Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Monday, September 26, 2022

Inaugural Road Crew Game Day In The Books! And Next year, It's WAR! (of the Cyclops Con)

This past Saturday, Goodman Games rewarded their hard-rolling judges by hosting the first-ever Road Crew Game Day! This free event was open only for members of the Road Crew - those folks who have taken time to run a game (or games) for public consumption. The Goodman Crew run a fine online event -- as their numerous Cyclops Cons and DCC Days Online have shown. And having a mini-event just for the folks who run and promote their game lines was a nifty idea and much appreciated.

I had the opportunity to run my upcoming "Mayhem on the Magtrain" MCC adventure for a party of eager Seekers who managed to defeat the S'kwik menace while trying to stop a runaway locomotive. (The rover also learned to listen at doors before swinging them open.) It was a great final playtest and I'm glad the players had fun.

I also got the chance to play, and my long-running cleric Jarrod Theodyne found himself in the middle of a Secret Playtest run by Brendan LaSalle himself! I'll steer clear of any spoilers, but this was for an upcoming holiday adventure. The only spoiler I'll toss out is that you should prepare yourself for some sad, depressing, heart-rending situations. (One player's background had Bambi's mom -- yes, THAT scene.) In spite of the soul-crushing depression, we laughed our keisters off and saved the world. Great time, and I'm looking forward to seeing the final adventure!

The evening wrapped up with a Twitch show discussing the day's events and some upcoming goodies for the Road Crew to be aware of. (Take a gander below for info.) Great time, and I appreciate that Goodman Games hosts such events for the folks who keep the tables humming. Thanks!

And now, howzabout some pix?

A team of Seekers find themselves hurtling across Terra A.D. in "Mayhem on the Magtrain"!

Some "Armageddon Barbarian" cosplay

Road Crew judges will have access to an exclusive adventure next month! Want it? Join The Crew!
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And in 2023, it's WAR (of the Cyclops Con)!

And speaking of "War", this will be the perfect opportunity to unveil a project I've been working on for a while...

Saturday, November 30, 2019

[Cryptworld] "Creepy Comic Conversion" Issue 5 Now Available

Once again Boils and Ghouls, it's time to crack open another terror tale from the 1940s-50s and see how your Cryptworld players manage to face their fears! In other words, a new issue of the Creepy Comic Conversion series for Cryptworld is now available!

I love horror comics, especially the long-forgotten ones that have entered the public domain. As a way to bring these amazing terror tales back to life, I’ve grabbed one at random and converted one of the stories as a mini-Cryptworld adventure. In this full-color 20-page zine, you first read the short comic story, then the back-half is that same tale now fleshed out and statted up for an evening’s gaming.

Presenting Issue 5 in the "Creepy Comic Conversion" series, this time featuring "The Subway Terror" from Mister Mystery Number 2 (1951):


In "The Subway Terror",  people have been vanishing from the manmade tunnels under the city for years: sewer workers, water and electrical linemen, and – more recently – subway patrons. Some theorize they’ve become lost in the maze-like depths. Others believe the legends of pets flushed long ago that grew to become giant alligators or snakes inhabiting the sewers. The truth is more disturbing…and dangerous. The players are tasked with investigating the disappearances with the assistance of the mysterious "Department G".

Issue 5 of the "Creepy Comic Conversion" series is now available in PDF at Drive Through RPG! (Full-color print copies will be available very soon there too!)

Friday, October 25, 2019

[Cryptworld] "Creepy Comic Conversion" Issue 4 Now Available

Halloween is right around the corner, so it's time to curl up in your coffin and curdle your blood with a new comic from the Creepy Comic Conversion series for Cryptworld!

I love horror comics, especially the long-forgotten ones that have entered the public domain. As a way to bring these amazing terror tales back to life, I’ve grabbed one at random and converted one of the stories as a mini-Cryptworld adventure. In this full-color 22-page zine, you first read the short comic story, then the back-half is that same tale now fleshed out and statted up for an evening’s gaming.

