Wednesday, July 3, 2013

Meet the Party


I'm back in Poland for a few days. Which means it's time to move my D&D campaign a bit. I have little time left to the session, so just take a look at the images I picked with the party to illustrate the concepts behind their characters. FYI we play a hacked version of LOTFP.

Adam is playing Sarif, the Puma Rakshasa (like an elf, but with specialist skills instead of the fighter benefits). What he looks like:


What he wants to look like:




Jack is a nameless Kuo-Ta (I made them in to humanoid frogs working like vulnerable clerics with benefits):


I imagined them being leaner, a bit like this guy:
 


Julia is playing Ian-Aku, a nomadic female barbarian from the East (aka Fighter):


I imagine here character as something in between, except she fights with an axe (the 'female barbarian' imagery is extremely homogenous, do something about it internet!!!).



Sunday, May 19, 2013

Wednesday, January 2, 2013

The Good, The Bad, The Goblin

I'm back in Polandland for the holidays so me and my buddies decided to put a game together (read: I run it, they run amok).


I decided there will be 3 'factions' in the dungeon I will run. Here's the scrapbook for stocking it.

The Good



maxarkes.deviantart.com









The Bad




    windmaker.deviantart.com



    I have no idea, who drew the last image, but I love how he/she/it made the lizard men look like slavers from some empire, rather than cavemen!

    The Goblin


    I always really liked the art direction Magic: The Gathering took with portraying goblins, especially in earlier editions. They can be zany, scary, serious and simply stupid, but somehow there is a feeling of an overarching theme that makes them memorable.










    The first and last pic gave me an idea. Perhaps there are two kinds of goblins? The green 'long nosed goblins' are underground dwellers. They are generally smarter and more advanced. The 'tall goblins' are taller and have more of a greyish skin tone, they are the nomadic riders from the east.

    Also, while looking for the links to the MtG images, I found a newer card called Goblin Battle Jester. I don't care about the artwork, but the idea of 'battle jesters' is here to stay.

    Thursday, September 13, 2012

    I'm a what?

    A wizard! That's how I feel, since I arrived to Edinburgh for my Msc in Philosophy of Mind.

    I haven't been updating, cause I don't have the time to DM so there is not much to blog about.
    However, I'd be very keen on playing some ODD!

    Do you know about any groups running a game in the city of David Hume?


    Thursday, January 12, 2012

    Congregation of Wizards

    Hello! I'm well and stuff. Took a long break from blogging in order to play more.
    To amuse you here's a picture of three deans of some polish universities at some ceremony meeting. The guy on the right is the head of an art school, but you could have already guessed that.



    Not pictured, the head of the computer school sacrificing a virgin.

    Monday, April 11, 2011

    Music Monday: Mutant Future Inspirations #2

    This is going to be a short one. Today, my lovely Julia showed me a brĂ¼tal article about Botswana's metal heads. Whithout further ado, here's what my (and every other) post-apocalyptic setting lacked all along.

    Here's a little sneak peak.



    This guy's nickname is Maximum, probably cause you can't get much more awesome.

    Monday, April 4, 2011

    I still roam

    Correct me if I'm wrong, but it seems like it's been almost a year away from blogging for me. Although I haven't planned this break to be so long, it was the right thing to do.

    Several things have changed in my attitude towards blogging. I no longer feel compelled to post at any regular rate, not to mention the daily rate of the OSR core, though I will try to drop a few during a month.

    On a side, note my personal life is in perfect order, thank you.

    Now, since it's still Music Monday...

    SAVIOURS

    They are a really awesome old-school metal band, very appropriate for the old-school RPG community. I saw them live last year and they really kicked ass. If you like the Sword (minus Warp Riders), early Slayer and Witch, I'm sure you're gonna love them.

    Their last record Accelerated Living has a quite hideous cover (unlike their previous release). But somehow it reminds me of old D&D art.

    Enjoy and see you soon.

    Tuesday, August 10, 2010

    Music Monday: Ugelmann

    This weekend I went to Krakow to see Converge and Kylesa. It was areally good show, and we got to be at the front of the stage when Kylesa played, Julia even managed to get Laura Pleasant's pick.

