Showing posts with label blather. Show all posts
Showing posts with label blather. Show all posts

Friday, October 24, 2014

Baleful Beasts

HAVE FUN, KID
Rod Ruth, illustrator of children's books like Album of Dinosaurs and Baleful Beasts and Eerie Creatures -- which I compulsively checked and re-checked out of any number of childhood libraries and public school media centers as a child -- is an unsung master. Everything he painted was filled with mad, vibrant energy and color (and often, terror).

If I could commission RPG artwork from anyone who has passed beyond the veil, this man would be near the top of the list.

(Yes, this post is laughably low on content. It's been an extremely busy week for me.)

Friday, October 10, 2014

Is Rifts Gonzo?

Nope.

One thing I keep seeing online is people describing Rifts as "gonzo" and "kitchen sink". I have to admit that this rubs me the wrong way a little. Don't get me wrong: I think both of those terms are applicable to the game to some extent. However, I would hesitate to sum up Rifts with either of them. Why do I say this? Well, I'm glad you asked.

Why not make this feel like a bad college paper and start with a definition? Merriam-Webster defines "gonzo" as "bizarre" and "freewheeling or unconventional especially to the point of outrageousness". I know that the term probably means different things to different people -- what doesn't? -- but I'm surprised to see that the dictionary definition actually lines up with the way I see it used when describing RPGs fairly well. The picture I posted up there (found somewhere on the internet -- sorry, I have no idea what the source is) seems to encapsulate the "gonzo, kitchen sink", outrageously bizarre aesthetic so many associate with the game.

I can see what they're getting at. Even people that have a similar take on the game to mine have pointed out that it can be pretty wacky -- after all, my own Rifts campaign has been (fairly accurately) summarized as "a titan-sized Cyber-Knight, a teenaged Mystic, and a partial cyborg Headhunter working for a secret godling to help smuggle mutant animals out of the breeding pens of Texas Nazis". So, yes, there are lot of crazy things in the game's setting, even right out of the box: believe it or not, most of the elements mentioned in that summary are straight out of the original rulebook. (Those "Nazis" are among the elements I can most easily understand having a hard time taking seriously.)

The more books you include in the setting and make available to players, the wilder the world gets, particularly when you incorporate visitors from Palladium Books' other games. In Rifts, a robot, a catgirl, a wizard, and a ninja could very well team up and fight crime, more or less by the book. (That's got to be the textbook definition of "kitchen sink".) This game is sounding pretty damned "freewheeling and unconventional" at this point, right? So why don't I like it when people call Rifts "gonzo"?

The biggest reason is that I don't think it's tremendously more so than any number of other popular properties, particularly roleplaying games. For example, Dungeons & Dragons crams together practically every possible flavor of the fantasy genre, along with bits of horror and science fiction. It's been described as a game where Conan and Gandalf team up to fight Dracula, and I think that's an accurate summary in many ways. Particularly in the more recent versions of D&D, player character options are so diverse that if a DM is permissive, the robot, catgirl, wizard, and ninja team is every bit as doable in D&D and its derivatives (like Pathfinder) as it is in Rifts. Is D&D a "kitchen sink"? Granted, the setting backdrop of Rifts Earth might be harder for some to swallow than the fantastical milieux of D&D, since it's supposedly "our world" in the far future. But is harder to swallow than, say, superhero comics' version of Earth in the present day? Look at the bizarre combinations of characters and locales the Marvel Universe features. Does anybody describe The Avengers as "gonzo"? And what about the outright tongue-in-cheek, elbow-in-the-ribs, "get it?" nature of ostensibly "post-apocalyptic" games like Gamma World?

One could certainly play Rifts like it's a big "lol so random" joke, and more power to those who want to do that. It could probably be a lot of fun, but I think that the idea that it's the only way to play (or that there is an over-the-top level of wackiness that is baked into the game) is an exaggeration. Like most good imaginative properties, there's a fundamental earnestness (as well as an overarching aesthetic) to Rifts that I think makes taking the game at least a little seriously -- Illinois Nazis, Techno-Wizards, Mexican vampires, and all -- worthwhile.

Friday, September 5, 2014

Down, Down to 5E Town

Although my last attempt at running Dungeons & Dragons was ultimately unsatisfying, I can't stay away from D&D for long. I've picked up every official edition of the game since the arrival of AD&D 2nd Edition, and the latest iteration is no exception. One of the two local gaming groups I play with, being well-acquainted with my love-hate relationship with D&D, started to bug me about running it as soon as the 5E Starter Set was released, and I quickly caved to their demands. Although the angst of the defunct Demon Verge campaign that I ran via Google Hangouts still weighed heavily on me, I comforted myself knowing that I was only committed to running an introductory scenario, after which a rotating cast of friends would be occupying the Dungeon Master's chair, with the option for me to return if I wished.

I ended up purchasing the Starter Set because it was ridiculously cheap, despite being leery of running a published module. After all, the Demon Verge campaign had taught me that modules and I aren't always the best of friends. Besides, what I had heard about the introductory adventure, which bore the unpromising title of Lost Mine of Phandelver, didn't exactly set me on fire: it sounded like the standard "small town in trouble / goblins in the caves" setup. As much as I like D&D, I've been down, down to goblin town more times than I care to admit. As it turned out, that description does apply to Lost Mine in practically every meaningful way. It also turned out not to matter, because I and my players had a great deal of fun playing our first session of D&D 5E with it last weekend.

The Good:

  • Combat moves fairly quickly again. I found 3E combat very slow, and 4E combat murderously, unbearably slow, so this is a huge improvement.
  • I like the advantage/disadvantage mechanics, supposed mathematical problems be damned. Likewise the proficiency bonus stuff, which I think is really slick, elegant design.
  • I like traits, bonds, and flaws, and handing out inspiration for showing them off in play. My recent experience with games like Fate Core has given me an appreciation for touchy-feely mechanics that reward people for playing in character even when it's not tactically sound.
  • Backgrounds are fun, even when multiple players take the same one. (There are no less than three nobles in the PC party.)
  • Speaking of which, nearly all of the player characters seem to be at least a little shady, if not downright smarmy. This makes a boilerplate scenario like Lost Mine much more interesting. I'm usually very much in favor of shiny heroic characters in fantasy stuff, but I love that many of these heroes also happen to be jerks.


The Stuff I'm Not So Sure About:

  • Characters still felt fairly fragile despite their inflated HP totals, but I'm not sure if this version is lethal enough for me. It seems like it's relatively easy for characters to be knocked out of a fight, but unlikely that they will die. They're probably not as unkillable as 4E ones, in my experience, but I'm used to death coming a bit more easily in D&D.
  • In 5E, if you can cast spells, you've almost definitely got a magic zap attack power that never runs out. I didn't find these "zonks", as one friend called them, to be overly powerful, but the image of magicians tearing into enemies with at-will magic beam attacks all day, every day has never really sat well with me. It's purely a matter of personal taste; I'm well aware that being the zapper is what many people expect out of spellcasters. I'm probably just out of touch on this.

