing I might mention is that I couldn't help but think that some movies capture the savagery of what a Conan film should be more than an actual Conan film. With armored Roman soldiers (Aquilonian troops) in a battle on the frontier with savage Picts, one can't help but think of Howard's 'Beyond the Black River'. We can only hope that the upcoming 'barbarian' flick will be half as well done as Centurion.

So if you're looking for a enjoyable way to pass some time this weekend I'd check out Centurion.

Friday, April 1, 2011

The Outpost Adventure Module Available at DriveThruRPG and RPG Now!

That's right! Get your pdf version of the The Outpost On The Edge of the Far Reaches fantasy adventure module available at both DriveThruRPG and RPG Now!


An ancient outpost, abandoned centuries ago by an empire in decline, sits atop a lonely hill overlooking a bleak wilderness. Why was it deserted and left unattended all those years? Surely treasures that once littered the courtyard must have been claimed long ago. But still… vague murmurings of a hidden cellar have been overheard as well as visions of long dead veterans still haunting the battlements. Surely, evening tales told in front of a fire to fighter gullible travelers. Perhaps there is something more there than meets the eye?

The elements in this adventure module have been left open enough to be adaptable with most old-school style fantasy role-playing game rules and worlds and should fit easily into any GM's sandbox with but a few alterations and modifications. Recommended for 6-8 adventurers levels 1-3

Wednesday, March 30, 2011

Letting The Dice Fall Where They May

When I was a young DM at the ripe age of nine, oh those many years ago, I didn't quite understand the full concept of the fantasy role-playing game. We would pick a cool monster (usually if we had a mini for it) which would battle a first level hack of a character, for example, a 5 headed hydra battling a single first level fighter.

Needless to say, our first level characters died……often.

Even with finding treasure, at times I would think oh this treasure is too much or too powerful or not enough and I would alter it.

So in those aery days the concept of 'fudging' the die rolls became the norm - at least for D&D.

Jump ahead some 30+ years and lo' your wisdom score improves.

Fudging die rolls is no longer on the table. Philosophically, the game is suppose to be an exploration in randomness. Dice determine everything within the game from the characters themselves to the dungeon encounters, treasures, weather, tattoos - whatever.

Now I embrace the entire concept of the crazy randomness of the game. Perhaps it took me these many years to finally fully comprehend the freedom that implies.

Let go…..

Let it be….

In our campaigns, I've mixed dungeons that I've created with what other folks have created. If treasures are too small, so be it. The PCs just risked their worthless lives for nothing. If an awesome treasure is guarded by a not so awesome monster, well, stranger things have happened.

I've learned to trust in the skills of other dungeon designers and let the game fall where it may.

Case in point, in one of the dungeons that I've adapted to one of the levels of our Tower of Zenopus campaign (I'll fill you in on who created that another time but it's one of my favorite finds on the interwebs), the dungeon designer emphasized the dangers of the icy blue lava. He also pointed out certain percentages of fails when trying to accomplish a very dangerous task involving this lava even giving the thief class an extra bonus. I loved his dungeon and took his 'guidelines' to heart. So when our favorite thief character attempted to do the exact task described in the dungeon key, lo and behold, the dice roll came up as a major fail, character fell in the blue lava and instant death! No saves. Just death. End of character.

Table shock!

No second guessing on my part. You play, you loose, you die.

The player took it in stride, of course as it's just a game, and even wrote up a final character explanation to his recklessness.

Another memorable game death.

And that's important. Characters need to die (at times). It keeps the game dangerous. If, as a DM, you're always trying to 'save' your PCs then what's the point? What's the risk? Death is a random thing. Let it be that in your game. There's always ways for characters to 'save' off death but in some instances death comes and there's just nothing you can do about it.

Embrace that randomness.

Anyway, my point is that do not second guess anything in the game. Let the dice fall where they may, let the treasures and monsters be what they are. Let the game be what it wants to be.

Tuesday, March 29, 2011

Dungeon Time-Tracker

Timekeeping during dungeon exploration is a crucial component for any game session and it's up to the DM to note this detail. Time keeping is important in knowing when to roll for wandering monsters, how long a spell may last as well as the use of torches, lanterns and other PC resources.

