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Thursday, 24 June 2021

RPG's... Game or... Sexual Therapy? What is it WotC?

 


So... yeah... seems to be allergies? But in my line of work, I got to get tested today.

Anyways, this will give me some time to type up some articles for my blog here.


SEX and Role-playing Games. It's a topic, it's a thing.

As for the mainstream Dungeons & Dragons, I'm certain many of us have played the games and encountered some form of sexual innuendo. 
Many sex-therapists use Role-Play as a tool to understand a couple's issues.
The thing is, when you play D&D, are you using it as a game or therapy?

This is something each of us should ask ourselves when we approach gaming. 
When you play chess, are you acting out sexual innuendo?
When you play Uno? Munchkin? Battletech? Monopoly?

As a married gamer-dad (married late in life at 35, just had our 21st Anniversary in May), my kids are all old enough to play role-playing games. When I'm GM/DM'ing any RPG, a lot of times my kids might want to join the group... so I've never used innuendo when they participate, and my older players don't initiate it (even without my kids playing, so far). If there was a situation where a player is smitten by the opposite sex, or same-sex... the general fade-to-black is what I use. It is implied that something has happened between the 2 characters (pc-pc, pc-npc, npc-npc) to have the 2 persons closer to a personal relationship.

It would feel uncomfortable if my kids were involved in that, within a game I'm GM/DM'ing.

As a guy who lived the hedonistic rock-and-roll band lifestyle until he hit his 30's, it really doesn't make me flinch at all if players go into innuendo mode in my games, of any inter-sexual means. (like I say, when my kids are in the group... um, pass). 
But the thing is, D&D and all other RPG's, are GAMES. And to me they are first and foremost just a GAME. Not therapy.

If you are playing RPG's in order to satisfy a sexual fetish, I'm sure there are RPG groups out there that will indulge your desires. But I think WOTC is making a big mistake if they are attempting to advertise their "game" as "sexual-therapy". After all, isn't that what they are currently trying to... approach?

It's something for us to think about, and question among ourselves. 

Monday, 14 June 2021

My Favorite PC I've ever played.

THE STORY OF VALGAR BLOODFLYTE

My favorite campaign instance as a player was long ago back around 1986. Near the end of my RPG days back then because work, guitar/band practices, and playing gigs on the weekends were over-riding my gaming time.

The game was standard D&D, the DM (Ted) was pretty good at off-the-cuff adventures. Taking an idea out of thin air and rolling with it with minimal prep.

The player group was between 4-7 players, depending on work, most of us were Security Guards who were night-owls due to our schedules. Others were GF’s and other acquaintances. A span of about a dozen players played through this campaign for about 2 years.

Everyone rolled 4d6 drop lowest… roll for height/weight and later, those who survived, we all rolled secret backgrounds.

My character was a male human, with a sailor background (seafaring mercenary), name Valgar Bloodflyte. I rolled exceptional 18+ strength (46%) and my rolls for height was 6’6”, yeah, BIG.

The only other stats of note were a 15 charisma and a 16 dexterity, the others were in the 10-13 range.
He used the Bastard Sword as his main weapon.

Ted started us off in “medias res” on the road with Captain Karn, (the Baron’s Step-son), a select few of the Baron’s guards, and the party (consisting of various ½ elf and humans of different classes).
Our mission was to rescue the Baron’s daughter, whom was abducted by the Elves of the North.

It became quite apparent that Karn had a dislike towards the ½ elves in the party, Valgar befriended on of the mixed-race members of the band and Karn’s distain spread towards Valgar as well.

Ted had been DM’ing another group as well and decided to pull the 2 groups together as an encounter. The Second party was mostly Elves and ½ Elves and a Dwarf, working for the Northern Elven Kingdom, looking for the Baron’s daughter as well.

It had become quite apparent that something was a-miss, both camps met on opposing sides of a clearing. Valgar was ordered ahead with his ½ Elf friend to “talk”. Karn was hoping that we would meet death at the hands of the Elves.
After engaging in banter with the Northerners it was evident that the Elves did not have possession of the Baron’s Daughter, and were in fact trying to track down the real culprits of the abduction.

Valgar returned to Karn’s camp, letting him know that the Elves had no intention on attacking.
“Good!” said Karn, “then ready the men, we outnumber them 2 to 1, it should be easy to take their camp by surprise!”
The attack did not go as Karn intended, as in mid-charge, Valgar turned on the Baron’s men.
Karn escaped though, and the remaining PC’s that survived, formed a new party.