Presenting Issue 4 in the "Creepy Comic Conversion" series, this time featuring "The Thing in the Pool" from Tales of Horror Number 2 (1952):

In "The Thing in the Pool", four people have suspiciously disappeared without a trace from a recently constructed house at 55 County Road 810 in Loomis, Connecticut. Sebastian Corday, the architect of the home; George and Ann Winsor, the new residents there; and Keeto Murillo, the groundskeeper of the residence, were last seen at the house a week ago. The players are tasked with investigating the grounds and determining the fate of the victims, but where could they have vanished to?

Issue 4 of the "Creepy Comic Conversion" series is now available in PDF at Drive Through RPG! (Full-color print copies will be available very soon there too!)

Sunday, April 14, 2019

"Unskilled" Skill Attempts In Cryptworld/Timemaster/Rotworld

So you're playing Cryptworld (or Timemaster or Majus or Rotworld -- any of the Pacesetter-brand RPGs) and you want to perform an action you're unskilled at. For example, someone needs immediate surgery, but your character doesn't have the Medicine skill. Or the pilot is killed and you're the only one who can land the plane, but you don't have the Pilot skill. Well, the section on "Exclusive Skills" (CW rules, pg. 16) makes the consequences clear:
EXCLUSIVE SKILLS
Characters can use most weapons without having skills for those weapons; they just use their Dexterity or Unskilled Melee score as the base chance for success. Not all skills work this way; many cannot be used unless characters actually have the skill. Such skills are called exclusive. Characters without exclusive skills may never, under any circumstances, attempt to perform actions that require these skills.
Sounds pretty dire, doesn't it? So, in the examples above, the patient dies and the plane crashes. Even the original Pacesetter games have similar limits under the section "Unskilled Attempts to Perform Skills.". But that's kind of a hardline approach, and it's a rule I've had to work around in play.

"So none of us took the Pilot skill!?"

An "exclusive skill" simply means that the PC was never properly trained in that field. They didn't go to school, they have no training, and they've never practiced. But can they try it? Sure, but the odds will be incredibly stacked against them. Here are a few ways to approach it though:

METHOD 1: DOING A LOT OF MATH
In Chill 1e (page 14), they suggest calculating the skill base for the unskilled character, adding adjustments for skill levels, then dividing by 10 (rounding down) to give a percentage for the PC to fumble their way through it. So, for example, the History skill is calculated by PCN plus WPR divided by 2. So someone with a Specialist-level Skill with PCN of 60 and WPR of 70 would have a History skill of 80 (60+70/2=65, then +15 for Specialist level.) But for someone who is unskilled in History, the chance for that PC would be only 6. (60+70/2 = 65, then 65/10 = 6.5 or 6). So they'd have a 6% chance to recall something they may have heard on TV or in a classroom about the historical information at hand. Pretty rotten odds, but it beats "never, under any circumstances".

METHOD 2: USE ABILITY AND LUCK SCORES FOR MINOR ROLLS
I've used this system for non-life-threatening skills, such as Forgery, Investigation, Tracking -- something where there is no chance of injury in case of failure. For these I'll allow the PC to roll a check versus an appropriate Ability, so Forgery might use DEX, Investigation and Tracking might use PCN, etc. However, behind the screen, I would make a hidden roll versus that player's LUCK score. That roll would determine how well they fake their way through the unskilled task. So if they succeed their roll, but the LUCK roll is a failure, they may not realize that they still failed until it's too late. (The forgery is discovered to be fake; their investigation gives them incorrect info; they follow the tracks in the wrong direction.) If the LUCK roll is a success, I treat it as a specific check to determine just how well they succeed. The lower the roll, they better they did.

METHOD 3: USE A SKILL YOU HAVE IN PLACE OF A SKILL YOU DON'T HAVE
This is the system I use at home and at conventions. I stress to my players if they can JUSTIFY how one of their skills is appropriate to a situation, I’ll allow it. So instead of a Demolitions skill roll to cobble together some makeshift explosives, I’ve had a player use their Chemistry skill. Need to get past that keypad-locked door, but you don't have the Security Devices skill? No problem, as I've allowed players with the Computers skill or the Electronics skill use their abilities for that same situation. Heck, I’ve given accountants a chance to discover clues using Accounting, as they explained, "My highly analytic mind can find patterns where others may not see them." If the player can describe how their skill can be used in any situation -- as long as it makes sense in some way --I’ll allow the roll.

