The DiD Factory

Friday, September 28, 2007

Art

Awesome. I'm doin' the same thing, only for science and stuff. It's a great idea, and I'll definitely look at this site for future needs.

How much does that shit run, by the way?

Dragons and Dwarves.

Well, I've got 9 artists kicking out art.

25 bids came in 3 days time.

Impressive quality, too.

Tuesday, September 25, 2007

Update

Make that 4 bids.

Donations anyone?

Update: 6 bids.

Er: 10 bids.

Huh: 13 bids.

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You've gotta have art.

I was directed to a great site: ifreelance.com. -Totally brilliant.

Anyway, I advertised for some ink art last night and have received two bids already. Both artists look very skilled.

I'm budgeting about $300 for interior art, at $10-15 apiece. This will be added to some copyright free art I've found which will be useful. -Did you know some of the old AD&D art was copyright-free? Not a majority, but some doodles were from old books and manuscripts.

Monday, September 17, 2007

Occum: Mother fucker, I'm killing that... Dude that's my last Coke.

Thanks. Yeah, I think the player trying to do a million things at once would be nice. There is still the "Example of Play" that needs to be done.

I know you are busy. But if you get the itch...

I am concentrating on monsters now. -Probably for the next month.

you has it with an eleven

Awesome, nicely done. Me personally, I woulda had Millena keep trying to do an impossible number of actions each round- move whole distance, get an attack, drink a potion, and bandage her friend, with the game master politely telling her each time she can't do that.

You got some of the language just right... I can hear myself saying "sorry, the wolf has it with an 11". I'm sure I've actually uttered that exact line at least once, if not more often, in my GM career.

My transcript might also have one PC dead, another unconscious and bleeding, and the GM secretly fudging a couple rolls both in favor and horribly against the PCs.

Also, a real transcript would have a lot more cursing.

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Example combat: It makes me laugh.

An example of combat

Occum, a 3rd level human swordsman, Magnus, a 4th level human wizard of 2nd circle spell-power, and Millena, a 3rd circle half-elven rogue, are traveling along a riverside trail when a large wolf leaps from the bushes, attacking them. We begin our example just prior to the wolf’s appearance.

Game Master (GM): You’ve been making you way along the river at a steady pace. It’s been 3 hours since sunrise. -Each of you may make a perception check of 6.

Occum: I don’t have the perception proficiency. The most I can get is a 4 with a non-proficiency perception check.

Magnus: I don’t have perception either.

Millena: I’ve got perception grade II. (Millena’s player rolls 2δ4*, with a result of 1 and 3.) Ugh, I got a 4. -Unfortunately, I don’t make a 6. Does something happen?

Unbeknownst to the characters, concealed in the bushes, a hobgoblin shaman hides with a trained wolf. 100’ further up the trail, an orcish archer is hiding as well. The Game Master decided a perception check of 6 would enable the characters to sense the trap. However, as no character made a successful perception check, the bandits get the element of surprise.

GM: Actually, yes. From the bushes to the right of the trail, a large dog or wolf springs upon you, Occum. It’s nasty looking, and is wearing a spiked collar. Please roll initiative.

Occum: Ugh. I got a 3.

Magnus: Great, I got a 9!

Millena: I’ve got a 6. What’s the wolf’s initiative!?

The Game Master rolls initiative for the hobgoblin, orc and wolf. As they have the element of surprise, he adds +4 to each of their initiative rolls. The hobgoblin, orc, and wolf get initiatives of 9, 7, and 11, respectively.

GM: Sorry, the wolf has it with an 11. Occum, he tries to bite you. You have a dodge of 12, correct?

Occum: Yeah, it’s a 12. Also, don’t forget I’m wearing studded leather! That absorbs 1δ2 points of damage if the wolf hits.

The Game Master nods. Rolling 1δ20 for the wolf’s attack, the result is 10. However, the wolf has a +3 ‘to-hit’ modifier, giving a result of 13. The wolf hits Occum. Rolling 1δ4 + 1 for damage, the result is 5.

GM: The wolf bites into you Occum, for 5 points of damage. However, you can roll for your armor absorbance.

Occum rolls 1δ2 with a result of 2.

Occum: Well, that helps some. -My armor absorbs 2 points, so I take 3.

GM: That’s right. You have 11 health points left, Occum.

Magnus: Alright, now it’s our turn! I’m going to cast Force Bolt on that wolf!