    However this post will be a about the first supporting act - Kvelertak (Norwegian for "stranglehold").

    Imagine how AC/DC would sound, if they were from Norway and that's really it. They are a fun mixture of punk, hard rock and black metal, covered in a sauce of viking themed lyrics sang in a clattering language. They can put on a really good show and instantly won the full appreciation of the audience.

    Here's how they sound (and look):

    What I really found interesting is, that for a reason unknown (at least to me), they have an owl thing going on. There is an owl on every piece of their merch, as well as on the Baizley designed cover of their debut album.


    The owl theme goes so far, that at some point of the show, their vocalist put a rubber owl mask on his head. It was really weird, but also kinda cool.

    Since there is no photo, just try to imagine the dude from the vid wearing this.

    I like owls and I like the folklore surrounding those birds. So here is what I brew up on the train:

    Ugelmann

    A man with a head of an owl. I see him as a norse rendition/commentary on the minotaur myth.
    He lives deep in the forest, perhaps in a natural cave or rock labyrinth. The sages and tale spinners from villages on the borders of the forest say that he was once a powerful warrior-wizard who was cursed by the gods of nature. Others claim he is a man who was elevated by the Mother Goddess to be her husband...

    It is uncertain wether he is a positive or evil entity. Some legends say that he is an immortal protector of the forest, other picture him as a mischevious being who follows his duty only because of a powerful curse. Whatever the truth is, some bits of information are present in all tales of the Ugelmann.

    A random sighting of the Ugelmann is an omen of near death (of the person or a close relative). Ugelmann's curse or blessing is that upon laying eyes on any humanoid, he sees how it will die.
    It is widely believed that he posses great knowledge and that some seek him out to gain insight into the future. Anyone who seeks out the Ugelmann can ask him one question, but will be asked for a favor in return. This favor is an oath and anyone failing to fulfill it will be killed by the Ugelmann.

    It is often believed that Ugelmann observes people living on the forest borders, this is why many mothers prompt their misbehaving children, by saying: "Be good, or the Ugelmann will take you!".

    Monday, August 2, 2010

    Music Monday: Mutant Future Inspirations #1

    I am behind with posting my second SAGE request, but since I wasn't the only one writing it and I'm kinda tired and decided to leave it for tomorrow.

    Instead, I give you the first of my planned series on my MF campaign inspirations.

    Since it's Music Monday (the alliteration day) here are some videos that are both visually and sonically responsible for how I play MF.

    Let's start with something weird and perhaps unexpected for those familiar with my previous music references. If you can't stand synthesizers or electronic music, I recommend muting the vid (but do watch it).





    Here's something completely different, though the video is also animated. I once heard or read that "Queens of the Stone Age owe as much to Black Sabbath as to Beach Boys". I agree. And that's exactly why they are here. I chose this particular song, because to me, a MF adventure should have the dynamics of a drug trip. It should be really weird and full of surprises while possessing some twisted inner logic. Some fear and joy should also be added into the mixture.




    A good MF adventure should have at least one pair of tentacles (or at least tendrils) in it. As an aesthetic statement. It should also be a bit like a b-class horror movie.




    This is a very obscure, yet very good band called Fiend Without a Face (after a 50's s-f flick). It's a side project of Mastodon's guitarist - Brent Hinds. They play a very weird mix of surf, psychobilly and grind? They put out only one record, which has been out of stock for a long long time, but I think it's downloadable somewhere off their myspace. Definitely worth checking out!





    Speaking of Mastodon...





    As I said before, I really like to build my MF sessions on both - the retro-stupid fun and post apocalyptic horror. Here's a band that really helps me achieve the second thing. I really like Grails, they're like Pink Floyd, just less radio friendly and more intelligent.





    Finally, this list would be incomplete without this brilliant vid.


    Tuesday, July 27, 2010

    SAGE #1: The Horror, The Horror

    This is the first of my two Secret Arneson Exchange Gifts. You can find the second one here.

    I was asked for: "I d love for someone to write me some cool horrific scene. Though more the subtle and disturbing horror (think Ringu) than simply gore."

    And I thought, cool! I also thought, why just write a scene? Why not give everyone some tips and tricks on how to build tension and scare the shit out of players?