For your next game, don't be so hung up on the exclusivity of skills. Allow the players some leeway, and use one of the systems I've described to give them a chance to succeed. Otherwise, this may be the end result if someone doesn't take the Stunt Driving skill...

Friday, April 12, 2019

[Cryptworld] All "Creepy Comic Conversions" Now Available In Full Color Print

Greetings Boils and Ghouls! I wanted to let all of you Cryptworld Creeps know that the entire run of Creepy Comic Conversions for Cryptworld are now available in full-color print! That's right, you can get your hands on an actual hardcopy horror comic from the 1950s, then play that very adventure statted out for Pacesetter's Cryptworld horror RPG! Each issue is only $3.99 (or 99 cents if you want just the PDF).

Click the image below or this hyperlink to be taken to the full Creepy Cryptworld Catalog of Color Comic Carnage!






Sunday, March 31, 2019

[Cryptworld] "Creepy Comic Conversion" Issue 3 Now Available

Throw open the crypt doors and race to your mailbox, for today marks the return of the Creepy Comic Conversion series for Cryptworld!

I love horror comics, especially the long-forgotten ones that have entered the public domain. As a way to bring these amazing terror tales back to life, I’ve grabbed one at random and converted one of the stories as a mini-Cryptworld adventure. In this full-color 24-page zine, you first read the short comic story, then the back-half is that same tale now fleshed out and statted up for an evening’s gaming.

So here is Issue 3 of the "Creepy Comic Conversion" series featuring "The Cave of Doom" from Chamber of Chills Number 10 (1952):


In "The Cave of Doom", the players have been invited to travel to the frozen wastes of Antarctica on a most exciting scientific expedition – the possible discovery of a long-forgotten tribe of prehistoric man. Upon arrival at Union Glacier Camp, they will assist anthropologists Paul Norden and John Harding as they traverse across the arctic wastes to investigate an unexplored cavern found at the base of Mount Vinson – the highest peak in Antarctica. What mysteries of the past lie within?

Issue 3 of the "Creepy Comic Conversion" series is now available in PDF at Drive Through RPG. I'll also have print copies available soon at DTRPG as well!

Thursday, October 4, 2018

It's Labyrinth Lord....With The Great Seasonal Taste Of Pumpkin Spice!

It's autumn, and the flavor of pumpkin spice can be found in nearly everything -- pumpkin spice donuts, pumpkin spice cookies and breads, Pumpkin Spice Labyrinth Lord, pumpkin spice lattes, pumpkin spi…

Wait a minute, back up one.

A bit of backstory: Last year at this time, Goblinoid Games' Overlord Dan Proctor was railing against the explosion of pumpkin spice-infused products appearing everywhere overnight. As a goof, he suggested he should release Pumpkin Spice Labyrinth Lord to take advantage of the yearly fall trend. So he created a new pumpkin spice-themed cover for the classic RPG and tossed it up on Lulu as a joke.

And folks loved it. And they bought it. And, true to the season, once Halloween rolled by, the Pumpkin Spice-Flavored edition disappeared as well.

However, due to popular demand, the 2018 edition of Pumpkin-Spice Labyrinth Lord is now available!

http://www.lulu.com/shop/daniel-proctor/labyrinth-lord-pumpkin-spice-edition/hardcover/product-23822766.html

The 2018 Pumpkin Spice Edition of Labyrinth Lord is only available in hardback at Lulu. And, once Halloween has come and gone, this edition will disappear as well. What started as a goof has (hopefully) become the start of a yearly tradition of spooky LL covers infused with pumpkin goodness!

