Our 200th Episode Celebration is live!
This episode Sean and I share a special piece of feedback, each share our top 25 games of all time, announce our biggest giveaway ever, spend some time with the chatroom, thank all of our Patreon patrons and more!
Our Latest Podcast Episode Is Live!
Check out "The 199.5 Bonus Episode" where we review Dulce from Stronghold Games, share where we have been, talk about Star Trek Games, the hate for Catan, family games over Zoom and more!
We also set the date for episode 200! Which we will record live on March 8th, which you aren't going to want to miss!
https://tabletopbellhop.com/podcast/ep199point5/
We better find out where we can get cats sometime in the next 30 days.
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Licensed CC BY-SA
Jupiter's Ghost is free culture collaborative science fiction.
https://intergalactic.computer/
Saturday NEA Gamers Guild is holding a library game day in Jonesboro and Sarah and Kier will be helping with that while Megan holds down the fort at Eclectic Geekery. I am looking forward to visiting with family both this Saturday and next when we'll take the drive to Walnut Ridge for more visiting and Just Quest.
https://www.facebook.com/events/1176261366287803
Cast Of Characters
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Ari is a human healing sorceress who is bossy and good at reading people.
Caper Tobbins is a halfling bard who is likable.
Tude is Ari's pet wildcat who is protective and obnoxious.
Clairen is a friendly bouncy dwarf.
Edge Bravestone is a cautious, friendly fighter.
Wyleth is a soldier who was raised on a farm.
Snurgi Snurgison is a dwarf who is a fighter and a poet.
https://weirdandblue.itch.io/hearth-and-hillside-home
First we rolled up elevenses from the Sweet Treats table. Caper rolled Tart rhubarb pie with clotted cream and an extra flavour that everybody either loves or hates and Ari rolled Sticky honeycomb fresh from the tallest oak this side of Woolshod Hill which Caper had recently rescued from the bees.
They went to see old Took where Caper bought the pony with the magic ribbons and also bought some light tack for the pony.
Then back to the Inn to see the people they rescued. They now realize they have been thrust 400 years into their future and are at a loss. Ari suggests they make furniture since antique furniture from their era is valued. Turns out a couple of the men are furniture makers and most of them have carpentry experience. They decide to go into business making genuine reproductions with the slogan, hands from the past.
"I was a water elemental and one night I took to gaseous form to explore the dry land near the river. I got in a fight with a mage and his magic crossed my fey magic wrong and I got stuck in gaseous form. That's how I became Mister MistMeister."
"Time doesn't mean much to me so I don't know how long ago this happened. Later a party of humans wandered into the mist. They were lost and distressed. I liked them and I didn't want to hurt them so I froze time for them."
Ari and Caper have been campaigning together for over 30 years.
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Caper's Pony
from FREE*SVG
https://freesvg.org/cartoon-pony-color-drawing
Dancing Fairies
Adventuring in Tobbins Shire at Eclectic Geekery on June 18, 2022
On their way back from Mr Muffin's Second Hand Store Ari, Caper, and Clairen met Edge Bravestone, a cautious fighter. Caper said "Well met" and invited him to his hobbit hole for elevenses. They had a floral mix that, when steeped, thickens the air with love and tea infusing aromas from across the Four Marches.
Caper mentioned that he had heard of an interesting tree across the river in Wilken Woods and when everyone said they were up for a hike anyway off they went.
They took a short cut along the riverbank and soon were crossing the bridge and entering Wilken Woods, a magic forest. Ari and Caper had been to the tree before so Caper led the way, a little over a mile on the road and then a slight veer to the north following a barely used woods trail.
Soon they came to a large oak tree with some owls perched in the upper branches and acorns covering the ground. Caper gathered a bunch of acorns in a pile and stirred them with his finger and up popped an acorn man who said, "We are acorns from the sentient oak. When met with intelligent interest we wake up and talk. The sentient oak can talk too but time runs slow for him. We acorns can understand him but other living creatures cannot."
Caper continued talking to the acorn man and Ari, Clairen, and Edge gathered acorns together. Soon they were all talking to acorn men.
After talking about the tree, the owls, and everything (including fairies) Caper's acorn man stepped to the fore. He said, "We need your help. There is nothing we would like more than to lay on the ground and wait to be an oak tree. But acorns lying in the shadow of a sentient oak cannot grow. The owls sometimes help by carrying acorns or acorn men to other parts of Wilken Woods but they never cross the river. We would like to expand our horizons and answer our constant conundrum, which came first, the magic forest or the sentient oak trees?"
Caper said, "I know just the spot.", turning to Ari, "Remember the hill above the mist where we rescued those people from the past?"
Ari agreed that the hill would be more than suitable. Caper said, "We have some unfinished business there too and maybe we can make the misty valley safe with the help of Clairen, Edge, and our new friends, the acorn people.
So each of them carried an acorn man on their shoulder and trekked back to Tobbins Shire and then up the road leading to the misty valley.
When they got to the top of the hill they could see the mist in the valley below and the two ancient houses on either side of the road. The acorn men loved the spot and they jumped onto the ground and ran in different directions looking for a nice place to lie down and wait to be an oak tree.
Caper filled everyone in on the danger of the mist while he started boiling water for tea.
"Ari and I drank this tea before and then we braved the mist and pulled about 20 humans out and guided them to the top of the hill. They wandered into the mist 400 years ago and when we brought them out it was still the same day to them. It wasn't until the next morning that they began to believe they were 400 years in the future."
Everyone wanted to solve the mystery of the mist and dispell the danger.
Ari pulled out a bag of tea and four cups. Caper made the tea and poured it. Ari stirred each cup with the silver wand King Groad had given her in feyland.
"So drink this down." said Caper, "It's not safe in the mist and we don't want to be waking up 400 years in the future, if someone comes to rescue us."
Ari said, "The tea protects against fey magic and when enhanced by the fey magic in the silver wand it is very powerful protection, indeed."
When the party entered the mist it was Edge Bravestone that started a conversation, calling out to the mist believing there was a persona involved.
The mist was soon showing multiple faces and waving hands. Although his conversation was disjoint and punctuated with oooos and ahhhs here's the essence of his story.
"I was a water elemental and one night I took to gaseous form to explore the dry land near the river. I got in a fight with a mage and his magic crossed my fey magic wrong and I got stuck in gaseous form. That's how I became Mister MistMeister."
"Time doesn't mean much to me so I don't know how long ago this happened. Later a party of humans wandered into the mist. They were lost and distressed. I liked them and I didn't want to hurt them so I froze time for them."
"Later on two of you came into the mist and took them off. I don't know why you weren't lost and distressed. I tried to freeze you in time anyway but it didn't work."
"And now here you are back again with two others. I like you and I'd like to keep you but my magic isn't working on you again."
Caper kept an eye on Mister MistMeister while Ari, Clairen, and Edge tried to come up with some ideas to fix things. Disperse the mist? Turn it back into water? What kind of spell could do something to a water elemental?
Ari said, "Ah, but you forget, I am Arimeth, and I am not new to this game." She picked up a D20 brandishing it in front of us and then she made it disappear. It reappeared on the floor and it was a 5.
Checking the Entirely True Tales From Beyond The High Hedge dice table we read.
The Dwarf-King’s royal artisan has a secret technique for brewing molten metal into heavenly spiced mead.
Clairen the friendly bouncy dwarf is still a dwarf and she could read between the lines. Maybe we need to get Mister MistMeister drunk. That seems to solve most problems for dwarves.
That got Caper's attention. He tipped his hat to one of Mister MistMeister's many faces and said, "I believe we're going to help you out in a bit."
Then he led the party out of the mist, to the top of the hill, past the resting acorns, and on towards Tobbins Shire to get a keg of ale.
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Dice tables from Hearth & Hillside Home
https://weirdandblue.itch.io/hearth-and-hillside-home
Please share.
https://archive.gamerplus.org/blogs/post/950
It's from humble seeds like these that the hobby grew into what it is nowadays.
Origin Story
Donald Saxman played in a "medieval fantasy campaign" under Mike Ford, an apparently very creative gamer who would have assault guns as often as dragons in his fantasy games, not to mention "over two dozen alternate universes, each with its own natural laws and historical motif". One of those alternate worlds was a world populated by comic and pulp novel heroes. Rules for this latter one were a pastiche of rules adapted willy-nilly from other games since at the time there were no rules specifically for that genre. Saxman, inspired by Ford's campaign, embarked upon a course of making his own set of rules for the superhero genre.
The Book
Superhero:44 is a self-published 48-page booklet printed on plain white paper with a pale brown cover made of light, matte card stock. It is so much a DIY labour of love it hurts: the text is obviously typewritten and pasted into place for reproduction. The art—which is surprisingly good for the era and budget!—is all black-and-white line art which ranges from barely-better-than-doodling to quite impressive set pieces, with more toward the latter. (About one page in three has some kind of art on it.) One nice touch is that each artist is individually credited for each work on each page.
Reproduction of the text is imperfect (to put it politely) and can be a bit of a strain to decode. (The later, expanded, Gamescience publication of this game as Superhero:2044 is much easier to read despite being in smaller text.)
There is a one-page foreword, sixteen pages of background, eight pages of "player setup" rules (character generation and coverage of character planning), six pages of combat rules, eleven pages of "handicapping and patrol" rules (for which q.v.) and four pages of costs and salaries.
The Rules
Being, as it is, a game made by early gamers who still hadn't quite sussed that role-playing games and wargames are different breeds of games, this game has many of the flaws of early games (like the original Dungeons & Dragons, as a matter of fact). Concepts are introduced in an order that seems a little quirky to people who are used to modern game writing, and there is a focus on things which have been deprecated or fallen entirely by the wayside in modern games.
That being said, it also has quite a few innovations which people today might find surprising coming out in 1977. This is, after all, a year before which there were only three published RPGs: Dungeons & Dragons, Metamorphosis Alpha, and Empire of the Petal Throne. In this year Chivalry & Sorcery was first published, as was Traveller. This is when the first book for Advanced Dungeons & Dragons was published, as was the original "blue box" of Dungeons & Dragons. This game predates Runequest and Gamma World! (Which is to say that there is a reason why this game has some oddities when viewed by the modern reader.)
So lets dive in and look at both the innovations and oddities, shall we?
Background
While not really counting as an innovation at this point, it is still unusual that Superhero:44 has a (for the time) detailed setting. Before this only Metamorphosis Alpha had a (very sketchy) setting, and Empire of the Petal Throne had a(n extensive) setting. Many games published after this one, well into the 1980s, had no setting provided, or one that was so sketchy (like Metamorphosis Alpha's) that it made little difference.
The setting for Superhero:44 is Earth in the year (unsurprisingly) 2044 in the fictitious city of Inguria, "the city of the future". This setting is intentionally kept small as an introductory set from which borders a campaign can spring out into a broader world as desired. To cite the author's intent:
Superhero '44 can be played on many levels. The handicapping scenarios can be enjoyed as short games in themselves. With the use of weekly planning sheets and patrol result calculation Superhero ' 44 can be maintained as a campaign over a long period of time. It is also possible to use the combat system to play specially designed scenarios, commando raids, or situations actually taken from comics or novels. In the ultimate form it can be successfully combined with other similar games and inject novelty into other campaigns.
The island (Shanter Island) holding Inguria is located in the west Pacific in the area of Korea. It's "future" history includes an Indian-Australian war and a six-day war in 2006 that's strongly hinted at being nuclear in nature. In 2032 first contact with aliens from "Formalhaut" ...
You know what? This is too much information to pack into a review. Basically Inguria became the centre of "Formian" presence on Earth and also a hub of "uniques" and other crime-fighting (and criminal) types' activities. In a few short pages the background covers history, technology, psychology, economics, politics (both earthly and with the aliens), and geography. It's very densely packed with overview information: quite a shock for a game self-published in 1977!
Player Setup
Characters in Superhero:44 are defined by seven "prime requisites": Vigor, Stamina, Endurance, Mentality, Charisma, Ego, and Dexterity. As a capsual summary, Vigor measures health; Stamina measures ... a lot: "offensive and defensive hand-to-hand righting ability, as well as the ability to run fast, hold one's breath, etc."; Endurance measures resistance to injury from various sources; Mentality covers intelligence and education; Charisma covers looks and strength of personality; Ego is the mental version of Endurance; Dexterity covers speed, reaction time, balance, hand-eye coordination, etc.
Huh. No measurement for strength. What an odd oversight. It probably shows up in the powers or such, right? (Foreshadowing: nope.)
Further, characters are members of one of three groups: Uniques (think Superman or the X-men), Toolmasters (think Batman or Iron Man), and Ubermensch (think Tarzan or, if you squint right, maybe Captain America).
To make a character, first a background has to be written up (!), and a character type selected. Then the prime requisites are done up. By point assignment.
This is, to my knowledge, the very first published RPG with a purely point-assigned character generation system.
There are three steps in assigning points.
1. Each character gets 140 points to distribute over the 7 prime requisites. Each prime requisite must have at least 1 point after all the steps are gone through, but there is no upper limit.
2. Each character type gets modifications to prime requisites. Uniques get +20 Charisma, for example, while an Ubermensch gets +20 to Endurance, Vigor, Stamina, and Dexterity, but -20 to Mentality.
3. At the discretion of the referee, a single, very specific +50 bonus can be given in a limited area. For example a character may be given a +50 bonus to Vigor, but only vs. firearms.
And here, too, not only do we have the innovation of a point-assigned character generation. We have the vestigial beginnings of full-blown advantage and disadvantage systems:
Some powers do not adapt well to this system, and alternate ways of representing abilities are certainly allowed if they can be quantified in some manner and do not unbalance the game. Plus and minus additions on attacks may be given. Characters who accept weaknesses or disabilities (kryptonite, for instance) should be rewarded with extra power.
This is in 1977!
In case this onerous task of coming up with a background and 7 numbers is too much for the player to comprehend, the book helpfully provides three sample characters, one of each type.
Then it ... goes a little weird. It goes straight into the "weekly planning sheet". No introduction of the concept. There's no game system talk yet aside from some tables showing the effect of (some!) prime requisites at various levels. It just jumps from character generation (and prime requisite levels) into:
Each week each character must submit a planning sheet to the referee. This sheet should tell the status of a hero at the beginning of the week. The referee uses this information to calculate how many and what kind of crimes are encountered during the week. He determines the result of each encounter, totals the rewards and bonuses, and notes any lawsuits, injuries, or captures before returning the sheet to the player.
And in the introduction the writer posits this as the default play, recall. The planning sheet (which also doubles as a character sheet) is literally a schedule of when the character works, goes on patrol, changes in pecuniary circumstances, health issues, crime stats and ... well ... everything that in a more modern game would be played out live, not once a week by paperwork. Very odd.
Then, finally, it gets to what we would consider the main body of rules (and entire point of the game!) these days.
Combat
OK, I'm being a little bit sarcastic. Obviously the point of RPGs isn't just combat. It is telling, however, that in most RPGs the rules for combat are long and detailed and the rules for social interactions or other non-combat forms of conflict are sketchy (if present at all) and vague.
This game doesn't have that problem. It has no rules for anything that's not combat, really. Combat is detailed and everything else is basically non-existent except in passing, like a drive-by shooting of rules only using whiffle balls instead of bullets.
So let's deal with what's actually in the rules before we look at what's not there except in very brief passing.
Combat is divided into turns. Each turn has one round for each player or group. In each round, a player (or group) may move twice, attack twice, or move once, then attack once. (Never attack once, then move once.) Attacks are one of four kinds: direct physical attack, transformation (?), mental attack, or projectile attack. Mental and physical attacks are resolved using a universal combat matrix where a 3d6 roll must exceed or equal a target number, but transformation attacks are resolved using their own procedure on their own table.
The rules on initiative and ordering are confusing and contradictory. Each turn has a round for each player or group. Movement is simultaneous, but people with higher dexterity go first. And then the sudden introduction of "phases" in the middle of a sentence changes the nature of the system entirely. Damage is supposed to be applied at the end of all players' rounds, but the phases are such that someone is guaranteed at least one move before they're injured. Despite damage applying at the end of all rounds.
The rules are not clear and not well thought-out, I'm trying to say. (And I haven't even yet addressed the way powers are addressed or—foreshadowing!—aren't...)
Intermission: The full combat sequence is documented (for want of a better term) in a half page of badly-written and inconsistent rules plus a small handful of simple tables. The total rules for this section (including damage, healing, and movement) amount to six pages, equally lacking in rigour. This is very much a disease of old school rules, traditional dating back to the original 1974 Dungeons & Dragons rules. As with that venerable rules set, instead of offering the oft-derided "rules for everything" it offers "rules for almost nothing, but what it does supply rules for is inconsistent and baffling".
Physical damage is done to vigor, to endurance, or to both. Losing vigor represents actual injury while losing endurance represents pain and shock. Different classes of attacks have different mixes of vigor or endurance loss and offer different modifications to stamina for the attack chart. Projectile damage has the added minor complexity of dealing with locations hit.
Mental attacks don't do damage: they're instead illusions, mind control, etc. and once successful just continue being successful until circumstances change.
Transformation attacks are a catch-all category that includes actual transformation (like into stone, say), making lighter, heavier, or phased out or such. (There is no real guidance given as to what that entails.)
Movement is dirt simple: you have a number of "inches" you can move per phase. An inch is either 2 metres (10 second turns, the usual), or 500m (30 second turns, larger scale). Your movement comes from a combination of your stamina, your species (if applicable), and any tools you may use to perform movement.
Oversights
While we should cut the game some slack, seeing as it is the first game of its kind ever, it needs to be pointed out how little this game actually provides in its rules. I mentioned earlier that we saw vestigial advantages and disadvantages, but I glossed over just how vestigial, reserving this for when the rules got introduced.
There are no powers listed. At all. Any references to powers are mentioned only in passing. They're mentioned, for example, in the sample characters:
Apollyon is a master of disguise and of computers. (His 50-point bonuses are gained in these areas.) His favorite disguise is that of some master criminal he has recently thrown into the power screens. (This MO raises his To Locate handicap somewhat and helps to balance out his high Prevention score.)
West has developed a weapon that disrupts matter and can be set to stun or completely disintegrate . It almost al ways works, so he is sued only aoout once a week.
Charmer uses her fifty charisma points as a mental attack and can force humans (only) to follow her vocal commands. Obedience is always literal and immediate. She uses this power to get money to hire investigators.
They're mentioned in passing in some rules:
Certain special powers may alter the sequence of combat. For instance, Super-speed will allow multiple attacks in one round. Some projectile weapons are capable of more than one shot per round. Players with high dexterity may be able to attack in more than one manner in a single round. Some kinds of attack require more than one turn to take effect.
This is an attempt to change the defender into some different object through magic, supertechnology or some unique power. Transformation may be to stone, ice, an animal, or may mean "phasing out ." It also may include making heavier, lighter, etc.
There is nothing systematic in coverage of these. There's not even any words of guidance for how to assess impact and balance of these. It's almost all Referee fiat (which is another disease of the old school gaming world).