    There seem to be several methods of scaring, that I have read about and used throughout my career as a DM. I will try to describe 3 of them. Each will be illustrated with an in-game example, or a scene.

    1. Level and Point technique.

    This is a very simple and useful technique and is often used in movies. It's based on gradually introducing plot elements that raise the level of fear and tension in players.

    One example of such method of building levels of fear would be locking the players in an dark chamber/house/mansion/dungeon. In the middle there is a single burning candle with a letter/note which reads:

    "When the candle burns out you're all gonna die".

    This is a sort of a fear perpetum mobile. At first the players will feel safe and explore the possibilities open to them, but as the candle gradually burns down their efforts will become more hectic and chaotic.

    When the DM decides the level of fear is high enough, he can use the Point Technique by introducing a sudden event that will instantly and unexpectedly bring the fear level to the maximum. Ex (assuming the players are in a chamber):

    DM: "Suddenly, the door's open. A gust of wind blows the candle out!... You are now in complete darkness."

    Get it?

    Here's a more narration based implementation of the Level/Point method.

    Layer one (mild, should spread over several hours): The players watch morning news and hear about strange and brutal murders happening in town. Later one of them reads a cover-story in some local newspaper on the same topic. They see flayers about a missing person, etc.

    Layer two (more on point, but still vague and long): Players leave a bar where some drunk guy told them a story of a strange wolf that killed his friend many years ago. He seems to have seen it again a year ago in the mountains.

    Layer three (short, intense):

    DM: " You are walking home and it's cold. You start to miss the warmth and cosines of the bar. Suddenly you, you feel a horrible smell... A smell of something... Animal... Inhuman....

    Point (DM plays a cassette with a wolfs' howl): A howl comes from the ally you've just passed!

    Please note: once you decide to introduce another layer and turn it up a notch, it's very difficult to keep up the tension. One method I recommend is using a second point. For example: After the players fight the werewolf or whatever it was in the previous illustration, the tension will naturally fall. Let the players feel victorious for a second, make them think it was the end. And than strike. In the above example, after the players defeated the monster, this should follow:

    DM: "You are breathing heavily, looking from one to the other. You're alive, you won. it's all over... Suddenly you hear a howl, than another and another joining in... Whatever you killed, it wasn't alone!

    2. DM Acting

    If you really want to scare your players, it's important to learn to act well. And I don't mean acting out Torgo.

    What I understand under the term, is using the words and voice together when narrating. It's not just about what you say, it's about how you say it.

    Try to use your voice like an instrument, learn to use it's dynamics to your advantage. Whisper and make the players move closer to hear you and shout when something sudden happens. If you want to make the players feel the pressure speak fast and leave them little time to decide. Finally, use rhetorical questions and play with them.

    For example, the players are escaping a horrible monster through some dungeon.

    DM (fast): Suddenly the tunnel splits in two, right or left?
    P1: Right!
    P2: Left?
    DM (rising his voice): The grunts behind your are getting louder! You turn back, and you can almost see the beast's shadow around the corner!
    P1: Right!
    P2: No, Left!
    DM (shouting): It's there! It's right around the corner, you can see it's shadow and the outline of it's tentacled head!!!
    P1 and P2: RIGHT! WE GO RIGHT!
    DM (softly with an ominous smile): Are you sure?..

    3. Breaking the 4th wall.

    This is the method which is already present in the previous example. But really, this is just an augmentation of the two previous methods, since it doesn't work on it's own.

    The point is, to do something unexpected. As you might have noticed, throughout this post I was talking about scaring the players, not their characters. This is because I believe that any true attempt at scaring and building horror, must appeal to the players themselves and not their characters.

    Even the most basic type of fear present in RPGs - the fear of dying, is not really role playing the PC's emotions, it's the player's fear losing the character. So why not go further and simply scare the players themselves? That's what breaking the 4th wall is all about.

    Here is a real life example from the game of Cthulhu, that I DMed a few year ago.

    The players were investigating a strange murder case in the Cracow of the 20's. We played at night, with candles. In game they just broke into some apartment. Inside there was a single candle burning. With a note. As they read the note (exactly as in point 1), I put all the candles in the room out. Except for one.