This gaming aid will help the DM keep track of rounds, turns and monsters encountered during a game session. It's based on my Campaign Journal gaming aid but has been simplified just for time keeping during dungeon exploration.

US 8.5 X 11

Europe A4


Time keeping is just a mechanic of the game and doesn't have to slog down game play. If PCs explore a room for example, a turn is checked off and descriptions are given. A DM doesn't have to drag time out.

Time keeping notes:

I usually just check off the time whether it be rounds or turns. If I'm keeping track of Torches or Spells, I use a notation T6 for a torch lasting 6 turns, S3 for a Spell lasting 3 turns, P12 for a Potion lasting 12 turns etc. You can use whatever system you like for the above mentioned or any other item you like such as Effects of poison or duration of spells effects.

In my campaign each round lasts 10 seconds; so 6 rounds is equal to 1 minute and 60 rounds is equal to a single turn (if combats take that long)

I usually mark a completion of a turn after a melee, the extra time being taken up resting, binding wounds, etc.

According to the 1st ed DMG (pg 38), A party should be required to rest 1 turn every 6. I don't always use this rule but I think it is a good one. It doesn't have to slow the game down either. Just checking off an additional turn is all that is needed.

Searching a 30X30 space takes 1 turn

Searching for a secret door along a 30 foot section of wall takes 1 turn.

If players discuss a course of action their PC should take, depending on how long the conversation takes place, I may check a turn off.

Torches traditionally last 6 turns or 1 hour. This can sometimes be amended to make things more interesting by letting them burn for 1d4+4 turns (from BFRPG). To keep it simple I usually go with just the 6 turn torch.

Friday, March 25, 2011

Session XXXIII: Lost!

After much debate about whether to go directly after Zenopus or seek out the Eye of Zenopus, a magical crystal that can return the site to Onyx the blind wizard who can then read the recovered spellbook of Zenopus and aid our heroes in their fight against Zenopus, it was decided to seek out the Crystal.

During this time, Gnarly returned to his cave in Harrowood to grow another Mushroom-man companion.

With the arrival of spring the townsfolk's spirits are high though there is a wary caution hovering in the air. There have been mysterious disappearances along the southern road to Brakken and Pirate ships have been spied once again in the distance.

As Arvin's Avengers prepared for another descent, Wolfheir and Adara (who have turned evil after exploring a magical room) were nowhere to be found, while Televon was discovered to be in his Moon-tower entranced with his moon-milk. So Slick Vinny, Tibag, Skwanky, Maudlin and Gnarly along with a few of his Mushroom-men in tow descend beneath the tower.

Making their way deep below the ground they once again enter the furnished room where their other companions had lost a battle with their evil selves. While in the chamber Vinny casts a Locate Object spell to seek out a magical crystal. Casting the spell, however leaves the adventurers in the room to long and the magic takes hold of them once again. Vinny, Gnarly and Tibag fall asleep while (evil) Skwanky and Maudlin engage in combat with their opposite selves.

The dwarf, after a brutal battle, defeats her evil self once again!

The halfling, however, who had earlier battled against his evil self and lost now found his conscious evil self in melee with his unconscious good self. In this case, the good Skwanky over came the evil Skwanky, forcing him back into his sub-conscious.

With the battles of the Sub-conscious over the party awakens and quickly leaves the room to continue their journey, still no closer to finding the Eye of Zenopus.

They worked their way through some twisting passages eventually coming upon a chamber filled with Zombies. After a battle with burning oil and swords (and a halfling atop a Mushroom-man) the zombies lay dead with the party little worse for ware.

Beyond that room they found hall where there were three doors. Beyond each of these doors were swirling colored portals. Before anyone could stop him, Skwanky leaped through one of the portals and disappeared!

