It's here! I'd won a copy of Magic Realm on ebay a couple of weeks ago and it finally arrived today. I'd first heard about it on Paladin's blog and after doing some research I considered this a good candidate for helping me convert my board gaming pals to RPGs. I've yet to perform an inventory check, but the ebay listing said it was a "complete" game with all pieces accounted for. I'm actually skeptical of this, because, as you can see, it was not shipped in a box to protect the game, but in brown shipping paper (a big no-no anytime you send collectibles, duh!). Anyway, I'm glad I didn't pay too much for this copy, but it bugs me that the seller was so cavalier/cheap.
I haven't yet decided exactly how to use it: as is or to use the rules and basically create a new setting (like the umpteen that I've been working on already!). I've been chatting with a few veterans on Board Game Geek and I think I'll be using the revised rules, which aren't so much different as much as they explain game play better than the ones that come in the box (so I've been told).
So it's finally here, yay!
Saturday, May 22, 2010
Friday, May 21, 2010
Creative Ebullience: Odds and Ends
Just a quick post while I'm getting caught up with blogging and setting material--I've stumbled upon several kernels of fun/creativity I thought I'd share. It's always good to have some go-to resources to get the gears turning again:
Jeff Rients has an eye for supplemental material, including this 19th Century "Encyclopedia of Useful Facts" to help round out your wild west/steampunk adventures.
While your checking out that free cowpoke book on Project Gutenberg, have a looksee at the Top 100 Books and Top 10 Authors. Everything on the Gutenberg is provided at no cost, but donations are appreciated.
Need template for a pre-historic people for your next campaign? Try the Aurignacians they look ripe for embellishment.
A list of unusual words via Boing Boing. Not meaning to cancatervate links of an inaniloquent nature, but this will help support my own philosophunculist tendencies. Here's hoping that your own ideas dehisce onto the blogpage, as it were.
Also plucked from BB is this Visual Study Guide of Cognitive Biases. Think of it as a manual for designing NPCs, angry mobs, and plot twists.
Okay, many of you already know about Monster Brains, just about the coolest blog anywhere. It's basically a monster manual begging to rolled up with stats. Helpful if you need a to fill a few spawning pools for your creeping hordes.
And finally, this is real dedication: a d1000 random table on spell effects. Don't let the fact that it was written for 4E fool you, there's some good stuff here. It's by in large rules-neutral anyway.
Carry on.
Jeff Rients has an eye for supplemental material, including this 19th Century "Encyclopedia of Useful Facts" to help round out your wild west/steampunk adventures.
While your checking out that free cowpoke book on Project Gutenberg, have a looksee at the Top 100 Books and Top 10 Authors. Everything on the Gutenberg is provided at no cost, but donations are appreciated.
Need template for a pre-historic people for your next campaign? Try the Aurignacians they look ripe for embellishment.
A list of unusual words via Boing Boing. Not meaning to cancatervate links of an inaniloquent nature, but this will help support my own philosophunculist tendencies. Here's hoping that your own ideas dehisce onto the blogpage, as it were.
Also plucked from BB is this Visual Study Guide of Cognitive Biases. Think of it as a manual for designing NPCs, angry mobs, and plot twists.
Okay, many of you already know about Monster Brains, just about the coolest blog anywhere. It's basically a monster manual begging to rolled up with stats. Helpful if you need a to fill a few spawning pools for your creeping hordes.
And finally, this is real dedication: a d1000 random table on spell effects. Don't let the fact that it was written for 4E fool you, there's some good stuff here. It's by in large rules-neutral anyway.
Carry on.
Monday, May 10, 2010
Frank Frazetta is gone
Famed fantasy illustrator Frank Frazetta has passed away. Here is a small selection of my favorite Frazetta pieces. Show one of yours on a post today in honor of one of the great ones.
We'll miss you Frank.
We'll miss you Frank.
Thursday, April 29, 2010
Building a strategy for converting board gamers into RPG newbies
I'm hoping to start an RPG campaign for the first time in years, here's the lowdown...
THE SITUATION:
Currently, we're playing Settlers of Catan. I started them on Dungeon! which is great fun, but Catan offered more in the way of complexity and they ate it up. I was a Catan newb as well so it leveled the playing field. Since we started playing last November we've trained 10 newbs who all love the game, and at least three others bought their own copies. Table gaming is where it's at!