GM: Ok, Magnus. You can begin to cast at initiative 9. However, just as you do, a filthy looking humanoid rises from the bushes from where the wolf appeared. He looks somewhat like a goblin, and is covered in a variety of odd trinkets. It appears he is casting as well!

Millena: Damn! I’m next. I attack that caster at initiative 6!

GM: Not so fast, Millena. Magnus’ Force Bolt spell goes off at initiative 8, as does the goblin-like creature’s spell. Magnus, roll for your Force Bolt damage.

Magnus: Can I switch my Force Bolt to the goblin caster?!

GM: No. He appeared as you started casting your spell targeting the wolf. Sorry. -Please roll your damage.

Magnus: (Magnus rolls 1δ6 + 2 for a result of 4.) I got it for 4 points. Take that you mangy hound!

The wolf has 10 health points. Due to its hide, it absorbs 1 point. The GM notes that it has 7 health points left.

GM: The wolf yelps, but it still looks pretty good. Occum, the caster has targeted you with his spell. Please make a willpower check of 11.

The hobgoblin has targeted Occum with the 1st circle Ritual magic spell, Weakness. Occum’s player rolls 1δ20 with a result of 6. Occum has a +1 willpower modifier. However, a 7 still fails to resist the spell. Rolling 1δ6 + 2, the Game Master determines that Occum loses 4 points of strength.

GM: Occum, unfortunately the spell affects you. You instantly begin to feel a loss of strength, almost as if you were affected by a severe illness. As a result, you lose 4 points of strength, and suffer a -4 modifier to your fortitude and willpower checks.

Occum: (Groaning) Arrgh! That drops my strength from 12 to 8! What’s worse, my armor impedance increases by 2! Now, I’ve got a dodge of 10. -I’m going to kill that goblin!

Millena: Ok, now can I go?

GM: Sorry, but there’s one more surprise first. About 30 yards up the trail, you see a figure stand. He’s armed with a bow and shoots at… Magnus, you have a dodge of 13? (The Game Master rolls 1δ20 with a result of 15. The orc’s arrow hits Magnus. 1δ6 indicates Magnus takes 3 points of damage from the arrow.) …Magnus, the archer hits you. An arrow sticks in your leg and you take 3 points of damage. You have no armor to absorb it, so you go from 11 health points to 8.

Millena: This is looking bad. Is there anyone else around?!

GM: Ok, make a perception check of 5, Millena.

Millena: (Rolling 2δ4*, Millena gets a result of 1, 4, and then 2 with the exploding 4.) I got a 7! Do I see anyone else?

GM: No, besides these three adversaries, no one else seems to be around. You do notice the archer looks like an orc, however. Millena, we are now at initiative 6. You may act.

Millena: Finally! I am going to stab that goblin spellcaster with my rapier. Is he close enough?

The hobgoblin is just 15’ away. As this is less than ¼ of Millena’s 120’ movement rate, the Game Master nods. If the wolf had not yet attacked this round, the wolf could have opted to immediately attack Millena as she leaves. However, she may actively retreat from this melee without any recourse. Millena rolls 1δ20 ‘to-hit’ with a result of 20.

Millena: Ha, critical hit! (She rolls 1δ6 twice for damage, with a result of 1 and 6.) 7 points! I got him good.

GM: You sure did, Millena. He looks badly hurt, and screams in frustration. (The hobgoblin has no armor, and is reduced from 14 health points to 7.) Occum, you can act at initiative 4 now.

Occum: Good. I slash this wolf with my longsword. (Occum rolls 1δ20 ‘to-hit’ with a result of 5. He adds +2 for his weapon mastery II ability, yet a 7 misses the wolf with a dodge score of 16.)

GM: Ok everyone, that’s the end of the first round. Roll for initiative. -Occum, don’t forget your new armor impedance now gives you a -2 modifier to your initiative roll.

For initiative, Occum gets a 4, Magnus an 8, and Millena a 3. The hobgoblin, orc, and wolf get initiatives of 9, 4, and 3, respectively.

GM: Alright, the goblinoid caster begins another incantation at 9. (The GM decides the hobgoblin is going to cast his last spell Steal Strength, upon Occum.) He’s not yet done casting at initiative 8, however. -You may act Magnus.

Magnus: Great, I am going to cast a Fog spell, centered upon that orcish archer. That should give him some trouble.

