Posts Tagged ‘NYC

16
Apr
13

Dungeons & Dragons In a Theater Near You

Two D&D-related plays are running this April: SHE KILLS MONSTERS is at the Steppenwolf in Chicago until 4/21, and GOLDOR $ MYTHYKA: A HERO IS BORN is at the New Ohio Theater in New York until 4/27.

GOLDOR $ MYTHYKA

I haven’t seen this one yet, but I can say that:

  • it’s based on a true story of a gamer couple who become folk heroes following “a theft so large and brazen that even law enforcement officials admit some admiration for it”
  • the coverage in the NY Times that inspired the playwright is remarkable for presenting RPGs as the opposite of a predisposition to crime:”Mr. Dillon, who regularly led long sessions of the role-playing game Dungeons & Dragons, dreamed of doing something grand with his life… Friends of Ms. Boyd and Mr. Dillon say they never drank alcohol, took drugs or smoked, preferring books, movies, music and role-playing games for entertainment.”
  • the play’s production company, New Georges, is making a concerted effort to reach out to gamers, including a D&D page on their website and weekly pre-show games of D&D held in the theater every Friday at 7 pm
  • this Friday the 19th I’ll be running a scenario I developed for the Tower of Gygax, as this format’s audience participation, short playtime, and fast turnover are great virtues in running games in unconventional settings. (Unfortunately I’ll be arranging for another DM to fill my shoes on the 26th. Also unfortunately I didn’t post this in time to say “hey go play with DM Andy Action of 2 Skinnee J’s on the 12th!)
  • if you want to check it out on any of these Fridays, they’re offering complimentary tickets to the DMs to share with their gaming circles: I certainly plan to take them up on this offer at 8pm this Friday. See below for details!

New Georges presents
GOLDOR $ MYTHYKA: A HERO IS BORN
a new play by Lynn Rosen
developed with & directed by Shana Gold

APRIL 3 to 27

Wednesdays thru Saturdays @ 8pm     Sundays @ 5pm

Mondays @ 7pm      opens April 8

THE NEW OHIO THEATRE

154 Christopher Street

(between Greenwich & Washington in the far West Village)

tickets   $25 / $35 premium seats
Mondays: pay-what-you-will OR ROLL OF THE DIE (at the door only)
Fridays: enter the world of Dungeons & Dragons!  starts at 7pm in the lobby; curated by D&D consultant Rusty Thelin
Sundays: late brunch! FREE McClure’s Bloody Marys & crinkle-cut chips!
www.smarttix.com or call 212.868.4444

Fun and appropriate for kids, say, 12-ish and up!

WATCH, IF YOU DARETH, as love and hunger collide most fantastically with the elusive American dream. In hearty games of Dungeons & Dragons, young Bart and Holly escape the dreary reality of hauling money all day in armored transport vehicles. When jobs are lost and the boss starts looking at Holly funny, escape becomes reality, releasing Goldor & Mythyka upon the world. Thusly, lucre shall be heisted! Throngs shall cheer their criminal exploits!

And Have Nots will rule the day!  Until…

SHE KILLS MONSTERS

I blogged about the premiere of this play at the Flea Theater before seeing it, but never got around to reporting “hey this is really awesome!” The frame story follows a woman who comes back to her home town after her younger sister’s death in a car crash. Big sis finds little sis’s D&D campaign notebook and, seeking to understand her better, convinces that gaming group to reform and run her through the adventure it describes.

Overall SHE KILLS MONSTERS is fantastic – funny, action-packed, and well written. If you’re in Chicago at the right time, you wouldn’t do wrong to invite anyone you know to go see it. For gamers in particular, you can be reassured that this is an accurate and sympathetic portrayal of the role-playing experience. Following one of the performances in NYC, I organized a panel about how RPGs relate to theatrical performance. Here are some reasons SHE KILLS MONSTERS is especially worth checking out in this light:

The frame story allows the audience to be led through the process of learning what a RPG is about. Our viewpoint character is initially awkward about sitting down and playing let’s pretend with her sister’s friends. As she gets into it, the staging has her and the GM sitting and talking while in the background the events described are being acted out. Soon big sis is fully into the fantasy – the actor is dressed up like the character, grooving on killing monsters as promised – and then the play cuts back to the mundane reality of being in a room rolling dice.

A gaming group is first and foremost a social gathering. I’m aware of being in a room with other human beings with whom I’m looking to have a good time. Part of the enjoyment of the game is then appreciating the imaginative performance of these people; I’m not just cheering the hobbit Lucky as he delivers the killing shot to the Beast Lord, I’m also moved by his player Quendalon’s description of these events. To the extent that the game is immersive and compelling, I care about Lucky and want to learn about how he overcomes challenges. Still, this is just a shadow of how much I care about my friends and want to get to know them better through the lens of gaming. The narrative of SHE KILLS MONSTERS gets this right – little sis’s gaming notebooks and the stories told about her by her gaming group reveal an inner self otherwise hidden from the world – but it’s the way this story is told through the medium of the theater that sells me on the idea.

In a film like Heavenly Creatures which likewise plays with the link between reality and imagination, the fantasy sequences are neither more nor less real than the depictions of the people imagining them. Special effects aside, both are just images flickering at 60 frames a second. As a rule, I prefer watching movies to seeing a play because  the awareness that I’m seeing people acting dramatical tends to inhibit my immersion into the story. As a way to explore what a RPG is like, though, theater seems to me exactly the right tool for the job.

As the audience for a play, I’m normally judgemental: watching people act rarely convinces me I’m seeing another reality the way the illusions of film can. When playing a RPG, I’m not just a spectator evaluating others, I’m also a participant eagerly trying to get to another reality. The need to be forgiving of my own ham acting in the service of this goal means that I’m full of charity and good will towards my other players’ own turns on the imaginary stage.

In the frame story, I’m aware that I’m watching someone on a stage, acting out the hesitancy faced by someone who wants to be cool and adult as they try to get into the silliness of playing a RPG. When I see the character they’re playing starting to sink their teeth into the game, and then in the next scene the actor is dressed like the character in the role-playing game going wild with the stage fighting and whooping out over-the-top battle cries, it’s a great dramatization of why RPGs are awesome. Here is Zak’s famous observation about ironic distance in the form of a play; I’m simultaneously aware that I’m seeing a person, and seeing a person pretend to be something they’re not, and in my mind’s eye seeing the thing they’re pretending to be. Being a gamer trains me to cheer on this process and do everything I can to help with the make believe, and being a good play means that SHE KILLS MONSTERS keeps getting energy out of the frame shifts the same way that a RPG feeds on breaking the action to make out-of-character jokes or to admire the fact that it’s your friend who is coming up with these wild inventions and impromptu dialogue.