THE PLAYERS:
Three players (besides me) have expressed interest and availability. Basically my wife and a couple we know. One of them I've done some D&D Day gaming with at our FLGS. The other is a certified sci-fi fan (we have protracted discussions about "magical realism" in literature. My wife is the wild card: this is like an audition to see if something this freewheeling holds her interest. Catan did, Dungeon! less so.
ME AS GM:
I haven't GM'd since high school. Yeah, talk about stage fright.Written lots of supplementary material,which is really my strength (ideas), but I've never felt strong on mechanics. This is really the bulk of my preparation of late--know the rules and flow of the game really well so I have the flexibility to follow/forget them as needed. Basically get it down so I know what to do next.
THE GAME:
Undecided. I have three players with different interests. I'm currently working on setting and randoms for X-plorers as well as a Masters of the Universe-like setting for Marvel Superheroes. I could also go straight sci-fi, supes, or fantasy to simplify. I'm still feeling them out.
THE SAGES!
While catching up on my blog reading and found the following four posts that I think each offer unique insight. I'm obviously not going to repost their entire (and very thoughtfully written) advice, but here are snippets that struck a chord with me.
1. COVER THE BASES
The Excessive Gamer, who posted about being a "decent GM" and who offers great advice (pulled from his own experience as well as others) on being prepared. Not overly prepared mind you--but there's no harm in getting your act together. I think this is the thing I worry about the most, that I'll not have a way to answer questions quick enough before the yawning commences. Here are a few (poorly paraphrased by myself) points to consider:
2. CHARGEN
When Doug Easterly posted about "Selling a different gaming experience," I don't think he had my exact situation in mind. He was thinking more "old (grog)dogs, new tricks"--that is, convincing veteran RPGers who prefer a particular type of gaming experience due to familiarity. I think there's a great lesson here about getting players on board:
3. FIRST ADVENTURES:
Jeff Rients post, "brief thoughts on starting adventures" talked about including encounters that will be relevant to each player in the party. He used the example of the Keep on the Borderlands module not having enough for certain classes to do (especially as it's an introductory module). I'm embarrassed to say I never even considered that! So it's definitely pertinent with keeping the players engaged--esp. those who are known to drift off.
4. RUNNING THE GAME
Al at Beyond the Black Gate had really great advice for mechanics in his post "Old school DM, new school players," which I'll just bullet and egregiously over-simplify (apologizes to Al!):
Anyway, this post doesn't nearly do justice to the great advice they've provided, but it helps to collate this into once place where I can reference it and share their tips. Have one of your own to share? Please feel free to comment--and thanks!
THE SITUATION:
Currently, we're playing Settlers of Catan. I started them on Dungeon! which is great fun, but Catan offered more in the way of complexity and they ate it up. I was a Catan newb as well so it leveled the playing field. Since we started playing last November we've trained 10 newbs who all love the game, and at least three others bought their own copies. Table gaming is where it's at!
THE PLAYERS:
Three players (besides me) have expressed interest and availability. Basically my wife and a couple we know. One of them I've done some D&D Day gaming with at our FLGS. The other is a certified sci-fi fan (we have protracted discussions about "magical realism" in literature. My wife is the wild card: this is like an audition to see if something this freewheeling holds her interest. Catan did, Dungeon! less so.
ME AS GM:
I haven't GM'd since high school. Yeah, talk about stage fright.Written lots of supplementary material,which is really my strength (ideas), but I've never felt strong on mechanics. This is really the bulk of my preparation of late--know the rules and flow of the game really well so I have the flexibility to follow/forget them as needed. Basically get it down so I know what to do next.
THE GAME:
Undecided. I have three players with different interests. I'm currently working on setting and randoms for X-plorers as well as a Masters of the Universe-like setting for Marvel Superheroes. I could also go straight sci-fi, supes, or fantasy to simplify. I'm still feeling them out.
THE SAGES!
While catching up on my blog reading and found the following four posts that I think each offer unique insight. I'm obviously not going to repost their entire (and very thoughtfully written) advice, but here are snippets that struck a chord with me.
1. COVER THE BASES
The Excessive Gamer, who posted about being a "decent GM" and who offers great advice (pulled from his own experience as well as others) on being prepared. Not overly prepared mind you--but there's no harm in getting your act together. I think this is the thing I worry about the most, that I'll not have a way to answer questions quick enough before the yawning commences. Here are a few (poorly paraphrased by myself) points to consider:
- Be prepared (2 GM styles: preparers and improvisers, guess which one takes natural talent?)