GM: Nice, Magnus. Your spell goes off at initiative 7, surrounding the orc in a dense fog. However, the globlinoid’s spell takes effect at initiative 7 as well. Occum, make another willpower check, but this time with a target number of 12.

Occum: Me again?! Magnus, you should have targeted this goblin! (Occum rolls 1δ20 for his willpower check and gets a 13. However, as he is affected by the Weakness spell, he adds a -4 modifier. Combined with his normal +1 modifier, he gets a result of 10. Occum fails to resist the Steal Strength spell.) Arrgghh! I missed it!

GM: Occum, just when you thought you couldn’t feel worse, you do. You feel even weaker, losing another 4 points of strength. You now have a 4 strength. Your studded leather armor feels crushingly heavy now. You have an armor impedance of 4, making your dodge an 8. You don’t think you can move too quickly either. We are now at initiative 4. Millena, you notice that the goblinoid seems to look a bit tougher, in a somewhat unnatural way.

Occum: Great. I’m an invalid with a wolf trying to eat me. Well, I try to hit it with my sword. (Occum sighs as he rolls a 1δ20 with a result of 3.) No good, I miss.

The orc also has an initiative of 4. The Game Master decides the orc is perplexed by the fog, and rather than shooting, he will spend two rounds, switching his bow for a club and then charging out of the fog towards the party. He mentally keeps note of this as the next rounds pass.

GM: Ok, we are at initiative 3. Millena, you and the wolf act simultaneously. Occum, the wolf bites you again. (Rolling a 13, the wolf easily hits the feeble Occum for 3 more points of damage. Occum rolls for his armor absorbance and gets a 1.) Occum, you are now at 9 health points. Millena, what do you do?

Millena: I stab this goblin again. (Millena rolls a 14 ‘to-hit’ which just misses.)

GM: Alright everyone, new round. Roll those initiatives.

For initiative, Occum gets a -1, Magnus a 7, and Millena a 10. The hobgoblin, orc, and wolf get initiatives of 6, 6, and 5, respectively.

GM: Millena, you have it with a 10. Do you want to defer to initiative 0?

Millena: No way! I attack this goblin again. (Millena rolls a 15 this time, just hitting the hobgoblin. Her rapier inflicts 3 points of damage. The Game Master notes the hobgoblin now has 4 health points.) Ha! Don’t worry, Occum. The tide is turning!

GM: Magnus, you are next with an initiative of 7. What do you do?

Magnus: Can I see the orc? What is he doing?

GM: Yes, you see a faint outline of him within the fog. It’s difficult to say what he’s doing though.

Occum: Magnus, kill the wolf! Help me already!

Magnus: Ok, ok. I am going to cast my 2nd circle spell, Force Weapon. I’ll make a Force Weapon in the form of a greatsword. -Sorry, I can’t do more this round Occum. It’s either that or I draw my broadsword.

GM: Ok, Magnus. Your Force Weapon will materialize at initiative 5. However, the goblinoid goes at initiative 6. Millena, he sneers as he draws a wicked looking morningstar. (The Game Master notes the orc also draws his club and advances 30’ out of the fog towards the party, now 70’ away.) At initiative 5, Magnus’ Force Weapon materializes, and the wolf attacks you once again, Occum. (Rolling, the Game Master determines the wolf hits Occum again for 4 more points of damage.) He bites you for 4 more, Occum. Roll your armor absorbance.

Occum: I got a 1. I take 3 more putting me at 6 health points. Can I finally attack?

GM: Yes, Occum. You go last at -1.

Occum: Alright, here it goes again. I swing my longsword at the wolf. (Occum rolls ‘to-hit’ getting an 18. He has +2 ‘to-hit’ due to his weapon mastery II, giving him a final result of 20.) I finally hit! (Occum rolls 1δ8 for damage with a result of 3. His weapon mastery II gives him a +1 damage modifier. However, his 4 strength gives him a -2. Thus, Occum inflicts 2 points of damage on the wolf.) That’s 2 points. -Not so great.

The Game Master notes that the wolf suffers 1 point of damage due to its armor absorbance.

GM: You just nick the wolf, Occum. Ok, that does it for round three. Roll your initiatives, please.

For the fourth round initiative, Occum gets a 4, Magnus a 5, and Millena an 8. The hobgoblin, orc, and wolf get initiatives of 8, 4, and 11, respectively.