    The atmosphere got really creepy and I started speaking in a hushed voice. The candle flickered as they went through the room looking for clues. When I felt they were about to do something to release the tension, I screamed that the door opened and blew out the last candle.

    In the silence that followed, whispering, I started to describe the horrible stench they felt coming into the room. When one of them was about to speak, I suddenly reached across the table and touched his cheek, shouting that something just moved next to him!

    It was a rampage, the guy got up throwing the chair back, shouting about how he tries to get out of the room, the other one followed and freaked out when I grabbed his arm.

    After that one scene, they had to stop and smoke a couple of cigarettes. We finished the game that night. With all lights on.

    ___________________________________________
    Discalimer: The point and level examples aren't mine. I did use them in game as described, but they are taken from an article written by Michal Marszalik and published in Magia i Miecz, in 2000. It was the main inspiration behind this post.

    Wednesday, July 21, 2010

    The Beloved Rogue*

    So there is this thing about thieves. Some OSR people think they are completely disposable, others will defend the rogue or 'specialist' with their lives.

    In my opinion this feud seems to be a bit on the stupid side. Thieves are fun and they bring more variety to the game since they allow players to do something else than only fight, cast spells or cast spells while fighting.

    The usual objection to the use of thieves is their Find Traps skill. Many seem to think that it tends to kill the "player's wits over character's skill" vibe often associated with old school game-play. I think it's a largely artificial problem that can be easily overridden by modifying the player's attempts at finding traps depending on the description of their actions.

    The point is I like thieves (though I'd rather call them rogues). Period.

    What I'm really getting at is that I also like bards.

    In my 3ed days (and earlier) I often played bard characters and really enjoyed it. I also remember that I was shocked when long time ago, while reading Zak's blog, I found this:

    "(...)but the idea of a D&D class defined by the fact that it plays music seems fundamentally dumb to me. Just be a thief/fighter multiclass and be over it. You can have whatever job you want when you're not killing monsters."


    For a long time I couldn't understand why someone would hold such a bizarre opinion, since for me - playing a bard was always fun. It allowed me, as a player, to cast illusions, stand my ground when fighting, and on top of it all, charm NPCs into my bidding.

    On the other hand, I always hated the portrayal of bards being trained at colleges and being part of specialized organizations. Seriously what a load of bullshit. My bard characters would always represent the oral tradition archetype, be it a Norse Skald, a Celtic Bard, or a Greek Aoidos.

    Only recently, triggered by a cheap pulp novella I was reading on the train, did I realize why I really like the bard. The truth is, that it's not the class that I really like. It's the idea of poetry/music/art having magical powers that allow the artist to actively alter reality. It's the humanity old myth of the artist (in this case a musician) as a creator, that really inspired me to pick up the bard class in the first place. Interestingly enough, it's not really present in the class itself.

    This is because the bard class is mostly based on the Magic User/Wizard mechanic. The "bardic" element is usually specified by the ability to use, what 3ed dubbed, Bardic Music, which has never been done well and in the 3rd and 4th was just dumb. The class itself doesn't really introduce a new minigame, or a new set of opportunities. It just emphasizes the role playing element of the game. And you don't really need a new class for that.

    This is why I decided to abandon the bard and stick with the rogue. In fact any class can be "the bard" if it's built around an idea to role play it as one. The fierce Skald from the north might be a figther, while a Celtic Bard might mechanically be a druid. It's all fine with me.

    The before mentioned novella helped me to stick with this decision, as it features Francois Villon as a background character. Now, I am well acquainted with his poetry and it's socio-cultural context, but I have never really investigated the biography of the poet himself.

    Turns out, little is known about his life. But what little information survived is enough to illustrate my point. The point is, that the greatest poet of 15th century France was a backstabbing, dagger slinging and gold stealing rogue. So why can't the player characters be (mechanically) rogues with (role-played) love for some dirty verse?

    ____________________________________________
    *The title references this. I highly recommend it.

    Tuesday, June 29, 2010

    Mutant Past

    This is a writeup of a session that happened over 3 months ago! I wanted to do it for a long time now, but been unable due to my laziness/schedule. Still, it was so much fun that, even after so long, it still feels like it happened just a week ago.