So, when you total it all up, I'm pretty happy with the way things are going with this game. Honestly, any session in which I get an opportunity to act out a speak with animals spell cast on a couple of hungry, semi-tamed wolves is going to be a good time for me. For the first time in a while, I felt like I had as much (or more) fun than the players did, and I am legitimately looking forward to running the next session.

Friday, August 15, 2014

Role & Roll Station: A Tokyo FLGS

Blurry action shot hastily taken while fleeing the store
During my blogging hiatus a couple of months ago, I was traveling in Asia, including Japan. I didn't get a chance to do any gaming while I was there, but I did manage to visit Tokyo's famous Akihabara district. So, here are some brief thoughts on Roll & Role Station, probably one of the best game shops in Tokyo:

There were tons of "replays". These look like manga tankobon (collections or trade paperbacks), complete with glossy covers of cool-looking characters. The interiors are just text recaps of game sessions, more or less similar to the "actual play" session reports I and many others post online. I knew that these replays existed, but had no idea how many were being published. There were dozens and dozens of the things, so obviously somebody is buying them. I found this oddly depressing, in that I wish there was something like these replays available here in the US.

There were D&D Encounters posters (which looked exactly like the US versions, but in Japanese) everywhere, but the most popular games appeared to be Call of Cthulhu, Sword World (an indigenous fantasy RPG) and GURPS. All of the CoC and GURPS stuff seemed to have no stateside equivalent. Most of it looked very impressive.

I didn't notice any Western RPGs for sale other than the ones I just mentioned.

There were many, many Euro boardgames translated into Japanese. Boardgames are not really my thing, but I found it interesting anyway.

There were several tables of people excitedly playing CCGs, boardgames, and RPGs, D&D among them.

About a third (!!) of the customers in the store were female. That's... not how it is here, which I think is a shame.

There were homemade D&D t-shirts that looked really cool and (from what I could understand) seemed to have been made by store regulars. They were monochromatic prints (like white on a blue shirt, etc.) and had anime-style illustrations of each of the four basic classes as well as English explanations of what they were about. I would have loved to have been able to buy them all. They were out of my price range, sadly.

It looks like I will probably visit Japan again in the not-so-distant future. Next time I will do my best to fight off the sensory overload that is Akihabara and get a clearer picture of what was going on there.

Friday, April 25, 2014

Brain Scraper Death Dive

So, real life has been intruding on my (and my friends') ability to play Rifts lately. This is a familiar story, I suspect, to most people that are into RPGs these days, so I won't dwell on it. Suffice it to say that with any luck, we'll get to play a second session soon.

However, I did hang out with a good friend who happens to be the GM of that Rifts campaign last weekend. Among the topics discussed:

Organic Circuitry. One of the things that has recently bugged me about Rifts is the juxtaposition of ultra-high-tech with a "points of light" infrastructure (or lack thereof). If you assume that there's something like advanced 3-D printing in use, those fiefdoms' ability to manufacture precision technology is a little bit easier to swallow. Still, you'd need access to rare earth minerals for some technology, which I previously said was difficult to imagine in a world without intercontinental shipping. But my buddy suggested something that is probably completely pseudoscientific, but still sounds reasonable enough for me to suspend my disbelief: organic circuitry. Even before the apocalypse happened, scientists had apparently mastered cybernetics, bionics, genetic manipulation, and cloning. They had even learned to artificially induce psionic abilities with the use of implanted technology. So maybe rather than using the rare earth-dependent processors (shut up, I don't know what this stuff is really called) we use today, Rifts Earth's engineers rely on ones made of organic materials. I'm not suggesting that all of the high-tech stuff in Rifts is "bio-tech" in the sense that the term is often used in popular science fiction -- it's not really "alive" -- just that it's organic in nature. (Though if you wanted to posit that this bio-circuitry creates a subtle man-machine interface effect like the alien plant-derived "protoculture" fuel source in Robotech, explaining why your character can use her physical skills and hand-to-hand training when piloting mecha, I wouldn't object.)

Ethnicity and Race. To his credit, Siembieda rarely mentions these things in Rifts publications. There's an offhand reference to some parts of the Chi-Town 'Burbs being less ethnically diverse than others, but that's about it, to my knowledge. But would the concepts of race and ethnicity even really hold much meaning to people in this setting? It's roughly 400 years in the future, and there's been an apocalypse that has destroyed virtually every nation-state in existence. North America has been (more or less) cut off from the rest of the planet for centuries. I like to think that survival probably trumped prejudice in the wake of the Coming of the Rifts (at least, until anti-psychic, anti-magic, and anti-mutoid prejudice emerged). Even the fascist Coalition would probably encourage all humans to recognize each other as kin when faced with literal inhuman monsters from other worlds running around. In North America, at least, racial distinctions would probably have largely broken down by the time in which the original core rulebook is set. There might even be a distinctive North American appearance that is effectively -- though I strongly dislike this term -- a "mixed-race" look. To me it seems likely that the "American" language described in the rules isn't strictly the American English we speak today, but a version that incorporates other tongues.

Old Time Religion. This actually isn't a topic we covered during our weekend rambling, but it's been on my mind lately nonetheless. Real-world religions, as far as I know, are practically never mentioned in Rifts products (likely an extension of the company's aversion to any potential controversy). Still, I've always wondered what religions might be practiced in the future post-apocalyptic world of Rifts Earth. Christianity, presumably, would still be around, but would likely have taken on a somewhat medieval character, considering the quasi-feudal state of affairs in much of North America and the fact that most people are illiterate. Would Islam have spread or shrank? (The Hajj would be a literal impossibility for the faithful.) Judaism, I'm sure, would survive and recover, as always. Religions that had their origins in Asia, like Buddhism, Hinduism, and Sikhism would possibly be more widespread. Certainly new religions, including fantastical ones based on the worship of demons, dragons, and the like, would have sprung up, and old, near-forgotten ones would begin to be reinstated with the return of ancient gods. Would new faiths that emerged in the time between our present and the Coming of the Rifts have managed to survive the apocalypse? And what of the Coalition States, who actively enforce illiteracy and obedience to the Imperial family? Would there be a North Korea-esque state of affairs, with an official "state philosophy" based around a pro-Prosek hagiography? I could easily see them encouraging a quasi-deified personality cult of "Prosekism", and closely monitoring other faiths, even censuring them for skirting too closely to "encouraging the spread of occultism".