In the panel after the show, we talked a bunch about the idea that a key difference between RPGs and other theatrical forms is the way that RPGs combine spectator and audience. Nick Fortugno said that plays have to be good in an Apollonian sense, worthy of being held up for objective appraisal; trying to appeal to some imaginary audience of theater critics would immediately squelch a roleplaying game.  SHE KILLS MONSTERS appealed to me as a gamer because it showed the process of conjuring an imaginary space, but at the end of the night I realized that it also appealed to my desire as an audience member to sit back and be entertained by people more talented than me, at no effort to myself.

If one of the high moments of your play is going to be a puppetry gelatinous cube, it helps to have the audience in the mindframe of gamers eager to imagine that the GM’s amateurish sketch is whatever it’s supposed to be. But I wouldn’t pay for the experience of being a spectator for the exact same roleplaying session twice, and if I were going to be anywhere near Chicago this week I’d eagerly see SHE KILLS MONSTERS again.

21
Dec
12

DIY Dungeons

In my recent post about posers and players I talked about a comment requesting that my fellow Mules and I, being hipsters who have ruined everything else, would leave D&D alone for those who genuinely enjoy playing the game. I would claim not to be a hipster, except I don’t wantdiy dungeons to miss out on my share of what must be a sizable XP award for ruining everything in the modern world. Also it is undeniably true that I organize RPG events  in places like art galleries and DIY spaces where people wearing skinny jeans are known to congregate.

The latest such venture is DIY Dungeons, which benefits tremendously from the access to non-conventional gaming spaces conferred by my co-organizers Ray Weiss and Tim Hutchings’ local cred as a musician and an artist, respectively. My contribution is just to think about how to make RPGs function as a party game – meaning that they’re immediately accessible whether or not folks have played before, and structured in a way that people can sit down and get involved whenever they arrive (like we do at parties, unlike how we do at most RPG sessions) and easily move on to whatever else they like to do at parties after they get a taste of the gaming experience.

The next DIY Dungeons event is tomorrow night. 12/12, at a DIY space called Olive Garden. I don’t really understand what DIY spaces are, but a common element seems to be naming them for things they are not; one of the precursors to this series of events was the Everything is Dolphins release party held at Shea Stadium, which has no more relationship to baseball than tomorrow’s venue does to Italian food. (Playing in an actual Olive Garden would rock, though.) Here’s the description for the game I’ll be running:

CONQUERORS OF BRONX RIVER ROAD. The zombie apocalypse is here! Can you rebuild civilization using your wits, nerve, and the resources you can loot from the neighborhood around you? In this hack of the Adventurer Conqueror King roleplaying game, you’ll play yourself struggling to survive in a bleak future by fortifying a stronghold, recruiting other survivors, and decapitating zombies with chainsaws.

Over at the ACKS G+ community people hoping this presaged the release of Adventurer, Conqueror, Mutant Badger wanted more details about this hack, and a previous one that mashed up ACKS and XXXXtreme Street Luge. (The latter scenario took its cue from the intro to the Dungeons & Dragons cartoon, where Bobby, Shiela, et al. wind up in fantasyland after going on a roller-coaster ride. The ACKS characters had discovered this portal and taken the trip in the other direction – I found a great map of Knott’s Berry Farm circa 1983 as a prop to show the strange land they discovered. The XXXXtreme Street Luge characters, meanwhile, had broken into the amusement park, shut down after kids disappeared on the roller coaster, and were using it as a racing venue). Here’s the skinny:

They’re designed for a particular goal – being able to get new players going very quickly and also letting them get up from the table 15 minutes later if they want to move on – and aren’t meant for anyone but me to be able to run (so nothing is written down). That said:

– In XXXXtreme Street Luge you quickly randomize characters and then players take turns in the spotlight. Each other player asks the spotlight player “In this made-up circumstance, how did you deal with the situation using this particular stat?” The ACKS mashup uses the same GMless narrated-action-after-the-fact approach (so it’s functioning more like a storytelling game) but turns it on its head – players take turns in the role of party leader, in which they invent a problem and then ask the other players “How does your character help us get out of this jam?”

– The zombie hack relies on a) converting ACKS gp into a genre-appropriate unit of exchange (a day’s food); b) squinting at the ACKS price list until a chainsaw looks like a sword and a Corvette looks like a light riding horse; c) using pennies to represent gp and track encumbrance; d) building a map of the real-world location on the table as stacks of coins: if you capture the auto parts store, you’ll be able to loot this many resources, which you can then spend to fortify other map locations. The “you play your character” thing is mostly there to make it easy to get into the game – you just think about what you’d do in this situation – and mechanically means that everyone is a fighter with average stats, except that if a +1, 2, or 3 bonus would mean they’d succeed I’ll give the player a chance to tell me why their abilities would help in this situation and then convert that to a 3-18 score.

I’m interested in doing every kind of outreach for RPGs I can arrange, whether it’s to hipsters or kids 8-12. One of the things DIY Dungeons has been able to achieve that other approaches like the afterschool class (formerly D&D, now ACKS) has not is to achieve a better gender balance than I usually see at conventions and gamedays. Here are some pictures from the first event, at the Clocktower Gallery, where we had to talk loud to be heard over the sound of a robot gamelan installation:

50% of the women at this table had played D&D before (which is to say Anne, in red on my left) so maybe my observations about usual gender balance say more about me.

Ray running his new game Cyberpanky N.O.W., scenario “McDonald’s Mercs”; cyperpunk proved to be an immediately relatable genre even for non-gamers.

Brian, from the band The Nuclears, running a Call of Cthulu scenario set in the Sex Pistols’ London; this also proved immediately accessible.

My experience so far has been that convincing people to try role-playing games at these venues is an exercise in anti-hipsterdom. My job is to say Hi, I’m glad I’ve caught your attention with these colorful dice and maps! In addition to being aesthetic objects for your aloof, ironic appraisal, these are used in game I hope you will sit down and genuinely enjoy right now. You can choose whatever degree of distance from the events in the game works for you. Me, I’m going to fully commit to having a good time, goofy voices and all.

If you’re in or near the Bronx tomorrow, come out and join us at 5 pm (or whenever if you want to put my easy drop-in goal to the test). Gaming will go on until around 9, when the bands Cave Cricket, Old Table, and The Widest Smiling Faces will make it too loud to hear one another’s funny voices. If that’s too short notice, the next DIY Dungeons events will be on 1/4 at Big Snow and 1/20 at Silent Barn. Hope to see you there!

27
Sep
12

Dolphins Rape People, Brooklyn 9/30/12

On my way to the Games that Can’t Be Named where I first saw people playing Everything is Dolphins, I came across a DOLPHINS RAPE PEOPLE sticker on Houston St. (This is apparently both true and part of a viral marketing campaign, in which I guess I am now complicit.)