(Oh, and if you'd also like an appropriately-themed Labyrinth Lord adventure, check out Scribe of Orcus Issue 1, which contains the adventure "The Pumpkin Lord of Shady Hollow"!)

Friday, September 28, 2018

We're Not Dead Yet...

The Savage AfterWorld returns to to regular posting this Halloween season. Stay tuned...



Thursday, September 14, 2017

[Cryptworld] "Creepy Comic Conversion" Issue 2 Now Available IN PRINT

Issue 2 of the "Creepy Comic Conversion" series featuring "The Fleshless Ones" from Worlds of Fear Number 10 (1953) is now available in print from Magcloud! This 24-page mini-comic book takes a horrific tale from a classic horror comic and converts that story into a thrilling adventure for CRYPTWORLD!


In "The Fleshless Ones", Rookie patrolman Perry Mahoney was recently found dead in his apartment from unknown causes. Earlier in the week, he was acting strange, claiming he was being pursued by horrific living skeletons! Was Mahoney’s death caused by paranoia run rampant, or had he stumbled upon a grisly hidden conspiracy to subvert and control mankind?

Issue 2 of the "Creepy Comic Conversion" series is now available in PDF at Drive Through RPG, and in a print-on-demand format at MagCloud. I'll also have copies available at AVL Scarefest and Acadecon this fall, so be sure to look for them. 


Wednesday, August 30, 2017

[Cryptworld] "Creepy Comic Conversion" Issue 2 Now Available

After nearly 2 years, it's the return of the Creepy Comic Conversion series for Cryptworld!

I love horror comix, especially the long-forgotten ones that have entered the public domain. As a way to bring these amazing terror tales back to life, I’ve grabbed one at random and converted one of the stories as a mini-Cryptworld adventure. In this full-color 24-page zine, you first read the short comic story, then the back-half is that same tale now fleshed out and statted up for an evening’s gaming.

So here is Issue 2 of the "Creepy Comic Conversion" series featuring "The Fleshless Ones" from Worlds of Fear Number 10 (1953). (Cover from Adventures Into Darkness Number 10 (1953)):

http://www.drivethrurpg.com/product/220221/Creepy-Comic-Conversion--Issue-2

In "The Fleshless Ones", Rookie patrolman Perry Mahoney was recently found dead in his apartment from unknown causes. Earlier in the week, he was acting strange, claiming he was being pursued by horrific living skeletons! Was Mahoney’s death caused by paranoia run rampant, or had he stumbled upon a grisly hidden conspiracy to subvert and control mankind?

Issue 2 of the "Creepy Comic Conversion" series is now available in PDF at Drive Through RPG. I'll also have print copies available at AVL Scarefest this fall, so be sure to look for them.

Tuesday, November 15, 2016

Apes Victorious RPG Now Available In Print At Lulu!

http://goblinoidgames.blogspot.com/2016/03/apes-victorious-coming-this-summer.htmlThose "damn dirty apes" are ready to take their place on your hardcopy gaming shelf! Goblinoid Games’ newest RPG, "Apes Victorious" is now available in hardcopy paperback format at Lulu! If you've been waiting to hold a physical copy of this thrilling new role-playing game of astronauts trapped on a planet where apes are the dominant species, now's your chance! The paperback hardcopy of Apes Victorious is just $12.99 and is also available in PDF for less than $5.

Saturday, September 3, 2016

Non-Gaming Things That Remind You Of Gaming

Earlier today, I was at the local grocery store picking up a few necessities. As I walked through the laundry detergent aisle, I saw something that reminded me very strongly of my first roadtrip to Gen Con. What was that item that has such a strong connection to a gaming memory? This bottle right here...
I'll explain in a moment, but it's funny how memory works. A piece of music, a specific smell, anything can trigger a memory, even if that trigger is only loosely connected to the event. For example, I think most of us recognize this:

But how many of you are wondering, "What the hell is that bottle of booze doing in that dice bag?" That's what we're discussing today: non-gaming items that, to you, are absolutely connected to your world of gaming experiences. Here are mine:

1. A disc-firing plastic gun
When I first began playing D&D with my friends, we often played in Roger's basement rec room. There were always toys, games, gadgets, and gizmos scattered about as Rog was a bit of a collector. During one game, he had one of these guns on the table, playfully firing it here and there. I picked up one of the discs and began chewing on it absent-mindedly as I considered an action -- kinda the way you might gnaw on a toothpick. Anyway, I picked up that as a habit and, during future D&D games, I had a handful of those stupid discs nearby whenever I considered any character action.