Heavy stuff? Pointless blather? Offensive drivel? You decide.

Friday, April 18, 2014

Beyond "Mercs & Mages": Part 2

Last week, I discussed a style of campaign that was suggested in the original Rifts rulebook, but has been largely ignored since: one based around seeking knowledge forbidden by the Coalition. There are plenty of other opportunities that don't involve giant robots duking it out with dragons, though. Here are a few more that are implied by the material presented in that book:

Exploration and Survival. Most of North America -- heck, the entirety of Rifts Earth -- is supposed to be trackless wilderness, filled with dangerous entities from other worlds. O.C.C.s like the Wilderness Scout, Vagabond, and even Warlock are tailor-made for a campaign in which the players are trying to help civilization regain a foothold... or stop it from re-despoiling nature.

Coalition Military. I've never really seen the appeal of roleplaying a futuristic Illinois Nazi, but there's certainly plenty of Coalition material (and O.C.C.s) to work with, especially if you've got players that are willing to question orders. You could do much worse than to read Stabilizing Rifts' thoughts on how one might run a cerebral Coalition-based campaign.

Fighting Crime In a Future Time. Alternately, a campaign focused on the law enforcement wing of the Coalition military could be interesting. Again, Coalition O.C.C.s (including sanctioned Psi-Stalkers and Dog Boys) would be the ones to go with. A police procedural set in Chi-Town -- or, even more tantalizingly, the 'Burbs, where things are bit wilder -- sounds like it has potential to me.

Smash the System. The Coalition are easy to hate. Playing anti-Coalition ideologues and agitators could be either be straightforward violent fun (blow up the Nazis!), or (if one was so inclined) a rumination on themes of surveillance, resistance, patriotism, and terrorism. (Wait, can you do that with Rifts?) You could also do a "we're the badguys" campaign and play the evil psychics, sorcerers and demons the Coalition insist are hiding in every corner. Either way.

Repo Man Is Always Intense. These are by no means the only possibilities for non-"blow badguys up for money" campaigns. On Google+, Benjamin Baugh recently pitched me an idea he called Hard Repo, which puts all of my half-baked ideas to shame:

Dig it. There's room in Rifts to run all kinds of lowlife crime shit. Heists, scams, con-games, etc. You can't put three exclamation marks after shit like that, so it doesn't get much attention in the rules. But there's room for all kinds of shenanigans. 

One of my great abortive games which never lived was Hard Repo. Repossessing robot vehicles, runeswords, mortgaged souls, cybernetics etc. It's the worst job in the whole world. 

I have a feeling Benjamin intended Hard Repo to be somewhat parodic, but I love the concept.  The big question would be "if we're repo men, who is hiring us to repossess this stuff?" You could have the player characters be unaffiliated specialists in re-acquiring goods that hire themselves out to anybody that can pay, but that skirts a little too closely to the standard "Mercs & Mages" setup. It would probably be more interesting to put them in the employ of the Black Market (a concept that was originally quite sketchy, but has recently been fleshed out). Or, if you were interested in a more exotic angle, the player characters could be working for one of the various Phase World-based factions (the arms-dealing Naruni, perhaps?) or even the most notorious merchants in the Megaverse: the Splugorth. An campaign idea like this almost writes itself, and it provides opportunities for interaction with practically every corner of the Megaverse, not just the starting playground of North America.

The point is that the Rifts setting provides the raw materials for adventures that are potentially much more interesting than the typical "wandering do-gooders/soldiers of fortune" template that is the default mode of play for so many roleplaying games. I hope somebody out there is using them.

Friday, April 11, 2014

Beyond "Mercs & Mages": Part 1

"What do the player characters do?" It seems like in recent years, this is the first question that designers of a roleplaying game ask themselves. They then go on to design the game system around the answer to that question. This results in laser-focused games like the fourth edition of Dungeons & Dragons, which placed that focus squarely on heroic characters kicking a lot of monster ass with cool powers. (Which is fine.)

Rifts dates from an earlier era of game design philosophy that was popular in the 1990s; one that places emphasis on the setting concept. While a typical mode of play revolving around traveling mercenaries fighting villains emerged fairly quickly in Rifts, it initially wasn't entirely clear what player characters were meant to do in this wild, high-concept new world that Kevin Siembieda had dreamed up -- probably because there wasn't intended to be one way to play.

The original Rifts rulebook devotes a considerable chunk of its page count to describing the Coalition and the ways in which it controls information in order to control its citizenry. We're told that at least half of the population of the Coalition States is functionally illiterate, and intentionally kept that way in order to avoid them learning anything that might contradict the official version of reality. We're told that the Coalition elite live in the arcology-city of Chi-Town, with lesser folk dwelling in the dangerous 'Burbs (or worse, in the smaller towns and villages that dot the demon-haunted wilderness that comprises the bulk of Coalition territory). We're given details on occupational character classes like the Rogue Scholar, the Rogue Scientist, the Body Fixer, the Cyber-Doc and the City Rat, the very names of which sound like something from Cyberpunk 2020.

There's an entire alternate take on the Rifts milieu hiding in plain sight, right there in the original book. A Rifts about seeking forbidden information -- either by hacking computer networks or literally unearthing it -- while a fascist regime demonizes you, hunts you, and will certainly kill you if they catch you. A game about paranoia, information, and helping people in need in the face of a military and a bureaucracy that never stopped to question whether its goals were right. (And maybe its goals are right, because sometimes the books you find really can summon terrors from beyond time and space.) A strange intersection between 70s science fiction (with its totalitarian futures, domed cities and focus on social awareness), cyberpunk, and horror. It seems a shame that Palladium has spent so many pages detailing new skull-encrusted Coalition vehicles and so few on playing the sort of campaign that the first rulebook sketched out.

Still, there's nothing stopping anybody from running one.

Friday, April 4, 2014

Rifts: A Staggering Statistic

There are 88 books for Rifts

That's my unofficial count, obviously. (Palladium Books places the count closer to 95.) 88 books! That's not including extraneous stuff like novels, coloring books and art portfolios, and also not including the 65 issues of The Rifter published to date, practically all of which incorporate official and semi-official material for the game. It's worth noting that some of those 88 books, like the Book of Magic, the Vampire Sourcebook or the Game Master Guide -- which might more accurately be called an arms and equipment guide -- collect or reorganize material that was previously published. (That number also doesn't include the out-of-print oddity known as Rifts Manhunter, the only book made for the game that wasn't published by Palladium Books.)