    It started with me and Julia trying to convince our friend Adam to play some D&D with us, since we knew he has played RPGs in the past. He said that he would like to, but is afraid that he's gonna kill it, since he always had problems with immersing into the game world. I told him that random jokes and bursting into laughter is nothing bad, but he wasn't quite convinced.

    That is when I devised a master plan to lure him into gaming with us.

    Since I was already pretty stoked about playing some Mutant Future I decided to kill two pigeons with one rock (or whatever that idiom is in English) and use the gonzo atmosphere of the game to convince Adam. Knowing what he likes, I showed him one illustration form MF handbook (the 50's astronaut sheriff riding a giant spider-chicken from page 23) and said: " Hey dude, look at this! Maybe that's what you'd like to play?"

    He obviously laughed and said it's an awesome idea, but he was still kinda nervous about it. I told him not to worry, that we're gonna have loads of fun. Finally when an opportunity appeared, we met at my house.

    We started in a most peculiar way. By rolling a joint (another step in my plan to make us feel relaxed and comfortable) and deciding when to order pizza, since the time pepperoni hits the gaming table is crucial to the whole evening. Order it too early, or too late and the game might be delayed/interrupted/suddenly ended by the heaviness caused by the cheese. We settled to eat and smoke in the break between making characters and playing.

    And so character creation begun, while the joint lay on the table like a loaded Chekov's gun.

    It soon became clear that we won't really need it. Choosing races and rolling mutations was enough to bring us to our knees and laughing to tears.

    Adam quickly picked a synthetic android (though I tried to tempt him into making a robot on custom rules), but Julia couldn't decide whether to make a mutant plant or an animal. I decided that they can create two characters each and pick the one they like better, keeping the other as a back up since I still felt a bit uneasy with new monsters and not knowing how fast they can kill the party (a party of only 2 mind you).

    Julia ended up with a nameless palm tree (thanks Jeff):

    Str: 14 Dex: 17 Con: 16 Int: 14 Wil: 12 Cha: 10
    Hp: 49 AC: 7

    Mutations:
    • Aprehinsile Tendrils (Dex 10)
    • Radioactive Emissions (150ft./10d6)
    • Pituitary Deformation
    • Density Alteration
    • Meta Concert
    • Echo-location
    • Unique Sense (smell water for 1 mile)

    Pretty badass, isn't it? Her second character was no less awesome. It's a wolf, with wings and Vampiric Field, Killing Sphere and Control Weather mutations!

    Adam was less successful with his rolls (and yes, I made him roll for mutations, cause it's funnier that way). He set out to create an assassin android, but this is what he ended up with:

    Mr. Apple, Synthetic Android

    Str: 14 Dex: 15 Con: 13 Int: 13 Wil: 11 Cha: 6
    Hp: 50 AC: 7

    Mutations:
    • Chameleon Epidermis
    • Optic Emission (3d6)
    • Aberrant Form (large legs, twice the speed)

    In other conditions, this would be a great character, but compared to Julia's doom bringing dendro-carnivores, his was kinda weak. I was trying to cheer him up by telling him he's rolling mutations that are in line with his original idea of an assassin, but than he rolled those damn funny large legs. He ended up drawing a huge all-star sneaker as his character pic.

    His other character was also quite on the other side. It's a duck that spits napalm!

    After we finished filling out character sheets and buying useless equipment (like a dog for an android, about which we forgot instantly), we took the aforementioned break. We ordered pizza, chilled for a couple of minutes and smoked that damn joint... This was a mistake.

    You see, I especially made it extra light, so that it would just loosen us up and not send us flying under the ceiling. But the moment we started playing and eating pizza, all hell broke loose. In a good sense. Though I was the DM, I felt like watching Mutant Big Lebowski (and not because of drugs).

    My players simply blew me away. The dialogues between the Palm Tree and Mr. Apple (aka the cowardly assassin android) were just pure gold. Every several minutes we would all roll on the floor laughing, because of something we would say. It was also the first time in my life I was afraid someone might choke to death on pizza.

    Still, I feel that drugs had nothing to do with it. Mutant Future is just a great game and after the game we agreed we didn't need any superficial help in having ultimate fun.