2. Toto's "Africa"

One of my favorite D&D books is the Fiend Folio. I absolutely love that monster book, as it's filled with the most gonzo and bizarre fantasy creatures I had encountered in my early gaming history. I bought my copy at Waldenbooks (remember them?) and raced home to pour through it. As I plunked down in my bedroom to read my new treasure, I turned on the stereo. This song was just starting as I began to read. During the 4-minute runtime of this song, I flipped through the book, looking at the pictures and glancing at the names of the monsters: The Bonesnapper, The Sons of Kyuss, The Crypt Thing, The FLAILSNAIL. Ever since that day, this song reminds me of Githyanki and Xvarts.

3. The smell of Gain laundry detergent

Told you we'd get back to this. In 2011, I went to my first Gen Con. It had been a dream 20+ years in the making to get there, so I was super-pumped as I packed my stuff and prepped my car for the roadtrip. One of my little travelling quirks is that I have to scrub my car inside and out before any long trips. I dunno -- a clean car runs better, feels more "comfortable", and just makes the trip a bit better. Early that morning, as I climbed behind the wheel for the trip, I placed one last item in place -- a car air freshener I had picked up. I thought I had grabbed a pine-tree scented freshener as it was green. Wrong, I had picked up an air freshener that was scented with -- you guessed it -- Gain laundry detergent. I didn't even know Gain was an official "scent"! So, for 4+ hours as I drove to Indiana, my car and my sinuses were filled with the smell of Gain. My clothes smelled like Gain. The gaming materials in my car smelled like Gain. When I got to Gen Con, I forgot about the smell of Gain...until it was time to come home. My car still reeked of Gain so, for another 4 hours, all I smelled was Gain. That was 5 years ago. And, since then, the smell of Gain is absolutely connected to one of my favorite con experiences.

So let's hear from you. What non-gaming thing is forever connected to gaming in your expereinces?

Wednesday, January 20, 2016

[Review] Quill: A Letter-Writing RPG By Trollish Delver Games

Sometimes in an RPG, your character's ability to swing a sword or pick a lock don't matter. In the world of Quill: A Letter-Writing RPG for a Single Player by Scott Malthouse, it all comes down to your PC's penmanship and eloquence.

In Quill, you take on the persona of a letter-writer who is trying to create the best missive to impress the letter's recipient. Do well, and the letter-reader might be impressed enough to reward you. Perform poorly, and the punishment could be dire. Everything that happens to your character comes down to your ability to write convincingly and with heart. (Although your real-life ability to write well is secondary to the gameplay, which will become clear during this review.)

In this unusually-styled RPG, you have six character classes to choose from that reflect professions with a literate background: Monk, Poet, Aristocrat, Courtier. Knight, and Scholar. Each class has three attributes reflecting their respective competence with the written word: Penmanship (how clean it looks); Heart (how heartfelt it sounds); and Language (how well it reads). Each attribute is rated Poor, Average, and Good, which reflects how many dice you roll when that attribute comes into play (1, 2, or 3 dice, respectively). So the Knight would write heartfelt letters (Heart: Good) but he would use commoner's slang when writing (Language: Poor). The Poet's turn of phrasing would be amazing (Language: Good), but his scribbles would be illegible (Penmanship: Poor). Finally, you can choose one of three skills (Inspiration (Language), Illumination (Penmanship), and Augmentation (Heart)) that reflect a one-time-use extra die roll when writing your letter.