GM: Well, the wolf has it. He’s intent on you, Occum. (Once again, the Game Master rolls and determines the wolf bites Occum again for 3 more points of damage. Occum’s armor absorbs 1 point of damage again.) Occum, you are now at 4 health points. You also notice the orc is charging at the lot of you. -He’s brandishing a large club.

As the orc is greater than ¼ of his movement rate away (30’), but less than his full movement of 120’, the Game Master decides the orc will actively charge into combat this round. Therefore, at initiative 4 the orc will get one on-hand attack against one of the three characters. As the orc only gets one attack per round normally, this active charge does not decrease his number of attacks.

Millena: Who’s next? I got an 8 for initiative.

GM: Actually Millena, you and the goblinoid have tied. He swings at you (rolling) and gets a 14. You have a 14 dodge? He just hit you. (Rolling 1δ8 for the Morningstar, the GM gets an 8. However, the hobgoblin naturally gets a +1 modifier to damage. Combined with a +2 modifier due to his Steal Strength spell, the hobgoblin hits Millena for 11.) Ouch! Millena, he lands a mighty blow upon you for 11. Your leather armor absorbs 1, but you still take 10. You are now at 2 health points.

Millena: (Cursing) Alright, I am taking this nasty guy down! (Millena rolls ‘to-hit’ with a result of 7.) No! I’m sure that doesn’t do it.

GM: No, it doesn’t. Sorry, Millena. The goblinoid chuckles maliciously. Magnus, you are next at initiative 5.

Magnus: Ok. I help Occum and attack this wolf with my Force Weapon greatsword. I got a 16, with the +1 ‘to-hit’ modifier from the weapon, that’s a 17. (The GM indicates it’s a hit.) Great, (rolling a 1δ8 + 2 for damage) that’s 7 points!

GM: That does it, Magnus. The wolf yelps loudly and falls to the ground, lifeless. (The players sigh in relief.) Seeing the wolf fall, the goblinoid screams in rage. Alright, at initiative 4, the orc crashes into the frey. Magnus, you seem to be the greater threat. The orc swings his club on you. And… he hits. Magnus you take 4 points of damage, putting you at 4. Occum you act at the same time as the orc.

Occum: I’ll try to return the favor Magnus, I’m attacking the orc. (Occum rolls a 12. However his +2 ‘to-hit’ makes it a 14. The Game Master indicates it’s a hit.) Ha! He takes… 3 points of damage.

The Game Master notes the orc has been reduced from 14 to 11 health points. Taking stock of the situation, the Game Master observes the orc is slightly wounded, whereas the hobgoblin has been wounded badly. The hobgoblin’s Weakness and Steal Strength spells each last for 10 minutes; they won’t be ending soon. Nonetheless, due to the loss of the wolf, he decides that if the next round does not go well for the orc and hobgoblin, they will flee the battle.

GM: Alright, we are going into round five. Roll for initiative. Magnus keep track of your Force Weapon duration, you have 9 rounds left.

For the fifth round initiative, Occum gets a 5, Magnus a 10, and Millena a 4. The hobgoblin gets a 7 and the orc a 10.

GM: Magnus, you and the orc have tied. Do you want to defer to 0? (Magnus shakes his head) Fine, the orc doesn’t defer either. In fact, he attacks you. (The Game Master rolls a 6 for the orc’s attack.) However, he swings wide and misses you, Magnus.

Magnus: Great! I’m going to take him out! (Magnus rolls his ‘to-hit’ and gets a 1.) No! A critical fumble?!

GM: Sorry, Magnus. Stepping into the attack, you roll your ankle over a large stone in the path. As you try to regain your balance, the orc brings his club down upon you once again. His counterattack comes at initiative 9. And… this time it’s a hit. 5 more points of damage. That’s enough to drop you, Magnus. In fact, you are at -1.

Magnus: No!

Occum: Can I grab his Force Weapon and use it against the orc?

GM: No, Occum. Actually, the Force Weapon falls from his hand and disappears as Magnus collapses. Anyway, the goblinoid cheers and attacks Millena again at initiative 7. (The Game Master rolls.) …but, he misses. Occum, it’s your action at initiative 5. What do you do?

Occum: What else can I do?! I attack this orc! (Occum rolls ‘to-hit’, but gets a 4.) Ugh, I miss. Take that goblin out, Millena!

Millena: I’ll try… (Millena rolls ‘to-hit’ and gets a 16. The Game Master indicates it to be a hit. Millena rolls for damage.) Take 4 points, you ugly bandit!