The new group followed the trail of the real culprits, Brigands from Karn’s homeland. It was quite possible that Karn wanted to do away with the Baron’s heir, leaving him as the sole benefactor upon the Baron’s demise.

It was quite the overland trek, Valgar slew an Ogre and started a trend, that he would keep as a trait… collecting trophies. The Ogres skull was turned into the facemask of his helmet. Later Valgar was mauled by a grizzly, but the party managed to end the fight, the party thought Valgar earned the skin after being the party “meat-shield”. Bear-skin Cloak.
A fight with a fire-drake… the scales were turned to armor.

Soon enough, the group found the location of the Brigands camp. I believe Ted possibly used some of the Slaver’s series for the setting. Valgar unfortunately became one of the captives with his friend, the Dwarf named Magnus. As the two toiled in the mines they discovered a false-wall in the caves, finding a long chasm leading to a hidden ship, and a way out to the sea. 2 items of note were the Dead Captains Greatsword and his Amulet. Valgar took these as weapons to help him break out of the mines.

The other half of the captive party found the imprisoned Baron’s Daughter, and with chaos ensuing on the Brigands the entire party escaped with their belongings… Valgar Sailing the ship out of hiding, and escaping.

The Sword and Amulet were not without a curse, driving Valgar into periods of alcoholism. His other findings were a Ring of Feather-fall and Boots of Levitation. The sword also was a Flame-tongue.

Finally landing at port, as close as he could towards the Baron’s domain. He sold the ship to fund the means to cross a great swamp to return the Daughter. Karn had sent various mercenaries out to stop the Baron’s Daughters’’ return, by all means necessary.
Valgar, normally Chaotic-Good (under the influence of the amulet was Chaotic-Neutral) Causing all kinds of devastation as his means to escape the Baron’s men (swayed by Karn’s influence) and Mercenaries alike. Unfortunately, assassins caught up with the party in the swamps, and due to open rolls of critical misses aimed at Valgar, the Baron’s Daughter was inadvertently killed instead.

The near impossible trudge through the swamp forced the remaining party to lighten the load… laying the Baron’s Daughter to rest in the mire. Valgar had an idea… resurrection. We only need a piece of the Baron’s Daughter to make it happen. So, in a sealed jar of wax, was her hand.

Bear with me. 6’6”, Skull helmet, flaming sword, Chaotic-neutral, alcoholic, burning death to all who oppose him, near impossible to capture due to being able to leap off high cliffs and buildings, and ascending the same. With the Baron’s Daughters’ hand in a jar.

His best friend is a Chaotic Dwarf drinking buddy, and a ragtag group of followers (we were around level 8-9 by now). Hunted down occasionally by well-meaning, mis-informed PC’s.

Ah, the secret background, his was rolled on a d100. 01= lowly pauper, 100= Royalty. I rolled 97.

As Valgar’s new goal was to gain the means of resurrecting the Baron’s Daughter, and bringing her back to her home. He was then tracked down by the emissaries, whom believed Valgar was an heir to their lands over the sea. Managing to have the amulet finally removed, Valgar returned to chaotic-good intentions (but a lot less “fun” at the taverns, as Magnus has said).

As you well know, those of us who have played for many years. Groups eventually die, and most Campaigns are without conclusion. Yes, this was one of those casualties of time management.

Ted moved away and I was way too busy to play anymore. Ted did call me a few years back for some Space 1889 notes, as he remembers the Space 1889 campaign I had them playing for a year. He needed the low-down on some of the adversaries they faced, as he was planning on using them to continue the game I started… with the original players. Ah, Space 1889. That is another story all together as one of my favorite games to GM (the original GDW version), but for another time.

 

For The NEW Fantasy World DM/GM/Referee... Short Guide of Setting up the game

 

Friends, who finally decide to delve in the Mastery of Creating a Fantasy RPG group, as the DM/GM.

As this will be your first time in refereeing a game, I hope you might consider a lot of guidance here.

 

1: Your first game only needs to consist of 3 key things.

  •          A location (town/hamlet/village/keep) for the players to re-supply and become “known” as they increase their reputation.
  •          A location (caves, ruins, dungeon, complex) that players can gain loot/items and experience.
  •          A list of side-ideas (competing parties, mini-encounters, reactive ideas on what happens at either locations) to fill in the journey between the 2 locations above.