Once you've determined your class, attributes, and personal skill, it's time to sit down and write to your letter which will consist of five paragraphs. To start, grab at least three 6-sided dice and choose one of the four scenarios in the rulebook. Each scenario gives you a profile of the recipient of your letter, and the subject you are writing to them about. For example, one scenario has you writing to the king informing him of your suspicions that someone in his court is a spy. Each scenario also gives you the Rules of Correspondence with special circumstances specific to the scenario that will give you a bonus or penalty if applicable. Finally, each scenario has an Ink Pot, a list of words -- both Superior and Inferior -- that you can use to increase your score. Roll well, and you may use one of the Superior Words in your letter, thus impressing the reader. Roll poorly, and you're stuck with phrasing that's a bit more gauche.

All Attributes and Skill checks allow you to roll as many dice as their value allows. If you roll a 5 or 6 on any of the dice, the check is successful. And that's the basis of the game.

To play, you begin writing your letter keeping in mind the information you're trying to impart as well as the profile of the eventual reader. Within each of the five graphs, you'll want to try to insert one of the Superior Words. When you reach that turn of phrase, you'll make a Language skill check. Succeed, gain a point and use one of the Superior Words in the Ink Pot. Fail the check, and blunder your way with one of the crummier words. Further checks are required anytime you want to try to impress the reader with Flourishes (fancy adjectives/adverbs scattered throughout) or by your Penmanship (make a check at the end of each paragraph to see if you're able to maintain your legibility). As you build your letter, you'll make checks versus your Heart, Language, and Penmanship scores, gaining points as you hit the high points of your missive, and suffering penalties as you fumble your way through the low points. At the end of the letter, you'll add up your total score, then refer to the scenario's "Consequences" section to see how the reader reacted to your letter.

So how does it play? Admittedly, most of the game is an exercise in narrative prompt writing with a scoring system tacked on. Whether you do well or poorly comes down to a roll of the dice rather than any real ability of the player to write well. (However, most RPG results comes down to a roll of the dice anyway even if the player can't swing a sword or pick a lock, so it's not a fair comparison.) Overall, I really like the concept of the game as it's a different kind of role-playing. As I sat down as a Monk tasked to inform a close family friend of the death of his son, I found myself pondering the best way to approach the subject. I mulled over the most tactful and somber way to let him know...when it struck me that none of this was real. It was a role-playing exercise that had drawn me in and THAT is the mark of a good game.

That said, I think I'd like to find some time to noodle around with the mechanics and add some new challenges to the game. For example, having to deliver some unpleasant bit of information in your letter may start the player off with a starting negative score that must be overcome during play. Or perhaps a scenario could come with some hidden background text that, if mentioned in the letter, would add to or remove from the player's score. For example, after the game ends and the letter is written, the player would turn to another page with more background info on the letter reader. Perhaps any mention of the letter reader's parents at any point -- whom he hadn't spoken to in years due to a bitter fight -- might give a penalty to the letter's effectiveness. Or mentioning gold or riches to a reader who is secretly a covetous miser would give the writer a bonus.

I would also like to see the game expanded to have some scenarios that are a bit more fantastical in a future supplement. Perhaps there could be a scenario where a knight is about to embark on a rescue quest who needs to secure a powerful magical talisman from a cranky magic-user. Can he sway the arch-mage to surrender his cherished magic item? Or perhaps a monk could try to convince a known rogue to join his crusade against a tyrannical overlord. Heck, how about a series of letters to 4 different recipients where the player is trying to recruit the various members of a dungeon-exploration party? The success of each letter would bring a new member into the party, resulting in a more successful quest. And if everyone turns you down due to your lousy written missives, the player could end up dying alone in the depths of an arch-lich's catacombs!

In summary, I found Quill to be an unusually effective role-playing exercise as I found myself immersed in the scenarios I played, even if I found the mechanics of resolution a bit too random and not contingent upon the letter being written. I think the game could be tightened up a bit with some minor tweaks and additions to the gameplay, but that's just some personal preference sneaking in. I can see myself cobbling together a few scenarios of my own to share with the Quill-playing public in the future!