- Timing is everyting (get pacing down--something I struggle with!)
- Teen wolf syndrome (achieving balance between players at proper levels)
- Don't fall in love with critical results (keep the big picture in mind--avoid off-balancing the entire game with one good or bad result)
- Never split the party ('nuff said!)
- No one likes the RPG railroad (ditto)
- Tool time (rules lawyering)
- Wrong guy running the game (man, I hope that's not me!)
2. CHARGEN
When Doug Easterly posted about "Selling a different gaming experience," I don't think he had my exact situation in mind. He was thinking more "old (grog)dogs, new tricks"--that is, convincing veteran RPGers who prefer a particular type of gaming experience due to familiarity. I think there's a great lesson here about getting players on board:
"...character creation in the newer editions has a dual effect. On the one hand, it is an obstacle to just sitting down to play and thus is an obstacle to new players. On the other hand, it is a portion of the game a new player can engage in between games on his or her own, thus is appealing to new players.Now this actually gives me hope that: 1.) Less prep/simplicity for players is better--esp. for newbies in my case and 2.) Be wary of letting them spend too much time customizing. In one of our Dungeon! sessions I tried to work them up to an RPG-frame-of-mind by letting them come up with background and items for characters. This was a disaster because it was plainly obvious that this was a superfluous exercise for a game that didn't require either. They did enjoy selecting their own minis to represent their board tokens--so there's hope, after all. In the end, Doug says it best that "it is a leap of faith," so it seems I have some proselytizing to do!
Personally, I can do without all the excess work. After years of running Hero System after leaving AD&D, I have had my fill of customizing characters just so, and see the beauty of simpler systems, even class and level systems I once would have lambasted. But I am not so sure it will be easy to get my friends to walk away from newer bells and whistles."
3. FIRST ADVENTURES:
Jeff Rients post, "brief thoughts on starting adventures" talked about including encounters that will be relevant to each player in the party. He used the example of the Keep on the Borderlands module not having enough for certain classes to do (especially as it's an introductory module). I'm embarrassed to say I never even considered that! So it's definitely pertinent with keeping the players engaged--esp. those who are known to drift off.
4. RUNNING THE GAME
Al at Beyond the Black Gate had really great advice for mechanics in his post "Old school DM, new school players," which I'll just bullet and egregiously over-simplify (apologizes to Al!):
- Attacks of Opportunity (lose 'em)
- Level Cap (don't be afraid!)
- Critical Hit Confirmation Check (ditch it)
- Class/Race (okay to limit them)
- Skills (player Actions should trump Skill Checks)
- Game Balance (adjust published adventures as needed--dovetails with Jeff's point)
- Communicate (be up front with players)
- Old School One Shots (have plan B!)
Anyway, this post doesn't nearly do justice to the great advice they've provided, but it helps to collate this into once place where I can reference it and share their tips. Have one of your own to share? Please feel free to comment--and thanks!
Tuesday, April 27, 2010
Stat these beasts, stat!
The Shared Worlds writing camp faculty had an idea: get a cadre of contemporary sci-fi writers to imagine a collection completely new creatures and have the kids at the camp illustrate and elaborate on them! From the website:
So have a look and see what inspires you. See the link below for the full story and a table-of-contents listing of the creatures. Stat-up a beastie or six--or illustrate one yourself--and then post it to your blog and spread the word!
The full story: http://www.wofford.edu/sharedWorlds/sharedworldsbestiary.html
Some of the beasts are strange, even creepy, like Cory Doctorow's Hyperman or Gail Carringer's Wax Automaton. Others are terrifying like James O’Neal’s Crocostrictor. Some are small and furry, like Zoran Zivkovic's hamshees, Kathe Koja's Nyha, and Lev Grossman's Seeing Hare, while still others are lumbering behemoths or underwater wyrms. And, of course, some are humorous, like Ekaterina Sedia's Mountain Reverse Hippo or Will Hindmarch's Cattywampus.
So have a look and see what inspires you. See the link below for the full story and a table-of-contents listing of the creatures. Stat-up a beastie or six--or illustrate one yourself--and then post it to your blog and spread the word!
The full story: http://www.wofford.edu/sharedWorlds/sharedworldsbestiary.html
Subscribe to:
Posts (Atom)