And I can't really cut the game slack for this since there have been better rules written before this set. Yes, RPGs as a concept were new. Game rules, however, are game rules. We've done better before this one by over a century.
Handicapping & Patrol
This forms the bulk of the actual rules of the game, and it is very telling what that signifies. The default mode of play is something more reminiscent of GDW's 1975 proto-RPG En Garde. In the handicapping and patrol system, the handicap is a score from "10 to 80" formed by adding together eight values ranked from 1 to 10. (I'm seeing math problems here...)
The scores are in prevent, locate, stop, capture, convict, leads, damage, injured/captured. Prevent is a measure of the character's patrols preventing crime from taking place at all, locate is a measure of finding crimes, capture is a measure of capturing criminals, damage is the tendency to cause collateral damage, etc.
These scores are used to design handicapping scenarios in which all eight areas are to be "tested".
Note, that this is the very first mention of handicapping scenarios and it offers no definition of what that is. It's an adventure. Probably. How do we know? There's an example of one and by inference...
"By inference" is a lousy way to deliver rules, in my opinion. This is, again, a disease of the old school game seen time and again in the era.
Handicapping scenarios, however, are only the lead-in to patrols, which is a paperwork-intensive system (the paperwork having already been introduced, recall) in which the handicapping scenario is used to set the flavour of overall patrolling based on the handicaps the scenario set to determine the outcome of the character's patrolling. The recommended rate is one weeks' worth of patrolling calculations per one week real play time. The outcomes of this system include monetary expenditures and income, injuries sustained, lawsuits, etc. In brief what would be the goal of actual RP in modern designs is relegated to a few dice rolls and calculations in the background, rather like En Garde's campaign system.
Unlike the slipshod, inconsistent, incomplete combat and "handicapping scenario" rules, however, I cut the patrol system some slack. This is an early RPG and was written at a time when RPGs were still largely considered a branch of miniatures wargaming. The systems provided are not to my taste (and likely not to the taste of many modern RPG players), but they are well-written, well-communicated, and do what they were intended to do.
Costs & Salaries
The rules close off with the traditional-for-the-times obsession with equipment lists and monetary costs. Some of this builds up on the patrol system (salary, litigation, etc.) and some of it is just said lists. It's a mercifully short section with simple, comprehensible rules.
Final Thoughts
And this brings us to the important part of the review: the one that answers the Three Questions:
1. What was the author trying to accomplish?
2. Did the author accomplish this?
3. Was it worth accomplishing?
The author was trying to write a set of rules for a specific style of half-skirmish level miniatures, half-old-timey RPG game that covered a genre that had not yet been covered. And in this, once you filter for the times (where the entire notion of an RPG hadn't yet solidified!), he was largely successful.
It was not an unmitigated success, however.
While many of the "flaws" of the game can be accounted for by virtue of time-and-place filters, the complete lack of any kind of sensible guidance for superpowers in a game of superheroes is largely inexcusable. I'm not looking for Champions-esque hyper-detailed book-keeping (oh GOD no!), but it would not be out of place, in a game about superheroes with superpowers, to have a few pages devoted to discussions about superpowers and how they might impact game play.
And then there's the bizarre omissions! They name-drop Superman ... but the rules don't have anything related to strength. Even back in 1977 the notion of "strength" wasn't an unusual one. The three prior-published games had the notion and the game published the same year (Chivalry & Sorcery) also did. How did the author overlook this?
And the fact that the rule are internally inconsistent or outright wrong (1×8=8, not 10!) in many places is also a pretty big red flag.
So was it worth the effort?
Superhero:44 has an important place in the history of RPGs, being first in an important genre, but its place is marred by the poor delivery of the rules and a design decision that put it out of the path of where the hobby eventually grew. In my opinion the first really usable superhero role-playing game was 1980s Supergame. (I'll bet you thought I was going to say Champions!)
Our granddaughter Liz joined Vivian and myself at Eclectic Geekery to play Just Quest. She's playing a dwarf, Clairen, who is friendly and bouncy.
We woke up in Caper's hobbit hole and had a fine breakfast. Roughly-chopped turnips, baked crispy brown and served with a selection of chutneys. Also Beastie-shaped roast veggies that create visions of long-forgotten magic.
Then Caper served a sweet treat, A suspensefully swaying tower of sponge cake, liqueur, orange pieces and custard, topped with a layer of syllabub cream. (Now if I just knew what syllabub is)
Clairen wanted to head to town and make new friends so off we went. On the way we met Pogbert Piper blowing spectacular smoke rings in his garden. His smoke looked like soot from a roaring black hearth.
We all heard the ghost of the shire making smart ass comments about the game. (When we are playing in Tobbins Shire and a non player kibitzes they are providing the voice of the ghost of the shire.)
Not to be outdone Caper asked Pogbert for a pinch of bacca and he started blowing smokerings resembling long-gone monsters. He blew a huge ring which floated above their heads and then he blew a Gryphon that flew through the center of the ring.
Caper played a merry jig on his flute and every one was tapping their feet or hoeing in time to the music except Clairen who was bouncing up and down.
Then on to town and a visit to Mr. Muffin's second hand store. Clairen bought a yellow headband. Caper bought a black saddle for his pony. Ari looked at a brown saddle for her brown horse streaked with white but she wasn't convinced she needed it. Then back to the hobbit hole to try out the saddle. When they passed Pogbert Piper's garden he was nowhere in sight. Probably inside for elevenses, which made Caper start to think about what they would eat for elevenses when they got back home.
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We played using the dice rolling tables in Hearth & Hilside Home, Being a book of pastoral pleasures for Halflings and Bigfolk alike.
Thanks to Ducalisto for joining us at Inspired Unreality open game chat. We discussed fantasy and scifi gaming systems.
https://archive.gamerplus.org/newsfeed/4414
Hairy Larry
https://archive.gamerplus.org/user/hairylarry
I wrote a new program called Plain Text Blog and it is what it says.
Install the program and put your text files into the text directory and it all becomes a blog with permalinks, rss feed, table of contents, and automatic link detection.
It's cool.
Here's Hairy Larry Writes using Plain Text Blog.
https://hairylarry.rocks/writes/
I rely on it.
VENGEANCE TAKEN FOR KINDRED UPON KINDRED
This situation has four necessary components. I'll address the need of some of them after the list. First and foremost there are the two obvious: Guilty Kinsman and Avenging Kinsman. Less obvious than these two, however, though equally necessary, is Remembrance of the Victim and the Relative of Both.
This situation is fraught with raw anger, mixed, likely, in equal parts with sorrow. Families traditionally have a tight code of conduct with trust being at the foundation of it all. Breaches of that trust lead to extremes of emotion: both anger at the betrayal and sorrow at the need for revenge.
There is a lot of dramatic potential here, but it only works if the relationship of the two Kinsmen to the Victim is remembered explicitly. It can't just be mentioned in passing. It must be wallowed in for a while to hammer home just how important the relationship was. Further, to amplify just how out of place this situation is, another family member related to both Kinsmen needs to be there to react and try to mitigate or mourn as appropriate.
It's a heady situation and it comes in a few flavours.
1. A parent's death avenged upon the other parent.
2. A child's death avenged upon the sibling.
3. A parent's death avenged upon a spouse.
4. A spouse's death avenged upon a parent.
Now personally I think all of them involving death is a bit much. There are other situations that could invoke this kind of wrath. But let's bear with it for now. There are thirty-two more situations to go through after all and maybe what I'm looking for here is available in other situations!
In role-playing, this situation would be difficult to integrate. Not impossible, but difficult. The hardest part would be getting players invested enough in their families to actually have that aforementioned betrayal and sorrow to rise up. If you can pull it off it will likely form sessions that become the "stories of lore" in gaming groups talked about years later in hushed tones.
There's another option, however. It would be easier to integrate one or more PCs into the role of Relative of Both and still make the RP meaningful and connected. Alternatively the PCs could be people outside of the family, but associated in some way with one or more of Victim, Other Kin, or the two Kinsmen. These outsider views may not quite give the visceral grip that being one of the main elements would have, but they will, if played out with gusto, still form good, satisfying RP.
VENGEANCE OF A CRIME
In this situation there are only two necessary components: an Avenger out to wreak revenge, and a Criminal upon whom vengeance shall be delivered. This situation can almost be viewed as the reverse of DELIVERANCE or SUPPLICATION, in that the Avenger could be the Persecutor or Threatener while the Criminal could be viewed as the Suppliant or the Unfortunate. The difference lies mostly in sympathies: in DELIVERANCE/SUPPLICATION the victim is sympathetic to the onlooker while in this one the victim is viewed negatively. (Of course playing with viewpoints could have this be a parallel dramatic situation and the resolution could have the story start with VENGEANCE OF A CRIME only to have it, via a mid-plot reveal, turn into DELIVERANCE, say.)
There are three primary forms of this dramatic situation.
1. Vengeance for direct injury upon persons valued by the Avenger: kin and friends, for example. The nature of the crime can one of violence (death or injury), one of honour (which would include seduction in most cultures) or other such personal injury.
2. Vengeance for more abstract injuries like crimes of property, deception, false accusation or other forms of calumny, or even vengeance for having been robbed of an opportunity for vengeance. (The opening sentences of "The Cask of Amontillado" would be an example of this type: "The thousand injuries of Fortunato I had borne as best I could, but when he ventured upon insult I swore revenge.")
3. This one is an odd one out: professional pursuit of criminals. Think cops and detectives here. While it seems a little oddly out of place in this heading compared to the others, the same dramatic tensions exist.
Vengeance is a dramatic potboiler in RPGs! In the first two types, it's going to practically spring up by itself in a normal campaign as the femme fatale steals the vital gem, as the orc tribe that massacres villagers the players had grown fond of finds it bit off more than it could chew plus a thousand more things.
That being said, however, that third odd duck out has serious potential for driving campaigns. Picture the PCs as an investigatory team sent out by the powers that be, or self-motivated (for mercenary reasons, or others) to hunt down criminals. An old west campaign, for example, (even if it's the weird west or such) could have the PCs be lawmen or bounty hunters quite easily, and such professions would exist almost anywhere.
Similarly, even in places like Ancient China or medieval Europe you often found magistrates who had personal investigation and enforcement arms (even if the methods were ... unscientific) who would solve crimes. Moving this into an RP scenario would not be difficult.
So never underestimate the power of vengeance and crime to drive RP in games!
Continuing in the series I'm calling The Thirty-Six, based on Georges Polti's The Thirty-Six Dramatic Situations (original version and a modernized take), today's situation is "deliverance" in which an "unfortunate" is rescued from a "threatener" by a "rescuer".
DELIVERANCE
In contrast to SUPPLICATION, in which the victim of a threat seeks to find succour from someone in power, in deliverance the Unfortunate, while under threat by a Threatener is helped by a Rescuer without beseeching such. The victim in this case is more passive, and the motivation of the Rescuer is motivated by something extrinsic to both of them, requiring no pleading to take action.
There are two main forms of this situation:
1. Rescue of the condemned.
2. Rescue of someone in dire straits by someone who is indebted or otherwise related to the victim.
What makes this situation ripe for RP purposes is the mystery of why the Rescuer is taking action on behalf of the Unfortunate. Why is the outlaw gang rescuing the hanged man by shooting out the hanging rope (as is a common trope in western movies)? (Maybe the outlaw is on a personal quest of vengeance against corrupt and vicious authority.) What has prompted a group to return a deposed queen to her rightful throne? (Perhaps it is the children of the queen who seek to restore her.)
And of course the PCs may have their own reasons for becoming Rescuers: anticipation of reward, say, or repayment for past good deeds received, or payment forward for the good deeds of others.
It's a bit trickier to have the PCs as the Unfortunate, however. Played with a light hand, especially if backed by prior RP (like, say, they gave hospitality to a wounded knight and nursed him to health), it can be a powerful moment, but played clumsily, without a good reason established in advance to call back to, it can come across as stripping players of their agency in regard to the threat. (A lot of the hatred of the dread GMPC stems from GMPCs being transparently used by the GM to show how awesome that character is by doing what the players can't. Continually.)
Of course, taking a turn for the darker, the PCs can be the Threatener, hunting down someone (justly or not) only to have a third party intercede and interfere. Will the interference be successful? Will they justify the threat they present and make the Rescuer back off or even switch sides? It could go any way with a good bite of tasty RP!
I recently thought again about Georges Polti's The Thirty-Six Dramatic Situations. Having found both the original version and a modernized take online, it's led me to a new set of blog posts I'm going to call The Thirty-Six.
So what is a "dramatic situation"? Often badly translated as "plot", strictly speaking a dramatic situation is what drives a plot. The plot is the resolution of one or more dramatic situations.
A dramatic situation is what motivates characters to do things, the things they do furthering a narrative that leads to a conflict which leads to a resolution of some form. Knowledge and application of these dramatic situations (and more: despite its claim to the contrary, Polti's book is not comprehensive—but it still has many more dramatic situations than all of the output of Hollywood put together makes use of!) can help liven up a story, give it verisimilitude, and make it compelling. And even in a gaming context where no single person has the power to force things down specific tracks, using these dramatic situations and the choices they present characters can be strong motivators in a role-playing game.
Today's dramatic situation is "supplication" in which a "supplicant" is persecuted in some way by a "persecutor" and begs for help from a "power".
SUPPLICATION
This situation needs three elements: a Persecutor, a Suppliant, and a Power. An additional element may be present in some situations: an Intercessor. Supplication comes in three main forms:
1. A direct appeal for assistance against active persecutors. For example a piously religious man may appeal to the ducal court because his religiously required activity is being banned by his local lord. Or people fleeing bandits who destroyed their village may appeal to their local lord for succour and vengeance. The key to this form is that the Suppliant is under some form of threat (physical, spiritual, social, etc.) from a person or group that seeks to harm or hinder them in some way.
2. A direct appeal for assistance against more abstract/environmental persecution. People shipwrecked appealing to a local tavern owner for room and board on a stormy night. The seeking of pardon for a crime committed and already prosecuted with punishment in effect. Even something as simple as begging for the right to die in a society that prohibits assisted suicides. In this variant the Persecutor is not necessarily a person. It is more circumstantial.
3. An indirect appeal like those above, but via an Intercessor. For example the religiously required activity being banned has drawn the attention of the spiritual leader of said religion who intercedes on the Suppliant's behalf, asking the duchess to overrule her vassal. Or in the case of the pardon, a prison reform group pointing to the Suppliant's dramatic change in jail which suggests that further punishment is meaningless and, perhaps, even counterproductive.
The role of PCs in this dramatic situation could be any of the principles: Power, Suppliant, Persecutor, or Intercessor. Or they could work as agents each thereof. For example in the case of the pardon, again, they could act as investigatory agents of the Power to establish if the Suppliant truly deserves a pardon or not. Or they could act as enforcers for the state arguing on behalf of keeping the prisoner imprisoned or banished or whatnot.
Next week on Monday November 15, GM Sarah will host a DCC one off. The game will start at 9:00 but we'll be their a half hour early doing game prep. We'll be done by 10:30 or 11:00. GM Sarah is a DCC convention gamemaster and she is one of the hosts at NEA Game Fest. They had a successful convention just last month.
https://archive.gamerplus.org/user/Sarah
A bard's songbook is like a magician's spell book in that it contains words of power, songs for wind, songs for rain, songs to make the fire burn hotter and warm the room, songs of companionship to warm the heart.
https://archive.gamerplus.org/blogs/post/797
Ari and Caper worked on Caper's Song Book last night on Inspired Unreality.
First we worked on a list of songs.
Song to make people dance
Song to make people alert
Song to make people like me AKA the opening numbers
Song of reflection
Song of hope
We renamed Song to make people alert to
Song of perception
tin tin aree tin tin aroo
look about look about could be you
jump about jump about one and two
tin tin aree tin tin aroo
and we wrote the lyric.
To be sung by the whole party twice through to increases alertness and perception.
The bard leads the song. The party sings it twice around. Just that helps. Some DMs may give pluses or advantage on perception and other pertinent rolls.
We had a great time and I look forward to filling in more blank pages in Caper's Song Book in the future.
Next week, Monday, August 2, is the first Monday of the month and we will be discussing Fantasy and Science Fiction literature.
https://archive.gamerplus.org/blogs/post/796
At his music, a strong breeze sprang up and the boat surged forth into waves of cold and green that threw salt spray onto their lips.
- Poul Anderson, from "The Broken Sword"
I'm working on a song book for Caper. A song for wind, a song for rain, a song of warmth, a song of companionship, a song to give you courage.
If you have suggestions for Caper's book please leave them in the comments. Or if you have favorite bardsongs from fantasy literature or gaming point the way.
As another famous bard sang in another era,
The answer my friend, is blowing in the wind.
The answer is blowing in the wind.
- B.Z.
Ari, Caper, and the Milyagon witch have been decyphring teas and potions from a book written in Witch's Chicken Scratch. They have been gathering their knowledge into an herbal listing medicinal herbs and teas found around Milyagon including magical plants found in Wilken Woods, a magic forest with fey inhabitants. Here's a start.
mint - refeshing tea good for stomach discomfort
rose hips - also good in tea with charismatic properties
rose buds - used in love potions
lavender - used in teas and creams, helps with sleep, skin, and pain
chax - used in teas and potions, good for muscle aches and relaxing
yaloleaf - used in teas and potions, good for congestion and head colds
yellow flax - used for pain, swelling, and as an appetite suppressant
red vermilion - a poison used in red paint for artists
sweet lemon - used in teas for flavor and stomach distress
panacea - a red berry growing on cliff walls, good for healing and nausea
nightmare - a dangerous herb that can cause hallucinations in battle
sleep seed - in a tea acts like a sleep spell
babble plant - in a tincture with alcohol makes you talkative
scratch grass - grows in great fields and causes itching, untreated it can cause damage
mushrooms harvested in the moonlight under the ancestor tree, used in a cream for the ogres bunions
lard - base for burn medicine
honey drop sap from the honey drop tree, The honey drop tree is called that because it exudes a golden sap, it is a good base for skin medicines
scarlet pimpernel - field of brilliant red flowers with an odor that makes you want to turn and run, boil in water and strain keeping the water to thicken and sweeten teas and potions, used for pain relief and nausea
opium flowers - powerful pain relief, addictive
willow bark - used like aspirin for pain relief
cloves - used in teas an potions for nausea, colds, and pain
mead, wine, whiskey have their traditional medical uses
To be continued with Caper's help
mushrooms
smoking herbs
That is the herbal so far. Although some of the Milyagon herbs have real life equivalents most are just made out of whole cloth and the Milyagon Herbal should never be used for actual ailments.
Continuing with this project I plan on adding more recipes to Ari's book written in Witch's Chicken Scratch.
https://archive.gamerplus.org/newsfeed/4145
Like workflow documentation isn't sexy. But also like workflow documentation is very important in any technical creative endeavor. Instead of waxing on about the joy of documentation I will include my Post Production and Upload document. Then at the end of the post I will address a few issues that the document raises.
HairyLarryLand Twitch Videos
Post Production And Upload Document
---
Log the show noting the songs in order.
Include song title, start time, end time, and other notes.
Star songs for video production. Three stars for extra promotion.
The show is logged from the twitch website so I am also doing quality control on the stream.
Produce videos of the starred songs in Openshot.
The assets are Title, Credits, and one or two clips.
Load a previously edited video as a starting point.
Save all the videos and the hard drive source recording in a dated folder, YYYY-MM-DD.
Videos are saved as song_name-YYYY-MM-DD.
After rendering each video I do a full viewing for pre upload quality control. I have found problems but even when there are no real problems I benefit educationally by another close viewing of my best performances.
Rename the videos adding NN_ as a prefix numbering the videos in playlist order. The playlist of all the videos produced for a certain date is a document of my performance on the twitch stream.
Take a screen shot from the first video and save it in the same folder as the videos. This is for promotion on the Live Music Archive and anywhere a photo is needed.
Use VLC to create mp3 audio files of each video.
This is done as a batch using Open Multiple Files and Convert.
Rename the mp3 files artist-album_title-NN_song_title where the album title is the date performed.
I do this using Thunar bulk rename which makes it easy.
Normalize the mp3 files with MP3DirectCut.
Make the song list in list.txt.
I do this by executing ls 0*.mp4 > list.txt in a bash shell and then editing the file with two search and replaces and manual editing when needed.
Make the notes.txt file for the Live Music Archive upload.
Copy the last show's notes.txt to the current folder and edit it changing the date and the playlist.
I now have all the assets ready for my file uploads.
Upload the mp3 files, notes.txt and the screenshot to the Live Music Archive.
The item ID is hlYYYY-MM-DD because this is recommended. Then the link will be like archive.org/details/hl2012-06-29.
Add the songs to my KGPL on demand internet radio station, HairyLarryLand Livestreams, at kgpl.org. I use a program I wrote to make it easy to add an entire concert. I also wrote KGPL and KGPL is GPL.
Upload the mp4 files and notes.txt to another item on the live music archive.
I use hlYYYY-MM-DD.video for my video link.
The mp3 files upload fast. The mp4 videos take longer.
At peertube.hairylarry.rocks create a playlist for the performance.
The playlist is called twitch.tv/hairylarryland June 27, 2021 with the date corrected.
Upload the videos to peertube one at a time.
I use a song.txt template for the song information so I only have to correct the date and then search and replace on the song title for each song.
I always add tags to peertube and the Live Music Archive. jazz, blues, piano, hairylarryland, twitch, livestream, etc.
After the video is uploaded add the link to the description and add the song to the playlist.
After all the songs are uploaded check the playlist
https://peertube.hairylarry.rocks/
Create a folder on the HairyLarryLand Nextcloud for the performance date.
Add the mp3 files and mp4 files to Nextcloud for download by collaborators and others. Also upload notes.txt and the screenshot. I can share these files by sending a link and I also include the link in the peertube descriptions. Create a markdown text file for each mp4 file and copy and paste the peertube description to that file.
https://hairylarryland.com/nextcloud/index.php/s/Z9RFW4QS6XGa3qo
All of this seems like a lot but it actually goes pretty fast and much of the time consuming part is unattended. Start the upload. After it's done do the next thing. I manage to keep up and I do three livestreams a week for 4-5 hours of video content total. I have streamlined this workflow to make this possible.
Promote the songs on Youtube, the fediverse, other social networks, websites, and blogs using the song links, playlist links, and download links.
Additional notes, issues not part of but raised by the procedure above.
---
Licensing - I license my songs Creative Commons Attribution which means anyone can use my songs in their projects as long as they include me in the credits. That's just me. It's what I do. Make stuff and give it away. When you make your decision about licensing I suggest you read through the information provided at the Creative Commons website. All Rights Reserved may not be the best choice for you.
Live Music Archive - I perform livestream concerts so the Live Music Archive works for me. If you are doing game streams, actual play, vlogs, cooking, or DIY archive.org also has a Community Video area which would probably be better for you. The Internet Archive is a library. Their service is free. They have embed code so you can share easily. They encourage sharing items on their site on other websites. All around double plus good.
https://archive.org/details/etree
https://archive.org/details/opensource_movies
Servers - Ok, I'm a computer geek. I did games and music before computers but computers were my career and they remain my hobby. I realize not everyone runs their own internet servers. So I recommend using archive.org as your primary server and then using Youtube and Tumblr or other web platforms for your daily updates and your pretty face. I also recommend the fediverse, programs like Mastodon, Friendica, Funkwhale, and Peertube. With these programs you can set up your own server but you don't have to. There are many fediverse instances with an existing lean to your area of interest that would be glad to have you participate.
If you want to run your own server I use two. The first is based on the famous LAMP stack, linux, apache, mysql, php. The second runs Yunohost.
Google lamp stack.
Best of luck in all your creatives endeavors.
Our little hobby is filled with intriguing oddities. One of the most persistent such oddities is our weird tendency to take what is already a fringe subculture and cut it up into further warring fringes.
In the '70s (and even a bit into the '80s) the hobby was divided into the camp of wargamers (themselves divided into board and miniatures camps, not to mention by era) and role-players. This is where I entered the picture, and I came to it from a direction radically different than most RPGers of the time: I came at it from my high school drama flake crowd, not from the wargaming crowd. I especially saw a lot of the disdain hurled at the role-playing fantasists crowd because I not only played them, I exclusively played them and really didn't like wargames.
As the great creative explosion of the '80s began, more and more weird divisions happened, usually in feuding camps based on genre (since most RPGs of the time still lived firmly in their wargaming roots). This was also the era where "realism" vs. "playability" became an argument (despite no RPG ever written being even remotely realistic, and most were only barely playable: this is a hobby that demanded a degree of dedication to enter and be a part of!).
The '90s started to usher in the era of the "story-based" game (although the earliest of these were barely distinguishable in terms of rules focus from Dungeons & Dragons). This is where the largest divide of role-playing games started and what is likely the largest single cultural shift of the hobby began, as typified by the (pretentiously idiotic) phrase "role-playing vs. roll-playing".
The earlier divides were arguments over taste. Something in the loudest of the "story game" crowd stepped over a line from discussions of taste into very literal notions of "wrong fun". In many ways it was the stalwart wargamer crowd's disdain of the role-playing crowd all over again, only it was the newcomers who held the most disdain. The peak of this was likely the essays of people like John Wick or, worse, Ron Edwards who would start bizarrely hinting at (and sometimes openly stating) some kind of moral failing of those who preferred original-style dungeon bashes. It reached the point that to this day I can't stomach the notion of actually buying a product published by some major names in gaming. (And, naturally, because we can't have nice things, a lot of OSR advocates are just as disdainful of people who play differently as are people like the two I named above. I'll just drop James Raggi's name here for that.)
And it was in the midst of this acrimony that sometime in the early '00s the OSR sprung up. (OSR is an initialization I've seen expanded as Old School Revival, Recreation, Renaissance, and other such R words to the point I'm not sure which one is actually canonically correct, so I will just be using OSR.) The OSR is a movement to return back to basics. Back to E. Gary Gygax's original D&D. To return to a time of simplicity. It's a movement born of people wearing pink-tinted contact lenses because—hoo boy!—this is not a good description of the rules of the time!
There is a reason why the original edition of D&D was not the dominant one over the decades and that reason is not just, as has been claimed, a money-grab by TSR and others.
To establish my credentials, I have been playing RPGs of all kinds since 1977. My first exposure to the genre was the 1977 "Blue Book" edition and I have backfilled experience with the original books, not to mention gone forward into both branches of D&D (Advanced and what would later become the Cyclopedia). I played through the explosion of creativity in the '80s, witnessed the rise of story games (playing many of them, though not the White Wolf line of Storyteller games—I hated those), and continued through to the present day where I play intensely story-oriented games (FATE, Spark, Mythic, etc.) as well as some OSR or OSR-alike games (most notably Mazes & Minotaurs). I am emphatically not a young-un telling grandpa what's what. I'm one of the grandparents saying what actually was.
And what actually was was a mess. Don't get me wrong. I don't judge the OSR and, indeed, I like its ideals: simplicity chief among them. I think modern games have gotten ridiculously and pointlessly complicated and as someone who works in marketing, I can even smell the marketing decisions that led to that. I would love to have a game in the old style to play (and indeed do in the form of M&M).
I just don't want to play the original D&D.
So let's talk about why.
I have open on my screen the so-called "White Box" set of rules. The three-volume set of Dungeons & Dragons published by Tactical Studies Rules in 1974 before they even had the TSR logo. (Their logo looked like a bizarre stylized 'K' embedded in a similarly stylized 'G'.) And already we're off to a rocky start. On page 5 of the first book (Men & Magic) we have the recommended equipment which includes ... Chainmail miniature rules, latest edition. Which, note, at the time of publication, wasn't even a TSR product.
Time to open another document. (Picture me rolling my eyes here.)
The current edition of Chainmail at the time would have been 2nd. The third was 1975, a year after D&D was published, while 2nd was 1972. So this is the version we'll go with.
Back to D&D. And here we get to the next problem with this edition of D&D (which I will refer to as OD&D from now on): the writing. It's atrocious. The information design is execrable. Gary Gygax had a large vocabulary, but he had no clue how to use it to deliver information. His writing style lies somewhere between the ponderousness of an academic frightened of clear communication because it would reveal how trivial the ideas under discussion actually are and a middle school essay writer earning his D+ marks throughout the term. On page 6, for example, under the heading of "Characters", he introduces the 3 main classes of characters: Fighting-Men, Magic-Users, and Clerics. Then, buried in the description of what these classes even are, he throws in the fact that fighting men can "include" elves, dwarves, and even halflings while magic-users can only be men and elves with clerics limited to men only.
(From the way it is worded it is easy to mistakenly think that men can only be magic-users and clerics, incidentally.)
In the section on Fighting-Men (referred to multiple times as "fighters" in the text because consistency in game terminology is for cowards?) there's a bizarre section irrelevant to the topic at hand consisting of base income for fighters of high enough a level. In the section outlining Magic-Users there's a sudden table of income costs for making magic items. In the section on Clerics there's more talk of income from high-level clerics and holdings. NONE OF THIS IS RELEVANT. The game is discussing stuff that comes at "end-game" (so to speak) for characters before they've even actually finished off what a character is and how to make one! It's very clearly written stream-of-consciousness and it's a chore to decode. THIS is why the Basic line was started and expanded into the Cyclopedia. Gary Gygax's writing style is just not suited to actually explaining things!
And it continues on and on in this vein: opening up with the classes, introducing the classes, and mentioning races only in passing, suddenly, on the very next page, right after talking about Clerics, races are introduced at the same heading level in a jarring transition. Each is defined solely by what it can and cannot do. There's no explanation of what a "dwarf" or "elf" or "halfling" really is. Maybe that's what you need Chainmail for? Yep. That's where the races are described. (Though there's no "halflings". Only hobbits.) Further the races' advantages and abilities are explicitly specified in Chainmail. You really do need Chainmail to play OD&D!
Alignment is handled in the same kind of slap-dash way: character types are defined by alignment, but alignment itself is not described (not even in Chainmail!).
This mess goes on and on. There's rules for changing character classes that reference prime requisites, but prime requisites for classes haven't yet been defined! (They do have the decency to forward-reference this, but this is utter crap information design. We've known how to write better than this for centuries before D&D was written!)
Once you do decode this, the rules for making characters are, indeed, very simple. It's just that the writing is so phenomenally bad that D&D rapidly became known as a game that you couldn't just buy and learn. You had to have it taught to you.
And one of the purported advantages of the aulde skool rears its ugly head here: it is explicitly intended (according to the introduction) to be merely guidelines. So what you were taught wouldn't transfer well to other groups…
Of course when you played, again you needed Chainmail according to the rules thus far. We're on page 18 of the rules and half the rules mentioned explicitly call out to Chainmail for resolution. Page 19 introduces the "alternative" combat system that replaces Chainmail's in which we see the beginning of the THAC0 system that was so beloved in later years. And again it's incoherent dross. The hit table only applies to fighters. Magic-Users and Clerics use different progressions mentioned in an asterisked footnote. This is also where the infamously bizarre categories of saving throws make their first appearance. To this day I don't understand these categories, why they were made, what they were intended to represent. I only know that it was really weird seeing rules in later editions say "save vs. paralyzation" for things that had nothing to do with paralyzation, just because those were the numbers the designer of the monster or trap or whatever liked best.
And of course the saving throw matrix manages to be incoherent there as well, interlacing levels and classes in bizarre ways making it awfully hard to figure out which is which when using it.
Anyway, I think I've made my point here. The rules were awful. They were incoherently written. They relied on an outside book (then published by another publisher!) to actually use. And on top of everything else, they covered so very little that, quite ironically, to use them meant the referee (DM being a later term!) had to make things up on the fly all the time. Just like the "GM fiat" games that many OSR advocates deride now.
They're god-awful rules!
And note, I'm not saying here that the rules should cover every possible contingency. In that direction lies madness (also known as Chivalry & Sorcery)! But what the rules should provide (and emphatically don't!) is a coherent framework for adjudication.
Now D&D has an excuse. It was the first game of a kind nobody had ever seen before. Dave Arneson and Gary Gygax deserve the accolades they get for having made it and popularized it. I will never cast shade on the giants who made the very hobby I love so well! But I absolutely will cast shade on the people who think that OD&D was the best of all possible times to the point of wanting to return to it.
Not casting shade in the "wrongfun" sense either, but rather in the "are you really sure?" sense. Because yes, there is a lot of the OSR vibe I love. I just don't like the game at the core of it and I think an attempt to return to that in specific, even if rewritten to be more coherent, is doomed to failure. I think there is room for the OSR concept: simple, fun-focused, hack-and-slash or exploration-oriented, pick-up-and-play games that also have room for depth and soul but that don't have a need for the millions of pages of rules for every contingency. For the concepts behind D&D, but concepts executed with now nearly 40 years of design experience to get it right.
My stream schedule has been changed. Tuesday and Thursday at 3:00 PM Central. Sunday at 5:00 PM Central. Some Sundays my band, Bebop Beatniks, will be streaming from the porch.
If you are producing videos from your twitch streams like I talked about in the last article most streamers post to Youtube. I have an active Youtube channel and I do post there but it's actually the 4th place I post and Youtube won't see every video.
It's important to have a posting strategy and a procedure that makes posting easy. I use a notes.txt file in a dated folder for the stream performed on that date. This notes.txt file is very much the same for every show. The playlist is changed. The date is changed, and occasionally comments are added. So I work from a template modifying it as necessary for each stream.
I also have a template for posting songs. Again I only change the date, the song title, and add an occasional comment.
So, for me, playlists are important. I deal in sets of short videos that are related, in my case all performed on the same day. So if you're going to produce highlights videos from your game stream you may want to put them in a playlist so viewers can go through all of them easily.
And here's where it gets kind of geeky. The first place I post my videos is to my own servers.
Most people don't run web servers at home so this probably won't apply to you but it is an option every production studio should consider because uploads to in house servers don't take nearly as long as uploads to The Live Music Archive or Youtube.
On my right I have the Hairy Larry Rocks server hosting my peertube.
https://peertube.hairylarry.rocks
On my left I have my MixRemix server that also hosts HairyLarryLand.
Let's say I played a stream and then I produced 4 song videos from the stream.
I number the songs based on their order in the set as logged in my logbook.
I create a playlist for the stream.
I upload each video to my peertube using the songs.txt template so I don't have to do a lot of typing. After it's posted I add the link to the video into the text and I add the video to the playlist.
This goes really fast because these large mp4 files never leave the house. Nevertheless, as soon as I am done the songs are available on the internet and I can click a share button to link or embed the videos.
On my HairyLarryLand server I have a file sharing program called NextCloud. After I have finished uploading to peertube I create a folder for the stream and upload all the video files to NextCloud. Then I create a text file for each song and copy the exact same text I used for the songs on peertube. When that is done all of my highest quality video files are available for download here.
https://hairylarryland.com/nextcloud/index.php/s/Z9RFW4QS6XGa3qo
Why both?
The peertube interface is user friendly making it easy for viewers to find and share videos. It is even possible for other peertube instances to include my songs for people to enjoy from there.
The NextCloud interface is a file manager where you can download the best quality videos as rendered by OpenShot. So if someone wants to collaborate with me or just wants to download best quality that's the place to go.
The song.txt template cross links both of these sites so it is easy to switch between interfaces from a Youtube like federated social network to an all business file manager for downloading what you want.
In the next article I will discuss uploading videos to the Live Music Archive and Youtube. I am also uploading mp3 files of the audio to the Live Music Archive and I plan on making them available on my on demand KGPL internet radio station.
d = /
o = o
u = u
w = w
hairylarry@curators.mixremix.cc
hairylarry@deltaboogie.comEveryone wants to buy equipment but nobody wants to think about workflow. Yet, without a well defined idea about anticipated workflow it's difficult to even know what equipment to buy.
One of the advantages of livestreaming is simplified workflow. For instance.
Prepare for the stream.
Do the stream performance.
Check your stats.
Twitch keeps your streams online and it's possible to download them if there's one you want to save. I press the record button in Streamlabs OBS and record everything. So I need big hard drives, video eats disk space. This is how workflow drives equipment purchases.
My workflow is more complicated because my livestream is also a video production environment. I am livestreaming my shows. But I am also producing song videos of me playing my original songs. This is where workflow is most important.
Because there's this thing about video production. It's time consuming. So if you're going to do a lot of video production it's important to simplify your workflow or you end up bogged down in post production. This leads to the dreaded post production backlog where you are unable to keep up and end up with unwatched video footage that you worked to make but will never see the light of day.
The only way I know of to avoid post production backlog is to finish with post before you produce more video. When your performance is on a schedule, like mine, Tuesday, Thursday, and Saturday at 3:00 PM Central, you have to be able to zoom through post production and uploading your videos. There is only two or three days until the next performance.
So here's my workflow.
Pre Production
Write songs.
Create backing tracks.
Learn the songs well enough to practice them.
Production
Perform the stream which is livestreamed over twitch, recorded on twitch, and recorded on my hard drive.
Post Production
Log the show.
Create the song videos.
Upload the videos to my peertube instance for easy viewing and to my NextCloud file sharing site for best quality downloads.
https://peertube.hairylarry.rocks/video-channels/twitch/videos
https://hairylarryland.com/nextcloud/index.php/s/Z9RFW4QS6XGa3qo
Promotion
Share links to the songs on my blogs, websites, and social media.
Upload song videos to Youtube or other websites.
I will do an article on promotion later.
Now I want to discuss Post Production and just how I manage to produce a handful of song videos every two days.
I watch the whole show on twitch logging the songs start and end times and marking the songs that should be excerpted for song videos. I add other comments while logging. Most commonly I note where the song video should begin because I don't always hit the groove right from the top.
This takes a little bit longer than it took to play the stream. Producing the log is only part of the purpose here. I am also monitoring my stream quality as viewed on twitch and I am learning from my performance.
For editing my videos I use OpenShot because of ease of use.
I load the stream recorded to the hard drive into OpenShot and I do a rough cut of the songs beginning and end.
I zoom in and fix the cuts to exactly where i want them. I leave the spoken intros and outtros where possible.
I use templates for my title and credits screens changing only the song title. I add them to the video and I place the fades to go from title to video and from video to credits.
This goes really fast. While I still have the song loaded in the editor I do a quality control viewing. Sometimes I decide the song isn't really good enough to post. Sometimes I choose different edit points. Most of the time I am happy with the song and deem it ready to upload. So besides checking the song I am also doing another learning pass listening again to my best performances. So I play the song, log the song and select it for post production, and then I listen again for quality control. This repeated listening may be the most valuable part of my piano practice.
Sometimes I want to include the spoken intro and then start the song later in the performance. This takes only one extra cut. To avoid a jump cut I zoom in on the spoken part so it's just a video of me talking. Then when I start playing I'm back to full screen making a very natural transition. Here's an example.
Bunnies
https://peertube.hairylarry.rocks/videos/watch/955242be-6dd2-45f9-b2cb-a09a49b15a1a
Here's a video from the same show without the zoomed in intro.
Eventually
https://peertube.hairylarry.rocks/videos/watch/ebdd8dcb-cfde-413d-b7ec-fbbad81d6e9a
Today's Monday. My last stream was two hours on Saturday. I logged the stream Saturday night. Sunday I produced Something Blue and uploaded it to KASU. So today I get to produce eight song videos. I know I will be able to finish this today, no problem, because of my streamlined workflow.
Because tomorrow I'll be playing another show.
Tonight on Inspired Unreality join Ari and Caper in their quest for mushrooms and tea. At least that's what we did last week when Ari's cat, Tude, found a book, Ari and the witch deciphered a tea blend from one of the pages in the book, Caper went to the woods to hunt for mushrooms, the witch brewed the tea, and when Ari and the witch drank the tea they became far sighted and could see Caper leaving the woods several miles away as if they were looking through a powerful telescope. What will happen next? Nobody knows. Because we're winging it.
https://archive.gamerplus.org/newsfeed/4113
Here's the good news for a change. The software needed to set up a twitch stream is free.
I am using Streamlabs OBS as my streaming platform. Before that I used OBS. These are both free software. I used OBS recording audio only podcasts but for my twitch stream I wanted to view the live chat as part of the stream, and not just see the chat on the twitch interface. Streamlabs OBS supports that so that's how I get my live chat on the left side of the stream.
https://streamlabs.com/
To display my tablet playing iReal Pro on the right side of my stream I use scrcpy, also free software.
https://github.com/Genymobile/scrcpy
I had to download and install a windows driver for my Zoom H6. No charge for the driver and the install was painless. I use the Zoom as an interface between my PA and my computer.
I am planning on implementing the ability to record multitrack to make it easier to collaborate with other musicians. Pro Tools First is a free download and Pro Tools is the industry standard for sharing audio files.
https://www.avid.com/pro-tools
I use Openshot for video post production. I like it. I even use their titling templates. It makes life easy.
https://www.openshot.org/
I am using VLC to monitor my videos. Under tools I can view the codec information to make sure I'm recording everything right. VLC will also compress your video files in case they end up too large.
https://www.videolan.org/
GIMP is my photo editor. Video producers need photo editors the same as anyone else.
https://www.gimp.org/
Some of this software is open source. Some is not. But it is all free to download and install. Which is good news because twitch can be an expensive hobby.
Next week I'll discuss workflow and backups. Can't wait.
It's important to know the big idea for a twitch stream before talking about equipment. Different streams have different equipment needs from top to bottom.
A very common idea is the streamer playing games while they talk to their audience in a small window. This only needs one camera but it needs a really good computer or game console.
Another popular twitch topic is DIY that streams only live video. So the computer needs are less but this type of stream might benefit from multiple webcams providing multiple scenes. A scene is a single shot or several shots combined on a screen. DIY crafts streams often benefit from a top down view so that would be a scene but another scene showing the streamer talking to the audience might also be desirable.
So this is why it's important to work towards an idea when gathering equipment for your twitch stream.
Since I play piano on my stream I opted for a single scene made up of four elements, a shot of me playing, a top down shot of the piano keyboard, a window showing my tablet running iReal Pro for the chord change and backing track, and a window for the chat box.
I have a nice T420 laptop with an i7, 16 gig of ram, and an Nvidia card. I used it to test some of my ideas and it did fine streaming from the built in webcam but when I set up multiple windows with Streamlabs OBS the whole thing bogged so bad that it was unusable. I hope to use this laptop for field streaming but that is a work in progress that I will write about later exploring the idea of running a stream wherever you want using all battery operated equipment.
So, I needed a more powerful computer. I needed two webcams. My old tablet wouldn't work with scrcpy so I needed a newer tablet. And, as always with video production I needed lights. Fortunately I already have audio recording equipment. I am using my Zoom H6 for an audio interface and an Audio Technica AT4055 for my microphone. I also have tripods and mic stands but I do some carpentry DIY for stands as well.
Here's what I got.
On ebay I bought an HP Z640 Workstation, Xeon E5-2620 2.40GHz, 32GB, 1TB, NVIDIA Quadro K2200 Video, Windows 10. This cost around $325 with shipping and taxes. Since 1 TB is not enough disk storage for an extended video project I added 2 HGST 4 TB drives in a RAID 1 configuration using Win 10 Storage Spaces. These ran about $105.
To update my tablet I bought a 10.5 inch Samsung Galaxy Tab A SM-T597 32GB, Wi-Fi for about $100 used in excellent condition.
I bought two Audkey webcams for about $30 each.
And for lights I got two 8.5 inch clamp on utility lamps and daylight bulbs for about $20.
Really, that's it.
Computer --- $325
Hard Drives - $105
Tablet ------- $100
Webcams --- $60
Lights ------- $20
-------
Total -------- $610
So my whole setup to implement my big idea costs less than a high end graphics card required for twitch game streams. At megantopia my daughter spent more than twice this amount for her gaming computer.
I'll continue this series next week. Future topics will include bandwidth, DIY, field streaming, post production, and more. Please ask any questions in the comments.
Also, please contact me if you use twitch to play RPGs. I am very interested in this.
Here's our links.
https://www.twitch.tv/megantopia
https://www.twitch.tv/hairylarryland
It's all Megan's fault. When she set up https://www.twitch.tv/megantopia Vivian and I started watching. Before that I knew it was a popular site for live gaming but twitch flew under my radar. Once I saw what Megan was doing and I started to understand how twitch worked, and how it can be used for videos that are not about gaming, I became interested.
The problem with video production is post production. Post production is a lot of work. It takes a long time. There's always a few more tweaks that can make it a little bit better. It can wear you out.
Live streaming takes post production out of the equation. Like the evening news it happens in real time, it's as good as it is, and it's done when it's done. There's no post production and even when videos are excerpted from the stream post production is minimal.
The tradeoff for no post production is the setup. Sure, you can stream with just a laptop, phone, tablet, or game machine. But since it goes out live with no post that can be dull. The goal is a live show that's entertaining. It can be high energy or chill but it can't be boring. So you have to put a lot of thought into the desired look of your stream and then figure out the hardware and software to achieve that look.
The key element is OBS, Open Broadcaster Software.
I have used OBS for recording podcasts on Discord but I didn't realize it's real power until I started using it for twitch videos. OBS is free and open source. The good thing about that is that it's legal for others to build on it. For my stream I chose Streamlabs OBS because of the ease of setup and features like the onscreen chatbox and the ability to include running programs in the stream. You can do these things with OBS too and there are other options to explore but my most direct route was Streamlabs OBS.
I watched several videos on Youtube about setting up streaming for DIY streams and other streams that use live video instead of gaming screens as their primary focus. This opened my eyes to what is possible and led me to dream about what I actually wanted to do and how I wanted to setup my screen to be helpful and interesting.
So here's my big idea.
The name of my stream is Hairy Larry Practicing Piano. A big part of why I wanted to do the stream is to add discipline to my piano practice. I practice every day and sometimes for several hours a day. But what I was missing in my practice was scheduled rehearsal of a specific repertoire. My twitch stream provides that.
And choosing my repertoire I decided to practice all songs that I wrote. This avoids copyright issues and it allows me to tailor the repertoire to the stream. Practicing improvisation is easiest with short changes that have one or two interest points. Baby steps.
And so once I decided what I wanted to do on my stream I began to visualize the screen. I wanted the central focus to be me, practicing. I wanted to be able to pull a microphone over to talk to the audience and sing but I also wanted to be able to push it off shot for instrumental numbers. I wanted an angle shot that would show my hands on the keys. And I wanted it to feel like a live jazz show.
There are many musicians teaching jazz piano on the internet and they almost always have a top down view of the piano keyboard across the bottom of the screen. I like that, it's helpful and visually appealing. So I decided to include that in my screen layout.
I am using iReal Pro for my backing tracks providing bass and drums. The iReal Pro screen shows the chord symbols and highlights the chord being played. I wanted to include that screen as part of my display.
Twitch uses text chat for the audience and voice chat for the performer as it's standard chat format. The performer can also type but it's easier just to talk and shout outs from the performer to viewers in the chat box are the way it's done. So I wanted to include the text chat on the screen to provide context for my shout outs and other responses to the ongoing text chat.
And I wanted to be chill. Many people use twitch as background noise while they go about their business. I wanted it to be easy for people to just let my stream play in the background, enjoying the music, without having to be fully engaged. Kind of like Bob Ross or Mr. Rogers but practicing piano instead of painting or telling stories.
So that's my big idea. In future posts I will discuss equipment, both purchased and DIY, software setup, extracting videos from the stream, bandwidth issues, and even home renovation.
In the meantime you can enjoy my stream here.
Here's four webcomics that I like and some of them even have something to do with gaming.
I don't like rom com movies much. In fact I don't like movies much. I prefer my TV in small doses. But I do read a lot of coming of age fantasy and science fiction which is kind of close to rom coms. Especially "The Wheel Of Time" which I am definitely planning on rereading, all 14 volumes.
But it turns out that I like rom com webcomics. I guess the dosage is about right.
"Questionable Content" is alternative history science fiction. It's present day but in the recent past Hannelore's dad discovered true AI and built it into robots. So it's a rom com with robots. (Shades of Isaac Asimov) It's actually my current fav and it turns out I must have started it in the middle because when I went to episode 1 to link here I hadn't read it. But there is an AI robot right at the start. Plus rom com. It is a lot different than the more recent episodes but I'm restarting at the top and you can too.
https://questionablecontent.net/view.php?comic=1
Oh yeah, it's drawn by J. Jacques. And it's 5 days a week.
Dumbing Of Age is a College Webcomic by David M. Willis. This is my latest fav and it's actual contemporary fiction rom com. It has more about cartoons than about games although D&D does get an occasional mention. Big on superheroes too with an actual superhero character who is actually just a shy girl with tendencies towards violence.
7 days a week. Yaaaaaay!
https://www.dumbingofage.com/2010/comic/book-1/01-move-in-day/home/
The absolute best webcomic ever is all about D&D with in jokes right from the first episode. The Order Of The Stick is about an adventuring party drawn as stick figures. If you haven't already read this it's a treat. The only bad thing about it is that it's a weekly so I save it for my weekend reading. It's by Rich Burlew.
https://www.giantitp.com/comics/oots0001.html
And my new find is Gunnerkrigg Court. It's also in a school setting but so far not a rom com. Definitely fantasy and I'm not far enough into it to tell you much more. Except that I like it so far. Not sure of the publishing schedule but the art is great and it's drawn by Tom Siddell.
https://www.gunnerkrigg.com/?p=1
Please add your favorite webcomics in the comments. Especially if they are about gaming.
Thanks
I know I've been a bit absent from Gamer+, but hoping to change that in the near future starting... now!
I am currently open to new clients. I've been a graphic/digital designer for my entire career and wanted to put my feelers out there and utilize my existing network to make my services available to you. Especially those of you who do self-publishing for tabletop RPG's, I'd be available for assist with layout. Companies I've helped with this in the past include Legendary Games and FASA Games.
Currently I'm building out my new portfolio coinciding with the launch of my site at aqualith.media. In the meantime, check out my Behance to see my previous work.
Interested in working or collaborating? Feel free to find time on my calendar for a free initial consultation.
Steady tides be with you!
Ryan
Full disclosure: I was given this game for free by its publisher. This was not done for purposes of review (more out of pity!), but it would not be honest to fail to mention this potential bias.
I have a somewhat complicated relationship with Bloodshadows. I originally encountered it when it was a West End Games setting for their Masterbook game (itself part of the '90s trend of turning every house game system—in this case the game system behind Torg and Shatterzone—into a generic game). The thing is that while I admired several features of Masterbook, at it core I found it a pretty fundamentally flawed game that I didn't want to play very much. Which was a pity because the Bloodshadows setting I adored straight out of the box.
So here we are, over two decades later, and I find myself with a Bloodshadows game in my hand from the home where all the great, undervalued games go for continued unlife: Precis Intermedia (rapidly becoming my favourite currently-active publisher of RPGs).
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I hope to chat with you tonight about fantasy literature and gaming. As always, bring your own topic. All gaming is on topic.
https://archive.gamerplus.org/groups/9
We see some unhealthy trees around the pit in fact the whole area looks nothing like the vibrant forest we just left. One of the trees, about 20 feet from the pit, looks like it has a door in it. Caper says, "Let's check out that tree with a door." Leaf and Caper approach the tree.
Leaf decides to check things out before we head down the stairs. He silently crosses the 20 feet to the edge of the pit and peeks over the edge. The pit is about 90 feet deep. 30 feet down Leaf can see a bridge made of wood and ropes that goes from our side of the pit all the way across to the other side. At the bottom of the pit is a blue shining portal constantly moving and shining as if lit from behind.
https://archive.gamerplus.org/index
We played Virtual Dirty Santa! Here's a post with all of our virtual gifts.
https://archive.gamerplus.org/blogs/post/440
https://archive.gamerplus.org/photo/useralbum/hairylarry/90
We played Virtual Dirty Santa on Discord yesterday. We all passed the wrapped gifts around on a gameboard and then we opened them in order.
Here are the gifts given by those who are Related To Geeks (my family).
Half Halfling
by Larry Heyl CC-BY
My Mother, the midget
Fell for a halfling bard
Who sang her sweet love songs
beneath the pine trees in his yard.
They married in April
Which makes me a Winter's child
Quite mild for a human
As halfling, quite wild.
So yes I'm half halfling
From bald head to hairy toes
I hunt through the forest
Where wild mushrooms grow.
Will I seek adventure
Or farm in the shire?
Sing for my lady love
While I pluck the lyre.
Megan Heyl produced by Megan Heyl
Carl Heyl drawn by Kier Heyl
Gretchen posts Megan dancing behind Megan
I mean really dead. (Not mostly dead.)
https://archive.gamerplus.org/newsfeed/2935
I wrap the swords and the mace in my blanket and tie the bundle up. Jennifer carries the bundle on her back and we head back to town. Leaf calls his raccoon and leads the way.
Finch
We hear another animal in the woods and find another trap. Leaf frees a trapped canine, a dog-bear. We lower him down and he likes us fine. Now we have two wild pets, the raccoon and the dog-bear.
Rowan
Fighter the Cleric buys two fine horses for Leaf and herself.
chockoLAT
Salted Caramel
The next day Leaf detects magic auras on the short sword, the long sword, the mace, the ring, and the potion.
https://archive.gamerplus.org/newsfeed/2917
https://archive.gamerplus.org/user/hairylarry
hairylarry@curators.mixremix.cc (on my Friendica)We read in the journal. Marusan was on a quest for eternal life. He made a deal with Moloch. We also find a map of the building folded in half in the book like a bookmark.
We lower the rope down into the temple and climb down. In the temple there are pews or benches, an evil looking statue, and 5 doors. Two to the north on either side of the statue, one each east, west, and south. They are all wood with push down latches. The one to the south is a light brown color. The others are a reddish wood.
Well, today is the last day so it's not too late to check it out.
It's a benefit for the Paragould Children's Shelter. Today you can buy a badge for $5 or contribute directly here.
https://www.gofundme.com/f/nea-game-fest-2020-for-the-children039s-shelter
I played "Goat Crash!" hosted by Will Hose and "Lizard Wizard" hosted by my granddaughter, LizardQueen aka Elizabeth Brown.
And I also attended "Make your own adventures!" hosted by Carl Heyl and featuring panelists, Mike Stewart, Casey Christofferson, and Levi Combs. They discussed the creation of exciting adventures to wow your players and bedazzle your dungeons as well as playtesting, publishing, and marketing.
I also did a bit of hanging out in Discord chatting with other gamers, always the most important part of any gaming convention.
So I am sending out a big thanks to the NEA Gamers Guild for putting on such a fun event in trying times. It got me through another week anyway.
https://www.facebook.com/groups/neagamersguild/
It's still going on. I am now attending "Sarah, Kier and Megan are about to count down our top ten board games for anyone who wants to witness the madness!!!".
They are closing out the Game Fest with "Um Actually".
In 1978, Hamlyn Publishing released a book called Spacecraft 2000-2100 AD by Stewart Cowley. It was a large, hardback art book filled to the brim with science fiction artwork of spaceships, planetscapes, and future cities/bases that were rendered by some of the greatest SF artists of the time: Angus McKie, Gerard Thomas, Chris Foss, Peter Elson, and others represented by J.S. Artists.
More than an art book, however, it was also a detailed future history with little vignettes of space battles, a future history, etc. all paired with pictures showing the subject. It was a brilliant concept that was well executed, leading to more books in the series authored by Cowley—Great Space Battles (1979, with Charles Herridge), SpaceWreck: Ghostships and Derelicts of Space (1979), Starliners: Commercial Travel in 2200 AD (1980).
All of these books were tied together in a future history involving the name of the Terran Trade Authority (TTA) hence the name of the RPG.
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Caper and Bones found a bench under an oak tree and sat down to rest while Ari and the witch made the squamish salve.
They ground the squamish mushrooms into a paste with wild cherries and sage to make the salve which is good for treating carbuncles and other skin ailments and can also cure light wounds. About 2/3 of the salve filled a jar the witch had set aside so she went and got a smaller jar which she filled and gave to Ari.
With that task done Ari and the witch walked over to Caper and Bones and the witch said, “The items are for the Ogre up in the foothills Northwest of Milyagon. He has been under pressure from orcs and hobgoblins moving in. The branch makes a magic quarterstaff to fend them off and the mushrooms are the important ingredient in a salve for his carbunkles. And the feather? That's for his hat. The Ogre has a magic hat and the owl's feather, willingly given, is a component of the spell. He is smart for an ogre because of the hat so it is very important that the feather in his cap does not become bedraggled.”
Enlightened but still very tired the party made their way back to the inn where they ate a hearty supper and turned in early for the night glad to be sleeping on beds under a roof instead of on the ground under the stars.
In which we recover all the loot, branches from the ancestor tree, squamish mushrooms, and a tailfeather from an owl, and complete our quest.