Especially for those of us that tuned out some time in the late 1990s, the fact that Palladium has been (more or less) steadily pumping out Rifts material for almost a quarter-century, all for the same edition of the game, is surprising. However you feel about the game or the company that publishes it, 88 books has got to be a record for sheer number of gaming materials published for a single iteration of a roleplaying game.

Before you ask, no, I don't have all 88; I have closer to 10 these days. Still, there is some small part of me that wishes I could "catch 'em all".

Friday, March 28, 2014

Blowuppability


Along with the presence of magic, one of the big things that sets Rifts apart from the rest of the far-future, post-apocalyptic RPG pack is its inclusion of mecha. The game itself never uses the term "mecha", preferring the more unwieldy nomenclature of "robot vehicles" and "power armor". It seems that Palladium has reserved the word "mecha" for the Robotech RPG (and its related games, Robotech II: The Sentinels and Macross II, both long out of print), which is a shame, because it's a lot easier to write than having to say "robot vehicles and power armor" over and over again.

Anyway, where was I? Oh yeah: giant robots. Rifts has them. Lots of them, in fact. I'd say that at least half of the vast amount of books published for the game have a back cover blurb that proudly announces that yes, this one has new mecha in it. It's fairly unusual for game set in a post-apocalyptic world to emphasize mecha as strongly as Rifts does. Since Rifts is a setting where almost any enemy you encounter is able to deal incredible amounts of damage, armored vehicles (including the robot kind) are a basic necessity for most human characters, if they expect to survive.

Don't get me wrong: I love mecha, and I love that Rifts includes them even when it doesn't always make a ton of logical sense to have them stomping around all over the place. My problem is with the way the game handles them; more specifically, they generally have a ton of M.D.C. (Mega-Damage Capacity). They slow combat down tremendously, because the only way to take them down is to whittle away that M.D.C., which usually takes many, many attacks, most of which are actively and individually defended against.

In other words, Rifts mecha have too many "hit points". There are optional rules that cause malfunctions once 60% of a particular piece of the mecha's M.D.C. has been lost (did I mention that they have M.D.C. by location?), which is a nice thought, but also means that you have to crunch numbers during play to figure out, say, what 60% of this particular mecha's right arm M.D.C. is. It's fiddly, clunky, and overall quite unlike the fast-paced mechanized action that I think the game needs. The worst part is that I don't have any good ideas on how to fix it, because I don't want the mecha to blow up too easily. Just more easily.

Friday, March 14, 2014

Rifts Magic In Practice

Today, I want to talk about magic in Rifts. Don't worry, I'm not going to drone on about what magic is like in the Rifts setting, or complain about how it doesn't "feel magical" (a criticism aimed at any number of RPGs' handling of the concept). The Stabilizing Rifts blog has already done an excellent series of posts on the various types of magician characters in the game, as well as exploring the greater implications of magic upon the Rifts Earth milieu. (If you're somebody that wants to see the idea of magic in a post-apocalyptic science fiction setting taken seriously, I can't recommend these posts strongly enough.) Instead, I want to talk about the role magic is supposed to play in the game.

Magic is an integral part of the Rifts role-playing game, or at least, it's intended to be. It's essential to the game's backstory, in which what is initially a nuclear apocalypse accidentally triggers a magical, reality-rending devastation. Its presence in the setting is a large part of what sets Rifts apart from other science fiction or post-apocalyptic games. It's equally important to the North American setting the game originally presented, in which the (comparatively) technologically advanced Coalition States struggle to survive against malevolent practitioners of magic and supernatural beings. Or, if you prefer, it's a setting in which practitioners of magic and supernatural beings struggle to survive against the xenophobic and totalitarian Coalition. Or maybe it's the evil Coalition vs. the evil Federation of Magic...

The point is, the first major conflict laid out in the setting is fundamentally one of technology vs. magic, and it's not the only one -- Triax & the NGR would introduce a similar struggle (mecha vs. demons) in Europe. While the typical group of player characters is likely to include high-tech men of arms, practitioners of magic, psychics, and supernatural creatures, the backdrop is one of super-science vs. sorcery.

The funny thing is, magic isn't very powerful in Rifts. It's meant to be very powerful indeed, since it apparently poses a threat to a nation that fields thousands of skull-faced killer war machines on the battlefield. There are plenty of supernatural creatures that can put a hurting on an armored vehicle. But in play, it's hard to imagine even a group of magicians throwing down with mecha in a direct fight. Even after the introduction of nastier combat spells in Federation of Magic, the fact remains that high-tech weaponry does more damage, isn't limited by spell points (or P.P.E., in official Palladium parlance), and perhaps most importantly, can be used to attack many more times in a combat round than a magic spell can.

Kevin Siembieda has acknowledged this discrepancy several times. He argues that the true "power" of magic is in its unpredictable nature -- not that it's difficult for a practitioner to control, but the threat that somebody with the power to hurl energy bolts (without carrying a weapon) or to control people's minds would pose to a society obsessed with control like the Coalition. In terms of the setting, that's a strong case for magic as a scary thing. In practice, at the game table? Well, not so much. So you have to play smarter, says Siembieda. Magic spells in Rifts are often vaguely defined, so you have some leeway. Think outside the box, old school style!

Siembieda's argument for intelligent play makes sense, to a point. I have played a Mystic in Rifts for years, and quickly learned that a mage trying to go toe-to-toe with a mechanized foe in the firepower department isn't long for the world. The raw damage just isn't there, and in the rules as written, you're only going to be able to cast two Fire Ball spells per round, tops. Meanwhile, the man in the robot suit gets to fire at you four to six times, and if he hits you, you have to start over. (It's no mistake that one of the most popular house rules in Rifts, the "channeling" spellcasting system originally presented in an issue of The Rifter, dramatically speeds up magician characters' number of spells per round.) The key, for me as a player, was to pick spells that penalize, terrify, control, or otherwise "nerf" your enemies (and then either shoot them in the face with a laser rifle, or have your buddies do it) rather than to try to slug it out them.

The idea of magicians taking down these mechanized shock troops with low cunning and sneaky tactics has a certain "Empire vs. Ewoks" appeal, I suppose. However, at some fundamental level, it's kind of annoying that it's so hard to have a wizard striking down power armor-clad foes with fireballs and lightning in Rifts. I'm mostly okay with Rifts mages not being "the artillery" like they often are in D&D, but it still feels a little bit like a bait-and-switch.

Friday, March 7, 2014

In Defense of Mega-Damage

Rifts is a game with a lot of strange rules. Some are just old. Some are poorly explained. Some really don't make sense. One part of the rules that is probably mocked more than any other is the concept of Mega-Damage.