The synchronicity was every bit as weird as the intrusion of rape culture into my daily life. I had to Google dickwolves, although I do run into prison rape jokes often enough that it’s my current go-to answer for “what aspect of contemporary life is like slavery in that we accept it as normal in a way future generations will be horrified by”. (In college the popular candidate was “eating meat,” but I say to hell with that. My grandkids will no doubt be freaked out when they realize that their dad grew up eating meat that came from killing animals instead of cells grown in a vat, but that’ll take a lot of figuring out.)

I bring this up because I’ll be playing Everything is Dolphins this Sunday at the game’s release party, which is being held at the Brooklyn DIY space confusingly called Shea Stadium. I have no fear that dolphins raping people will be part of the fictional events because I’ve played with many of the GMs who are listed as running Dolphins at the event and they are good-hearted folks, Ray’s Cyberpanky N.O.W. – an homage to R. Talsorian’s trying too hard to be edgy back in the day – notwithstanding.

As a rule we’re on the wrong continent for LARPing gang rape, which I also had to Google after Jason Morningstar opened my eyes to games that mess with the concept of “the bleed” during a highly enjoyable lunch at Durham’s Backyard BBQ Pit. I can well imagine a scenario in James’ proposed Watchmen campaign where Adrian Veight decided to invent Gang Rape to avert Armageddon between old-schoolers and story-gamers by giving them a common RPG enemy – although Jason and I are hardly our respective sides’ ideal cold warriors, and when I was in Oslo I had a great time hanging out with Matthijs whose description of We Eat Murder seems to me equally likely to have been a Veight Ent. fakery designed to unite Americans in nerd-rage.

Anyways reasons you might care about the Everything is Dolphins release party:

  1. If you are in the NYC area, or just like to know that gaming is happening in non-traditional spaces and reaching different audiences, this is Shea Stadium’s inaugural event of this kind. I hope that it’ll be successful enough to be the first of many. Come out and show your support! Tell your friends!
  2.  Dolphins publisher PlaGMaDA, the Play-Generated Maps and Documents Archive, continues to hatch stuff of interest to gamers everywhere. They’ve recently launched a Kickstarter to fund a book of ’80s fan-created D&D modules, The Habitition of the Stone Giant Lord & Other Adventures (which you can see in the archive here), and the Wired piece on it in their October issue also mentions that they’re raising money to make Dave Arneson’s papers available to the public through the archive:

Here’s the info on the event this Saturday – see you there!

We cordially invite you to a free party at Shea Stadium for the release of Ray Weiss’s first pen and paper role playing game, Everything is Dolphins. Here’s the list of activities.from 5 – 8, several dudes from bands (and otherwise) will be running games of EiD. Including:Eric Harm of Titus Andronicus

Brian Dudolevitch of The NuclearsHillary Livingston of Baby CastlesRay Weiss, author / of Butter The Children.(each table should be able to support 2-6 players)————————————————

At 8 begins a full fledged dance party featuring.

8PM DJ Mike Mckeever (Life Size Maps)

9PM DJ TBA

10PM DJ Zack Staggers (So So Glos)

11 DJ Baby Castles (Awesome DIY Video Games)

————————————————

Copies of the game will be on sale at the party.

Goodies like shirts, sample adventures, and other cool shit all on sale for cheap.

Free Admission.

All Ages

20 Meadow Street, L train to Grand.

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~—~~~~—-~~~~ ~~

22
Mar
12

There and Back Again

Timothy Hutchings has a gallery show at I-20 opening tomorrow night, Thursday March 22. I’ve noted before that Timothy is

known to White Sandbox players as the dwarf Mallo Beer-bane and to others as (among other things) the curator of the Cursed Chateau exhibit, the editor responsible for the animation wizardry in the Kickstarter video for Adventurer Conqueror King , a panelist in the Dungeons & Dragons in Contemporary Art discussion, and one of the Doomslangers artists.

Since then Timothy has also been been part of the role-playing-themed art show Big Reality, where he exhibited his own work as well as selections from the Play-Generated Maps and Documents Archive, which he created and curates. Folks who are following the Dwimmermount kickstarter have also recently heard from Mr. Hutchings, on the subject of why the donation of materials from James Maliszewski’s home campaign to PlaGMaDA matters:

Tabletop role playing games completely revolutionized game play. Our multi-billion dollar computer game entertainment industry is built on the shoulders of pen and paper RPGs. With the popularity and overwhelming cultural presence of computer games comes the need for their academic study, and academic study demands original sources for research. The materials preserved by the Play Generated Map and Document Archive and other collecting institutions are being held in trust for those researchers and the important work they have just begun, and just as importantly these materials are disseminated back into popular culture so that the gamer of today can see the traditions and innovations that developed into the contemporary landscape.

Like many of my posts do, this one makes a blah blah sound. Here, then, are some charts Tim and Ezra Claverie who I am proud to call our mutual friend came up with for a game of Burning Wheel that I didn’t get to play in, but sounded delightfully old-school and Dwarf Fortress-inspired:

Inspired by:
http://joeskythedungeonbrawler.wordpress.com/

a giant’s poop contents chart

  1. Giant poop worms.  Like rot grubs but they don’t kill you so easy. The worms burrow into the PC’s flesh, reproduce, then send thousands of progeny out each end of the character’s digestive tract.  If this happens in front of NPCs then get an Infamous trait with that group.
  2. Gold coins.  Why would the giant eat gold coins?  1D of cache.
  3. A knife.  And bloody poop!  Ha ha, dumb giant pooped out a knife.  Is the knife magic?  On a 1-3 roll on the “what’s with this sword” chart, on a 4 it’s proof against acid, on a 5-8 then no – it’s not magic.
  4. A humanoid skull.  Bury it for a reputation 1D Friend of spirits
  5. A living troll arm, it makes half-hearted attacks. (I love this.)  Only fire can destroy it.
  6. A perfectly intact head sized egg.  (it was planted here by something else)
  7. Poop eating giant centipede.  Agility test or your probing arm gets bitten.  Yes you get an armor roll.  Learn that you don’t push your arm into the poop, you dork.  If you said “Oh yeah I was wearing my armor!” then you have poop all over your armor too.
  8. A bunch of springy worms.  Each worm’s belly contains a pearl-like gem (value, properties to be determined by GM).
  9. Seeds.  Are they magic?  Are they giant?  Are they just giant tomato seeds?
  10. A giant’s tooth.  This giant got beat up in a fight and swallowed his own tooth.  1 in 6 that it has a silver filling or is gold or whatever.
  11. An idol!  Geerwyn the Unfortunate.  This poor idol has the worst things happen to it and it’s possessors, but it also gives them help in getting out of these situations.  While carrying Geerwyn, any random thing that can happen to the possessor does, the more bizarre the better.  But, Geerwyn will Help the possessor out of these same situations with +1 or +2 Advantage dice, depending.  Geerwyn will also halve random damage from the bad stuff he causes, trading off injury for shame – rather than a B10 burn from the irate fire toad, the character will receive b5 but will have his beard burned off.  Bearing Geerwyn automatically gives the holder a 1D “pathetic bumbler” trait.