Last week we left off talking to the fairies near the fairy circle. Cautious not to ask a favor and indebt ourselves to them we finally found out that the fairies remembered when the woodcutter came through here and found the ancestor tree. When the fairies pointed out the trail that the woodcutter took, Caper couldn't see it but Ari and Bones could and Caper soon discovered that it was a game trail and he could also help follow it with his tracking skills.
After hiking for about 4 hours we found ourselves at the foot of a large hill. The trail seemed to continue up the hill but it was not distinct. We decided to climb to the top before dark even though we were already tired.
It was dusk when we got to the top so we waited for dark to see if the big tree at the top of this hill was the ancestor tree. Ari detected magic on the tree and it was magical. She detected magic on branches on the ground and they were not. So this might not be the ancestor tree but at least we were in the right vicinity.
The moon was already up in the sky when the sun set. Soon it was dark and the moon lit the treetops but we didn't see a fey glow. Bones helped Caper up to the first branch and Caper carefully climbed to the top where he could look out over the moonlit forest. After Caper got back to the ground he said, "I think we've come too far. The moonlit glow is brightest to the northwest and I think the ancestor tree is back a ways in the direction we came."
In the morning Bones suggested that Caper climb the tree again for a daytime view but it was slick with dew and Caper couldn't do it. (I rolled a 4) So we headed back down the hill the way we came and at the bottom with the sun peeking up over the eastern horizon we searched for a path up a hill to the northwest. Soon we were climbing the next hill and were at the top well before noon.
Of course there was a big tree at the top of this hill too. Bones boosted Caper up and he was easily able to scramble up to the top. When Caper climbed back down he said, "The next hill to the northwest is even taller than this one. I'm not sure the ancestor tree is there but I'm pretty sure this isn't the ancestor tree." So after we ate we continued on to the northwest again. Ascending the next hill we found a huge tree. It was time for supper. After we ate we thought we would look around for squamish mushrooms just in case this was the ancestor tree. Bones found a patch of them due west and then Ari found a big patch north of them.
After the sun set the big tree glowed brighter than the moon. We went to the big patch of mushrooms and followed the moonbeams penetrating the forest canopy and shining on the ground. With half the night gone Bones finally saw the moonbeams light some mushrooms and he was able to pick five of them which barely covered the bottom of the witch's bag.
In the morning we ate and although we were tired we decided to search for a branch from the ancestor tree before we slept. We searched here and we searched there and then Ari found a big branch just north of the tree. She detected magic on the branch and sure enough it was a branch from the ancestor tree. Caper searched again to the northeast and Bones searched around close to the tree. Bones found one but Ari couldn't tell if it was magic or not. Caper suggested that Ari carry her branch and that Bones should carry his back to the witch to find out if it is magic.
After their naps Ari searched for medicinal plants and Caper searched for mushrooms. Ari found a fever plant and harvested leaves. Caper found two large mushrooms he knew to be edible but when Ari detected magic on them she discovered that they were magical and Caper decided not to eat the magic mushrooms until he had talked to the witch about them.
It took two more nights to find enough mushrooms. The third night we spread out a little with Bones looking at the patch to the west while Ari and Caper looked at the big patch. We had good luck toward morning. With the moon near full it didn't set until almost sunrise. We ended up with 30 mushrooms. 20 filled the witch's bag half full and Ari put the other ten in another bag stowing them carefully in her pack.
Although we were tired we decided to hike on back to Milyagon. We found a game trail heading east and we left the Wilken Woods in the farmlands to the west of Milyagon. Soon we were across the bridge and at the Inn having a hot dinner, something Caper really missed while they were camping.
After we ate it was a short walk to the witch's cottage to the northeast of town and she was vary glad to see us. She kept the branch Ari was carrying saying it would do fine. She looked at the branch Bones found and said it was also from the ancestor tree and was in fact a magic quarterstaff. She told Bones to keep it and thanked him for his help. When Ari showed her the two bags of mushrooms she was delighted and said that she would teach Ari how to make the squamish salve and she could keep the extra for her medicine kit. She grinned wide when she saw the tailfeather, stuck it in her bonnet where it looked right at home, rolled her eyes three times, touched her nose, and said, "Yes, this will do nicely. My thanks to all of you." Then Caper showed the witch his magic mushrooms found beneath the ancestor tree and the witch said, "Now these are nice. These mushrooms are not dangerous but they should be consumed in moderation. One half of one of these large mushrooms will affect three people as if they had two large tankards of ale. And, of course, the mushrooms are much easier to carry then a keg of ale. Unlike ale the mushrooms don't slow you down in fact they do the opposite and make you slightly more dextrous for about four hours."
XP
Group XP
For finding the ancestor tree and completing the quest - 400
Ari
For finding mushroom patch - 20
For finding mushrooms - 40
For finding a branch - 100
For finding the fever plant - 20
Following fairy trail - 40
Detecting magic - 40
Total for session - 660
Bones
For finding mushroom patch - 20
For finding mushrooms - 80
For finding a branch - 100
Following fairy trail - 40
Total for session - 640
Caper
For finding mushrooms - 60
For finding edible magic mushrooms - 40
Tracking - 20
Climbing trees - 40
Total for session - 560
https://archive.gamerplus.org/blogs/258
Next Monday the Related To Geeks Book Club is discussing "The Epic Of Gilgamesh".
https://archive.gamerplus.org/groups/28
Today's review is going to come from the weird side of game publishing. The game is Story Engine and it has a fairly convoluted history that led to its demise and current fate.
History
Our story begins in 1996 with a small indie press outfit called Hubris Games. Hubris published a little game called Maelstrom Storytelling, that had some decent indie success spawning four follow-in products in the process. They also published a free game called Story Bones with the essence of the ideas behind Maelstrom's game system but the setting excised. Then in 1999 they published this game, Story Engine (sub-titled "Universal Rules") and followed that up with a revised edition in 2001.
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We're reaching deep into the wayback machine for this review. Today's fringe gem is another game from the (in)famous game publisher Fantasy Games Unlimited (FGU). As I said in an earlier review of Psi World, FGU was a game company willing to champion and publish any game concept imaginable (with predictable mixed results in quality and sanity). One of the games I mentioned in my capsule history of them is a very rare beast called Starships & Spacemen (S&S).
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Our story so far:
https://archive.gamerplus.org/blogs/259
Ari, Tude, and Caper were joined by Bones under the owl eyrie. The party erected a large tarp using rope and Bones' tent hoping to catch a naturally falling owl's feather. Caper climbed a tree trying to make friends with an owl but when it started to get dark he had to come down. They attracted two owls by putting out some meat in a cook pot on a tripod.
Then Ari threw Tude's ball under some bushes. Tude ran over and flushed a bunch of rodents and bunnies. For a few minutes there was a flurry of owls feeding. The next time Tude ran under a bush Caper shot a little bunny rabbit. Holding the dead bunny Caper called to the owls with a series of hoots. An owl landed on Capers outstretched arm and started feeding. With his other arm he slowly petted the owl. And then he had a hold on the tail feather that had been bothering this owl. Bones said we should scare the owl. Tude tried to scare it and Caper added in some cat noises and the owl flew off leaving one tail feather behind. Caper handed the feather to Ari for safekeeping.
We went south looking for the fairy circle trying to get some help from the fairies finding the ancestor tree. Ari and Caper kept true south while Bones scouted east and west. Bones was about a quarter mile to the west when he found the fairy circle. He jumped right in it and started dancing but fortunately he made his saving throw and didn't fall into Feyland.
Bones stayed near the fairy circle and after a while Ari and Caper noticed he was late. Ari asked Caper if he had anything with Bones scent on it so Tude could track Bones by scent. Caper held his rope out for Tude to smell and then they followed Tude west to Bones.
Caper found some rocks for chairs and sat down about 20 ft. from the fairy circle and played his flute. Sure enough some pretty fairies came to listen to the music and the party started up a conversation with them.
XP
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group XP for surviving a half day in Wilken Woods - 100
group XP for getting an owl's tail feather - 200
group XP for talking to fairies - 50
Bones - idea about tarp - 20
Boosted Caper into tree - 20
Finding the fairy circle - 40
Ari - working with Tude at Owl's Eyrie - 30
working with Tude finding Bones - 30
Caper - Climbed a tree - 20
Held owl on arm - 30
played flute for the fairies - 20
Some D&D players meet a stranger on the road and start into talking and just blurt it all out. I mean, "He seems nice enough." is not a good excuse for giving him too much information. Obviously your antagonist, The Boss Of The Big Bad, is going to pick someone with high charisma to weasel your party's secrets out of your big mouth.
Too Open!
But then there are other players who just never get to the point. They're trying to start a conversation, or talk about the weather, or listen at the next table over when a simple question would likely get the information they need and not really have a dangerous downside even if they are asking the enemies spies. (Except they might lie to you.)
Overly cautious!
But ... asking a question is in fact giving information and it is possible to give something away or be killed just by asking the wrong question in the wrong company.
Now here's where we get all meta and start looking at the same thing from two different points of view.
As a player you want to be careful what you say around strangers. Loose Lips sink ships. But you also shouldn't be afraid to ask anyone a question, ever. I mean that's why DMs have NPCs so they can get on with the exposition.
So this is a strategic decision about game play. Finishing the quest and staying alive.
And when you can't make up your mind? Is this real dangerous or is this maybe just a little dangerous?
Look to your player character. Ask yourself what your character would do. Is he timid or is he brave? Is he drunk or is he sober? Is he smart or is he an idiot?
Let your player character be your guide. Play your role and act it out and the hell with the rest of the party for griping about how you are always getting them into fights.
Prerelease text from the If You Play You Win game now on Inspired Unreality Monday nights. When this is published I will add the link here.
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Ari is a human wizard trained in healing and defense. Ari has a pet wildcat named Tude, she has raised from a kit. The cat is not a familiar but there is a very close bond and the cat is always alert for danger. Caper is a halfling bard with a storied past. Although designed for two player characters this quest could be played by any low level party.
Kendrick uses a telecommunication spell to send Ari a message. (calls her on her cell phone) He says "Big things are astir so small things must be put in place. Contact the witch at Milyagon. She has a task that needs done.""You have to go to Wilkin Woods to get a feather from an owls tail, some squamish mushrooms, and a branch from the ancestor tree.
"The feather cannot be stolen but must be given freely. If the owls
suspect foul play they will attack as fowls do. Do not let the feather touch the ground. If you find a feather on the ground it will not work.
"The squamish mushrooms grow in leaf molds under large oak trees. Their magic concentrates under the moonlight and they are best picked with the moon shining directly on them. Here is a small bag. It needs to be more than half full but not all the way full or the mushrooms will bruise.
"The ancestor tree grows large in the heart of Wilken Woods. It's a giant oak. The legend is the ancestor tree was the first tree in Wilken Woods and the forest started from this one tree. The ancestor tree is big magic, the other oak trees less so. The magic dilutes with extended lineage those grown from ancestor tree acorns have half the magic of the ancestor tree. Those grown from their acorns, half again. You will know the ancestor tree because it shimmers with a fey glow in the moonlight.
"Do not to cut, break, or chop any tree in Wilken Woods. The oak trees will defend the forest. It is safe to pick dead branches from the ground for firewood but fires should not be started under a tree. Never burn a branch from the ancestor tree.
"Branches on the ground have no magic except for the branches fallen from the ancestor tree. So you can detect magic on branches around the ancestor tree to make sure that a branch fell from the ancestor tree. A branch doesn't fall far from the tree so first find the ancestor tree and then find a branch. Get a big one.
"The squamish mushrooms close to the ancestor tree have the most magic. So after you get the branch search the area for the best mushrooms.
"Wilken Way deliberately avoids the most magical areas of Wilken Woods. The ancestor tree is to the south of Wilken Way. Nobody knows Wilken Woods like the woodcutter. He lives at the north edge of the woods in the least magical area. Still, all of the woods are magical and you should be on your guard at all times."
The witch points to the sky and says, "See the half moon up in the blue sky. You have come at a good time. The moon is full in a week and you will have strong moonlight over the next two weeks.
#SixWordStories is a thing.
Xan is an expert.
Here’s my first shot at #SixWordStories.
And then the sun went nova.
- by Larry Heyl CC-BY
There’s a website.
And a Flickr group.
https://www.flickr.com/groups/sixwordstory/
Prefaced by “Just as a reminder here is the story that started it all. For sale: baby shoes, never worn. “.
Cross posted from SFF Short Stories.
Megan, Vivian, and I were joined by Alan of Chronicles Of Ember fame
last night at Inspired Unreality. We discussed the post apocalyptic
genre, literature and movies. We also spent a little time on podcast and
vlog production. Plus, of course, dad jokes and other miscellany.
Megan, Larry, and Carl are joined by Alan Wortman, creator of "The Chronicles Of Ember", discussing House Rules in board games and role playing games.
https://anchor.fm/relatedtogeeks/episodes/Related-To-Geeks---Season-2-Episode-7---House-Rules-efo4qa
Monopoly Board photo by Horst Frank, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=3627036
Here's the script for the outtro.
You have been listening to the Related To Geeks Podcast, recorded March 2, 2020 on the Monday night Inspired Unreality open game chat held at Tenkar's Tavern on Discord. For more about our geeky family visit relatedtogeeks.com. For more information about Inspired Unreality join Gamer+, a social network for gamers, at gamerplus.org.
The music for this show is "Spam" by Hairy Larry from the "Collaborators" CD.
If you are reading this in your email the newsletter is also posted in a Gamer+ blog post. Please share this link to pass it on.
https://archive.gamerplus.org/blogs/post/192
(This post previously published on Publish0x on 17 March 2020)
Last week, I snagged my first physical Pathfinder order from Paizo.com in years: the Silver Crusade faction pin, to be used in some upcoming Pathfinder Society 1st edition games at local game stores.
I received the pin late last week and all seemed well, until the stores started closing their game rooms, canceling the events. No real surprise, but I had the extra time outside of work available to me so it was a good opportunity to scratch the itch Con of the North left me.
The good news is that the MNPOP community is already mustering on a new Discord server, prepping for Virtual Tabletop (VTT) games in the wake of quarantines. I'll see if I can at least get in on one of them. The pin will just have to wait for it's physical, in-person debut another time.
Speaking of the pin, in terms of quality Campaign Coins really knocked it out of the pool with this one. I've had it sitting on my desk here and occasionally fiddle with it if I'm on a call, and its quite sturdy metal. The one odd part aspect of it was the choice paining the inner portion black. The Silver Crusade emblem that's used in Pathfinder has always been shown silver with blue accents. Perhaps in test runs it didn't pop enough for them. In any case, I'd happily pick up future faction pins if made available. For instance if I took up Starfinder Society, the Dataphiles faction interests me the most. I am more than likely going to play Pathfinder Society 2nd Edition however. Unfortunately like other 1st edition factions, the Silver Crusade did not carry over to 2nd. Lore wise I have found nothing to suggest they folded, which is at least good to hear. With it's absense, I will be aligning my characters to another faction, Vigilant Seal.
In Aqualith business news, I made a slightly new preview image for use when my Ko-Fi link is shared. The message regarding a waterskin never really jived with the hand displaying hydrokinesis. I think the new messaging is a little more straight-forward, but still willing to see improvement.
With the aforementioned weekend events now canceled, I've got a little more time now to devote to product development. Been looking forward to it. All for now!
Steady tides be with you!
Ryan | Aqualith Media
(Previously posted on Publish0X and BGG on 19 Feb 2020)
I need to confess something. It's likely an unpopular opinion, but this is the internet so I get to have and share it. Sorry. Here we go: I hate the term 'zine'.
Don't get me wrong. I love the concept and the form factor. I prefer the size, it's portability, and affordability. It feels great in your hand and you can take it anywhere or leave them lying around on a coffee table. Spill some coffee on it? No big deal. The one aspect I cannot stand is the name.
I just can't stand the sound of the term, whether or not you pronounce it zeen or rhymes-with-pine. I get that it's been used for decades and spans beyond just tabletop gaming roots. It's got underground history in dozens of entertainment niches I am probably quite unaware of. But the term itself just makes me grit my teeth too much to say it, much less write it. If in conversation, I won't be legalistic or project my prejudice against it's use, but in case you never see or hear me utter it; now you know why!
"But Ryan, it's a great shorthand. It helps me not have to explain what it's about," you might suggest. My counter argument for that is: you're going to explain what it's all about anyway, right? Just call it a magazine.
Thanks for letting me get that off my chest. I tried to keep it digest-able because I know you've got a lot to do today. Let me know how wrong I am in the comments.
Steady tides be with you,Ryan | Aqualith Media
Photo credit goes to Annie Spratt on Unsplash.
Today's review is gong to be from the person I consider the James Brown of game design. Which is to say the hardest-working man in game design. His name is Greg Porter and he is the owner (and sole member) of the game producer BTRC (Blacksburg Tactical Research Center). Neither he, nor his company, are likely names you know … but you should. In his own, quiet way, Greg Porter has created some of the most interesting, most innovative, and most playable RPGs out there.
(Of course he's also created some of the most unplayable games as well…)
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No history of RPGs would ever be complete without discussion of Iron Crown Enterprises' Rolemaster line of game products. Despite its many epithets (most notably Chartmaster)—whether justly or unjustly applied (and I feel largely unjustly!)—it is hard to deny the influence this game had on role-playing games in general and D&D in specific. First published in 1980 with the first component, Arms Law (a naming convention that set the table for all of the line), it began its existence as a replacement weapon/melee combat system for AD&D. (They couldn't state it that flatly, of course, for reasons of copyright, so it was "for RPGs".) It was rapidly followed with Claw Law (later packaged together) which added creature and unarmed combat to the mix. This was followed by Spell Law for magic and finally, in 1982, Character Law, turning Rolemaster from a set of supplements into its own independent role-playing game. 1984's Campaign Law was the final component (and one of the earliest guidebooks for world-building for GMs).
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https://archive.gamerplus.org/photo/view/556/latest
https://archive.gamerplus.org/photo/view/554/latesthttps://archive.gamerplus.org/newsfeed/2105?ft=site
https://archive.gamerplus.org/newsfeed/2104?ft=siteGlen Hallstrom posted "Bad Session Takeaway" on anchor. He talks about new GMs, bad game sessions and how they can learn from them.
https://anchor.fm/radio-grognard/episodes/Bad-Session-Takeaway-easn7e
Gamer+ News February 3, 2020
The Related To Geeks Podcast is Monday night at 9:00 Central in the gamerplus chatrooms at Tenkar's Tavern on Discord. This week the subject will be Board Game Resurgence. Have you noticed how popular board games are? And they're different. Also expensive. Have an opinion? Maybe a favorite? Join us on the Related To Geeks Podcast, Monday at 9:00 Central. Open game chat.
https://www.drivethrurpg.com/browse/pub/15994/MiniZines
https://www.drivethrufiction.com/browse.php?author=Larry%20Heyl
The initial topic was games as gifts inspired by a gift we got, a game called Space Team. We drifted into other gaming topics quickly. I'll share a few links.
https://azgaar.github.io/Fantasy-Map-Generator/
https://www.deviantart.com/aaahartvisen/art/Leaves-821839577
https://www.drivethrurpg.com/product/245017/Mothership-Players-Survival-Guide
http://www.onesevendesign.com/ladyblackbird/
The rest of these videos have something to do with racing games.
https://www.youtube.com/watch?v=MkgRtV8roBQ
https://www.youtube.com/watch?v=atuFSv2bLa8
http://thepoxbox.blogspot.com/2013/09/from-digital-to-dice-neon-burn-playtest.html?m=0
Thanks to VB-Wyrde (of Elthos), Datum, Vivian, Megantopia, and Masked and Danger, for their input.