GM: That’s just enough to do it, Millena. You run the goblinoid through, and he crumbles to the ground! Nice work. Seeing his comrade fall, the orc gives a reluctant growl. That’s it for this round. However, there’s still the orc left. Roll initiative.

For the sixth round initiative, Occum gets a 6 and Millena an 8. The Game Master decides that the orc will run before rolling for initiative. Thus, the orc actively retreats.

GM: Well, looking obviously worried, the orc turns and runs.

Occum: He runs?! Can we attack him?

GM: You can, Occum. However, although Millena is close, she isn’t close enough to attack the orc as he flees. She would have to cover about 15’ first. However, either of you may immediately pursue him instead.

The players hurriedly discuss their options.

GM: Quickly now, there’s no time for conversation.

Occum: No, we won’t pursue him. We don’t want to leave Magnus unguarded. Besides, I think Millena is the only one with a chance of catching him. I’m just too weak. Nevertheless, I’ll swing on him as he leaves.

GM: Fine. Roll for your attack.

Occum rolls an 11, and despite his +2 modifier, he just misses the orc’s 14 dodge.

GM: Well, the orc feels your sword brush the hair on his neck. However, you miss and he retreats unscathed. Are you sure you don’t want to give chase?

Millena: No, we’ve had enough for one day. I watch to make sure he keeps running, but I am not going anywhere. Occum, let’s get Magnus off this path. You have the healing proficiency, right?

From this point, the characters may begin non-combat actions. Thus, exact bookkeeping of passing time is no longer necessary. Nevertheless, the Game Master may decide the orc has sought reinforcements, and will return once again in an hour. If this were the case, he may mentally note the time required for the character’s subsequent actions.

Thursday, September 13, 2007

Zeno's Paradox, Squaring the Circle, or "Combat Movement"

It's not unlike 2.0. I tried to simplify things a bit by giving them terms. I think it works.

Combat movement

Most movement during combat will be somewhat fluid, and should not be explicitly calculated from round to round. In general, movement rates should be considered carefully only when an individual is trying to cover ground in a limited amount of time, or if in a situation of flight and pursuit. Such movement in combat is generally divided into three types. These types of combat movement are: active charge, active retreat, and passive movement.

Active charge: An active charge assumes the character is not yet in melee combat, but wishes to charge into combat. If actively charging into combat, a character must announce that he will do so before rolling for initiative for that round. If the character does so, he may cover up to his movement rate in distance, and then may make one on-hand attack against an opponent. If the character making an active attack covers less than ½ his movement rate, a -5 modifier is applied to his initiative. If the character covers more than ½ his movement rate, a -10 initiative modifier is applied.

Example: Turning into an alley, Radcliff discovers a merchant that has been accosted by a gang of thugs. Deciding to aid the merchant, Radcliff draws his sword and actively charges into combat. Radcliff rolls initiative and gets a result of 7. As Radcliff’s movement rate is 130’ and the thugs are only 50’ away, Radcliff may actively charge into combat, getting one sword attack at initiative 2. Thereafter, Radcliff may be attacked by any opponent with an initiative score of 2 or less.

Note: As a general rule, a character may move up to ¼ of his movement rate into combat and attack as normal at his initiative. Any attack from a greater distance within the same round is considered an active charge.

Active retreat: An active retreat assumes a character wishes to flee combat in which he is engaged. The active retreat may be announced at two points during a combat round: either before the character rolls for initiative, or at his initiative. If an active retreat is announced before a character rolls initiative, he may retreat up to his full movement rate for that round. If the active retreat is announced at his initiative, he may retreat up to ½ his full movement rate for that round.

Once an individual makes an active retreat from combat, any opponent in melee with the individual who has not yet acted has three options. The options are: 1) immediately take one full round of melee attacks upon the character as he leaves, 2) immediately pursue the fleeing character, or 3) waive the attack, and perform another action at his or her normal initiative.

Option one, attack: Any opponent that has not yet acted this round may immediately take one full round of melee attacks upon the character as he leaves. Any attack made upon a fleeing character takes place immediately upon the initiative of the fleeing character, or pre-initiative if the character flees for the entire round. Once this attack has been made, the opponent may no longer act within the same round. Only melee attacks may be made in response to a fleeing character. No other actions, such as casting a spell or drinking a potion, may be performed.