For the First bullet point, you don’t need any more than this to start. Your Focus will be creating believable NPC’s, listing their mannerisms wants and needs is handy, and a simple physical description.
DO NOT MAKE PC-NPC’s 
You are a DM/GM… you are not a player, never make yourself a PC in the game. DON’T… seriously DON’T.

For the Second bullet point, make the looting grounds interesting, and for the sake of sanity, make it the only “known” location of mystery for the party… you will learn quickly that your own mouth is your worst enemy.

The Third bullet point is BROAD and redefines itself as the game progresses. Players may develop relationships to both locations that may create re-occurring enemies (even in town) and interesting drama for the trips between the 2 locations.


2: Once again, to be clear, as the definitive Master of the world, your MOUTH is your own worst enemy.

  •         The players MUST know of the looting location, for now it should be the only location.
  •          Listen to your players as they play… IMPORTANT
  •          Stay consistent.

The opening game session, the players must have some implied goal, it’s usually “Loot location X” to become stronger. And this must be clear to the players. If it isn’t, then the players will run around, annoy the NPC’s and end up burning down the starting location to cover their crimes.

Make sure the characters are ALREADY equipped. This stops the first session devolving into a shopping session. It’s best to prep the player as they create and equip their character (buy stuff that will set your player up for a cave exploration, or wilderness exploration or castle heist…)

START the players leaving town and on their way to the looting-location, the party can develop on the road trip, and there will be PLENTY of time for shopping/carousing with NPC’s when they return from the action... with REAL stories to tell of their exploits, not just made-up pre-character background.

Listening to the Players lets you know what they like or don’t like in the game. Sometimes players come to conclusions about the locations that you might want to steal (and twist). After all, let them feel the gratitude of knowing they were right all along, when you can. They might have a love for certain types of explorations, cater to them for future adventures.

KEEP consistent. Your rules, rulings, mechanics must remain solid in your world. This also extends to your locations and NPC’s, motivations should never waiver, personalities should be set in stone.

After your first series of adventuring sessions with the players, you should have an understanding on the character/player/group dynamics and hopefully set the stages to new adventures and hooks to new locations. You will know if the entire group of players want to carry on, or end the adventure as is (as a one-shot).

 

One of my favorite campaign games as a player started the group off with a solid goal.

The DM presented a world in a power struggle.
The group of us are assembled to find the Baron’s daughter, apparently kidnapped by the elves.
Our group led by the Baron’s (NPC) Captain, whom we discovered had an evil-wolfish side to him several days into the journey.

The mission was clear from the get-go, it had everything for the players… fame, infamy, loot, inter group antagonist, and the discovery that the Elves didn’t kidnap the Baron’s Daughter, thus raiding the slaver/brigand’s stronghold that had her. Evil-Captain part of a ploy to war with the Elves… it was great.


Sunday, 13 June 2021

Infinity RPG Core Book


 

I've had Infinity miniatures in my collection, but I've never actually played Infinity as a skirmish game.

Recently seen this Roleplaying game and thought, this might be interesting as I've recently acquired Infinity:Defiance Boardgame and a lot of the bonus Kickstarter materials (2nd wave on it's way). 

I've never played the Modiphius 2d20 system so I'm still in question of the mechanics. So far with my first glance over it, very wordy, lots of exposition, and a character building system that looks like it crosses TRAVELLER with BATTLETECH: A Time of War. The idea of this character building appeals to me.

I'll read through this 496+ page behemoth (and the little adventures book peaking behind it in the image) and come back later with my thoughts.

Sunday, 4 April 2021

The problem with *some* TRAVELLER Forum/Groups Admins




Groups have Admins, but often we see Admins have a very narrow band of sight when it comes to TRAVELLER.

TRAVELLER, if you don't know, is a role-playing game that started back in 1977 (I was 12 at that time). It's been a game on my shelves since 1978 onwards.

It is classified as a (hard) science fiction game. The 3 book set had adherence towards the more science-y side than fantasy, however it did not count these fantasy factors entirely out.

On inhabited worlds, there is a Tech level associated to the population of the planet. This can be from 0 to 16 typically. THIS seems to be where Forum/Group Admin's FAIL in their moderation.