Mega-Damage first appeared (to my knowledge) in Palladium's licensed Robotech line of RPGs. The idea was that regular damage couldn't do justice to the scale of destruction that the giant mecha of the animated series were capable of dealing out. Enter Mega-Damage, one point of which was equal to one hundred points of regular damage (or "Structural Damage" in Kevin Siembieda's parlance), but with the caveat that attacks that dealt regular damage would never have any measurable effect on a Mega-Damage structure.

Siembieda's argument was that nothing that wasn't heavily armored could survive a direct hit from a tank cannon. Furthermore, you would never be able to inflict any serious damage to that heavily armored tank with something that wasn't specifically designed to do so. No matter how much of a badass you were, you could beat on that tank with a baseball bat all day, but you'd never do much more than scuff the paintjob. You could spray the tank with an Uzi and get similar results. But break out an anti-tank weapon, and you might be getting somewhere.

Mega-Damage, as I've mentioned before, is a much-lampooned concept, but I don't really understand why. (I think it must be the name, which is admittedly a bit goofy.) I think it makes a lot of sense. I certainly think that it makes a lot more sense than the extremely abstract concepts of "hits" (which aren't always hits), "damage" (which isn't always damage), or "healing" (which isn't always healing) in Dungeons & Dragons, a game which hundreds of thousands of people still play and enjoy without apparent confusion. At any rate, objections to Mega-Damage were apparently common enough that Siembieda provided guidelines on using removing Mega-Damage from the game in the Rifts Conversion Book, fairly early in the line's long life. We never used them.

Still, there are areas where the concept of Mega-Damage breaks down, or has what I think were probably unintended consequences. For one thing, the widespread availability of Mega-Damage weaponry in Rifts means that characters tend to walk around in full environmental body armor at all times. Even tools like laser torches used for welding can inflict Mega-Damage, which means that a street thug with a dinky laser pistol has the ability to level a city block or wipe out your lovingly crafted character with a single hit. For another, by the rules as written, even a glancing hit from a Mega-Damage weapon will almost certainly kill your character instantly -- you're either armored and okay, or you're dead and turned to a fine mist. A good GM can work around these issues, but they remain nevertheless. (There was an attempt to address the "either you're okay or you're bloody mist" problem in Rifts Ultimate Edition, but its so-called "GI Joe Rule", where you always survive the hit that depletes your armor, but are now unprotected and presumably running for your life, actually is the cartoonish joke Mega-Damage has been made out to be, and has just made matters worse.)

For the upcoming Rifts campaign in which I'm participating, my GM is experimenting with reviving an older Palladium system, Armor Rating, which by the book works similar to D&D's Armor Class: if you roll over the Armor Rating, you've bypassed the armor and damaged the person inside. That seems potentially promising, but I'm not sure how it will work for something like a fully enclosed vehicle (like the vast majority of the mecha in Rifts) or for living creatures that are Mega-Damage structures, which are plentiful in the game. I know that he's using AR in a different way, however, and I'm interested to see what he does with it.

Friday, February 28, 2014

Fistful of Creds


I've written at some length about the complex nature of Rifts Earth as a setting. Rifts has elements of the cyberpunk, fantasy and superhero genres, but doesn't fall neatly into any of those categories. It has a "points of light" setup and takes place after an apocalyptic event, but it's not a post-apocalyptic game in the traditional sense -- especially because the setting has a number of assumptions that don't fit into the standard post-apocalyptic framework.

No doubt, many people will shake their heads when I say that I take Rifts relatively seriously as a setting. This is a world where a mutant ninja flamingo in a suit of power armor can stab the Greek god Zeus with a soul-drinking magic sword. An extreme case, to be sure, but given that my example is completely possible in the game (though probably a bad idea), "making sense out of Rifts" sounds like an exercise in futility. When I say that I take it seriously, I mean that I like to think about how the setting works. Obviously, Rifts Earth contains a vast number of concepts that are impossible or outlandish, especially when combined without restraint, like in my earlier example. Still, I find it fun to try and figure out the hows and whys of all of these disparate elements within the fictional confines of that setting.

It's usually enjoyable for me, but there are some questions that I find maddening. I can suspend my disbelief enough to accept the basic premise of Rifts: a far-future world trying to rebuild itself in the wake of an apocalypse that tore the fabric of reality. I get frustrated, though, when I come across things that still don't make sense even after accepting that wild idea. Here are a few of those things:

Universal Credits. Like a lot of other far-future RPGs, Rifts has "credits" as a standard currency that is accepted pretty much anywhere you go. In most of those games, that's not a completely crazy idea, because there's some sort of organized infrastructure in place, whether that's an interstellar empire or a global banking system. In Rifts, there's no such thing. Sure, there are the Coalition States (which is really more like a network of city-states) and a few other small "nations", but most of the continent is still a wilderness crisscrossed by magical ley lines and infested with monsters, dinosaurs, dragons, and worse. Palladium Books' official line is that credits are a debit card-based banking system based in the Coalition States, with competing credit systems offered by the Manistique Imperium and the Black Market, but it's tough for me to believe that such a system would be possible in demon-infested North America. There can't be a continent-wide computer network with monsters stomping any place that isn't a city or fortified town to dust, and satellite-based communications are impossible (see Mutants in Orbit). Even if there was a way to set up a banking network, why would your Coalition or Manistique credits be of any worth to the interdimensional alien slave traders in Atlantis? Why would they be usable in another dimension (like Phase World), for that matter? I understand the need to suspend disbelief sometimes, but the explanation Palladium has belatedly advanced is pretty weak.

Intercontinental Trade. Triax, an arms manufacturer based in the New German Republic, is somehow able to transport its goods to North America. Keep in mind that the oceans and skies are (presumably) as full of monsters as the land, that the NGR is fighting a prolonged, full-scale war against an empire of gargoyles, and that there is now an entire continent full of evil alien slave traders in between Europe and North America. I have a hard enough time understanding how one could get items from one part of North America to another, let alone across the planet (though they did introduce armed hovertrains in the recent Northern Gun supplement). Rifts is a game where a lot of crazy things are possible, and there's probably a way that this kind of cross-Atlantic arms trading could conceivably happen, but if it's ever been explained, I haven't heard about it.

Precision Manufacturing. There are multiple corporations churning out ultra-high-technology items. Things like giant mecha, artificially intelligent robots, laser rifles, cybernetic implants, and portable computers would (presumably) require large-scale manufacturing facilities, not to mention precious limited resources like rare earth minerals. Are there assembly lines where these things are being put together? Where are they getting the raw materials, considering that intercontinental shipping is now incredibly difficult? Is it all scavenged and recycled from salvaged pre-apocalyptic wreckage? What if your Samson power armor needs repairs and you're hundreds of miles away from the lone city-state where it was manufactured (which is exceedingly likely)? Remember, this is a "points of light" setting. Maybe small-town Operators have something like a 3-D printer that can make a new servomotor for your busted mecha or bionic arm? There are interesting possibilities here, but there has been no attempt to explore them, to my knowledge.