What does that worm pearl do?  (Gem Appraisal or whatever)

  1. Crap, it’s a worm egg and will hatch in your gem pouch.  And it eats gems!  Which become worms!  Will only hatch when there are other gems around.
  2. It’s a pill.  +2D to your next health test.  Good luck figuring out that this thing actually does that.  Maybe you noticed that it was an exceptionally healthy worm.  If taken the pill stays inside of you until you die, you don’t actually digest it.
  3. It’s actually a gem worth a little bit of money.
  4. Invisible things are reflected in the gems surface, but the surface is so small and round it doesn’t help much.  +1D to seeing invisible things, but you must be working Carefully as well.
  5. It’s a unique gem the likes of which adorn the crown of the dwarven prince.  If it gets around that the prince’s crown is adorned with worm poop pearls, it would cause quite a ruckus.

What’s in that egg?  (did you let it hatch?  If not then you might just get goo)

  1. It’s hardboiled, magically, and is delicious.
  2. A baby harpy, full of spite and can fly as soon it’s hatched.  It will flutter after the PCs cursing and drawing attention to them until killed or frightened off.
  3. The yolk is solid gold!  (worth 2 cache)(everyone make a Greed test)
  4.  It’s full of molar teeth?  What the hell?  (if you plant these they’ll grow into chickens)
  5. Rotten, cracking it open gives you and your stuff the Stinky trait for awhile.
  6. A tiny, perfectly formed homonculi.  Who does it resemble?
  7. It’s not an egg but a solid piece of ivory.  (worth 2 cache)  If you crack it open there’s a miniature, living elephant inside.
  8. Nog!  How bizarre.  (works like regular nog)
  9. The liquid inside the egg shines with the brilliance of a wizard’s spell for 1d4 days.  If you drink it your eyes and orifices all glow.
  10. A tiny dead looking guy in robes run through with a tiny sword and stuck with tiny arrows.  He has miniature everything a wizard adventurer would have.  (worth 2d of cache to middle aged lady collectors)  He will rot away once removed from the egg.
  11. The egg is full of pearl bearing poop worms.

Tim gave me permission to post these charts a while back. He perhaps didn’t mean “at the same time as mentioning an occassion in which he is doing a serious artist thing”, but as I am the kind of person who would pay a Joesky tax with stolen Joesky-inspired coin, clearly nothing is beneath me. Tim and Ezra made many more tables like this which I will post the next time I get behind on the taxman!

I will not be able to make the show’s opening tomorrow night, as I am taking my son to his first GaryCon, but I hope to make it after we get back.

07
Mar
12

Everything is Flowcharts

Stop this recursive madness before it is too late.

Paul Hughes has launched a Kickstarter that must not succeed. If funded, he will turn the AD&D procedures for generating random dungeons into a dungeon, a section of which is shown above. Sure, it sounds innocuous enough in his description:

This intricately illustrated 36″ by 24″ playable dungeon map poster encapsulates the Dungeon Master’s Guide’s complete rules for generating random dungeons: Appendix A’s four pages of charts are rendered into a flowchart WHICH IS ITSELF A DUNGEON. It’s like the Platonic dungeon: from it, all other dungeons may be generated. Or maybe it’s the Dungeon of Ouroboros.

What he conveniently leaves out is that as adventurers go through this dungeon, there is a chance that they will randomly generate the same dungeon that encodes the procedures for generating new dungeons, creating an infinite loop. Being a known proponent of the $10,000 backer reward and idealistic bonus goal, I have been recommending that Paul combine these such that Wizards of the Coast could pick up the top pledge level and get enough posters to send some to every game store that will be carrying the AD&D reprints, or we could help him raise the necessary funding to do so just for the good of gaming. While this would hasten the process, the recursive nature of this project makes one thing clear: sooner or later we will be awash in endless, procedurally-generated nightmare mazes filled with gold, glory, and Paul’s inimitable illustrations.

You know what that means, don’t you? Yes, it means one reason we don’t embed music videos more often is that some of us can’t be trusted not to use them for cheap rim-shots.

Fortunately, there is a solution to this impending crisis. We need to fight dungeons with dungeons.

Holmes Character Creation as a Dungeon Map, by Doug @ Blue Boxer Rebellion

Compare to the 2e and 3e versions for a fantastic visual essay in how the complexity of chargen increases over the years, and become a follower of Blue Box Rebellion and pester Doug to dungeonize 4e’s Character Builder and map the planar nexus of Sigil from which those wishing to follow D&D Next’s ambition to unite the editions must certainly depart.

But that’s not what we’re here for. Our goal is to convince Doug to launch a Kickstarter to create dungeons to act as automatic spawners for adventurers to go into Paul’s dungeon and generate more dungeons, until every piece of paper in the world is covered with maps in which you can see little people making maps telling them which way to go to create a dungeon in which the Cave You’ve Been Living In Since 1977 connects to the Pool of Fluff.

Speaking of titles, the name of this post riffs off of Everything is Dolphins, which you should be interested in because:

  • the fact that the Play-Generated Maps and Documents Archive (PlaGMaDA) is starting a publishing arm is made of awesome and promises many other things of interest to old-schoolers, like reprints of old fanzines and homemade modules like Habitition of the Stone Giant Lord
  • the game part of Everything is Dolphins represents an interesting example of someone coming into RPGs cold in his twenties from a whole other world of music geeks, discovering OD&D, and running with it to make his own system to reflect a particular set of concerns and inspirations
  • said someone ran Everything is Dolphins at Games that Can’t be Named and a good time was had
  • the approach taken here – presenting the original handwritten notes and play materials, and then doing an exegesis of the text and the visions it’s inspired in others – is a promising model for how to publish lost RPG projects like Robert Kuntz’s Kalibruhn or Dave Arneson’s “Bluemoor” notebooks without losing the historical value under a layer of polish

It is an article of faith with me that the character sheets for the original Blackmoor were this cool. One of many ways that First Fantasy Campaign is awesome is that it publishes maps of the castles that characters in Dave Arneson's game built; let's get a new edition that has the architectural plans the players drew up!

  • the illustrations Tim assembled for the book to show what visions the game inspired include old-schoolers (Charlie Loving who illustrated the Bunnies and Burrows first edition in 1976), artists who were part of the Dungeons & Dragons in Contemporary Art panel last year (Casey Jex Smith and Sean McCarthy), and Tarn Adams of Dwarf Fortress who is like the patron saint of neckbeards who care way too much about imaginary worlds that procedurally generate adventurers who build their own dungeons
  • if the Dwimmermount Kickstarter makes its bonus goal of $20,620, James Maliszewski will donate his original campaign notes to PlaGMaDA; we hope the well-deserved immense popularity of his blog Grognardia will make this a notable a precedent for others to make similar donations and show that making the originals free to the public is not inconsistent with a successful commercial release expanding these notes into a form ready for others to use
  • Tim has an art show opening at the I-20 Gallery in NYC on March 22nd, which should be of interest to those who were interested in the stuff Tim had to say at the above-mentioned D&D art panel, and is planning a book launch party for Everyting is Dolphins in April, which may well also include the Adventurer Conqueror King System; details to follow.
On that tip and with the last of my breath, I should mention that there is also a Kickstarter for the Player’s Companion that expands ACKS with a host of new classes, procedures for making new classes, a bunch of new spells, procedures for making your own spells that characters can research (if Bonus Goal #3 is met, which seems like it will happen soon), and lots of the the ACKS class templates that Brendan at untimately calls “the apotheosis of the Second Edition kit idea“, presumably in a nice way.
01
Mar
12

Saturday Gaming in NYC for Dwimmermount and the Marvel RPG

Yes, it is clobbering time! I googled it.

I often wait too long to post about upcoming events for anyone to do anything about it (or for those who do not live in travel distance of NYC to feel bad for what they’re missing, like crazy high rents and getting gum stuck on their shoes in the subway). However, given the awesomeness of this Saturday’s events, I hope this will be enough lead time for at least some of y’all!

First up, nerdNYC is organizing a Marvel RPG launch party at the Compleat Strategist on 11 E. 33rd St. Anytime from 11 am until 4 pm, you can learn to play the new Marvel RPG from Margaret Weis Productions. I cannot confirm that James will be there to field-strip its reward systems or demonstrate his hot and weird abilities to open his brain to the Marvel maelstrom and barf forth continuity, but I know for sure that my son and I will be there with bells on. This should provide an interesting experiment in player skill, as my son has been reading himself to sleep with the Marvel Encyclopedia ever since he got it at his last (9th) birthday, whereas I wanted to put “It’s Clobbering Time” as the caption for that photo but then was unsure whether that was a Marvel or DC thing.

Then later that very same day at 7pm, I will be kicking off a series of explorations of the legendary Dwimmermount mega-dungeon at the Brooklyn Strategist‘s sweet new location on 333 Court St.

Geek Chic's hypographer says that the Sultan gets more press than Giles Corey. I love that they hire nerds so advanced that I need to Google this caption too.

If you can’t make it to this one, fear not! The Dwimmermount events will be at the B-Strat every Saturday throughout the campaign by Autarch and Grognardia Games to crowdfund the process of turning the notes and experience from James’ home campaign into a location other referees to use as the tent-pole location for their own campaigns, as an inspiration for designing their own dungeons, or as the source for many unique creatures and weird magical items that can be dropped into any fantasy game.

However, if you can’t make it I am not above making you feel bad. We will be playing on the B-Strat’s Sultan gaming table, and recording our progress by building the dungeon as we go with Master Maze pieces from Dwarven Forge sculptor Stefan Pokorny’s personal collection. Eventually we will also be using miniatures sculpted for the project by Sandra Garrity based on backer’s descriptions of their rival adventurers, which will also be illustrated by Jeff Dee.

If I can convince Jon Freeman to let me hang stuff on the walls of his beautiful new place, visitors to the B-Strat can also admire the original of the painting Jeff is doing for Dwimmermount’s back cover. Up in Toronto, players in James’ campaign will be basking in the glory of Mark Allen’s painting for the front cover, which shows their adventuring party in a characteristic moment of mystery and wonder. I am no less proud that my PbP adventurer Locfir the Astrologer was among the group seen on the back cover, especially since this let me earmark that one for display in my home town.

To continue this goal to make the published work reflect what really happened in play in as many ways as possible, one of  the seats at the Sultan each evening will be reserved for an artist in residence. Their sketches and maps and doodles during the game will be donated to the Play-Generated Maps and Documents Archive for the enjoyment of all. We also hope that each session of play will inspire at least one illustration, so that a moment from our adventures together will be published in the final Dwimmermount book and PDF bundle.

If the Kickstarter hits the right bonus goal level, a copy will be etched into gold, attached to a space probe, and sent beyond our solar system to make aliens feel bad about missing these Saturday events even there is no way they could possibly have attended.

29
Feb
12

D&D is a desert

Why do we not use the video embed feature in OSR blogs more often? Greengoat knows much about death metal that is 100% relevant to D&D, and I am psyched to see Cyclopeatron posting again and the opposite of disappointed that so many of his recent posts have just been videos. Being not very cool myself, but not wanting to let that hold me back, I lifted this one off story-games’s Stuff to Watch thread:

Things I get from this:

  1. Given that D&D is the apocalypse, this is what it looks like. Magnificent horses and beat-up cars, ancient walls with spray-painted graffiti. The city of Greyhawk is like Dubai: an oasis of wealth formed at the place where riches can be extracted from a hole in the ground. All the wilderness around it should reveal, like the one-time Fertile Crescent, the consequences of having been civilized for thousands of years in which adventurers irrigated fields with salt water and let goats graze at will and used flaming oil to solve their problems.
  2. Since I should be busily promoting the Dwimmermount Kickstarter which launches on Friday, allow me to point out that the way James’ work inspired me to drive this home in Sunday’s game was to tell the players: “The statues you find in the dungeon all have had their heads replaced by that of Turms Termax. You recognize his face because it stares down on you all the time, in various states of crumbling ruin. The most remarkable thing about the mountain of Dwimmermount you climbed up to get here is that this is the only peak you have ever seen that isn’t carved with Turms’ head, Mount Rushmore-style.”
  3. This is brazenly stolen from Gene Wolfe’s Book of the New Sun; tip of the hat to Play Unsafe for teaching me to go with the first, most obvious and derivative thing you can think of when playing an RPG because your goal is to hit the primal chords that others can riff off and maybe even be surprised by if they haven’t chewed over all the same stuff you have.
  4. Part of why I love Dwimmermount is that the presence of Typhon alongside Turmax in the pantheon is evidence that James has been chewing the same Wolfean roots, which is entirely appropriate because Gene is explicit about New Sun being an extended love letter to The Dying Earth just like Gygax’s work. It’s not like James is being coy about this either, Shadow & Claw is right there on his what I’m reading list.
  5. There is a room on the first level of Dwimmermount, which no party I know of has discovered yet, whose central mystery is straight jacked from another of my favorite foundational D&D sources. I am deeply impressed that James has the confidence to know that filing the serial numbers off of the stuff he steals will ruin what makes them perfect.
  6. What this taught me to do: the party is confronted by a Thuvian metal door at the entry to the dungeon, no visible handle or knocker or anything. They cast read languages so I decide that yes, they can now see letters damascened into the metal using alloys indistinguishable to the unaided eye. “What language are these in?” they ask. I suspect the correct answer is ‘have you ever seen ancient Thuvian?’ but I want everyone to be in on the fun; that’s why I argued for eliminating infravision in ACKS and make all my intelligent swords compulsively talk out loud even if they also have telepathy. So I say “it’s in Common, which is the language of the ancient Thuvians. All sentients you know about are born knowing how to speak this language.” OK now the players want to know what it says. “Speak Friend and Enter,” of course.
  7. The priceless thing about this: they still wound up using knock to get past the door. The glory and the tragedy of RPGs is that giving the players a clue that is totally obvious to you is often functionally equivalent to giving them a puzzle with no hints whatsoever.
  8. Back to the MIA video. The power she gets from having her face uncovered is the same OD&D affords you when you say “no, none of us are playing generic fighters in this edition; those guys are fighting-men, my character is a fighting-woman“.  James’ text brought these possibilities alive for me too; in the room I’m hinting about, he specifies that the face on the wall is the face of a Man. (Note how Carcosa squeezes even more juice out of this: is it the face of a White Man or a Green Man?) When the players found the statue my play-by-post group hauled out of the dungeon three years previously, this attention to gender deepened the mystery: did they haul the one statue of a Woman up the stairs and leave the Men behind because it was the only one not defaced with Turms’ head, or due to some deeper significance?* And would it be more or less creepy if Turms had slapped his beardy visage on all the statues regardless of gender? Instead it looks like he cast himself as five ancient male gods, and then apparently replaced one of the statues wholesale with that of his lover. Was the missing statue also that of a woman?

The other thing I should be promoting is that tomorrow night, Wednesday 2/29, is the last installment of Games that Can’t be Named at the Soho Gallery for Digital Art. True to form, I can neither confirm nor deny that we will be playing Dwimmermount with some non-disclosed ruleset or another.

However, it is known that I will be refereeing an expedition into this great dungeon on Saturday evening at the Brooklyn Strategist using the Adventurer Conqueror King System. I’ve claimed for myself the honor of inaugurating a series of events in which a host of other NYC-area GMs will present  their own takes on James’ opus, which will run each Saturdays for at least as long as the Kickstarter campaign – 3/3 (me), 3/10 (Paul Hughes),  3/17 (50% chance of John Stavropoulous), 3/24 (I hope Eric Minton so that he has less time for writing stuff that drives ACKS off the top slot at RPG.now), and 3/31, 4/7, and 4/14 all to be determined.

If you’re not in NYC, James will be running games via G+. More about all this soon.

* ACKS points to the correct answer; as I recall, we hauled out that statue because we thought we could sell it for more than the others.

26
Feb
12

Jean Wells Memorial Event Today

Today gamers are gathering at the Brooklyn Strategist to roll dice and have a good time in memory of Jean Wells, the first female professional in roleplaying games. The event is organized by Alex Guzman of Bad Wrong Fun, my co-organizer for the Games that Can’t Be Named series of events (whose grand finale is this Wednesday, 2/29, at the Soho Gallery for Digital Arts), and continues that tradition of bringing together players from all niches of RPGs to jointly celebrate common ground and experiment with the effects of using different systems to explore similar content.

If my parenting schedule works out, I’m looking forward to attending tonight’s session of the Jean Wells memorial. It’s raising money for a good cause and helping preserve the legacy of an important gaming pioneer. More selfishly, I want to take advantage of the chance to play Jean’s module Palace of the Silver Princess, which I had a great time helping Nick Mizer prep for an Adventuring Parties bachelor party but couldn’t participate in (it being in Houston and all).

Here’s hoping it becomes an annual celebration, joining the ranks of Gary Con, the NYC Dave Arneson Memorial Gameday, and the David L. Arneson Memorial Maritime Miniatures Mayhem Event (the fourth of which is likely to take place on April 7th at The Source).

Details about the event, from Alex’s post at nerdNYC:

On Sunday February 26th We (Bad Wrong Fun & B-Strat) will be holding a NYC RPG all-day gaming event in remembrance of Jean Wells who passed away a month ago on Jan 25th. The event will be at the Brooklyn Strategist located at 333 Court Street, Brooklyn, NY, 11231.

The event will be broken into 2 sessions:

Day Session 12:00pm – 5:00pm & an Evening Session from 6:00pm – 11:00pm

There will be several different “Silver Princess” games being hosted simultaneously at a number of tables to allow for maximum attendance and participation. (More info on game systems below)

The door fee for the charity event will be $25.00 – beyond the donation made to Doctors without Borders in Mrs Wells name, attendees will receive the following:

1 month worth of free weekly membership to the Brooklyn Strat – (4 free play sessions, this does not include tournaments / premium events.)

Entry into the raffle for prizes held at the event for either the morning or evening session. (Prizes will include Gift Certificates redeemable at the Brooklyn Strategist).

Jean Wells was a D&D pioneer, and the original sage of Sage Advice, she is also the author of B3 Palace of the Silver Princess. During our event this is the module we will be playing however we will be using several game systems:

· OD&D / 1st ed Dungeons and Dragons

· 4E D&D

· Labyrinth Lord

· RuneQuest / Legend.

A strong argument can be made that Wells’ version of B3 was the last “old school module” to be produced at TSR; and that when it was pulled and replaced with the Moldvay version of B3, that’s the end of the “old school”.

For those unfamiliar with it:

The original B3 had a well-developed wilderness region, didn’t have a strongly-integrated plot, and was designed explicitly to be the top two levels of a mega-dungeon complex (with exits from those levels to lower levels that were supposed to be added by the DM). In short, it was the closest TSR ever got to publishing a module that matched the campaign set-up described in OD&D.

The module has a lovely fairy tale quality to its mythology, providing a strong contrast to the Tolkien-Vance-Howard triumvirate more typical of D&D.

The revised B3 got rid of the wilderness, added a plot, and sharply curtailed the extent of the dungeon complex. It was, in short, a complete repudiation of the original “old school” method of adventure design.