Also, "miniatures" can be a factor. The original rules used cardboard chits, or 15mm miniatures. Due to the lack of 15mm minis available, a lot of gamers have made 28mm minis their scale for the game, as there are many more options and companies produce these miniatures on mass.

I paint a lot of Miniatures on Science fiction and modern genre. In fact over 70% of my minis are (non-WH40k) 28mm science fiction from various companies and aliens/robots as well. A lot of Refs and players in TRAVELLER want to know how to paint these minis as well.

Lately I was reprimanded for posting a miniature of an alien known as a "razormouth", the Admin questioning it's relevancy to the game. Seriously, if I have to post the "why" of it's relevancy to TRAVELLER... the problem will then occur if I post a miniature of Tech level 0-1 (caveman or alien-primitive) Tech 2-3 (primitives/aliens with swords) .... do you see a problem?

If the Admin has such a narrow scope on this game not to allow posting of mini's of any Tech level (unless it has a space gun and a space-suit) there's a problem. That group is going to stagnate into a narrow-minded hive. AND if your aliens don't look like a giger-nightmare, it doesn't count as an alien.

Admins like this, are idiots.

The Mewe group that this relates to, I decided to remove my posts. And remove my uploaded PDF's and printable handouts. They are my own property, if I feel like I no longer want to share these with the group, I do have the right to remove my own stuff.

The Mewe group admin took offence to this and kicked me out of the group. It's his group, he has the right to do what he wants. If he wants to run it like a dick, then he has full rights to be a dick.

For those who want to have access to all my pdf's (free) and partake in a group that covers ALL aspects of Science Fiction gaming (board games, miniatures, TRAVELLER and other sci-fi RPG's) feel free to join my Mewe group. The Chat is disabled (to prevent spam) but feel free to post.

LINK TO: Sci-fi RPG Adventures Mewe group



Sunday, 14 March 2021

Campaign Coins

 


So I pulled the trigger on some interesting items on Ebay. This one struck me as something which, to me, is more of a collector's item, however provides a bit of perspective to my players of Numenera.

These are all metal, and of really good quality. There is no pits or mis-forging here. Each coin is very detailed and perfect.
I would highly recommend using Campaign Coins if you want to use some quality items for tokens, or bennies or even for use as money for in-game shenanigans.
You also get a nice pouch to carry them in.
These are "Official" Numenera coins provided via the blessing of Monte Cook Games.




Saturday, 13 March 2021

Numenera: Edge of the Sun

 An interesting book at 160 pages.

Makes for an interesting part of Numenera as a whole, as well as gives the GM a broad canvas to use in conjunction with his/her existing Numenera Campaign,

Definitely built for a more experienced party of players whom have explored enough of the Ninth World to know what's going on, the adventures provided can be something stewing until a later date. HOWEVER, GM's having knowledge of what's in this book will be able to lay out a whole host of hook-lines and sinkers, dropping crumbs of knowledge and potential motivations for the more powerful NPC's the players may face during their lower to mid levels. 

The information given in this book provide key motivations to certain NPC's that players could encounter within their primary years of adventures. As I'm going to do my best not to spoil things for player-readers, the GM can expect a lot of reference material on this new location, along with the types of lifeforms that could be encountered. There is also a lot of "Jade Colossus" influence as well. Random tables galore for the exploring, and a lot of cyphers geared towards the exploration to be had.

What lays on the edge of the Sun does have an important purpose. It's not something the players may have to worry about... now... but there will be a need to have the players eventually face the unknown, buckle up, and become prepared to decide the fate of the Ninth World in this one.



Is it worth getting?

A clever GM will find this book motivating. It will give the GM some aid in giving the ENTIRE Numenera campaign a significant finale. 

As it stands alone as a book, it would seem a little "too much" to just plop players into it. The GM's best bet with this book is to read it over, understand what is at stake for the Ninth world. Then use this knowledge to build adventure arcs with the current array of powers that interact currently with, or eventually with, the Players. Mold ideas of what the Enemies of the Players might know of this plot, and have these Enemies work to their own ends to achieve their goals in the Edge of the Sun. 

Depending on how much you may use Varjellen, Visitants, or even the Octipoids... each one of these, the GM could devote some motivations towards the plot of this book... creating some clever and twisted arcs... and space battles... skies the limit.

But it will take some considerable note-taking for the GM and thought... but it's a good exercise for the brain, and this book will give you some fuel to work with. 

The book is worth it for the potential it unlocks for having an really cool ending of a great campaign.