    I won't reveal much of what happened during the session, as I used some great stuff from this blog and my players might go back there. Let me just say, they were running away from giant anthropomorphic ants.

    What I can say though, is that they solved a mystery of who's killing people in a small mutant western town, run by Roby - a sheriff that's a blend of those two guys.

    Everything played out great. There were moments of genuine tension when the players where investigating an abandoned, supposedly haunted house. And some comedy relief when they found out that the strange creatures living underneath the house are actually cowardly Cockroachoids who will sell them the information they need for a nice load of shit.

    In the end, both Julia and Adam were screaming for more and that's what is a measure of a good game. I think that, with the exams out of our way, I will try to go for a full on session in a bit darker tone. Still, for retro-stupid gaming, MF is probably unbeatable!

    Session Quotes:

    Me: " You see ...."
    Julia: " I HAVE NO EYE'S DAMMIT!"

    2 minutes later

    Me: " You are walking down an old, squeaking staircase, it's pitch black and you can't see..."
    Julia: "For fuck sake man!"

    close to the end of the game

    Julia: "Hey man, what happened to your dog?"

    Sunday, June 27, 2010

    Another Lame Entry

    After making bold statements about my posting plans, it was obvious that I had to fail, . Somehow I didn't realize how tired I will be at the end of the exam session. Still, I have prevailed and so did Julia. We pretty much owned everything.

    To celebrate I cut my hair, changing it from something like this, to something that can be most closely described as half mohawk.

    I was surprised to find that it enraged my father to the point of telling me that if I want to continue living in my family house, I will have to pay rent. And that's just ridiculous.

    So I am on the verge of finding a stable job and moving out. And being fucking poor...

    Still, I am in high spirits. I feel that, paradoxically, this is a healthy turn of events.

    I am also planning on finally keeping this blog up to date, though some minor fallbacks will surely occur due to my present situation.

    Next post: Mutant Future!!!

    Saturday, June 12, 2010

    Sailing stones gather no moss

    I'm back! Though the exams aren't over yet and there is still some work ahead of me, I decided to come back to my blog and give it a bit of a makeover.

    The other reason for this and the upcoming entries is that I accumulated a lot of ideas over the past month and I don't want to loose them. Thus, I'll gradually try to improve my posting rate over the next two weeks.

    Here is a quick one, that came to me while I was customizing my template.

    I've found the new title photo on Julia's tumblr. It pictures the phenomena known as Sailing Stones. Here's what wikipedia has to say on the subject:

    "a geological phenomenon where rocks move in long tracks along a smooth valley floor without human or animal intervention. They have been recorded and studied in several places around the Death Valley, where the number and length of travel grooves are notable. The force behind their movement is not understood and is the subject of research."
    Awesome?! Hell yes, but it get's even creepier:

    "Speed is an unknown variable. Since these stones are rarely transported and nobody has witnessed the movement, the speeds at which the rocks travel are not known."

    That's right, nobody has ever witnessed it, even though there were many attempts to observe or record the stones movements.

    For me it sounds like:

    The Secret of the Sailing Stones

    Long time ago, a powerful being of unknown origin ripped the veil of time and space, entering the material plane. Scholars still argue about the origin of the being and it's impact on the world. Some say it was a god, others claim it was a demon and few claim it was neither. Though the dilemma has long been labeled as impossible to solve, it is agreed that those long gone events were the source of an ancient legend, that a Great Evil has been turned into stone and than shattered into a million pieces, so that it could never regain it's power.

    To this day, magicians and foolish merchants embark into the Clay Desert to collect blocks of black stone-metal. The stones are said to move in mysterious ways drawing strange shapes on the surface of the desert. Many have died in search of the moving Death Stones (as they are often called) and it is said that some men have been found crushed in their sleep by stones that moved overnight, while others, blinded with greed, chased a single stone for days using up supplies left for the journey back.

    In common speech the material from the stones is known as Death Metal. It is rumored that it can produce blades that can cut through steel as if it was flesh. However, few such weapons exist as it is widely believed that Death Metal is cursed and any weapon made out of it will eventually betray it's wielder and get him killed. Stories about slabs of the material disappearing over night, or weapons moving on their own only strengthen the fear and prejudice against anyone in possession of such artifact. It is a common saying that "No man can wield death itself and live".