Apart from being for a good cause, participants will be getting a good deal, (The 4 free sessions at the B-Strat alone are worth $40) and It should be a lot of fun. It will be interesting to see how well the module works with different treatments of settings, systems & various GMs!

31
Jan
12

What’s New with Games that Can’t Be Named

This Wednesday we have a double-top-secret, as in we’ll make you sign a NDA before even giving you the second NDA, session of Games that Can’t be Named. Our location for this week, 333 Court Street, is in keeping with the “you get to see it before it’s publicly available” theme. The Brooklyn Strategist is still under construction, but they’re opening their doors early for this event. Owner Jon Freeman says:

What's New with Phil and Dixie. Did you know there were new (as in 'created this millennium') ones of these, and they're all online? Click the picture to check 'em out!

Just so I can set everyone’s expectations at a realistic level, it’s still a construction zone.  It won’t have the amazing and cool vibe we’re hoping to achieve in the final product and it’s possible that the place will be a little dusty (plus I won’t have any shelving or counters up – they won’t go in until end of the week).  That said, I’m a big proponent of “if you bring good people together with games, food and drink, it usually doesn’t matter where they are…”

Hopefully it doesn’t matter too much what the games are either, because those are also under construction! Only those adventurous souls prepared to trip over an as-yet-unfixed mechanic, an uneven seam in the thinset concrete, or proud nails both literal and figurative need apply.

This Wednesday will be the third installment in the Games that Can’t Be Named series. The next two, 2/8 and 2/15, will be back at the Soho Gallery for Digital Arts at 138 Sullivan St. On those nights we’ll continue to have folks ready to run and play the games from earlier in the series (including the one we’re busting out tomorrow), and will continue to introduce a new not-widely-available game each night.

Here are some things that players in the sessions so far have ventured past the veil of silence to report!

Co-organizer Alex Guzman writes at RPG.net:

We had OSR gamers playing alongside 4e players playing alongside indie gamers all having a good time. It was great validation for my belief that people aren’t looking for the perfect game they are looking for a good time. What our hobby needs isn’t more products its more people to play with. That’s my opinion – but what the hell do I know right? lol

nerdNYC has lots of people daring the fiery wrath of disclosure to talk about the experience. The quotes below from cawshis leave out some great stuff, including more of the saga of his mom playing tabletop games again after 20 years (also referenced at RPG.net):

Happy to have been there for the first one. Hope to make one the next time I’m in town! I should say, despite the logistical considerations, I had a great time and so did my mom, who talked about it all the way home. I was mainly interested in the full “stranger” to the scene experience and that’s what I got! From where I sat, I thought you guys pulled it off. Everyone appeared to be having a fun time and that’s what’s important to me. The format needs only a few tweaks in logistics.

I encourage everyone to go! These kinds of experiments in ad-hoc gaming should be supported and encouraged! It can only improve the more folks go and try it out. And it’s fun gaming with strangers since, as Eppy taught me, it’s all about going out on dates with lots of gamers to find those perfect matches.

The logistics he mentioned were:

  • Big groups: we had a larger turnout than expected and wound up with a table that, while not exceptional by White Sandbox standards, had more players in one group than most are used to. Tomorrow we’ll have at least four people ready to GM, with likely group sizes thus in the standard 4-8 range.
  • Setting expectations: This is a tough one. The format means there are things that can’t be said; the games are so new that it can be hard to know what they’ll be like; and what part of the experience comes from the GM rather than the material is hard to assess. However, to answer some of jenskot‘s questions for tomorrow’s game, I expect it will be skewed toward combat rather than role-playing (although being player-driven means it could go either way) and a system-matters playtest.

Blogger Tenkar reported on the second session, where we did much better with logistics and solved at least some people’s expectation issues by describing the game as “inspired by OD&D and Burning Wheel and old-school video games”:

It was a blast! I met some really cool gamers, had some excellent Tunnels & Trolls conversations (last thing I expected to find), saw some amazing Old School D&D art from the likes of Peter Mullen (rendered on digital screens) and got some gaming in. I wish I could talk about the RPG I played a session of, but I can’t (NDA and all that). I will say it was a lot of fun and a blast to play.

Lessons learned? I should bring an old notebook, more then 2 sets of dice, gem dice don’t read so well depending on the light at my semi-advanced age and gamers are gamers no matter the age.

Most important lesson? My wife is awesome! Thanks for encouraging me to attend ;)

One game that happened at last week’s session can’t be named only because, when Michael Mornard learned to play it, various people called what they were doing “Blackmoor” or “Greyhawk”. Now that we’ve settled on “original Dungeons & Dragons” as a name, however, both myself and Paul Hughes (here and here) have been eagerly sharing the lore Mike is helping bring out from behind an undesired veil of secrecy.

I’m sad to report that Mike won’t be at tomorrow’s session – seminary school starts this week, making weeknights tough for him although I hope we’ll find another time. However, if you’re in range of Brooklyn, please do come by and help us make some new gaming history!

26
Jan
12

Pledge Allegiance

This morning on the bus, I tested my son’s knowledge of Tarzan to check Charlie Jane Anders’ assertion that the character is unknown to people under 30. It turns out that nine-year-olds have enough familiarity to nickname you “Tarzan” if you wear a lion-print Halloween costume that started as one year’s Charles Atlas and was re-used as Hercules the next. What Javi knows about Tarzan is that he swings on vines and drowns enemies in quicksand who are not hip to the vine trick. Tarzan’s origin story is news to him, which is probably not good for the long-term survival of what makes the character unique; apparently we are no longer much interested in people being raised by apes, but still need an iconic image of a guy who runs around hollering while half-dressed.

Cover from Doc Savage Magazine, July 1935

Anyway, Javi wanted to know why I was grilling him about Tarzan so I explained that I’d read an article about what new pulp characters have come along to replace old ones that are forgotten, like Doc Savage. Then he wanted to know who that was. Being a fan of Doc Savage: His Apocalyptic Life I was able to do a credible run-down on the Man of Bronze, but a nine-year-old’s thirst for knowledge makes it very handy to have a hivemind in your pocket. The Wikipedia entry brings us to the thing I want to talk about, Doc Savage’s credo:

Let me strive, every moment of my life, to make myself better and better, to the best of my ability, that all may profit by it.

Let me think of the right, and lend all my assistance to those who need it, with no regard for anything but justice.

Let me take what comes with a smile, without loss of courage.

Let me be considerate of my country, of my fellow citizens and my associates in everything I say and do.

Let me do right to all, and wrong no man.

Since Green Lantern was Javi’s first heroic fascination, he and I are no strangers to oaths. Our conversation about why the Guardians of Oa require that their agents to recite a daily oath to receive their powers, and what benefits Doc Savage might receive from having a code to guide his conduct, got me thinking about creating a credo for characters in a role-playing game.