Quill: A Letter-Writing RPG for a Single Player is available as a Pay What You Want item (so you can try before you buy, if you wish) at Drive Through RPG and RPG Now, and is licensed under a Creative Commons Attribution-ShareAlike 4.0 International license. Sniderman says "Grab your Quill and begin writing."

Monday, October 5, 2015

[Cryptworld] "Creepy Comic Conversion" Issue 1 Now Available -- New Horror RPG Zine

I love horror comix, especially the long-forgotten ones that have entered the public domain. As a way to bring these amazing terror tales back to life, I’ve grabbed one at random and converted one of the stories as a mini-Cryptworld adventure. In this full-color 20-page zine, you first read the short comic story, then the back-half is that same tale now fleshed out and statted up for an evening’s gaming.

So here is Issue 1 of the "Creepy Comic Conversion" series featuring "The Case Of The Painted Beast" from Eerie Number 3 (1951):


In "The Case Of The Painted Beast", a prize-winning piece of artwork has been irreplaceably damaged, and the badly-injured night watchman claims the vandal wasn't human! Was the assault and destruction caused by a disgruntled losing artist? Or is there something more nefarious – and deadly – stalking the contest judges?

Issue 1 of the "Creepy Comic Conversion" series is now available in PDF at Drive Through RPG, and in a print-on-demand format at MagCloud. I'll also have copies available at Con of the Cob and U-Con Gaming Convention this fall, so be sure to look for them. 

Sunday, August 30, 2015

RPG-A-DAY 2015 Day 31: Favorite Non-RPG Thing To Come From Gaming...You Folks


31. FAVORITE NON-RPG THING TO COME OUT OF GAMING...

Playing RPGs in junior high and high school introduced me to several strangers who became my closest friends. Even now, decades later, we still stay in touch and hang out. When I got back into gaming and began this blog, I again met many strangers who became good friends. When I attend game conventions and run sessions of Thundarr, Mutant Future, Cryptworld, or whatever, I have several players who have become "regulars" who seek out my games to play and hang out with me for a few hours. Again, these folks have become friends as well. I would say that, through RPGing, I have made many, many friends over the years -- folks I never would have met or gotten to know without the "social glue" of sitting down at a table and tossing dice. So what's my "favorite non-RPG thing to come out of gaming"? It would be you folks.

OK, enough shmaltz. Let's go kill some orcs.

RPG-A-DAY 2015 Day 30: Favorite Gaming Celebrity..."Wil"


30. FAVORITE GAMING CELEBRITY...

I found it amusing that this was even a category, until I began to realize just how many celebrities are now flying their "geek flag" high. Steven Colbert is a well-known Tolkien fiend and he has made it known that he loves tabletop gaming. Robin Williams was also a well-known gamer and collector (and he even named his daughter "Zelda" after the classic series). And, of course, Vin Diesel's penchant for D&D is well-documented. But I suppose my favorite gaming celebrity would be the one who brought his love of gaming into the mainstream...Wil Wheaton.


Yup, Wil has turned his love of gaming into a cottage industry. His web series Tabletop is wrapping up Season 3 with a Season 4 just announced. His new series Titansgrave spawned a new RPG and setting that he co-created and co-wrote. Wil's presence at gaming and pop culture conventions across the country is virtually assured, as he can be seen shopping, gaming, and generally geeking out just like everyone else gathered.

Wil's also my favorite gaming celebrity for one other important reason... He and I geeked out over Thundarr the Barbarian back at Gen Con 2012. Anyone with a working knowledge of Thundarr trivia is aces in my book!

RPG-A-DAY 2015 Day 29: Favorite RPG Website/Blog...Google+


29. FAVORITE RPG WEBSITE/BLOG...

Hmmm...this one is tough because my website/blog feed is huge. My "Other Blogs You Gotta Check Out" over there in the right-hand column has 130 entries at last count, and this doesn't even include the various RPG forums I frequent. Honestly, I love each site I visit, and it's hard to single out any one of them as my favorite. However, there is one site I visit several times a day that has become my de facto "favorite" as far as RPG news and conversations....Google+
Google+ appears to have become a global gathering place for gamers and RPGers worldwide. Whenever I visit, I can always count on finding an interesting conversation taking place about a gaming issue I'm interested in. Breaking news of interest is always popping up in my feed. Reviews of old games and announcements of new ones are usually popping up, and -- of course -- every blogger I follow also has a G+ presence, including yours truly. G+ has become my Daily Worldwide Gaming Resource, and I'll bet it's the same for most of you too.