January 20 - The Tower Of The Elephant by Robert E. Howard
http://gutenberg.net.au/ebooks06/0600831h.html
February 17 - Little Brother by Corey Doctorow
https://craphound.com/littlebrother/download/
March 16 - The Ocean at the End of the Lane by Neil Gaiman
Available on Overdrive and at libraries and booksellers everywhere.
To make suggestions for April, May, and June join the Related To Geeks Bookclub group.
But this one is different.
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From Inspired Unreality December 16, 2019
Starting topic - Party Games
At the NEA Gamers Guild Christmas Party they played Dirty Santa using a d6 system.
Pass left, pass right, take a gift, exchange with someone, choose two people holding gifts and they exchange, open your gift
If you can't do what you rolled you can choose something else that you can do.
The game ends when the last gift is taken.
Those rules are fine if there aren't too many playing.
But at the Christmas Party I think there were about 20 people exchanging gifts.
Since the game was taking too long they encouraged people to take from the center which worked without changing the rules.
But then they had to relax the rule about not being able to make others open a gift to if you rolled a six and you didn't have a gift to open you could make someone else open their gift.
So here are my proposed rule changes for a large party.
When you roll take a gift you have to take from the center until everyone is holding a gift (none left in the center).
There's still plenty of time for gift stealing before all gifts are opened. And the game isn't much fun if you're just sitting there without a gift.
I would also make it a rule that if you roll a 6 and you can't open a gift you can pick someone with a gift and then they open their gift.
We will have a dirty santa game with 17 or 18 players this Christmas. I am going to propose that we use this d6 system with the rule changes and see how it works.
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So if you roll make two people exchange gifts you can pick someone next to you and someone with the gift you like and make them exchange, hoping for a pass left or pass right.
Since pass left or pass right happens a lot (one third of the time) you generally want to surround yourself with gifts you like.
The cloud of gifts near you pass in and out of your hands.
Exchanging gifts for gifts you like is an obvious strategy which does the exact same thing, seeds the cloud of gifts around you with gifts you like.
If you get take a gift and you are already holding a gift then you can exchange gifts for one you like or if you are already holding a gift you like you can make one of your neighbors exchange gifts with someone holding a gift you like.
In this game the gifts move around a lot. Pass left, pass right, exchange, make others exchange, that's two thirds of the time gifts are moving.
So the winning strategy is to use your choices to surround yourself with gifts you would love to have at the same time sending away gifts you don't really want.
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With the new rules you can approximate the game length.
Say there are 18 players.
Since the chances are 1 in 6 that a gift will be opened 3 will be opened per round (on average)
Since there are 18 gifts it will be approximately 6 rounds until the last gift is opened.
So, not too long but long enough. I actually like this better than some open ended Dirty Santa rules that run until the players get tired and decide to choose the last gift.
---Please welcome ZDL into her role as moderator on Gamer+. She volunteered to help me squash the bots and she has also been one of our most consistent posters covering everything from Chinese card games to her book in progress, Reviews From The Fringe. She is friendly and helpful and perfect for the job.
https://archive.gamerplus.org/user/ZDL
AH was no exception to this. They wanted to publish RPGs and in the end they wound up publishing three. They published the third edition of Runequest (and I am one of, perhaps, five people in the entire world who liked their version of Runequest better than the previous two editions by far) to mixed reviews. They published an intriguing-in-principle but deeply-flawed-in-execution game called Lords of Creation, and they published today's little gem: Powers & Perils. (Technically the James Bond 007 RPG was also an AH property, but it was published by a wholly-owned subsidiary and I don't consider it part of AH canon proper.)
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FGU
The absolute monarchs of the '80s vibe were Fantasy Games Unlimited (FGU) There was not a crazy concept they weren't willing to champion and publish. The first "realistic" medieval game (Chivalry & Sorcery) was theirs. The first game to feature non-humanoids as the central characters (Bunnies & Burrows) was theirs. The first popular superhero RPG (Villains & Vigilantes) was theirs. The first medieval Japanese RPG (Land of the Rising Sun) was theirs as was the most popular one (Bushido) for ages. And while not the first SF games ever, two of the earliest SF games (Starships & Spacemen, Space Opera) were theirs too, the latter of which still causes warm fuzzy feelings when I think back to its convoluted insanity but immense fun.
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So why am I reviewing a game so ordinary? Because, naturally, it is in no way ordinary!
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Hairy Larry's Super Shorts
When you get notified about a Newsfeed story there is a link to that story in the email. It looks like this.
https://archive.gamerplus.org/newsfeed/1548
But where can you find that link. ZDL pointed out that the timestamp is the permalink.
It might say 3 minutes ago or it might say Yesterday and a time or Nov 1.
Click on that link and it will go to that Newsfeed story on it's own page. Copy the address bar to get your link.
Or right click on the link and Copy Link Location from the context menu.
Thanks to ZDL for helping me figure this out. I never realized that the timestamp was the link.
Thanks
all gaming is on topic
He was the level headed one. Who invites an unknown alien into their spacesuit? (We all did except Dolf)
There is one point where the protagonist walks so far into shadow that there is really no connection to reality anymore. That was a hard chapter to read and probably equally hard to write.
Still, I was glad when he got back to more familiar territory.
Philip K. Dick was expert at leaving reality behind.
You would think you know where his story is going and then you realize that the surface reality you were projecting onto the story isn't really in the story at all.Not recommended.
Life is too short to live it without a few delusions.
file area
http://guitarshowdown.com/hll/public/ea2f45
whiteboard
https://www.webwhiteboard.com/board/8vztc54q
Here's an invite link to Tenkar's Tavern on Discord.
https://discordapp.com/invite/Dqz3VmT
Discord runs on everything, PC, Mac, Linux, Android, and IOS. Install Discord and then take the invite link. When you are in Tenkar's Tavern leave a message in the Common Room. You should be validated in about 10 minutes. You cannot leave a message in the gamerplus rooms until you are validated.
Questions or problems? Message me on Gamer+.
https://archive.gamerplus.org/user/hairylarry
You can join us anytime to play or listen. The game starts at 7:00 Eastern/6:00 Central.
Thanks
I'm looking forward to a new experience tomorrow night.
Thanks
We started early and I got the ball rolling talking about Carl's game, Wizards and Heroes, which I had just run at NEA Game Fest. And we also discussed:
PbtA - Powered by the apocalypse
Gumshoe
Dread
Five Torches Deep
Shadow of the Demon Lord
Beyond The Wall
Maze Rats
Godbound
Numenara
Not all rules lite. Some had parts that were rules lite or were compared to rules lite.
We also discussed 5e as opposed to rules lite games. What's good and not so good about 5e. Of course many people love 5e but no game is perfect and we were born to complain about stuff.
Later on we got into castle building. Here's some links to blogs that were posted.
A Little Bit More About Strongholds
https://dungeonspossums.blogspot.com/2019/01/a-little-bit-more-about-strongholds_5.html
OSR: Building Castles
https://coinsandscrolls.blogspot.com/2017/09/osr-building-castles.html
After I feel asleep they got into Blackmarsh.
https://www.drivethrurpg.com/product/89944/Blackmarsh
It was a great chat. Thanks to Masked and Danger, Jake the Human, Mage, and others for carrying the ball while I tried to keep up.
Your profile is your most important page. This is where you let other gamers know what you're interested in. You can get to your profile or other gamers profiles by clicking on the username or the avatar. On a person's profile page you can message them, send a Friend request, or follow them.
Your profile can optionally have The Wall. On a wall there are no replies or likes. The discussion on the wall just continues from what was entered on the wall before. A linear thread so to speak.
Newsfeed posts have the header NEWSFEED above them. Newsfeed posts can be made from a profile, the dashboard, or main. Newsfeed posts have likes and comments. So they are a little bit more like Facebook than The Wall. On the Newsfeed text entry boxes there is a triangle made from several lines in the bottom right corner. You can use this to resize the text box so you can see more of your entry. When you click in a Newsfeed text box a camera icon and a Send button appears. Since you hit Send to make your post you can hit enter in a Newsfeed text box and post several paragraphs. The Newsfeed posts also have a smart link feature. Post a link on it's own line and Gamer+ will follow that link and try to provide information about it below the post.
Both The Wall and Newsfeed posts show you the camera Icon. Click on this to add a picture to your post.
The Dashboard has fewer posts than Main. I think it's mostly your friends or people you follow. Main shows a lot more posts and it also has a left column where it shows recent activity in other areas of Gamer+ like Photos, Videos, Groups, Events, and Links. Some of these areas in the left column allow you to sort the items differently to change what you see. The default is always Latest or most recently posted. Most of the areas in the left column also have action buttons at the bottom of the area allowing your to View All, Add New or Go to.
Although this seems like a lot to digest and takes a while to figure out I do want to reassure you that on Gamer+ no one is tracking you and trying to figure out what you ought to read or trying to increase your engagement. There are no algorithms at work behind the scenes and unless you choose differently you will see everything with the most recent activity at the top. Newest first.
One more thing about your profile. If you want to invite someone to view Gamer+ or post a Gamer+ link to your blog or website there is no better spot to send them than your profile. At the bottom of your profile page there are instructions on how to create a link. If you post links to your profile on social media or other websites you will be helping Gamer+ grow.
Thanks
The RSS Feeds in the footers are blogs, vlogs, or podcasts by gamers on
Gamer+. If you click on Podcasts you get a feed of only Podcasts. At the
bottom of the Blogs page is a feed of only blogs.
The real gem in this lot is the link to View last 60 items here in the footer on ever page. This is a great way to find a bunch of recently posted gaming info.
If you have a blog, vlog, podcast, or anything else with an RSS feed let me know and I will add it.
Message me on my profile - hairylarry
Thanks
If You Play You Win rescheduled to Friday, November 1.
If You Play You Win - Gamer+ Actual Play Podcast
Friday, November 1, 6:00 - 9:00 pm Central in the gamerplus chatrooms at Tenkar's Tavern.
DM Draklorx(Kier) - gamerplus.org/user/Draklorx
We'll be playing: Star Wars: Edge of the Empire
The module is the beginner game adventure called: Escape From Mos Shuuta
You are a group of outer rim fringers made up of bounty hunters,
smugglers, explorers, and expatriates who have all run afoul of the
crime lord, TEEMO THE HUTT! Trapped in the space port Mos Shuuta on the
desert world of Tatooine you are running out of time and options, and
need to get off of this planet fast! As luck would have it, a Trandoshan
slaver by the name of Trex has recently docked his ship the Krayt Fang,
and you wouldn't feel too bad about relieving the slaver of his ship.
During a chase through the streets with Teemo's henchmen you duck into a
Cantina and have only a few moments before they come in after you with
their blasters ready.
You do not have to preregister to play. Anyone can jump in anytime. But
if you want to preregister you can. Then you can choose your character
from pregens. decide on your name, and be ready to go, blasters blazing.
You can peruse the pregens here. If you want to pick a character to play let me know. Message hairylarry at Gamer+ or email hairylarry@deltaboogie.com.
http://guitarshowdown.com/hll/public/3d25dc
I have added a new question to your profile page, My blogs, vlogs, podcasts, websites.
So click on you avatar or username and add your stuff. These links do not have to be game related. Of course, if you have a gaming blog, vlog, or podcast we all want the link.
You can also post the link to your company if you are a publisher, artist, cartographer, writer or other creative.
Also if you post these links in Links on the top menu they will appear on the Main page until they scroll off. And they will appear in the sidebar on your profile page. These are good. But there's nothing quite as good as having your links front and center. Click on your name. See your links.
Starting a new project? Putting it on the web? Running a Kickstarter? Add the links.
Here's the link to my profile where you can see how this looks.
Thanks
I posted Gamer+ on Reddit.
reddit.com/r/gaming/comments/d4j661/gamer/
Please link over and give us a boost. Share the link. Share Gamer+.
Thanks
Sometimes it's late at night and the house is quiet. You don't really want to play a video or listen to a podcast and wake everyone up. You just want to read some gaming blogs.
So I added a new feature, an RSS feed of just blogs written by Gamer+ gamers.
And you can find it near the bottom of the Blogs page. Click Blogs on the menu. Scroll down to the top of the footer. There it is.
If you write a blog, or post your art on a blog, or have a blog for your gaming company let me know. I will add you to this feed.
Email hairylarry@deltaboogie.com or message me on Gamer+.
If you click Blog in the menu and add a new blog with your module text and a request for comments that will appear in the Newsfeed and gamers will be able to comment. Then I would also go into the Writing Modules and Module Assets Group and post a link to the blog again asking for feedback. That would probably have a longer life in the view of those interested in writing modules. You can also message gamers you know who DM or work on modules and ask them if they would take a look and give you some feedback.
I think this can be generalized to many situations besides writing modules, basically anytime you are posting about a project hoping to get feedback.
Another advantage to posting as a Blog is that you can add tags which gives another search path to discovery for those interested.
I started writing this post on the Newsfeed but when I realized that it needed the tags, meta and help, I copied it and posted it as a blog.
Blogs also have the advantage of that Edit button making it the preferred way to post anything longer than two paragraphs.
If the page for your Group could benefit with up to date content delivered by RSS you can now add an RSS feed to your group. This might be especially good on Groups centered around a specific game where the game creators have a what's new blog for their game.
If you want to see how this works I added an Oxwall Support Blog to the Development and Testing Group. Click over to see how it works.
If you can think of an RSS feed pertinent to your group go ahead and add it. Let me know if you have any problems.
Thanks
JesseQ made a post about how he would use multiple free online tools for online gaming. I have been wanting to set up an Actual Play podcast as a Gamer+ event and JesseQ's post got me thinking. Here's his out of the box suggestions.
Discord for chat (text, video, voice)
Miro for shared whiteboard/tabletop
Watch2Gether for atmosphere/music
I have come up with another platform set.
Discord - Tenkar's Tavern in particular for the chatroom/game table
Web Whiteboard - A whiteboard app on the web the DM could use for drawing maps or diagrams for online games. You can also post text and pictures. Players can also post, make map annotations during play, upload something they saw, etc.
File Downloads - My Pydio instance does this great. There are many other free web alternatives.
So the only barrier to participation is getting into Tenkars Tavern on Discord. Discord has become a new standard for voice chat and their apps are easy to install and work on every platform.
Once you are in the gamerplus chatrooms at Tenkar's Tavern the DM can post a link to the whiteboard set up for this game. The players click on this link and they are there on the whiteboard. No passwords or accounts required.
The DM can also post a link to a folder on Pydio. The players can follow this link, browse pregens, and download or print the character sheet they choose to play. The DM has a different link that allows uploading and file deletion. Again no install, passwords, or accounts required.
And this is the key. Follow the link and you're in.
You enter the chatroom. The DM posts a link and you go pick a character. When the DM starts to draw something he posts a link. You follow the link and view what he's drawing. It would even be possible to lay out battle maps and move player tokens on the map.
So these two apps, the whiteboard and the file manager, are both included in Miro as per JesseQ's suggestion. There is an advantage to having these both in one app. But Miro is more complicated to use and the DM would have to send player invites which means collecting emails. In some situations this would not be cumbersome but for Gamer+, If You Play You Win, actual play podcasts I wanted it to be as easy as possible to jump into the game.
As JesseQ suggests, Gamer+ has set up a Watch2Gether channel that the DM could use for Monster noises and appropriate background music. It is also available for listening on the public web just by linking in with no password or account necessary.
So this is just another possible way to set up for online gaming. I chose these apps because of their open availability to anyone without having to install apps or create accounts. There might be better choices for your games or campaigns. Please leave your ideas in the comments.
Thanks
Gamer+ will be hosting the Related To Geeks Podcast on the Inspired Unreality game chat at Tenkar's Tavern on Discord, Monday, September 2, at 9:00 PM Central.
Check out Main or Dashboard for Join links. (and instructions)
We will start with The Geek Agenda where those of us who are Related To Geeks take a minute to reveal our plans for world domination, that is, what we've been doing and what's coming up next.
Then we will smoothly segue into The Geek Topic which will be "Winging It" for September. Discussing The Geek Topic will be open to everyone so come with your stories about how your party went left instead of right and suddenly you were winging it.
After The Geek Topic we will quit recording and go to our usual open game chat where anyone can suggest a topic and all gaming is on topic.
I can't even express how much I am looking forward to this. See you there.
Vivian and I made these up in Inspired Unreality Gamers Chat last Monday.
Please add more in the comments. I'm trying to build a D20 table of quest lighteners so you can randomly throw some humor into your quest.
Some of these are good and some are just jokes. Not that there's anything wrong with jokes. If you've got any good quest jokes put them in the comments too.
The table below was created in CherryTree and copied and pasted into this blog post. The lines aren't visible so I created some white space between entries.
The bald cleric, Rogain, is extremely devout and has deep faith in his God. However whenever he meets a priest or pilgrim from another religion he converts immediately and follows his new God with equal fervor. For some reason, whenever he is near a tavern, he becomes a devout follower of Dionysius.
4 A bizarro world vampire is un-undead and he's scared of the dark.
5 A party of three dwarves wading through a creek sees an extremely large alligator moving toward them. One of the dwarves pulls out his sling shot and loads it with a cup of mud which he shoots into the alligator's eye. Moral of the story?
6 When the carnival came to town last year the little baby dragons were all the rage. When the city folk learned how much baby dragons ate they pitched them in the sewer. Now this year you are creeping through the sewer trying to storm the castle. You make a left turn and what do you see/smell? A rather odiferous dragon. And it's not a baby anymore.
7 Three skeletons walked into a bar and ordered three pints. The bartender served the skeletons and then turned to the barmaid and said, "Better go get a mop."
8 A thief was bent on pilfering a castle. He checked around the back and spied a window partly open. Carefully and quietly he slid the window up and crawled through. As soon as his second leg hit the floor the window slammed shut behind him. The thief froze thinking "Damn, that was loud." Barely breathing he counted 60 seconds but nobody came. It was as dark as a dungeon but the thief still had that wand he stole from the blind wizard. When he brought it out it glowed softly. The thief looked around. He had successfully snuck into a jail cell.
9 The chest just yelled treasure. Look at that big lock. Look at that iron hasp. Look at those reinforced corners. The thief was sure it must be trapped. He checked the hinges. He poked here and there with his dagger. He carefully lifted the lock ever so slightly and checked behind it. Nothing so far. He got out his lock picks but before he started on the lock he wiggled them into the hasp. He tapped gently on the sides and the top. He carefully grabbed one handle and lifted one side of the chest a tiny bit. Sticky his dagger under the corner he peered under it. Nothing. So he went to work on the lock. Before he tried to unlock it he felt here and there for traps. Needles that flew out. A sudden pinch on his finger. Nothing. He finally started working on the lock itself. It opened pretty easily. He carefully set it aside and used his dagger to lift the hasp up. He stuck his dagger through the slot in the hasp and inched the lid open. Nothing happened. "I can't believe that this chest isn't trapped." thought the thief. He took his dagger and opened the lid all the way. The chest was empty.