I am at the stage of unpaid taxes where I guiltily suspect that a commenter like NUNYA who likes all caps and creative spelling might be Joesky in disguise sending me a warning, just as an unrepentant Scrooge might flinch at the sight of passers-by who just happen to be androgynous and candle-headed, robed and torch-bearing, or gaunt and spectral. So instead of just waxing theoretical, I will try to offer actual game-useful content. (Before the gassiness ban takes effect, let me note that Doc Savage is awesome because his myth is the unfamiliar archetype that sheds light on elements of our culture so familiar that they’re hard to perceive directly; doesn’t “strive to make myself better and better that all may profit” and “take what comes with a smile” sound like a perfect encapsulation of the ethos that makes original D&D appealing?)

And I won’t just say “hey you should make up your character’s code of behavior” because I haven’t done this and have no reason to suspect it would be a good idea. When I suggested to Javi that he and I should make up oaths for ourselves, he was clearly embarrassed by the notion and I suspect your average player, or even me when I’m not wearing my enthusiastic Dad hat, would feel the same.

But I really like the idea of striving, every moment of our lives, to make ourselves better and better, to the best of our abilities, that all may profit by it.  Since the Joesky tax fund is full of stuff that’s useful to DMs, I’ll start a series of posts aimed at being better players.

Michael Mornard's dice are not older than me only because I am really old. The twisty white thing at left was not a joint, but I don't know what it was.

Last night in the OD&D game Michael Mornard ran (here I make an exception to  Games That Can’t Be Named‘s name-no-names policy), I rolled up Boboric the Huscarl and did not want him to get killed. Being a first-level fighting man, I decided that having plate-mail would go a long way to supporting this ambition, but I only rolled 60 gp and needed cash for flaming oil and door spikes and all the other things that would let me contribute to the welfare of the party without needlessly exposing myself to death in the front lines.

So I approached Roger de Coverley, who had emerged from the previous adventure with all kinds of wealth and second-level-ness, and announced “Sir, I will pledge myself as your guard and servant if you will equip me with a full suit of steel armor!”

After making sure that this pledge included standing in front of Roger in the marching order, Paul agreed to equip Boboric. Seeing the success of this tactic, the player of Melbar the Lesser got in on the action. “Hey, is there a Melbar the Greater?” I asked. Upon learning that he was indeed, M. the Lesser was of unspecified relation to Melbar the Greater, Lord of Toast, I said “Cool, will you accept me as your vassal so that I may wear his coat of arms?”

Paul cut himself into this action too: “Hey, Roger has a garter that you can wear.” Being quicker on the draw, Boboric  got to wear the right garter, Melbar was stuck with the left. (He also wound up in the first rank of the marching order; sucker!)

What started out as a simple exercise in advantage-seeking (with overtones of greed and paranoia) became my key to roleplaying Boboric. When I challenged a bandit leader to single combat, after defeating him I went over and laid down my spear (which cost me 1/60th of my wealth, and had a valuable spider stuck on it for safe-keeping!) at Roger’s feet, establishing to the surviving brigands that he was the big man here; Boboric had proven himself to be tough and fierce, but how much more to be feared was the guy who commanded him!

Gronan, Roger, and Melbar (background, from L to R); The Mauler (foreground)

The decision to play a character who was eager to pledge allegiance and see what he could get in return unlocked a lot of fun for me during the session. Here’s what I think can be generalized as advice on being a better player:

  • Want something. D&D is a great and compelling game because, in every edition, it gives me ways to “strive to make myself better and better.” As we’ve said at the Mule before, one of the great things about XP for GP in TSR editions is that it gives characters a specific, concrete thing to pursue with monomaniacal zeal in pursuit of that goal. Both gold and XP are so fundamental that the advice to want these things is unlikely to lead to better D&D play, although it may be useful to note that a character concept that involves not wanting wealth and power will probably be no fun to play. Odyssey has written about how a party full of characters who are addicted to things other than gold would provide not only motivation but also a reason for everyone to know one another. Maybe the greatest benefit of wanting something is that it helps you understand other people who might want that too. Boboric’s drive to get a suit of armor out of pledging allegiance to the highest-level dude around set the stage for the party to embrace the idea that the bandits would sign on to our party once they learned that, under Roger’s leadership, we ate three times a day.
  • Look up and down the ladder. One of the biggest things I learned from Adventurer Conqueror King is that low-level guys want to wear the insignia of a higher-up on their shield for the extra protection it affords: mess with me and you’ll answer to Melbar the Greater. And name-level characters want to find competent people to wear their coat of arms because they want someone to go around showing the flag and doing the scutwork that’s beneath their notice. You don’t need ACKS for this (although the PDF will be available for sale real soon now!) – you could have learned it from Jeff’s posts about to-do lists for BX characters, or just from the basic assumptions of D&D. Last night’s session began when, as we were working out our marching order in a tavern, Lord Gronan sought us out because Roger’s success in the kobold mines meant we might make useful vassals, and we were delighted when taking over from the deceased bandit leader meant we emerged with nine new henchmen of our own. This stuff is as old as RPGs, but like much of the original D&D lore it risks being forgotten.
  • Set up connections within the party. You never know whether the situation in a session will provide whatever externals are necessary for you to pursue the thing you decide your character wants. The one thing you can be sure of is that you’ll always be around your adventuring companions. Linking them into whatever striving you have in mind for your character means you’ll never lack for a roleplaying hook. Boboric got lucky (or plugged into an omnipresent D&D current) in that we did meet NPCs who wanted to play allegiances with him; but since Gronan of Simmerya was Michael’s character from the original Greyhawk campaign, even this was an example of making PC-to-PC connections.
  • Be considerate of fellow citizens. Allegiances within the party shouldn’t obscure the fact that everyone’s first loyalty should be to one another. Boboric was Neutral; he kept his word but was careful about what he pledged, and although he gave his loyalty for keeps he didn’t commit until a quid pro quo was established. The player to my right, Maurice, rolled up another fighting man, The Mauler, who (as Mike pointed out at the end of the night) was definitely Good. The Mauler never hesitated to risk his life by stepping up in battle, and when one of our magic-users was killed by a poison chest trap, the rest of us were like “oh yeah, old-school play is lethal, what can you do?” The Mauler didn’t accept that answer, even when the player of the magic-user in question was like “hey no big deal”. He took the body to Gronan and demanded that something be done for his fallen comrade, and the next thing we knew we were in the Temple of St. Cuthbert of the Cudgel witnessing a miracle (and receiving a geas in return). Wanting to do the right thing is a powerful motivation, and I think we were all inspired by the dedication with which Maurice lent his assistance to those who need it, with no regard for anything but justice.



Past Adventures of the Mule

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