I’m going to dedicate this week to people on the Internet who are annoying. As far as RPG’s go let’s talk about forums. In general, forums are pretty useful. They allow publishers to announce new products and discuss their products with their fans. They also let fans communicate ideas across the far corners of the globe. But sometimes things just go sideways and usually there’s somebody behind it. Let’s face it, you’ve seen these guys on whatever forum you happen to frequent. And to put it bluntly they’re just plain annoying at best.
I’m going to go beyond the run of the mill Forum Troll, here. We all know that type. He’s contradictory, will say anything to start a flame war and piss people off just to get some attention. But I’ll take this time to discuss some the more interesting sub-species.

The Know It All: He knows everything and has been everywhere. He’s an expert on particle physics, international trade laws, ninjas, guns and the migratory patterns of feral cats. This guy knows about it. He’s not afraid to let everyone know. He’s never wrong about anything. Being patronizing only adds to the veracity of his arguments.

Mr. “I don’t want to buy the book but I’m going to get it one question at a time”: He comes out just after a new game or supplement hits the shelves. His questions start of with “ I just bought my book but I can’t find. . .” Oh, let’s say. Character Generation. It’s a whole freakin’ chapter, dude. It’s fine to ask for rules clarifications or other people opinions. But this guy is just way too obvious. Sometimes he’ll just come out and ask for a copy and paste from a section of the book.

Professor “Min-Max the Power Gaming Rules Lawyer”: He has calculated the probabilities of each and every weapon, armor, class, race, spell, feat and magic item combination. The numbers do not lie. Any character not built for the maximum killing efficiency is just a bad character and a player using such a character is an idiot. Yes, I know. No matter the system there are ways to build characters that just plain suck. But you can still have fun, build an effective character and still make choices that are based character and story and not a spread sheet.

Now, how do you deal with these guys. It’s simple. Ignore them. Don’t argue. Don’t fall into the circular arguments of a Flame War. Just let it go. Take a deep breath and move on. No matter what you say or do, you won’t change these guys. You’ll just pile on a bunch of stress on yourself that you probably don’t need. It’s just not worth it.

I’m still catching up on posting and doing my usual web surfing but figured I’d take some time to bring up these two little things.
The venerable Uncle Bear posted the Rolpunk Manifesto many months ago and it popped up again a few days ago. This time I took the time to think about it a little more. Damn, how very true. Around the same time, I was wandering my through Tracy Hickman’s Xtreme Dungeon Mastery. OK, I haven’t bought the book and I have to admit at $30 it’s pretty far down on my shopping list but the web site has enough tidbits and teasers to get the idea.
These two concepts of gaming boil it down to the simple mantra of “Do it your way and have fun”. No ranting and raving about “you’re playing it wrong”. Or the Edition Wars. Or the ever annoying Power Gamers and the Cult of RAW. Just shut the hell up. Roll the dice and have fun. You aren’t out to prove that your better than the GM or the other players. If you are then chances your group is either doormats or desperate. Proving your intellectual prowess via rules litigation just slows things down and annoys everyone else.
Feel free to convert, kit bash and house rule the crap out of your favorite game. Be creative. Remember to age old Golden Rule that rules are just guidelines. Don’t be afraid to choose story and entertainment over power builds. Remember the Rule of Cool.
Which brings us to the Rule of Gordo. If you happen to keep the occasional eye on the Friday Night Tweetfest, you’d know a couple of weeks ago we were down a cleric for our Pathfinder Council of Thieves game. Things did not go well. My Tiefling ranger thoroughly got sliced and diced by a couple of Bearded Devils. My ranger was pretty much your brooding stoic type. But with his untimely and very bloody death, we have the party member. Enter Gordo the Magnificentest. (This is an inside joke about another player’s character from Crimson Throne, Kaden the Magnificent.) Gordo is a halfling aberrant sorcerer. After two sessions, he has managed to burn down a building which contained hefty amount of loot and the party’s fighter who ran back into the building to rescue the treasure. He has attacked a Bone Devil with a tree and turned an evil devil summoned circle into meat. Which came to rise the Rule of Gordo: There’s a right way, a wrong way and the Gordo way of doing things. The Gordo way may not be the best or most efficient but it tends to memorable and entertaining. So I do have to admit that I did have some inspiration when creating this character. (And yes I have the Doom Song on my cell phone.)
So to sum up this rant. Shut up. Roll the dice. Have fun. And play whatever game you want to; how you want to.

OK, that may sound silly for someone who blogs about RPG’s and who has been rolling d20′s since the Golden Age of the White Box. But it’s not. During one of our Friday Pathfinder campaigns, I realized that I was playing D&D without regard for character or story. It was a dark moment of clarity and a guilty pleasure.
Any thoughts of character were lost in a caffeine and sugar induced fugue state. There was a story there somewhere but my mind had drifted off to the land of game mechanics, dice rolls and Chex Party Mix. My character was just a set of numbers sent to kill monsters and take their stuff. I was just a guy spending an evening with some friends making geeky jokes and risque comments. Idiosyncrasies in the rules set up our running gags. Bad dice mojo lead to more jokes of virgin sacrifice, replacing the lucky gaming hat or just buying some new fricking dice. I couldn’t hit a sleeping orc with a great sword while the fighter was holding it still and the bard inspired me.
And you know what? It was damned fun. This isn’t meant as anything negative about our DM or the campaign. These things happen. Just like reading a corny book or sitting down with some popcorn and a B Movie, sometimes you just gotta do it for the entertainment value. It was just one of those times when it was fun to be just a gamer and just, well, play the game.
At the moment I lost my sense of character and story, I felt a mystical connection to every other gamer throughout time and space who had ever hacked and slashed a bloody path through a dungeon. It was a brush with greater gamer cosmic conscious. It was a glimpse at my own identity. I was gamer. I will always be a gamer until they pry my dice out of my dead cold hands or resurrect me.

Usually when I start contemplating a new campaign I go through this arduous thought process of deciding which game system fits right with my idea. Sometimes this is easy or just freaking obvious like with the current Star Wars Saga Campaign. Other times it just never quite comes together like the return to New Bay City (was originally used for a World of Darkness game but the next iteration has failed to inspire). After the Star Wars game, I’m considering running a rules light to medium, old school fantasy game with some modern influences. And now I’m trying to figure out which rules would work best for it.
Let’s get the big one out of the way. D&D 4th Edition. Nope. First too rules heavy for what I’m considering plus the group has mentioned that we have enough d20 games and would like something new. Another consideration is cost since a couple members have voiced the opinion that they will eventually buy 4th Edition just not right now.
Another system that fell flat on it’s face is Iron Gauntlets. The system does has it fans but to put it bluntly it doesn’t sit well with me. I just don’t like it.
Here are the four main contenders and two crazy alternates.
1. Savage Worlds: I really like this game. It has the right amount of crunch. Is easy to run and to prepare for. The cost is low (only $10 for the Explorer Edition, the Test Drive Rules are free.) I have all the PDF’s I need to run it. It is supported by an active community and there a few third party publishers out there. The only drawbacks are that a few of the mechanics don’t still well with a couple of the players and there some weird probabilities that occur because of the dice mechanics. Now these could be house ruled or redone but more on that later.
2. D6 Fantasy: In case you didn’t know the system that was the original Star Wars RPG is still alive and well. Now I haven’t run a game using this system in years (a little Stars Wars and a Ghost Busters One-Shot). Some time in the future the system become open so I see a lot more support for it. I feel it has the right amount of crunch and a good cinematic feel (which is what I’m looking for). Currently, I’m having a little problem finding hard copies of the rules (found some over priced ones on Ebay). I like PDF’s for reference but prefer hard copies when I’m actually design adventures and encounters. I’m not 100% sure how most of the players feel about playing the d6 system. A few have had pleasant experiences with the original Star Wars. The current rarity of rule books is a downer.
3. The Eldritch RPG: I had really high hopes for this newcomer and still have quite a few since it still is contender. I’ll admit the rules are in serious need of a good editing and over all I say the game screams, “I’ll be cooler if I ever have a 2nd Edition.” The core mechanics are fine but there just enough idiosyncrasies that would drive the players crazy. The system is light enough that most of them could be worked out. Another drawback is that this is a brand new game and there is very little support for it yet.
4. Basic Role Playing: The return of another classic system. It has the right amount of crunch but could tend towards the high body count too much. I’m not sure if they’ve changed any of the little things that annoyed me from earlier editions but this is a solid game with enough support to make viable. While a revered system, I don’t many of the players have had all that much exposure to it. So it’s hard to gauge their response. The cost is minimal to free since I would most likely use the GORE rules as a base.
Now for the crazy ideas. One thing I kind of enjoy about gaming is kit bashing be it with mini’s or rules.
First, we have a bit of kit bashing with Savage Worlds and Eldritch. Both these systems have enough similarities that it should be fairly easy. Both use types of dice to define characteristics and skills along roughly the same scale. The major tweaks would be to damage and defenses in combat. I’d go into more detail but this is just a glimmer in the back of brain. My brain says it should work but just haven’t put pen to pen yet.
Second, we have Basic Role Playing enhanced by GURPS ultra-Light. Now, there is no GURPS ultra light but stripping a few things from the advantages and disads and modeling the skill system closer to the GURPS mechanic would prove interesting and viable. Once again, I have put pen to paper and try to break it yet. It’s just one of those things that popped into my crazy head.
All these things are still in the preliminary planning stages. We still haven’t sat down and started one of our infamous “What’s Next” debates. I’m just throwing these general ideas out on the greater wisdom of the Internet and see what happens.