Other Infrastructure Stuff. Most of my headaches stem from the basic lack of any plausible sort of infrastructure on Rifts Earth. For example, you can get classic "headjack" cybernetic implants that allow man-machine interface with computer networks, but I can't see how those networks would exist, except for maybe within a single well-developed city or settlement. In North America, there are "Black Market" criminal organizations that have spread their influence across the continent, but given that travel is incredibly perilous -- monsters and ghosts and evil wizards all over the place, remember? -- I can't for the life of me imagine how. (To be fair, there's a Black Market sourcebook I've never read that might answer these questions.)

There's more, much more, but I can't remember it all right now. Have I allowed any of this stuff to bother me to the point where I don't enjoy the game? Hell, no. But these are the little things that bug me when I'm otherwise having a nice time daydreaming about one of my favorite imaginary places. I'd like to figure out solutions, so if you have ideas, comment below.

Friday, February 21, 2014

If I Were King


I think big fans of pretty much any property eventually find themselves fantasizing about being in charge of whatever it is that they're into. Most people probably do it for their favorite sports team. I'm a big nerd, so I do it for things like comics and RPGs.

It's virtually impossible that I would ever find myself running Palladium Books. It's literally impossible that I would find myself doing so with unlimited funds. But let's suppose I did. What would I do?

Revise the Palladium System. Note that I didn't say I'd do away with Palladium's much-derided house system. I'd revise it -- clean it up, reorganize it, streamline it, speed up play, make it more logical and consistent -- all of those things, but I wouldn't switch to an entirely new system. I'd want at least a semblance of backward compatibility, because there's a massive amount of material using that system, and there's next to no chance of being able to revise and republish all of it.

Encourage fan-made material and conversions. Palladium already have their own print magazine, The Rifter, in which they publish fan submissions as well as "official" material. However, they have the most restrictive online policy in the industry, and aggressively threaten those that publish anything that converts Palladium material to other game systems or vice versa with legal action. I'd reverse that stance. I'd also encourage people to post conversion guidelines for whatever system they like and to make them widely available, with the hope that if these conversions are available, people will be more likely to pick up Palladium products and run them with the system of their choice.

Focus on Rifts. Rifts is almost certainly the most popular of Palladium's RPGs, so I'd devote most of the company's energy to it. Play up its central role in the Megaverse. The other games, like Heroes Unlimited, Palladium Fantasy, Dead Reign, and the rest would get updated to the new system as well, but I'd place a lower priority on reissuing every single supplement for those games. Make sure that characters from those games are usable in Rifts with as little fuss as possible, without just powering them up to Rifts' level. Include easter eggs from those other games in Rifts' setting, and (maybe) vice versa. Edit: On second thought, I'm not so sure about this. Palladium tried something like it with Palladium Fantasy, 2nd edition, and it ended up being inferior to the original in almost every way.

Take Rifts seriously. I don't mean that I want a grim, hard sci-fi take on Rifts. It's a "gonzo" game in many ways, and that's okay. But it's also okay to think about the hows and whys of the setting, and to try to suspend disbelief within the constraints of that setting. I know it's a game where giant mecha can throw down with dragons and gods, but that doesn't explain how the New German Republic is able to deliver goods across the Atlantic to North America in a demon-infested world with no infrastructure (for one example).

Stop the EPCOT approach. Early on, Rifts was a game with some truly wild ideas, like Mexico being ruled by vampires, or a re-arisen Atlantis being a base of operations for an interdimensional slave trade. Subsequent books took a lazier approach -- too often, they took a region of the world (Japan), took the most superficial/stereotypical aspects of it (ninjas), and slapped some Rifts trappings onto them (resulting in Ninja Juicers and Ninja Glitter Boys). If there isn't a compelling, original idea for a part of the world, wait until there is one. Don't rush Rifts Greenland into print just because it's a blank spot on the map. Loosen editorial control and get more talented freelancers with distinct voices working on the game.

Make nicer-looking products. Palladium Books has a long track record, only recently interrupted, of having some of the coolest artwork in the industry. Unfortunately, the layout and graphic design is uninspiring, or worse. I'd like to see Palladium continue to publish primarily black-and-white, softcover books, since they have a lower price point, but that doesn't mean they can't have attractive, modern interior layouts and cover designs. Re-use only the best older artwork for the new versions of the games, invite some of the best artists that Palladium has worked with in the past to contribute new pieces, and track down fresh new artists. There are tons of them online looking for work.

Get into other media. The most successful thing Palladium has been involved in recently was the Robotech Tactics minis game on Kickstarter. A Rifts game along the same lines seems worth pursuing. Also, give up on the Rifts movie and instead try to start an animated series -- something that might appeal to the adolescents that were once Palladium's core audience, but that would be smart enough to interest adults as well. Robotech did it in the 80s, and shows like Avatar: The Last Airbender have pulled it off more recently.

Is all of this stuff possible, or even a good idea? Probably not. At the end of the day, most of this is just fanboy ramblings. But I like to think that at least some of it makes sense.

Friday, January 17, 2014

The Marvel Megaverse


Rifts is a game with plenty to poke fun at. I obviously have a great deal of affection for it, but it's rather ludicrous, as others have correctly pointed out. I think the frustration Rifts causes for some is largely derived from a misunderstanding of what kind of game it is: as I've mentioned before, if you're looking for a post-apocalyptic science fiction setting, you're in the wrong place. But if you think of it as a superhero setting, it's fairly tame.

I got into Marvel Comics as an adolescent, a little while after I started with anime and manga. I started playing Rifts around the same time, so my take on the game was essentially a fusion of those influences. The things that seem so ridiculous to many people didn't really faze me: after all, most of it was less crazy than the Marvel Universe. (The DC Universe is even wackier, depending on which version you're talking about.)

In Rifts, much of central North America is under the bootheel of the Coalition, a censorship-happy, human-supremacist fascist state ruled by a guy named Emperor Prosek, who really likes skulls. Practically anything the Coalition manufactures has a big ol' skull on it. To think that most of their citizens believe they're the good guys stretches credibility pretty far. But Marvel's Doctor Doom is similar to Prosek, plus he's a wizard that wears power armor, and who builds things like time machines as a hobby. Prosek has an army of robot skeletons. Doom has as an army of robots that literally look exactly like him. Is Doom silly? Pretty much. Awesome? Well, I think he is.