Option two, pursue: Any opponent that has not yet acted this round may pursue the character for his or her action. However, in pursuing the fleeing character, this opponent has also taken an active retreat from combat. Thus, any remaining adversaries of the pursuer may respond accordingly.

Option three, ignore: Any opponent that has not yet acted this round may choose to ignore the character fleeing combat. This opponent may act as normal at his or her initiative.

In short, whether a character actively flees combat pre-initiative or at his initiative, all opponents that have not yet acted during that round may attack the character immediately, pursue the character out of combat, or ignore the fleeing character.

Example: Magnus and Occum are waylaid by three goblins. Before rolling for initiative, Magnus announces that he will actively flee. Occum feels confident and stays, getting an initiative result of 6. The goblins get initiative results of 8, 5 and 3. The goblin with an initiative 8 chooses to chase Magnus, therefore he leaves as well, pre-initiative. Occum has the option to immediately attack or pursue this goblin, but chooses to ignore it. However, the goblin with initiative 5 chooses to attack the fleeing Magnus, and does so pre-initiative as well. Thereafter, the round proceeds with the order of the remaining combatants, first Occum with initiative 6, and then the goblin with an initiative of 3.

Passive movement: Passive movement in combat includes any movement a character makes under 10’ per round. In general, passive movement does not alter combat actions. Instead, passive movement just gradually changes the character’s position round to round.

Passive movement will not normally disengage a character from combat. Unless impeded, as long as the character’s opponent wishes to follow the character, he or she may do so with ease.

Example: Crossing a narrow rope-bridge, Millena is attacked by a band of gnoles. Not wishing to turn her back and flee, Millena decides to give ground and back herself onto the bridge where she might fight one gnole at a time. As Millena is 20’ from the bridge, it will take two rounds of passive movement before she reaches it. That is, unless the gnoles recognize her plan and attempt to cut off her escape.

Characters may only move by passive movement when casting spells.

Note: Withdrawing from combat at any rate greater than 10’ per round is considered an active retreat.

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That old bone trade magic

Don't miss the N1 post below, which inspired this follow-up.

I think it's interesting how, for both Narbohring and Sarpagal, the first campaign was relatively short and violent, and introduced a lot of ideas, some retarded, some only seemingly retarded, that were then taken to extremes in the much longer and glorious second campaign.

It seems similar to what happens in genre TV shows: the first season ain't great, but there's a glimmer there. The second season is then the best, and the show then gradually gets worse from there. Second seasons hit it right- the mixture of mindless action, internal drama, and struggling to stay on the air. Subsequent seasons get too wrapped up in the internal mythology and are thus less interesting.

This was certainly true for N9K. Not so much for Sarpagal- although the second campaign was truly, amazingly epic, the third and fourth campaigns were both great too, mainly because there were a small group of players (three in both cases), and 1-2 of them at any given time were really into driving the game forward.

N9K had a great DM idea at the core, but it was an unplayable world. With Sarpagal, I think I finally hit on a mythos, a theology, that was perfect, and since I had different players each time, I could re-use and re-cycle the things that worked with each game.

I miss it... been starting to look for gaming groups around here again...

Narbohring 1

Narbohring 1 was the Covenant. Here's the story in a nutshell:

PCs are nobodies from Turth. Included Tony's guy Mr. Bolar. Steve wanted to get on a boat and sail to this island in a lake, so on the spot I decided there were storms on the lake 11 months out of the year and no ships were sailing for the next 9 months.

Instead, you got on a caravan headed south, but it was jacked by orcs. Ended up in this town ruled by the Baron Aaron and Mr. Shellborne. (Forgot the Baron's last name.)

Did a few jobs for the Baron- first was to free up this tower controlling the mountain pass, taken over by a mage and his orc garrison.

(Shellbourne was the street Paul lived on. We played that first adventure at Paul's house... Paul, Justin, Marty, Ed, Steve, Steve, Tony, Mark, and Chris were the initial players. Justin got really baked and dropped out.)

Then, working with the Baron, you had to hunt a beast. Third was put down a village rebellion, either by killing everyone, talking them out of it, or siding with them against the Baron. (You did #2 I think.) Finally, the Baron set you up- you were supposed to protect his wife, but ended up assassinating her and her lover, and being chased out of town.

Jimmy Woo was captured and thrown in jail.

In revenge, you snuck back into the castle and killed the Baron and Shellbourne.