Mar 042008

It was back in 1980 in Kearney, Nebraska. One of my friend’s older brother told us that there was something we had to see. One of his friends had found this game. So in the basement of the local college, I hung out the people years older than me and we played this new game. It was D&D and I never really stopped playing. No matter where I went since then I knew I could find some gamers. Some became friends. Some didn’t. But I knew that no matter where I went in the world, I could find a group of people that I had at least one thing in common.
Despite what anyone thinks of the game or Mr. Gygax, so many people should be thankful for those three little books. In the days before the internet, D&D was like a golf for geeks. They met. They played, They talked. They imagined. From those meetings in college dorms, basements and garages arouse a new geek culture. If it weren’t for that we probably would have seen the Lord of the Rings on the silver screen. There probably wouldn’t be a World of Warcraft. And this whole internet thing probably wouldn’t be as interesting as it is now.
Who could have guessed that a little game from created back in 1974 would have such an impact on so people. Thank you for the thousands of hours of entertainment and camaraderie that you helped provide Mr. Gygax. You truly deserve an honored place in the geek pantheon.

I’m currently playing in a D&D campaign and the entire party is evil. I’m not talking about your average high school-screw the other character- evil, I’m talking about collateral damage and ends justify the means evil. And we’re off to save the world. I know it sounds odd. But Evil folks like the world too and dang it if somebody is going to screw it up, it’s going to be us not some tentacle faced aberration. But this little idea got me thinking and then a little scene played out in my head.

Evil Wizard: I just learned that there is a powerful magical artifact hidden in a Good temple.

Evil Bard: Why don’t we just ask them for it? I’m sure they want to save the world too.

Evil Cleric: No way! Remember last time. That they saved the world. Did they ask us for our artifact? NO! They just stormed the place. Killed everybody, took our artifact and anything else that wasn’t nailed down.

Evil Fighter: He’s got a point. I think they even stole the furniture. What were they going to do with that? (BTW, we actually have stolen the furniture.)

So I guess in this way Good and Evil aren’t that much different.

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