    Tuesday, May 25, 2010

    Music Monday: The Heart Of The Sun

    Finals, essays and my father's broken collar bone are still kicking my ass. I So I'm gonna just share some inspirational music with you.



    And a modern rendition:



    Now back to academics...

    Monday, May 17, 2010

    Music Monday: Power Octet?

    Ever since I hit it with my axe stated airing I was wondering: how long one does one encounter last at their table? Zak answered it the other day:

    "On the other hand, a combat round is about a half-hour real-time of moving and deciding and rolling (twice that when Frankie is playing)"

    Yup, just as I've suspected. Even if you are an octopus DM, it's simply impossible to have fast combat when playing with a lot of people. It made me think about my experiences with various group sizes. I came up with this analogy. It's stupid, but illustrates the problem well.

    Gaming groups are like music groups.

    Yeah, you saw it coming, didn't you? However, if you have any music playing xp, then you know it's true.

    If you're in a band, it means you have to go to band practice regularly, same with a stable gaming group. Needles to say, everyone should be excited and stoked about sitting in a small, stinking practice room, otherwise the "band" won't last long. The Golden Rule of Everything also holds. You don't want dicks in your band, just like you don't want them at your gaming table.

    If we take this analogy further, we'll arrive at the notion of the DM as a producer. He is the guy who should pull the strings and set up the playing environment in such way, as to get the best out of each person in the room.

    Just like there are many types of producers, there are many types of DM's. Some like to partake in the creative process, give hints, or even play instruments. Others step back as soon as the shit starts rolling. They let the musicians do whatever they want, while they take care of the technical/logistic side of things (we call it sandboxing).

    However, weather we are talking about a bunch of musicians or just some friends sitting at a gaming table, in the end it all boils down the dynamics of the group/band. Every single person should know their place and let others do their own thing, while still having fun and expressing themselves in their own voice.

    So here's how I think the dynamics of a gaming group might change depending on the number of people involved. Please note, I don't count the DM.

    Solo

    Going solo might be the hardest of all possible configurations. The spotlight is on only one person and either she has balls of steel and cool ideas, or everything crumbles into oblivion.

    What's more important, this type of gaming seems more intimate than the others. Both, the person running the game and the participant, should trust each other and feel comfortable with what they're doing. Especially since the player is forced to act, for if he doesn't participate no one else will propel the game.




    Duo

    On one hand this configuration is easier than the previous one, since the DM doesn't have to hire any "session musicians" to help out the players. It also takes the responsibility of being the only player.

    On the other hand, DMing for two people doesn't differ much from running a game for one person. Most of the problems are still very similar and game balance is still an important issue, especially when running it old school.

    However, one thing that may become present in a duo game (and is completely absent from a solo game) is the ego factor. For example, an experienced player my push a newcomer from the spotlight. Still, from my recent experiences I can say, that a pair of good friends at the table can be a recipe for a very successful game.






    Power Trio

    This is probably my go to line up. Both musically and in D&D. It offers versatility and enough space for everyone to make themselves comfortable. One person can play many roles without limiting the choices for others. The one thing I noticed is that there seems to be the least problems with ego in this configuration. Even if someone gets out of control, the two remaining players team up to put him back into his place.





    Quartet, Quintet

    Pretty much the same as a power trio. The only problem specific to such a line up occurs, when two, or more players occupying the same slot in the group start competing. The problem is that it's hard to provide two traps next to each other in order to keep two thieves entertained etc. Such situation has to be simply talked over, many solutions are at hand.





    Sextet, Septet, Octet...

    The problem is that the more people are at the table, the more likely is there to be an ego conflict. The DM has to divide his attention between all the PC's equally and this may often lead to people actively "marking" their willfulness to act by shouting, waving, hurling dice etc. It's very amusing, how mentally stable individuals can transform in a group.