10 The adventurers were led to believe that the cleric wasn't all the way there. Two screws short of a hinge, if you know what I mean. Nonetheless when the cleric sent for them they went to see what was up. Gold from the collection plate was still gold even if it came from a crazy man. When they got there the cleric said, "I heard you did a good job getting rid of those rats down at the dock. I have a similar problem. You see, I've got bats in my belfry."
11 The jester wore an invisible hat and his shoes were made from the wings of a bat. Nothing was too lowly to be reused and he never hesitated to be amused. As he traveled from here to there he often stopped to pick up trash for he knew that one man's trash was another man's cash.
12 The Order Of White Ninjas were lawful good, like paladins. They considered themselves far superior to the regular ninjas all dressed up in black, the white ninjas only wore white, there was no darkness in them. The only problem was the only place they could sneak around was in hospitals.
The "Guidebook to the Duchy of Valnwall Special Edition", published by Small Niche Games is available on Drive Thru RPG here.
Guidebook to the Duchy of Valnwall
It is licensed OGL and is built on top of Wizards Of The Coast and Labyrinth Lord as well as other properties listed in the OGL Copyright License at the end of the book.
Peter C. Spahn (pspahn) writes "Small Niche Games would like to encourage professional and amateur publishers to use the Guidebook as a shared regional setting and set their commercial adventures within the Duchy of Valnwall. Labyrinth Lords (and publishers) should feel free to change, add, or remove any of the information in this book to better suit his or her own game."
Their are several great maps in this book including this one.
Just a little bit right of center is a small rectangle that makes a perfect map for our Milyagon Quest, "The Witch's Panacea". Fortunately the map is huge with many pixels so I was able to throw it into GIMP, do a crop and make a few small edits and I came up with this.
Nice map, huh? Much better than I would have drawn myself. So I guess now I know where Milyagon is. It's in the Duchy of Valnwall.
Thanks to Peter Spahn and Small Niche Games.
Serpents Fall
caeora.com/product-page/serpents-fall
"Here is the finished Serpents Fall map! The colossal remains of a dead sea serpent, twisted around a few dark rocks and shallows just off shore. When I was making this I imagined that the serpent has been killed by something even bigger in the ocean like a Kraken! And the creepy statue in the top right was brought to the rocks by a kraken worshipping cult, using the blood and organs of the sea serpent for dark rituals."
Caeora will be our guest on the Gamer+ Inspired Unreality open game chat at Tenkar's Tavern on Discord next Monday, August 12, at 9:00 PM Central.
It's been a great week @Gamer+ with many new gamers joining us. We now have over 60 gamers and like I was hoping I have been getting good suggestions on how to improve the site.
I just added a Link To Your Profile feature at the bottom of every profile page. Go to your profile and scroll down to see it. There are detailed instructions here.
We have also added gamer RSS feeds and homepage links for their blogs, podcasts, video channels, chat, actual play... You will see this in the footer on every page. The real gem is the View last 60 items here link. This updates more quickly than the FeedGrabbr scroll and it has the actual posts with pics and videos included. Try it now.
Thanks to TheEVilDM for helping with this project. Do you want to include your link? Contact hairylarry or TheEvilDM on Gamer+.
TheEvilDM also pointed out that he wasn't getting email notifications. I was able to fix that and I wrote a post about it here.
This post also explains how to unsubscribe from Gamer+ News if you would rather just get this online.
Check out the Groups. We've got several budding communities started. If there's no group for your interest start one. Somebody has to do it.
Also we now have gamerplus voice and text chat rooms at Tenkar's Tavern on Discord. Come tonight for Inspired Unreality open game chat scheduled for Monday's at 9:00 PM Central. We will be adding occasional guests and I have a few other ideas too.
If you have ideas for Gamer+ please post them in the comments below. If you're reading this in your email or at Tenkar's Tavern log on to Gamer+ and click Blogs to find this post. Then add your suggestions in the Comments below.
Thanks
TheEvilDM pointed out that email notifications weren't working so I googled around and found out about a cron job that takes care of that and other stuff.
I checked the cron jobs for Gamer+ and sure enough, there it was, trying to run a program on yourdomain.com. So I changed that to gamerplus.org and sure enough, email notifications started working.
So, you might be getting some email notifications. And you might not want to get email notifications.
In the upper right corner there is a dropdown menu with your username on it. Pick My Preferences. Then pick Mail Notifications. You can fine tune which notifications you want to get. This will control the notifications that you get in your Notifications menu, right next to your username in the upper right.
I left these all on because that little Notifications menu helps me keep up with my discussions on Gamer+.
Scroll down to the bottom of that page and you will find a section called, Also send by email.
So you can set it to Immediately if you want to receive an email as soon as someone responds to your post.
You can set it to Never it you would rather not receive notification emails at all.
And in the middle is the wonderful "Automatically (if you don't show up on the site for 2 days)". In other words, don't send me emails if I'm on Gamer+ checking them myself. But if I get busy for a few days I appreciate the reminders.
Additionally on the My Preferences screen there is a General tab where you can set your timezone and subscribe/unsubscribe from the Gamer+ newsletter. We haven't sent one of these yet but we probably will sometime. In fact a weekly email isn't a bad idea. Think I'll start that today.
So you can turn that off too if you want to.
Thanks
If you have a blog, podcast, video channel, or other website and you want to send your readers to your profile page on Gamer+ you can copy the link code at the bottom of your profile page just above the footer.
Drag your mouse over the code or triple click to turn it blue. Hit Ctrl-C to copy it to the clipboard. Go to your website code and wherever you want the link hit Ctrl-V to paste the code in. Then change your_username to your username on Gamer+. Be sure to get it exactly right. It is case sensitive so it has to be capitalized just like it is on Gamer+. Test the link.
This is a great way to support Gamer+. Your readers will enjoy reading your profile and they may decide to sign up for a Gamer+ account.
Thanks
Artwork by Arthur Rackham - public domain
Sweet Mary
by Larry Heyl
Sweet Mary was born in the spring. Her parents were well off and unconventional. Which in itself was strange because Mary was quite conventional. She occupied herself with being a very normal baby until Christmas. Even though she was only nine months old when Kris Kringle came she got a big sparkle in her eye and you could see joy radiate from her and light the room. She was brighter than the tree.
As she grew she remained very conventional. She would read, draw, and walk in the forest. And when Christmas came each year Kris Kringle brought her books, paper, charcoal, crayons, and walking boots. It wasn’t the presents that made her glow. She just loved Christmas in an extraordinary way. It is normal for children to love Christmas but for Sweet Mary her joy of Christmas was unconventionally exuberant.
And so Mary would walk in the woods, reading and drawing, and the years drifted by. Until one fall, at the top of the hill, she found a fairy circle of big beautiful mushrooms and unknowingly she walked through it. She made friends in Feyland, Puck, Took, and Willow. For fairies they were still young and the four of them would romp through the woods playing fairy games almost as if Sweet Mary belonged there. But she loved her parents very much and after a few hours she would always go home. She was still conventional enough not to eat between meals so she could always find the fairy circle and the path back to her house. When she greeted her parents she had that sparkle in her eye they had only seen at Christmas and they very much approved. They quickly grew used to her radiating joy after returning from her walks in the woods.
Then one year she grew up, as girls do, and in the fall when she found the fairy circle she was a maid, even though she didn’t really know what that meant yet. Puck, Took, and Willow knew what it meant and since they were in Feyland it wasn’t long before they were enjoying themselves as fairies do for fairies have no thought for the future and no concerns about morality, they live and love in the present moment only concerned about their own pleasure and enjoyment.
And Mary in Feyland was the same. Conventional no more she also lived for pleasure in the present and greatly enjoyed Puck, Took, and Willow.
When she came home for supper her glow would light the room. Her parents could see she had changed but they were unconventional and left Mary to her pursuits. Mary said nothing of her time in Feyland to her parents. It was her secret.
But when winter came and the fairy circle was gone and her belly began to swell it could be a secret no more. Her mother loved her very much and took her into her confidence explaining the ways of the world to Sweet Mary. But she did not ask after the father because she feared if they found the father he would soon become a husband and take Sweet Mary away. And Mary did not talk about the father either, whether Puck or Took she did not know, and she certainly did not know how do explain her time in Feyland.
In early summer the babe was born and it was a good thing Mary’s parents were unconventional because little Pookie was clearly fey. Her parents were well aware of the dangers of raising a fey child and so they set up all night, every night, taking watches, so the fairies could not steal the babe away. And Sweet Mary, with a babe at her breast forego her trips through the fairy circle, perhaps Puck, Took, and Willow missed her, perhaps not.
In fact, her parents were well pleased with their grandchild. They were unconventional and aware of the fey blood in their own ancestry, weak as it was. They married each other to preserve their heritage and were glad for the fresh infusion of fey blood into their family line. And they were overjoyed when they set up the tree and the babe just smiled and giggled, loving the Christmas spectacle.
So when little Pookie was three and safe from abduction they encouraged Mary to go back to the woods where she once again walked through the fairy circle. Puck, Took, and Willow were most pleased to see her and Sweet Mary once more enjoyed afternoons full of pleasure and companionship. But she said nothing of little Pookie. She had learned, in her life, to keep secrets.
There's always room for improvement, especially on any web project, but I have all 4 legs reaching the ground so I'll take a minute to explain our new aggregated RSS feed featuring always new content created by Gamer+ gamers.
Most blogs, podcasts, and video channels have RSS feeds. (or atom feeds, same thing but different) When people follow a podcast so they don't miss any episodes they often use the RSS feed so their podcast is updated in their feedreader or even auto downloaded to their device.
Many of the gamers on Gamer+ are content creators. I am, Carl is, The EvilDM is, and lots more. As you will see. So my idea was to find a way to promote their work right here on this site to make it easy for gamers to find the podcasts, blogs, videos, etc. that other gamers on Gamer+ are creating.
So I installed Tiny Tiny RSS and TheEvilDM and I have been busy subscribing to all the feeds we can find that other gamers on this site have available.
If we missed you let us know in the comments. If you start a new web project let us know. Even if it doesn't have an RSS feed let us know. We want to feature your stuff.
So the four legs of the stool are:
1. A scrolling auto updating display of all the new posts on all the feeds we have subscribed to on Tiny Tiny RSS. This is on the left above the banner in the footer.
2. A link list to the homepages of 12 of these creators that changes each time you load a page. This is on the right above the banner in the footer.
3. An auto updating link list to 60 recent posts from the Gamer+ creators. You can access this link at the bottom left of item 2 above, the bottom left of the right block just above the footer. There, is that confusing enough? I think I'll just post the link here.
4. A manually updated categorized link list of all the homepages of every feed we have added to Tiny Tiny RSS. This is on the bottom right just above the banner and also on the far right in the footer next to Mobile version. And here's the link for that.
Did you notice I said manually updated? No, I don't type this stuff in. I run a program I wrote on the exported opml file from Tiny Tiny RSS and the program types it all in. Still it's a thing that has to happen so it won't always happen just as soon as the RSS feeds are updated. And it might happen before the RSS feeds are updated because there is often a delay of about an hour before new posts are displayed.
I am not done working on this but I am happy with it. It's really good. It's all there. It could be better. What else is new?
Like I said, if you're on Gamer+ we want to add your stuff. And if you're not on Gamer+, join, so we can add your stuff. There's a lot of content on Gamer+ already and more all the time. But the amount of content in these feeds that you can easily access right from the footer on every page is more than you will ever have time to consume.
So, Enjoy! And add a comment below.
AEIOU posts in the_dungeon_show at Tenkar's Tavern
@Bruce_Lombardo The Dungeon Show has ended its famous run and is already dearly missed. @Carl Heyl (Wild Games Prod) has a new project (or a few new ones?) that he's working on. This space has been subleased for a weekly Monday chat regarding G+ (Gamer+) with @hairylarry . It's a nascent social media hub that holds considerable promise for the gaming community.
Carl Heyl adds
Gamerplus is something dad and I thought up on the way home from North Texas RPG Con. I hope it works well for people
It's at gamerplus.org
Bruce Lombardo says
I like Gamerplus.
LaramieWall chimes in
Sub-Pexx Laramie will be transitioning this space from Dungeon Show to Harry Larry's new plans .
AEIOU jokes (I think)
Hairy Larry's Nefarious Plan for World Domination would be a good working title for the channel
hairylarry replies
If I had the ring I could rule the world Bwa ha ha ha ha.
I would like both the voice and text chats to be renamed Gamer+
Looks like you can use minus signs (-) so plus signs (+) will probably be ok.
Right now our only event is the Monday night Inspired Unreality Open Game Chat. We plan on having occasional guests and I have an under my hat idea for a monthly podcast as part of this event.
I also have plans for an Actual Play event called If You Play You Win. This would be one offs, jump in and jump out, with rotating DMs. The DM for the session will pick the game system. It would be really cool to have DMs playing their own modules or even their own rule systems.
At Gamer+ we have international gamers and also some early risers and off to work folks so we might experiment with the time slots to include them. Not for Inspired Unreality but definitely for new events.
How's that for riveting dialogue?
If you have ideas to improve this project or others please post them below in the comments.
It's really a big world out there and nobody has time to check out all the creative work that even some of us do. I can't even keep up with what my kids do! So after you listen to a podcast or watch a video give it a mention here on Gamer+. That will give others an incentive to make that connection.
And if you have a creative gaming endeavor, even if it doesn't have a feed, please post in the comments. I am going to devise a way to include links to projects that aren't feed friendly like fiction, art galleries, or other major projects.
If you have read my previous blog on solo play, or you are a solo player, then you should have an idea of how solo role play works.
There are lots of purely generic "Solo Engines"* out there. Mythic is the big one but UNE and CRGE are popular as well. The advantage of a generic solo engine is that once you know how it works you can take to any game. The disadvantage of the a generic solo engine is that it can break the suspension of disbelief and pull you out of the game. If you are using d6 dice pools for all your skill rolls and combat and then suddenly it is all d100 and full page tables. The jolt is even bigger with rules light narrative/story teller games and detail/crunch solo engines like Mythic.
What I like to do is take the flavour of the game I want to play and the dice mechanics and create a customised set of solo tools for each game I play. If you have a table of probabilities for any particular event to happen or not it is not difficult to change it up or down from d100 to d20 to 2d6. Sometimes you lose options and sometimes you gain.
As a solo player I get to play every game on my shelves as I don't have to convince my group to give them a go. I also get to see innovations that make you think that these should be in every game, things so simple that you cannot believe you didn't think of them yourself.
With each new iteration of my solo rules they become slightly more sophisticated. Sophistication does not need to mean complicated. What they always do is stay 'in character' with the game they are designed to match up with. Once I am in the game I don't want to break out of it.
In SWN most challenges at the table are resolved with 2d6. 2d6 is also all you are going to need for the solo rules as well. SWN is perfect for sandbox play an and my solo engine is designed to collect together and build plots and missions that are progressing at their own rate regardless of whether you want to be a part of them or not. The rules do not railroad you and it is not uncommon for there to be more plots the central character is not involved in that the ones they are!
So as a teaser here is one of the spreads from the first draft of the SWN Solo rules. The protagonist is Jesse but don't worry, things turned out well. That day.
*A solo engine is the sum of the game mechanics that emulate the GM in a rolo playing game.
Vince did a great job describing our old school social network. This post is a meta or help post describing what is actually different about Gamer+ compared to most other social networks that shall remain unnamed.
There are no algorithms deciding what you get to see. All the feeds are reverse chronological order with the most recent posts at the top. This gives Gamer+ a transparent and unconfusing interface.
There are no trackers or third party ads running javascript. Text ads at the top. Banner ads at the bottom. They are static ads that link where they say they're going and that's all they do. Support GAmer+ and our sponsors with your clicks. Nobody here is spying on you.
We encourage game clubs and companies to create their own profiles and promote their events and products. Please promote your podcast and your blog or youtube channel. All tabletop gaming is on topic.
We are trying to find the sweet spot where there are enough features but not so many features that the screens become busy and distracting. If you have problems, comments, or suggestions we have a group for that.
Thanks for enjoying Gamer+. Run by gamers for gamers.
I'll try a few posts, and I'll see what happens. Some will be reposts from the current NUELOW Games blog, some will be new. Some may even be reposts from my long-time favorite blog, Shades of Gray.
Meanwhile... if anyone sees this, please let me know. Is it worth it for me to post here?
This is from Gamer+ Inspired Unreality, July 29, 2019. My suggested topic was Fantasy Fiction but we spent more time on the soon to be released World Anvil for Lost Worlds. Actually kind of closely related.
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First suggested topic - fantasy fiction. All gaming is on topic. Anyone can suggest a topic.
I'm reading Stephen Brust, the Vlad Taltos series. I'm on Jhereg, the first book. Currently 15 books in the series, 19 planned.
Stephen Brust - he's a musician.
In the Brust there are two kinds of magic, witchcraft and sorcery. Witchcraft is spells. Sorcery is reaching for power and projecting your will.
There is also teleportation, psionics, telepathic communication, familiars, all in their own coherent systems.
I think it would be a great foundation for a gaming world.
There's a fandom wiki - https://dragaera.fandom.com/wiki/Main_Page
They say "Dragaera is a fictional world, the setting of a number of books by Steven Karl Zoltán Brust. It is inhabited by two major intelligent species, generally known as Dragaerans and Easterners, as well as several other races such as the Serioli, cat-centaurs, and the gods."
So you can see; races, classes, two types of magic, two styles of combat, rapiers and swords, perfect for a gaming world.
And I'm only on book 1.
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My friend, the librarian, recommended this series and I'm enjoying it. He also plays jazz bass and I enjoy that too.
It’s a game you play with friends in a social setting. …It’s an exploration of intriguing or fanciful scenarios. …It’s a chance to be someone you’re not. …It’s a celebration of sticky situations. …It’s collaborative daydreaming. …It’s exercise for your personal sense of drama. …It’s a way to trick ourselves into creating interesting things. …It’s something you’ve been doing all along.I am pretty sure that there are a lot of regular role players that would accept that definition at first glance and then stop, think and then disagree.
Not everyone has a regular group that they can get a game with. A lot of people are time starved or work unsocial hours which makes a regular game hard.
So if you cannot get a regular, around the dining table, game what are your options?
Discord
Many discord servers offer voice chat + dice roller bot online games. The plus is that you can pick a server for just about any game system in existence and you will get a game. The problem of being out of timezone or just time poor isn't solved but it is easier, a night shift working in the US could join an EU game. You get the social element to some extent. You can join in the banter and you get to role play but ultimately you are sat at home on your own most likely. It is a brave person who voice chats in character in Starbucks.