Thursday, August 27, 2015

RPG-A-DAY 2015 Day 28: Favorite Game I No Longer Play...Tales From The Floating Vagabond


28. FAVORITE GAME I NO LONGER PLAY...

The game I no longer play is also one I only played once -- and that I would dearly love to play again. The game is Avalon Hill's Tales From The Floating Vagabond.


I bought the game from my FLGS back in the 90s when I first saw it on the shelf. I was already a big fan of Spider Robinson's Callahan's Crosstime Saloon series, so a comedy RPG that takes place in a wild, weird sci-fi bar setting was one I immediately latched onto. The trouble was that my home game group had zero interest in the game or the setting. Plus it was an Avalon Hill RPG, and a previous bad experience with Lords of Creation soured them on anything from AH that wasn't a wargame. So the game sat on my gameshelf, unplayed.

A year later, I attended Origins Game Fair down in Columbus and I stumbled into a game of Tales From the Floating Vagabond being run. I recall playing a singing cowboy ("Tex Warbler") with The Roy Rogers Shtick -- I could make amazing trick shots, but I could never actually shoot another person. We also had a smooth-talking cyborg janitor, a fast-talking mop salesman, and "Buck Naked" -- a time-travelling nudist. The Bartender (i.e., "GM") ran us through a fast and furious madcap romp that had us breaking into Area 51 to steal a technological artifact to stop the horrific "Genghis Prawn" -- a world-conquering shrimp (yes, the despot of the game was the actual size of an actual shrimp). It was "Monty Python: The RPG". It was funny and weird and crazy and madcap. I had a great time. And...that was it. Although my home group enjoyed my recap of the game I played, they never became interested in the game.

Yes, I'm aware of the upcoming second edition of "Tales..." and -- one day -- I hope I get to play it again!

RPG-A-DAY 2015 Day 27: Two Games Into One...Gonzo Western


27. FAVORITE IDEA FOR MERGING TWO GAMES INTO ONE...

Interesting question. I do enjoy games that combine two genres into a brand new category of game. For example:

Horror + Western = Deadlands
Victorian + Sci Fi = Space 1899
Sci Fi + Fantasy = Spelljammer

All good stuff. 

But one of my favorite genres (if it can be described as such) would be Gonzo. "Gonzo" is defined as "crazy, madcap, anarchistic". In other words, games that have a more comedic bent to them. I've even written at length about my love affair with gonzo games. I love games that have a gonzo attitude about them. Paranoia is my "gonzo sci fi" game of choice. Stuper Powers! is my "gonzo supers" game of choice. Ghostbusters would be my "gonzo horror" game of choice. There seems to be a "gonzo" version of pretty much every genre of RPG, except one -- The Gonzo Western.


There are a ton of "gonzo westerns" to illustrate my intent. Just off the top of my head, there's Support Your Local Sheriff/Gunfighter, The Three Amigos, Evil Roy Slade, The Villain, A Million Ways to Die in the West, The Shakiest Gun in the West, Maverick, and They Call Me Trinity/They Still Call Me Trinity.

And, of course, Blazing Saddles.

So the two game genres I'd love to see combined would be the gritty old west action of Boot Hill with the zany antics of Blazing Saddles. I even have a title for it:

Wednesday, August 26, 2015

RPG-A-DAY 2015 Day 26: Favorite Inspiration For Your Game...


26. FAVORITE INSPIRATION FOR YOUR GAME...

I play so many different games in so many different genres, that's it's impossible for me to narrow down my "gaming muse" to just one. So here is a pictorial list of what media inspires me when I'm playing or writing up an adventure: