RPG
Filk: Have Sword Will Travel
by Joseph Little on Aug.17, 2010, under Pathfinder, Related, RPG
I’ve just started playing a paladin in a Pathfinder game my friend Shaphan runs. Every time I play a paladin I have this theme music playing in my head. So I thought I might as well adjust it slightly to fit. Enjoy.
Sung to the theme of the 50′s/60′s western, Have Gun Will Travel.
A knight with honor in a savage land.His Holy Sword Excalibur head’s the calling wind.
A soldier of goodness is the man called Paladin.
Paladin, Paladin
Where do you roam?
Paladin, Paladin
Far, far from home
© 2010, Joseph Little. All rights reserved.
Death To The Dragon Goddess!
by Jeff Hollingsworth on Aug.06, 2010, under RPG
With a fierce roar, the five headed beast melted from this reality, first its body and tail, then each of its five chromatic heads. Quiet settled on the ruins of Drellin’s Ferry and the weight of their accomplishment fell on the party. The two giants fell honorably against the Aspect of Tiamat but peace had finally come to the Elsir Vale.
Death, however, could not hold the Heroes of the Elsir Vale. Trellara Goldenbrow prayed to the Sun God Pelor to revive the fallen heroes: Longstrider and Dustwalker. The kind hearted god of compassion granted her request and returned the two to the material plane. In reward for the adventurers’ accomplishment, the city of Brindol granted Vraath Keep to the Heroes, and several villagers agreed to help build a settlement around the keep to establish a guard for the Northern Pass. Not content to settle down, however, most of the group split ways. The bonds they developed while traveling were too powerful to keep them apart and therefore they never left each other for long.
Umon the psion stayed at Vraath Keep to rule the new settlement and continued to develop his mental abilities. Aisha the Dragon Shaman returned to her Copper Dragon patron to bring him the heads of the dragons she’d slain and to continue to serve her liege. Imzy the kobold druid, satisfied that killing the Aspect of Tiamat really had made her a ‘dragon’, accompanied Dustwalker to his desert home, marveling at nature as she went. Dustwalker had found the psionic crown that had been stolen from his people. He returned to his home in the far desert to wrest control from the weak leadership that had plagued his tribe for years. Finally Longstrider, the contemplative goliath whose ever step worshiped the carefree god of travel, Fharlanghn, began to walk. His steps took him to lands far and wide, and his fists protected the weak of world for as long as he could move, never sleeping under the same roof for long.
I hope you excuse this little aside here from me. We just finished the module “The Red Hand of Doom” and I had an itch to write the epilogue on paper. This is the most closure I have ever felt in a D&D game. Though my character, Dustwalker, died during the final encounter, knowing he was able to be resurrected and finish his expressed goals meant a lot to me. JoeGamer and I will be starting Pathfinder this week and it will be my first encounter with the system. Look for thoughts on Pathfinder later this week.
Also, for those of you that will be playing 4e Darksun with me in the next few weeks, start thinking of a character concept. Be wary of arcane classes, as magic is considered extremely taboo on Athas, but I will not ban them. We will be rolling stats instead of using point-buy (since that’s what everybody is used to and likes) and I will only allow classes, races, feats, powers, and items from books I own. So if you read a char-op thread somewhere that has something from a book I don’t own or an issue of Dungeon or Dragon magazines, it is not allowed. Have a great week!
© 2010, Jeff Hollingsworth. All rights reserved.
What to Do When a Player Doesn’t Show (RPG)
by Joseph Little on Jul.08, 2010, under A Hero Reborn, RPG
We have five players in addition to the DM, so when one is missing we need four characters. Clay’s 19 Leadership Score provides exactly 4 2nd level characters, and I thought this was perfect. During the course of the night we created the 4 2nd level characters, 2 1st level characters, 1 4th level character, and 1 5th level character. Additionally, Mori’s protege was detailed as was a hireling for Kitty!
Now when someone can not game, we don’t have to continue the main story without them, we can pick up a side game in the same story with characters that add depth, pathos, and (dare I say?) verisimilitude to the story. Most importantly it spares us an otherwise boring Wednesday evening.
Do any of you do anything similar for your canceled games?
© 2010, Joseph Little. All rights reserved.
A Game of Untold Possibilities!
by Jeff Hollingsworth on Jun.01, 2010, under CCG, Related, RPG
Your friend Jeff here with the scoop on a new RPG I played when I went to Mobicon a few weeks ago. Having gone to play 4e DnD but having not signed up for Living Forgotten Realms (the official Wizards Realms campaign) in time, Elizabeth (the Queen of the Tiny Kingdom) and I went looking around, checking out the cool gamer merchandise. While we were skulking about we ran into a booth run byThe Wandering Men promoting a game called Untold, a card based role playing game I’d only heard of in the periphery. We had some time before anything was going to go on, so when one of the team members mentioned he was doing a demo, we both agreed pretty heartily. The first game was a lot of fun with my character freaking out on the rest of the party and the big barbarian guy throwing a charmed enemy at something we needed that was out of reach. The game was so much fun we ended up playing in another demo the next day and would have played more if not for some of the other activities at the con. Needless to say we enjoyed ourselves quite a bit.
To explain, Untold is, like I said, a card based role playing game. It’s a tabletop RPG in the vein of Dungeons and Dragons, but all the player needs is a deck (representing your character) and one 20-sided die. When making a character, the players assembled a deck of cards like in Magic the Gathering or games like it based on an amount of Untold Points as determined by the GM. Each card has a value in Untold Points so if the GM declares you have 30 points to make a character, you have that much to use. Each card represents something about your character. There is the Race card that gives you the basic stats for your race and type, Aspect cards that increase each stat (Body, Mind, Spirit) and then the Swap Cards. There is Story Swap (you must either have a story for the card or fulfill something in the story to acquire it), Site Swap (have to be somewhere or have something specific to use it), and Time Swap cards (takes an amount of time to equip, use, or ready the item or action). It is important to not use all up all your UP with these cards because there is another set of cards you can have call Hot Swap cards that represent actions or spells that aren’t always active. If you have 25 UP used toward a 40 maximum, you can use Hot Swap cards up to 15 UP.
The cool thing about Untold is everything is story based. Your Apoc Churl (human barbarian, essentially) has a powerful tribal bow? How did you get it? Questions like that are essential to gameplay. Let’s take an example real quick. My first game I played a steampunk robot called a Klik Roller. One of my Swap cards was “Diplomatic.” After a series of embarrassing situations and harassment from the other players, I asked the GM if I could remove my Diplomatic card. My character was stressed to the point of breaking and decided he had enough and was no longer Diplomatic. Because of the freeing of some UP by removing the card, I was able to increase one of my Aspect cards to have higher stats. But only because I could justify it in the story.
Untold is very customizable for both the GM and the player (giving it Untold possibilities! See what I did there?). I bought a bunch of cards and plan on buying some more. I have a character in mind that I’ve already written up a story for and have a pretty good idea of the cards I’d use too. It’s very easy. I hope to do more articles on the game as I get more in to it and after we play it some. The full rules are on Untold’s website along with setting information and a very helpful forum.
© 2010, Jeff Hollingsworth. All rights reserved.
Warhammer: Fantasy Roleplaying Game
by Joseph Little on Apr.07, 2010, under RPG, Warhammer Fantasy Roleplay
I picked up Fantasy Flight’s Warhammer Fantasy Roleplay Core Set. I was quickly impressed with its massive volume and weight but put off somewhat by it’s considerable price (MSRP $99.95). I should have gotten it though Amazon.com (click the link above to the product or the ad below), but I’m creature of impulse, and I was there, and it was there, and well I can drop that kind of scratch – (if my wife says so). I wanted to rip into it immediately, but waited until I bought it. Then I had to wait until I got in our car. THEN I still had to wait until I got home. OK, truth to nuts, I didn’t make it home. I had to stop over at Monkey Lord’s place and I ripped it open there.
Being both a Games Workshop and Fantasy Flight product, the artwork is of course brilliant. Once the rather huge box is opened, one finds many cards, counters, and yes – dice. So many dice. Also included are four soft bound books: one for all players, one for wizards, one for clergy, and one for game masters. The books can be purchased separately, but in reality one boxed set is needed by a gaming group. Finally the discerning eye will find three simple card stock boxes which at first impression have no real purpose. Seems these are how one keeps track of his or her character’s cards between games. I find that both interesting and a bit annoying at the same time.
By simple examination of the contents, it may not be easily discernible how one plays the game. While the archetypal polyhedral dice are present, they are not covered with numbers but with archaic symbols instead. Character sheets are double sided but only about 1/3 the size of a standard sheet of paper. The cards vary in size, shape and meaning. I imagined that the game may be played on two levels: as a classical RPG like Dungeons and Dragons or a pseudo-board game like Warhammer Quest or Descent
. I can tell you now it is purely a Roleplaying Game.
I’ve considered that adding cards to an RPG might be benificial, but I had yet to see it actually put into action. This game does this and does it pretty well. The cards represent talents, abilities, insanities, and wounds that a character acquires over the course of his or her career.
The books are not difficult to read if read thoroughly and in order. If you wish to simply thumb trough the books and get an idea of the character classes and what each is capable, then you will NOT be happy. Thumbing through the books can be a very annoying experience as the Player’s Guide is designed to teach and is not designed to be a reference. I’m not entirely happy with the order that the concepts are presented either as some concepts are referenced before they are explained. If you have patience though, the concepts eventually become clear.
The Game Master’s guide presents some additional core concepts as well as some game master advice. Since many of the basic concepts of how to play have already been covered in the Player’s Guide (you will read that one first won’t you), many of the new concepts presented in the Game Master’s guide are less annoying to learn. The Game Master’s guide also provides a short adventure to get things started and while I haven’t played it yet, it feels like the presentation was a little hurried. I’ll comment more once I run the adventure myself.
There are a variety of starting character professions included in the set. Players choose a profession for their character which provide a number of special abilities and possible directions for progression. As a character gains experience, he or she may purchase advancements that include stat increases, access to new abilities, and even a new profession. Characters get a bit of a boon if they follow their profession all the way to the end of it’s advancement, but eventually the character must choose a new profession if he or she wishes to continue to advance. Each profession has exit professions that generally expand or compliment the current profession. Player that run a wizard or a member of the clergy will need to thoroughly read the wizard’s guide or the clergy’s guide respectively. The one main drawback to the set is that there are only a limited number of professions, but that will be addressed with expansions (of course).
Expansion is not only planned, but already here. The very first thing I realized as I read the books is that everyone is going to want their own Extra Dice Set and they are now available. Honestly you’ll probably want 2, more if you have a lot of disposable income and don’t like other people touching your dice.
Also, the first expansion of character classes, The Adventurer’s Toolkit, has been released though I have yet to examine these. Both items can be found on Amazon, and I’ve also seen them at hobby stores and even Books A Million.
© 2010, Joseph Little. All rights reserved.