    The other problem is that fights (and here we go back to the Zak's quote) become super slow. The strategic element usually is exaggerated and people tend to get bored while waiting for their turn to roll. Additionally game balance is once again compromised (and I don't mean it in a 3ed sense). The problem is that a party made up of seven first level characters has huge "firepower", but can't take much damage. And rerolling characters for 4 people can really kill the whole session.

    The bright side is that the case of several people sharing a class isn't a problem anymore. Why? Because almost everybody in the party has a double!

    Big group gaming isn't for me apparently. And yet, there are people who can pull it off. I salute you.




    I have heard rumors that in the old days before the empire, there used to be parties of 12 people? Seriously? What was the largest group you've ever played in?

    Wednesday, May 12, 2010

    The Imagination Dealer

    As you already know, Frank Frazetta died yesterday. He passed away leaving behind a huge body of work, that will outlive most of us and continue to inspire generations to come.

    Frazetta, like no other visual artist, awakened my childhood imagination and influenced my approach to the RPG hobby (even though I didn't know it was him at the time, back then I was only familiar with his Conan covers). Although his paintings are full of epic themes and pulp adventure, I think it's important to take some time and look closely at some of his works. Because the fundamental question is:

    How the hell did he paint that moss?!

    Monday, May 10, 2010

    Music Monday: It gives me the Shiver

    I feel quite bad for not updating this blog as often as I'd like, but since the end of the academic year is closing in, I don't really have much choice.

    I will try to catch up with writing up my recent Mutant Future games, but I will only do it as a break from writing papers on academic subjects, so the posting rate might be very slow.

    Moving on to a more pleasant subject.

    This weak I decided to share a very obscure band and record, namely the San Francisco's Shiver.



    Very little is known about the band or it's members. All I could find, is that the band was "brought together" by an Austin born drummer, who moved to San Francisco. Apparently they had a strong street cred and played for both - the Haight street hippie fairs and Hell's Angels biker parties.

    Although the names of the band members are nowhere to be found, this little fun fact somehow survived the test of time:
    "At one point they even had a singer with an iron hook for a hand, which he could use as a slide for his guitar, or for more violent purposes."
    How cool is that?


    This obscure band managed to produce only one album - a live, 1972 street show performance, that was recorded onto a 2-track and than pressed vinyl! Without any studio mastering or overdubbing!

    Thanks to such primitive treatment, the record sounds super raw and has a punk intensity, without losing it's psychedelic dimension.

    Here's a clip with the opening track, however it's quality is much worse than of the record, so I highly recommend looking it up on the net.

    Tuesday, April 27, 2010

    This isn't the post you're looking for. Move along.

    Yesterday, when I was adding your comments, some of the already existing ones disappeared. They came back today, but it made me think that the whole comment moderation is utterly useless.

    The blockade is off, but play nicely... or daddy will have to punish you!

    Monday, April 26, 2010

    Music Monday: Scary Monster (A Super Creep)

    I really like David Bowie, but he gives me the creeps. Maybe it's in the differently colored eyes, his ageless androgyny, his aloofness? For some reason, he always seemed like a being from a different plane of existence (planet?), who came among us for reasons inconceivable by our primitive brains.




    And what's with those alter egos? Perhaps Ziggy Stardust and The Thin White Duke were just means of concealing the fact that David Bowie himself is just "an alter ego" for something more than just David Robert Jones?
    Still, the past decade or two, seem to pose he is a human after all. The last couple albums are by no means a match for his canonical works. Time seems to have finally caught up with him, but even as his looks start matching his age, a strange grin of satisfaction becomes more and more visible.
    What I am aiming at is that David Bowie is a perfect elf. Or at least he suits my vision of elves perfectly.They are beautiful, intelligent and talented in magic, yet they seem to be cold, unemphatic, inhuman. They are respected as much as feared. They can produce wonderful works of art for which many would, and indeed - do kill, even though those objects seem deprived of passion and are rumored to push their human owners into depression and bipolar states.

    Bowie's career seems to form an arch parallel with the history of elves in my game world. From the unknown and obscure beginnings, through the rise to power and a plunge into decadence. As you might remember, my elves lost their immortality and age, here are some pics illustrating the process.

    Finally, rumors circulate about The Sons Of The Silent Age. A powerful organization of elves, who haven't abandoned the cause of The Supreme Being.