Almost anything Rifts (or the Palladium Megaverse) has -- dimensional travel, mythological gods walking the Earth, mutants, talking animals, psychic powers, wizards, giant robots -- the Marvel Universe has, but in a more over-the-top fashion. Heck, the Marvel Universe is supposed to be happening in the present day with a largely recognizable modern world, despite the presence of all this crazy shit. I love Marvel, but you've got to admit that at least Rifts has the decency to say "this is in the far future, after an apocalyptic event". Nuff said.

Now, if you don't like superhero stuff either, then yeah, I can see why you'd have a problem with Rifts. (And that's not even getting into the rules.)

Friday, January 10, 2014

Toyetic Fantasy


Taking some time away from Dungeons & Dragons has given me a little perspective on why I'm attracted to the game, even though I never stay for very long. For some reason, I'm drawn to the idea of basing a D&D campaign around old, obscure gaming ephemera. My recently abandoned Demon Verge campaign, which was based on a cheap wargame from the 1980s, is a perfect example, but there are others. (Earlier today, I toyed with the idea of a series of adventures based on DFC Toys' D&D-inspired plastic figure playsets.)

At one point, I obsessively collected everything I could find for The New, Easy to Master Dungeons & Dragons game, a version of "basic" D&D from the early 90s that featured big, modular, boardgame or playset-style "adventure packs", to the point of purchasing a bunch of shrinkwrapped material from Monte Cook on Ebay. (I also picked up the Thunder Rift series of modules, which were intended for use with the same version of the game.) The setting and the adventures were nothing particularly interesting, presumably since they were meant solely as introductions to the game. For some reason, that modularity and glossy packaging lured me in and made me want to use them -- even though I never did. (In fact, I eventually sold it all off.)

It's a pattern that I've repeated often with D&D. When 4th Edition launched, I dutifully purchased the first year or so's worth of products, with the intention of running the adventure scenarios as-is, in the suggested order. (Again, it didn't work out quite that way.) I've also caught myself wondering what sort of product line the next edition of D&D will launch with; even considering running a low-prep, out-of-the-box game despite my repeated past failures to do exactly that. It's almost like what I want from D&D is a straightforward, programmed, toy-like setup. This is kind of bizarre, because that's not what I want from roleplaying in general.

Either I'm more attached to the toy-like trappings of D&D as a product than I am to running it as an RPG, or I'm a lazy DM. Or both.

Friday, January 3, 2014

Toward a Rifts "Appendix N"


The AD&D Dungeon Masters Guide rather famously included a list of inspirational reading for the game, called Appendix N. In recent years it's become fairly common to see people make "Appendix N" lists for their campaigns, often branching out beyond prose media into films, comics, TV series, etc. that are supposed to give insight into the game's setting and mood.

Rifts is a difficult property for which to create such a list, partially because the feel of the game can vary so radically depending on the region of the world in which one's campaign is set, not to mention which elements are emphasized and which are downplayed. I've said this before, and it might sound a little trite, but Rifts is very much what you make it. One could say that about almost any long-running RPG -- Dungeons & Dragons is a blend of practically every conceivable flavor of fantasy at this point, for example -- but as a huge conglomeration of assorted science fiction and fantasy concepts that explicitly encourages the importation of elements from other popular genres, Rifts is particularly mutable. To put it another way, if you're using all of the books, Rifts is like dumping an appetizer sampler, a plastic jack-o-lantern full of Halloween candy, and a pu-pu platter into D&D's Chex mix.

With that having been said, the Rifts campaign in which I participated for years as a teenager had a distinct feel of its own. It was set primarily in the game's original backdrop, North America, which at that point was very much a "points of light" setting. Magic was largely downplayed, even though there were several spellcasting characters (one of which was my longest-running PC). The focus was on high-tech, post-apocalyptic action and heroism. As I've mentioned before, our characters were essentially soldiers of fortune that wandered a dangerous world, tackling powerful foes for money; initially similar to the "runners" of Shadowrun or Cyberpunk 2020, but increasingly more like a giant superhero team or (even GI Joe) as the campaign went on.

Though I've recently begun to reapproach Rifts as an adult, the fact remains that for most of my experience with the world, I and my friends were adolescents in the 1990s playing a game that was arguably targeted directly at us. The media that makes me say "that's Rifts" is almost always a product of that era. So, unlike Gygax's list, the "Appendix N" for my take on Rifts doesn't include much prose fiction (something in which I still don't partake much, considering my background in English and librarianship). It's mostly comics and animation, particularly the Japanese stuff that had so captured my imagination twenty-plus years ago, when playing Rifts was my favorite pastime. For me, at least, Rifts was basically an "anime RPG" before that came to mean something very un-Rifts-like in style, and that interpretation still colors the way I envision it.

Comics and Manga
Claremont, Chris. Uncanny X-Men series, particularly the Asgardian Wars paperback.
Kishiro, Yukito. Battle Angel Alita.
Macan, Darko. Grendel Tales: Devils and Deaths.
Otomo, Katsuhiro. Akira.
Shirow, Masamune. Appleseed; Orion; et al.
Takada, Yuzo. 3X3 Eyes.
Warren, Adam. Dirty Pair series.

Film & TV
ARTMIC Studio. Genesis Climber MOSPEADA; Genesis Survivor Gaiarth; Metal Skin Panic MADOX-01; Riding Bean; Bubblegum Crisis; M.A.S.K.; et al.
Kawajiri, Yoshiaki. Vampire Hunter D: Bloodlust; Cyber City Oedo 808; et al.
Kitakubo, Hiroyuki. Black Magic M-66; A Tale of Two Robots.
Oshii, Mamoru. Patlabor series; et al.

Video Games
Gearbox Studios. Borderlands; Borderlands 2.

There are tons of things I've forgotten to include. I should probably come back and add to this as I think of them. (See the comments below for some excellent suggestions for additional material.)

Friday, December 20, 2013

The Demon Verge: Post-Mortem

Yesterday evening, I declared the Demon Verge campaign dead. (Go home, Marcie.)

The campaign lasted ten sessions, which I suppose is fairly typical of most RPGs these days. Still, I can't help but feel like a villain for ending it so soon. I was using B/X Dungeons & Dragons rules more or less by the book, which meant that even after those ten sessions there were a few characters that hadn't even reached second level. (That's partly because some players had missed sessions with big XP hauls, but still.)