Cursing the halfling and debating whether to leave him to his own fate, Tibag and Slick Vinny experiment with the portals by tossing things through them. Not having any luck determining what might happen to someone or something going through the portal, Tibag thought about sacrificing himself by leaping through the portal and trying to bring the troublesome halfling back. Gnarly decided to send his owl Tuk through the portal and, being able to 'see' through the eyes of his familiar determine the fate of their companion.

Meanwhile, Skwanky, having passed through the portal found himself in complete darkness. Lighting a torch he discovered that he was in a cavern with a passage headed south. Before he had a chance to explore more, items being sent through the portal by his companions appeared behind him, however, there was no way to return through the portal from which he came. It was only one way!

Soon, Tuk the owl appeared with Skwanky.

The others, after Gnarly relayed what Tuk had seen, decided to follow the halfling through and share their fate together. Soon they were all on the other side of the one-way portal not knowing where in the earth or universe they may be.

Maudlin the dwarf deduced that they were at least deeper beneath the surface than they were before. A lower level, perhaps?

Together again the party moved through the cave until it opened up into a large cavern. In one corner was a large primitive looking statue, but that wasn't the oddity. What they found scattered randomly throughout the cave were a number of giant eye-balls embedded within the floor blinking and staring, watching the intruders every move.

Further within the large cavern was what appeared to be blue lava flowing from a small opening and passing down a passage in the east.

Tibag explored the statue while Skwanky examined one of the eyes. The halfling looked into the eye and saw only the eye staring back at him but detected a consciousness behind it. He moved onto another eye and at this one became almost hypnotized by it. Within the halfling's mind, he saw the most grotesque images of indescribable and unimaginable horror; empty pantries, wasted food, bare cupboards. That was too much for little Skwanky and he went running madly and screaming in horror down the passageway.

Slick Vinny, having had enough of his tiny impulsive companion, pulled out a wand and paralyzed Skwanky in his tracks!

Gnarly ordered one of the Mushroom-men to hoist the halfling under it's arms and carry him along and along with the party feeling it best to leave the room of the eyeballs behind, walked down the twisting east passage.

The blue lava flowed along the tunnel which were still filled with the embedded eyeballs. Finally the blue lava crossed their path and they had to work their way over it which was a bit of a challenge for the weak (Vinny) and the stubby (Maudlin).

As they proceeded the cave narrowed to just a thin opening. Walking single file they passed a number of opening on either side but continued south. Eventually the passage opened up into a cavern filled with mist as warm air from the east mingled with the chilly air above the blue lava.

Trying to cross the eyeball littered cavern the party heard a deep hooting sound soon followed by a growl. Gnarly, sending Tuk the owl in the direction of the sound, saw the party being approached by a large Owlbear. Quick thinking Vinny ensnared the beast with a web spell trapping it. With the beast trapped, Tibag and Maudlin hacked away at it until it died with the ever watchful eyeballs observing.

Exploring the southern portion of the cavern where the Owlbear had come from, they found a narrow cave opening where the blue lava was flowing into. There was a narrow ledge leading into this cave. Tibag worked his way along the edge but slipped. And to the horror of his companions fell into the icy blue lava, freezing into a fragile crystalline form and was swept away into the darkness never to be heard from again.

Slick Vinny, Maudlin and Gnarly were in shock while the paralyzed halfling shed a tear. They were now trapped and lost beneath the surface of the earth.

To Be Continued…..

Thursday, March 24, 2011

The First Avenger Preview

When I was growing up, besides Spider-man, Captain America was my favorite superhero Whether he was solo, fighting with the Falcon or assembling the Avengers there was something about his costume, honor and determination that struck a chord with me (hey, it's a comic book and I was like 7 years old). So to say that I'm a bit excited about how the new movie is looking is an understatement. It looks like they're hitting all the right buttons with this one...well take a look for yourself. (if you can't see this well enough 'cause of my site layout, check it out here)




WWII, The Red Skull, The Howling Commandos, Flying Wings, dare I say...the Cosmic Cube!
"This summer, enter the world of the Super Soldier!" (I'm not comparing previews or anything).

Captain America: The First Avenger is the prelude to the upcoming Avengers movie and will tie a lot of the other Marvel films together. Not a bad concept if they pull it off with class.