Heading west into the plains, Mr. Bolar got in a bar fight with the town hero (of Pestlesville, I think), a dwarf, and killed him. The whole town rioted, and Bolar and crew killed about 50 guys there in the village square.

At some point, you made it up to Mask, where you exchanged mages' bodies for gold to the 'Bone Trade', another random idea that at first I thought was kind of retarded and regretted having. Eventually, you met Garrison Bones- Bolar went on a little quest in Trent and became a vampire.

By this point, you guys were about 9th level. From Mask in the north, you headed to Armech, where a local magician named Baalphegor Pheng hired you to explore the Palace of the Covenant... the emperor of Armech, 'The Covenant', had gone insane and his castle became a giant 10-floor dungeon. Over three sessions, you guys ascended to the top, finally reaching the covenant's 300-yard length throne room. You (mainly Tony and Ed) killed him dead. Pheng gave each of you 1 platinum orb and took his skull. Campaign over.

...

Thirty years later, it was Narbohring 2.

...

If any of you guys have memories from that first campaign (or even the second), please share- I'm curious as to what I forgot.

Wednesday, September 12, 2007

Memories....

Yeah, Narbohring was fantastic. We were lucky to have it. What was Nabohring 1 BTW?

When we are all rich and powerful, I say we game once a month, flying into the most convenient locale. Or at least the most rich and powerful one should subsidize.

"Chummer's Pandect" is sooo awesome.

Maybe "Chummer's Codex". -That's pretty badassed too.

Yeah, I'll wait on it. However, if a name strikes you, don't hold back.

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Adieu, Frenchy

Narbohring. NarboHring. Not NarBORING, because it was anything but, damn it.

...

The other day I was thinking about Narbohring, N2 in particular. We had an NPC named 'Frenchy'. Frenchy, for fuck's sake. He was an artist that Jimmy Swill hired to paint a mural, and he wore a beret, and basically hung out drinking wine with Jimmy in a loft.

I miss Narbohring. So much great stuff there. N9K was a fantastic campaign in principle. Would've made a great computer game, which generally means it sucks as a table-top game.

...

Save the name til last.

Role-playing good.

Let's just call it "Stan".

Yeah, I really wanted to avoid a world-specific name. I don't want to be GURPS generic, but I don't want to suggest that someone is playing in my awesome world.

I liked Narboring 9000 (sp? was there an 'h' in there?), just for the alliteration. However, I'm not sure if it makes any sense without a world.

Or, I could just use Neil's World, which suggests:

Xelegilima, Xivu, Refeziyequcubu, Dowogotoze, Lidimufipu and Gaba.

...

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Tuesday, September 11, 2007

Champagne Heroes

Whatever dude, DnD didn't need a hot name because it was first.

I dunno, would you buy a game system called 'Legends'? Would you even look at it? Yes, I thought not. It sorta sounds like a sourcebook for the World of Darkness system (Werewolf, Vampire, etc) where instead you play like Hercules or Aladdin or someone.

Names come last, man. Just like titles of papers. Maybe we could whip up a little 3 page backstory and give it a fucking rad name that it wouldn't otherwise deserve. Something like Lords of Shadow or Blood-Soaked Heroes or something you'd be proud to name your band.

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Yeah, I expected as much.

Shot down, but no suggestions...

It's not easy.

Imagine this: "I've got a great name for a game! How about Dungeons & Dragons?!"

One of the worst game names ever.

So far, unless I (or anyone else) can do better, it's "Legends". I don't think Lejendary Journeys is too close.

Maybe Soljiers & Sorcejers? Or Fjighters & Fjords? Or maybe Dunjeons & Drajons?

I'm open to suggestions.

SKILLQUEST

Name, huh? How about "Imaginary Worlds"? That's basically 'Bugbears' without the 'bugbears'.

Legends gets my thumbs down. Gary Gygax had his Lejendary Journeys. Close enough.

I still like d4 Vampires! It works on a couple different levels.

How about:

Skillquest
Universal Soljers (got the Lejendary thing going on!)
Skillpoints & Sorcery (abbreviates to SnS!)

Naw, I dunno. I'll let you know if I got anything.

What's in a name?

I've put this one off for some time. The system needs a name.

I know this is a great opportunity for some fun, but it isn't easy. Right now, I am thinking 'Legends' might be alright. -It's neutral, and I can't seem to find a game called that.

Any suggestions? I don't really want it to be world-specific.

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