I've repeatedly mentioned that the Demon Verge was intended as a tutorial for myself; a low-prep, low-pressure game where I could try some things out. I've been playing RPGs for many years, but most of that experience is on the player side of the screen, not in the referee's chair. I hoped to learn some things about game mastering, and I did. I've mentioned many of the things I figured out in my session reports, but here are the big take-home lessons:

Google+ Hangouts are probably as close to a face-to-face, tabletop roleplaying session as you can currently get online, but for me, they're still nowhere near as fun as the real thing. (I recently got in a little face-to-face role-playing and my mind was blown by how spontaneous, natural, and fun it was.) The nature of Hangouts lends a feeling of disconnect to gaming sessions. It instills in its users (well, me, at least) the odd sensation of waiting your turn to speak, as if everyone were sharing one telephone. It becomes too easy for the DM or a single player to hog the game. The effect is difficult to describe, but for me it utterly kills the free-flowing, conversational style of role-playing I prefer. It's highly unlikely I'll try running another game via Hangouts.

I can't run dungeons every week. I had fully intended to run a straight-up dungeon crawling game, because it's what old-style D&D is set up to do at its most basic level, and I wanted to make things easy for myself. That was a mistake, at least for a Hangouts game. It just made everything seem even more laborious and plodding.

My house rules were a mixed bag. Even I forgot to use many of them (particularly the revised weapon damage values). The Adventurer Conqueror King mortal wounds tables did see a bit of use. I enjoy that sort of thing in games like Warhammer Fantasy Roleplay or Rolemaster, but for some reason, nothing makes for a weird D&D session like a maimed or crippled player character.

I need to be upfront about a campaign's intended style of play. I initially pitched The Demon Verge as a sandbox campaign, but ended up having an authority figure send the player characters on a series of missions. I'd like to think it wasn't a total railroad, but I didn't have the confidence or the rules familiarity necessary to really do justice to the free-form, go-where-you-will sandbox ideal. I should be more honest with my players and let them know when I just want a low-pressure sort of game.

I'm not sure why I bothered fleshing out the original Demonlord setting backdrop like I did. There's little point in creating a fairly detailed setting if you're just going to run it like a generic D&D world, and use other people's scenarios more or less verbatim.

So what's next? A few lovely people have asked if I'd like to play in their Hangouts-based games, and I will probably give some of them a shot just to see if the problem really is the Google+ interface, or if the blame is on me. Other than that, I'll concentrate on trying to get in more face-to-face gaming with local people. There's a chance I might be able to get some Rifts in with my original gaming group (which started back in middle school) next year, which would be a dream. I've also got ideas for my own game bubbling in the back of my head, but who knows how far that will get?

Friday, December 6, 2013

A Great Gift or a Unique Snack for Your Office Staff


Since the Demon Verge campaign is on hiatus for the holidays, I haven't got a reliable source of blog-worthy material at the moment. But the good news is that Charles Akins of the Dyvers blog made something called The Great Blog Roll Call, an extremely useful list of stuff to read. Go look.

(This nice fellow happened to say that Dungeonskull Mountain is "a fantastic read that draws you in". Posts like this one disprove that argument, but we can forgive him that one inaccuracy.)

Sorry for the brevity and vapidity. Don't worry! I'm going to start posting a bunch of Rifts-related stuff soon. Everybody likes Rifts, right?

Friday, November 15, 2013

Recent Acquisitions

With my most recent attempt to run a session of the Demon Verge campaign derailed by a post-vacation cold, I find myself once more with little to discuss in terms of actual play.

Instead, here are some brief thoughts on a few RPG-related products I've picked up recently. I hesitate to call them "reviews", since I haven't used (or, in many cases, even finished reading) the books in question. But here goes anyway:

Uresia: Grave of Heaven. S. John Ross' fantasy setting has been around for a while now, having had versions released for the now-defunct Big Eyes, Small Mouth system as well as d20. It's currently available via Lulu as a system-free setting resource, in a variety of formats. Since Lulu recently had a substantial sale, I opted for the "Stupid-Expensive HyperDeluxe Omnibus", and it's an extremely attractive book. The fact that Uresia was originally made for an "anime RPG" (whatever that means) means that there's a good deal of well-executed artwork in that style, but there are also more realistic (and more cartoonish!) drawings, a mix which I guess might bother people that place a lot of value on a "unified feel". The setting itself is breezy and whimsical, with an emphasis placed on fun and gameable locations. Ross has a playful sense of humor that only occasionally grates on me -- there are a lot of pirate jokes in here -- and a high percentage of interesting ideas per page. My increasing appreciation for goofy stuff in dungeon fantasy means that Uresia hits what is currently a sweet spot for me. I'm happy I bought it.

Anomalous Subsurface Environment. More weirdo dungeon stuff from Lulu, this time specifically for old-style D&D, with a post-apocalyptic take on fantasy that reminds me of Thundarr the Barbarian and Korgoth of Barbaria. I've been re-warming to the idea of megadungeons lately, and ASE certainly qualifies as one of those. I haven't read much of the dungeon itself yet, but I'm very impressed with Patrick Wetmore's wacky wizard-blasted sci-fantasy setting and the new D&D-compatible classes -- including robots and scientists -- that he's introduced to reflect it.

Qelong. I haven't read this yet. Despite my respect for Lamentations of the Flame Princess' dedication to publishing good-looking, OSR-friendly gaming material, I've never been a big fan of horror, and so I often find that their products aren't my cup of tea. However, Qelong is written by Kenneth Hite, an author I've heard good things about (but have never personally read), and the idea of a Southeast Asian-inspired fantasy sandbox is intriguing. It also comes highly recommended by people whose opinion I value. On the other hand, the back cover blurb references two movies I wasn't a huge fan of, so... we shall see, I suppose.

(Note: I finished reading Qelong since I wrote this post. It's quite well-written and full of interesting ideas, but ultimately, it's a quintessential Lamentations scenario, with lots of nightmarish magic and bodily horror. It's a great book if that's your thing, but it's not really mine. To me, the old WarGames saw of "the only winning move is not to play" seems to apply to a lot of the Lamentations adventures.)

Friday, November 8, 2013

The Lure of the Mine


It looks like I will finally be able to return to running the Demon Verge campaign next Monday. I'm hoping to finish off the dungeon the players are currently in either this session or the next. This means that I ought to be back to posting actual campaign content here on Dungeonskull Mountain again soon.

Earlier this week, I was visiting my former stomping grounds of New York City, and managed to hook back up with many of my good friends from New York Red Box. I got to play in Session 200 (!!) of Eric M.'s Glantri campaign, which I like to describe as "B/X D&D on Hard mode". (I was able to keep my character -- a Black Metal cleric -- alive, surprisingly.)

I've had disheartening experiences in the past when trying to run megadungeons, partly because the mapping is difficult to handle online, and partly because of my own lack of confidence and preparation, but banging around in Eric's massive Chateau D'Ambreville reminded me of how focused and effective that style of play can be. Though I'm always thinking about what I want to run next when I should be concentrating on the game at hand, and I'm leaning towards giving dungeon fantasy a break for a bit, I might give megadungeons another shot some day.