Forums
There are many forums that allow play by post. I like PBP games. The style I use is that every player gets two forum threads of their own that are invisible to all other players. The first is for out of character questions and comments. The second is purely in character. When two characters converse, I as GM will copy'n'paste from one to the other and then paraphrase the post to the other characters point of view. Imagine if you are trying to persuade someone and you have failed the relevant social skill test. The words remain yours but I get to describe you delivering that dialogue. I encourage people to add in mannerisms, facial expressions, gestures and if you are going to pace back and forth before the fireplace before unmasking the murderer then describe it.
What all this builds up is a really rich picture of how your character thinks and behaves. PBP games are perfect for political and intrigue games as characters have perfect recall, being able to scroll up to check facts and statements.
I set the game up so no player knows who is a PC and who is an NPC. I also do not insist that partys form or hold together. If you character's chip on her shoulder drives away people that get to know her then you may well end up as a loner.
PBP games give a wonderfully rich experience but at the cost of one or two posts a day being considered 'fast' and sometimes two posts a week is more normal.
Virtual Desktops
Virtual desktops exist to provide as rich an experience as possible and as such they are much the same as a Discord game but with graphics. They do turn role playing into a pay to play experience as at least the GM needs to pay for membership. There are some free options but only because they are new and want to steal away users from the other more established platforms. You are looking at the same issues of time zones and having to commit to regular time slots.
Solo Play
For some reason solo play is often looked down upon. It can be ridiculed as talking to yourself, day dreaming or just creative writing. It is mostly ridiculed by people who don't know what they are talking about, but that is true of most things.
Solo play has existed since the first Dungeon Master's Guide. Solo wargaming has always been an accepted part of war gaming and Chainmail and later D&D grew out of a wargaming background.
A regular game has a basic loop of the GM describes the scene, the players describe their actions, the GM resolves the actions and then loop back to describing the new scene. Solo play has two loops. think of them as a left and a right loop. You imagine a scene. If you would normally ask the GM a question to clarify your understanding then you use the solo rules to answer that question. Now you loop back you have your answers and you can imagine the scene. You imagine your characters actions, the conversations, NPCs and challenges. When you character acts you use the regular game rules to resolve the actions. You then loop back and imagine the new scene. So the left loop uses the solo rules and answers questions you would ask the GM. The right loop resolves in game challenges and uses the traditional game mechanics. So left loop would deal with "Are there any guards?", "Is there anywhere I can hide?" or "Trying the car door, is it unlocked?". Right look deals with picking locks, combat and spell casting etc.
Emulating a GM is not that difficult. It is often described as a RPG version of a magic 8-ball. You need to use your improv skills because of course any rules in a book cannot see your character or the scene or the goblins.
At the core of every set of solo rule are three mechanics. The first is for yes/no type questions. you pitch your question as a closed yes/no question, use a modifier for how likely you think the answer is going to be a yes or a no and then roll the dice. You then have to use your improv skills to work that answer into your scene.
The second tool is for open ended questions like "What are they talking about?" and "What is this book about?" Often you roll the dice and get a two word answer and you have to think given the adventure so far and the current scene what does that two word combo mean to me? The answers are often kind of obvious like "Betraying + Leader" or "Plotting + Loved one" and that sort of thing. They are designed to fit in with adventures so you not going to get "Cut price + banana".
The final tool is the plot twist mechanic. If your adventure just plodded along with yes and no answers and the odd bit of description then things would get stale rather quickly. Plot twists are designed to throw up the unexpected. There are three common plot twist ideas. The first is 'complication'. These happen when you are asking a yes/no style question and it idea is that something happens that makes that particular yes/no questions irrelevant. For example you ask if there is a horse you can steal and roll a complication. Using your improv skills you decide that there is a fantastic black stallion but at that second someone throws a saddle on to it and you recognise them as your arch nemesis. That would of course completely change the whole set of priorities that had you wanting to steal a horse.
The next version is the interrupted scene. Solo play often works in scenes and a scene ends whenever you handwave a block of time (generally). If you had just discovered an important and incriminating piece of evidence against a mobster and you are racing to town hall and the mayors office. Normally you would probably not role play the journey to the town hall, you would just arrive. Not with an interrupted scene. You have to think of a reason why you don't get there. Does a car ram you off the street? Does a corrupt police officer flag you down? I had this situation in a modern genre game and at that moment terrorists had placed a bomb in the atrium of city hall and as I raced up the steps the entire glass fronted building exploded. That cancelled my meeting with the mayor!
The final plot twist you are likely to see are stage directions. They may say something like Introduce an NPC, or Your quest becomes harder. It is down to you to work out how to fit that into your game. If you five levels down in a megadungeon a new NPC is unlikely to be a merchant selling healing potions but it could easily be a chained up captive with half a dozen drow guards. If it told you your quest gets harder then maybe the route ahead has collapsed and you cannot get through the way you had planned? If you have your GM's hat on I am sure you can come up with some pretty miserable things to do to your character.
That is a pretty intense whirlwind tour of just the basics of solo play. I keep a rather terse bullet point list of key events and questions so I can recap and pick up where I was but you can record your adventures however you like, or not at all.
I talked about some of the advantages and disadvantages of the other forms of role playing. In solo play there is no loss of fidelity between what the GM imagines and what you see. You are both so your understanding is perfect. The same goes for NPCs and descriptions of magic and monsters. There are no time constraints or commitments to always be available at a particular time.
You can solo play to test a new game, or one of the three hundred games on your shelves that you bought but never got to play. You don't have to prep for solo play. You need to think of solo play as an infinite sandbox. I had an adventure once because my character had little or no starting money left. I asked if the tavern keeper was in a good mood and the solo rules said No. I asked why? and it said something like "Grieving + Crime". I decided someone had been murdered and my first reaction was that it was his wife and for some reason I tagged on that his daughter had been kidnapped. Well, there was something that I could do something about. I role played the scene as the taverner refused to let me into the tavern as he shut it up and barred the door. He had is club from under the bar and he was out for blood. I calmed him down enough to get some of the story out of him and I pointed out that while he was an excellent barkeep, I was the one with the spear and armour. I improvised a story about his debt to a street gang and how he fell behind the payments. He was supposed to take a beating as a warning but his wife walked in and tried to grab a sword off one of the thugs and in the ensuing struggle she was killed and his daugher was grabbed and taken away. There was my adventure and I had also learned a lot of flavour of the kind of town I was in.
Even with that tiny snapshot of my meeting with a taverner I hope you can see a bit of how solo play works.
I will blog more on solo play later as I think this has given anyone new to solo play plenty to take in for a first introduction.
It wasn't unusual for me to let the characters write parts of the quest as they were confronted with a new problem. For most encounters the die roll decided their fate. As we were mostly playing as a family group (and friends) their was always considerable amounts of discussion about the choices made.
As a teaching apparatus role playing was extremely beneficial. We often brought historic events, places and characters into the game. It also worked well for squeezing in math, science and art.
Me:
I will be on chat again tonight. What I would like to do is open a Gamer+ chatroom to be used anytime. The Monday night open game chat will be the first event. I hope there will be others in the future. Sometimes with guests. I will still post into the Dungeon Show channel to let people know where we are.
I tried reaching you on Facebook but I'm still not confirmed. Thanks.
Pexx:
Would you like to rename the Dungeon Show to something else? And what start time would you like?
Do you need help getting guests?
Me:
No, I would like to leave the Dungeon Show up for a few weeks so I can post info in there Monday nights. After that I have nothing to say about it. It's Carl's show and it ended so that decision will be up to you. I just want it up for a few weeks to help with the transition.
I would like to start the Monday Night Open Game Chat at 9:00 and end it when it peters out. I will be there posting for at least an hour, sometimes longer and I will try to continue chatting as long as it's happening.
I would like the Gamer+ room to be available anytime so I can promote it as available on gamerplus.org. I would like to add other events as Gamer+ gears up. One time and weekly. Maybe even some actual game play events.
I would definitely like to have help getting guests. We won't be recording a podcast so it will just be Q&A with the guest as well as open game chat.
My idea for tonight and other nights without guests is to post text on topics I've been thinking about, like the OGL last week. Just to try to get a discussion started. Also make it clear that it's open game chat. All tabletop games are on topic. And also encourage others to text chat about things they would like to discuss.
If we could work around to having guest about half the time that would be fine. Thanks for your help with this.
9:00 CST - same as the dungeon show - that's the schedule I'm used to and it's been working for me so why change it?
Vivian and I are trying to come up with a title for the Monday night event. We would like to emphasize creativity, game design, mechanics, writing, art, cartography, etc. We don't want the title to be RPG centric although I expect most chats will be.
Creative Conquests, If You Play You Win, Inspired Unreality, Inspired Ingenuity
Something better than Open Game Chat.
Behind every pair of eyes there was a chaotic system known as a human brain. Was the human brain essentially chaotic or was it only chaotic as perceived by the human brain? In the eye of God even the human brain is simple.
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Originally published at SFF Short Stories
sffshortstories.com/?x=entry:entry190109-101203
I just turned this into a Mini Zine.
Some stuff I wrote about Milyagon during the Gamer+ Voice and Text Chat at Tenkar's Tavern on Discord.
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Vivian and I are writing modules and we are using OGL monster stats, etc. We put them in a separate zine
So now we're writing a little background story to get our next module started.
It's about the Milyagon witch.
So the background story sets up the problem and then when the player characters get involved it becomes a sandbox.
We've been cowriting on Gamer+ and on another social network I wrote called Collab. It's a ground up design specifically for a cowriting game.
I think the background story will help with player motivation.
We didn't really have that with Caves Of Doom. The characters come to town and hear about the Caves Of Doom which coincidentally happens to be the modules title so they know that's where they need to go.
So our modules are one offs. It could be you could run several consecutively to make a campaign. If we write more than two (which I plan on doing).
There's a woodcutter story where the town's woodcutter also sculpts figures that come alive at night.
And there's telescope hill with a tower and a telescope run by a pensioner called the keeper.
The blacksmith, Yon Rogar, is also turning into an interesting character. He also makes weapons and trades in them.
Last week I did the Delta Jazz Workshop. I'm still recuperating but you can tell I'm itching to work on these modules.
There's a bunch of Rogars. One at the docks. One at the stables. Big family of non farmers.
I have a tendency to play characters who look before they leap, don't crawl out on the limb or take a drink out of the glass before knowing whats's in it. Whenever I think about changing any of that I am less than convinced I could pull it off. Still it might be a lark to try playing someone who is quick to jump into the fray. A character who is self-confident, impulsive and just a little over the top.
I don't know that I'll make a character adjustment anytime soon. That being said nothing ventured......
So you saved your blog in progress as a draft and now you want to finish it. How do you find your draft?
Go to your Dashboard by clicking DASHBOARD on the main menu.
Under Quick Links select My Blog.
Then click on MY DRAFTS.
Easy if you know how but it took us a little searching to find the exact right path through the nested menus.
Unlike other social network programs which shall remain unnamed Gamer+ actually makes sense. First off it's most recent on top with no algorithm deciding what you need to see and no ad targeting. The first three items on the top menu are Dashboard, Main, and Members. Here's what you will find there.
Dashboard displays your posts and your friends and follows posts. If it is only displaying your posts you should friend and follow some fellow gamers.
Main shows all posts, most recent at the top. Viewing main is like turning on the faucet. Every post by every member.
Members show a list of members. Clicking on a member's avatar or username takes you to their profile. Their info that they post for you to see and all of their posts, comments, etc. most recent at the top.
Like I said, it makes sense.
Therein lies the crux of the matter.
May the Schwartz be with you.
Elphonium by INDRIKoff from Deviantart
used with permission
This painting was the inspiration for this story. I saw it on Tumblr and followed the link path to Deviantart. Thanks to INDRIKoff for painting this remarkable image.
Elphonium
by Larry Heyl
The King was bored. The King was restless. Peaceful times were great for his Kingdom. His subjects were happy and hearty. Trade flourished. But the King … was bored.
He thought of calling his musicians with their lyres and flutes but lately all their tunes sounded the same. Even his fool’s raunchy jokes failed to amuse. He would rather saddle his horse and ride.
That’s it. He would ride. A real ride. Just the King, his fool, and his groom. Not a ride to somewhere. Just a ride. He had purpose. A purposeless ride.
The King moved. “Come Fool.”, he bawled, “We ride.”
Somehow the groom already knew. Gossip in the castle travels faster than thought. When the King and his fool arrived at the stables the groom was ready. Three good horses saddled and prancing. They were a sight for sore eyes. The King, his fool, and his groom mounted and rode.
They stepped lightly across the drawbridge and quickly broke into a canter, the King in the lead. He hadn’t gone a quarter mile before he veered off onto a lightly used path into the woods. They slowed and the King let his horse pick the trail. Sometimes the path disappeared but his horse had a sense of direction beyond human abilities. When the trail forked his horse knew which way to go. The fool and the groom followed behind without effort. Their horses followed the King’s horse. The King gave his horse his head.
The forest changed. It was now more open. Lighter. Brighter. The leaves on the trees shimmered. The grass waved in the breeze as if begging to be trod on. The horses slowed to a walk, a slow walk, somehow barely moving. And then they heard the music.
It was like nothing they had ever heard before. A sweet plaintive sound, sometimes like an oboe and sometimes like a flute but always changing. Music without thought, apparently without direction. But somehow it always seemed to get there. The phrases morphing into each other, one after the other, drawing them in.
They came to a clearing and under a pear tree standing alone they saw an elfin princess blowing a horn beyond description. Not a horn with one bell. Not a horn with one sound. Many bells. Each with it’s own sound. And the horn was not separate from the elfin princess. Somehow it grew right out of her. And the music flowed right out of her too. Tumbling through their minds like a river tumbles through the valley.
They dismounted and the groom tended the horses. He didn’t have to tie them. They weren’t going anywhere.
The groom brought a sack of wine from his saddlebags and they all three drank and listened to the music. But they didn’t get drunk. They drank so slowly, sip by sip, the wine enhancing their senses, carrying them deeper and deeper into the music.
Other elves appeared, charming fellows but none as beautiful as the elphin princess. The King noticed other mouthpieces on the horn. Soon the other elves were playing too, each on their own mouthpiece. Each creating countermelodies out of one of the bells.
The music became denser with bass patterns underlying harmonies underlying the ever changing melodies played by the elphin princess. The King, his fool, and his groom stood their entranced. Slowly sipping wine. Captured by the music.
And then the faeries came. A dozen, then a hundred, dancing out of the woods. Soon the King, his fool, and his groom were surrounded by hundreds of faeries dancing naked in the meadow. The fool wanted to make a raunchy joke but his mouth wouldn’t make the sounds. His lips wouldn’t speak.
The sun set. The moon rose. The King joined the dance. The moon, high in the sky, looked down on the three of them dancing with the faeries, thoroughly ensorceled.
And what a night it was dancing naked in the clearing with the faeries. It was better than the hunt. Better than battle. Better than life itself. Just the music, the dancing, the faeries, the elves, the elphin princess, and the horn.
As the moon set the faeries danced off. The wine was finally gone. The music wound down. Softer, slower. And they slept.
They awoke after dawn, under the pear tree, still naked, not another soul in sight. Their horses nickered standing at the edge of the clearing. They dressed. They mounted. They rode.
It seemed like only minutes and they were back at the castle. The King’s subjects shouted “Hurrah! the King is back! Hurrah!”
They were lucky.
Only a year had passed.
–
The story “Elphonium” by Larry Heyl is CC-BY.
There it was, spread out in front of me. The dragon’s horde. So beautiful, all the gold and jewels. It would be perfect if it wasn’t for the giant red sprawled across the treasure snoring.
Focus, I told myself. Where’s the cup? The dwarves were paying me for one thing and one thing only, Gimcrack’s Cup, their holy chalice, and of course it was made of gold so of course the dragon stole it.
I knew from experience that I could spend through any treasure I could steal and I made my share of enemies learning this. The dwarves were offering an annuity and safe harbor. I had to get that cup.
I crept slowly, keeping in the shadows around the edge of the cave. How can I see one cup piled amongst all that gold? Sharp eyes, I thought. Stay focused. Move slowly.
When I got to the far side of the cave I was looking right up the sleeping dragons nostrils. One puff and I’d be toast. But there it was. About half way up the mound. Shining with its own light and cracked right down one side. If you poured ale into Gimcrack’s Cup it should leak right out but instead it stayed everful as long as you were drinking from it. No wonder the dwarves worshipped it.
But how do I get it from the dragon? I’ll draw my magic sword and cut his head off. But I’m no warrior and I have no magic sword. I’ll cast an illusion and distract him. But I’m no illusionist and I know no spells. I know! I’m a thief. I’ll creep up there and steal it from under his nose. But that might lead to a fiery death. I stood paralyzed looking right at the dragon, scared shitless.
He opened one eye. “Human, how good to see you. Just in time for breakfast. Not much of a bite but so tasty, roasted”.
“Wait!” I cried. “Don’t kill me. The dwarves sent me.”
“Dwarves” shouted the dragon. “Even less of a morsel and kind of tough. I’d rather eat you.”
Impending death and the thought of dwarves gave me an inspiration. “I tell you what. Before breakfast how about a little drinking competition? Since dwarves sent me we’ll have a quaffing contest. We can each quaff a cup of ale and then another. I’m sure I can outdrink you.”
“Ho, ho, ho.” laughed the dragon. “Puny human you will never outdrink a giant red. All that alcohol will only tenderize you. So I say yes! A quaffing contest.”
I reached down at me feet and grabbed a bejeweled chalice. “I’ll drink from this.” Walking boldly through the treasure toward the dragon I scooped up Gimcrack’s Cup. “And you’ll drink from this.” I handed him the cup.
“Ho ho ho.” laughed the dragon. “You’re going to get me drunk with a cracked cup?” He dragged up a barrel of lager and topped of my chalice the ale running down the sides and soaking my sleeve. “You first human.”
I looked him in the eye and said, “This is how you quaff. Turn it up and don’t turn it down until it’s empty.” I turned up the chalice and went glug, glug, glug swallowing most of it but letting some run down my beard for good form.
The dragon was ready. He topped off Gimcrack’s Cup not even noticing that the ale didn’t even leak. He turned it up and started pouring it down his throat. It kept pouring and pouring the fine strong ale. Some of it started running down his muzzle but he wouldn’t give up. He drank and he drank until he fell over sideways. When he stopped drinking Gimcrack’s Cup emptied onto his face.
The giant red was so out of it that he wasn’t even snoring. I carefully pried the cup from his talons. I threw it and the chalice into my pack. On the way out I added a few choice items.
Even with an annuity I’m going to need a little bit of spending money.
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Feel free to use this in your quests.
"Gimcrack's Cup" was originally published at SFF Short Stories.
sffshortstories.com/?x=entry:entry160826-165426
It is also available as a Mini Zine here.
No one doubts the witches potions. Her herb garden is small but immaculate and she knows exactly what poisons she's growing as well as what tea eases cramps or kills pain. She has been known to help girls after a rape and the legend is that after she took care of the girl she would take care of the rapist too.
This quest by Larry and Vivian Heyl is licensed Creative Commons Attribution. Images public domain.
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