Monday, August 29, 2011

I Always Forget the Basics

Back to School season is over at work! I have my life back, for the moment, and it is much less stressful. I have been taking down notes and brainstorming a bunch for the blog here, I just haven't had the energy to implement any of it. Seriously, rich people and their children can be nightmares when shopping for school supplies. I did have some really surprising customers, but for the most part they were monsters. But it's over now. I'm going to shake it off and move on.

While discussing my ideas with friends the other day (Erica Dawkins, over at The Daily Rawr: Veggiesaurus and her husband Dan. He's my boss at my real job), that maybe a review of the systems I play was in order. After mulling over for about ten seconds, I realized that her idea was a good one for two reasons. First, I have a lot of friends that are new to tabletop RPGs, and I would love to introduce them to some other fantastic ones outside of our staple D&D. The second was a fun little byproduct of the first, in that in breaking these down for others, I can analyze the elements of them I would like to use in the implementation of my own RPG.

So, in the coming weeks, I'm going to be doing an Intro to RPGs 101 series. I'll being going over basics of typical game play, etiquette, jargon and actual reviews of the systems themselves.They say that best way to master something is to teach others, and I agree. I love to bring new people into gaming, and I hope this turns into a great tool for that.

On to other topics, Varen D'Cannith, my hybrid wizard/artificer, has been waylaid by Dan springing a premade adventure on us. I scrambled to make a tank as quick as I could, and ended up with a very fun fighter. Because I had less than twenty four hours to make the character, I didn't have time for my usual indecisiveness. I just went with my gut, and out cam Sir Allestyr Cormaygne, hedge knight. He has little backstory, hits like a ton of bricks, and is a blast to play.

Also, I love that this is the first character I've had that the other players have nicknamed. They call him Al.

====== Created Using Wizards of the Coast D&D Character Builder ======
Sir Allestyr Cormaygne, level 1
Human, Fighter (Weaponmaster)
Fighter Option: Combat Superiority
Fighter Talents Option: Two-handed Weapon Talent
Human Power Selection Option: Bonus At-Will Power
Borderland Nobility (Diplomacy class skill)
Theme: Chevalier
FINAL ABILITY SCORES
STR 18, CON 14, DEX 15, INT 13, WIS 14, CHA 13
STARTING ABILITY SCORES
STR 16, CON 14, DEX 15, INT 13, WIS 14, CHA 13
AC: 17 Fort: 17 Ref: 13 Will: 13
HP: 29 Surges: 11 Surge Value: 7
TRAINED SKILLS
Athletics +11, Diplomacy +6, Endurance +7, Heal +7
UNTRAINED SKILLS
Acrobatics +2, Arcana +1, Bluff +1, Dungeoneering +2, History +1, Insight +2, Intimidate +1, Nature +2, Perception +2, Religion +1, Stealth +2, Streetwise +1, Thievery +2
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Chevalier Attack: Valiant Charge
Fighter Attack: Combat Challenge
Fighter Attack 1: Weapon Master's Strike
Fighter Attack 1: Cleave
Fighter Attack 1: Footwork Lure
Fighter Attack 1: Hack and Hew
Fighter Attack 1: Lasting Threat
FEATS
Level 1: Steel Vanguard Student
Level 1: Agile Superiority
ITEMS
Greatsword x1
Scale Armor x1
Adventurer's Kit
Potion of Healing (heroic tier)

And on that note, I'm going to go work on the outline for the next couple of weeks. feel free to comment and leave suggestions for systems you want to see reviewed, or topics covered in the Basic Training. Peace!

Sunday, August 21, 2011

Beam Katanas and Blasters

I am a science fiction geek above all else. I love space marines of every flavor, spaceships are awesome, and robots make the best bad guys (aliens, clones, and mutants too.) Don't get me wrong, fantasy is really cool too, but my first love has always been sci-fi. It all started with Ray Bradbury, a story called A Sound of Thunder, and a show called The The X-Files. I've seen every episode of that show, and it was palatable enough for regular viewers that I could watch it with my dad. Growing up, this was the highlight of my Friday nights. We'd sit down around eight or so, and watch whichever show Fox hadn't cancelled this week until nine, when Chris Carter's masterpiece would air. And for the next hour, I'd geek out with my father, and it was acceptable. I look back on those nights as both some of the happiest of my childhood and the beginnings of the kind of man I'd become. Uncle Matt (the man that raised me, and for all intents my dad growing up) didn't always understand my obsession with weird games and stories, but he did know that they made me happy. We'd talk about how unlikely the situations Agents Mulder and Scully found themselves in. We'd argue about the science of some of it, but in the end, we enjoyed. As far as interests go, this was one of the few things that we'd shared.

As far as time travel stories go, I feel there are only two worth mentioning. The first is the Back to the Future trilogy, because it's the fun romp the eighties sci-fi epitomized. The second is A Sound of Thunder. I read this story as part of an anthology of Ray Bradbury short stories. It very quietly began to change the way I felt about stories. Sometimes things don't work out in the end. What a novel concept. I had tragedies prior to this, but none had consequences of that scope. It shook my world view. Now, I didn't immediately go out and start writing tragedies, or even darker material at all. But over time, I came to the realization that the best stories were the ones that were unapologetic in their delivery. A Sound of Thunder is blatant sci-fi, but it tells the most real of stories. Action has consequence, and you can't be afraid to show these consequences. Sometimes the hero can't make things right.

You're probably asking what all this has to do with myself and gaming? Everything, really. I play D&D because I don't have a great alternative sci-fi rpg out there.The Dark Heresy trilogy is a fantastic piece of gaming, GURPS is universally known in the community, and everybody likes Shadowrun. But how many people do you know that actually play these systems? Or any of the many other really wonderful and flavorful sci-fi systems out there? I think this because these systems depend a bit too heavily on their settings to sell themselves. D&D, which is arguably the best platform out here right now, is so good because it's modular. It's whatever you want it to be. Want high adventure and espionage? Eberron. High fantasy? Forgotten Realms. Gritty survival? Dark Sun. The list goes on and on.

Which leads me to my point. Can a sci-fi rpg be made to be modular AND exciting? I think so. I'm currently working up an alpha rules set for what I hope to be my take on this. I'm going to keep posting on this topic, it's near and dear to my heart.

On to other things, I've made a character for an upcoming Eberron campaign I'm going to be playing in. I'm playing a member of House Cannith that works to repair lightning rails. We're starting at level one, and I decided to try the hybriding rules to make an artificer/wizard. Without further adieu, here is Varen D'Cannith.

====== Created Using Wizards of the Coast D&D Character Builder ======
Varen D'Cannith, level 1
Human, Artificer/Wizard
Hybrid Artificer Option: Hybrid Artificer Will
Hybrid Talent Option: Arcane Implement Mastery
Arcane Implement Mastery Option: Staff of Defense
Human Power Selection Option: Bonus At-Will Power
Cannith Tinker (+2 to Thievery)
Theme: Alchemist
FINAL ABILITY SCORES
STR 11, CON 15, DEX 13, INT 17, WIS 15, CHA 12
STARTING ABILITY SCORES
STR 11, CON 15, DEX 13, INT 15, WIS 15, CHA 12
AC: 14 Fort: 13 Ref: 14 Will: 15
HP: 26 Surges: 8 Surge Value: 6
TRAINED SKILLS
Arcana +8, Dungeoneering +7, History +8, Thievery +8
UNTRAINED SKILLS
Acrobatics +1, Athletics +0, Bluff +1, Diplomacy +1, Endurance +2, Heal +2, Insight +2, Intimidate +1, Nature +2, Perception +2, Religion +3, Stealth +1, Streetwise +1
POWERS
Artificer Feature: Healing Infusion: Curative Admixture
Artificer Feature: Healing Infusion: Resistive Formula
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Prestidigitation
Staff of Defense Power: Staff of Defense
Wizard Attack 1: Arc Lightning
Artificer Attack 1: Magic Weapon
Wizard Attack 1: Stone Blood
Wizard Attack 1: Icy Terrain
Wizard Attack 1: Flaming Sphere
FEATS
Alchemist
Level 1: Staff Expertise
Level 1: Hybrid Talent
ITEMS
Alchemist's Acid
Staff Implement x1
Cloth Armor (Basic Clothing) x1
Adventurer's Kit
Thieves' Tools
Alchemy Case
Alchemist's Acid (level 1)

I'm hoping to have artwork of him up sometime this week.

Monday, August 15, 2011

Cop Out

Work has been extremely hectic these past two weeks. I have a topic for my next post, but haven't really been able to flesh it out due to crazy scheduling. I promise once back to school is over, I'll get back on the horse. I just don't have any energy right now. I'm hoping to get home at a decent hour tomorrow. If I do, I'll get something written, for sure. Thanks for your patience.

Monday, August 8, 2011

Sugar and Smoke

So I'm mildly in awe of my roommate Travis's ability to play a female character. Her name is Seldom, a human stone fist monk. She never speaks, and looks like a small Asian girl with mauy thai ropes wrapped about her chest, arms and shins. She is a little bad ass. Granted, she never talks, but I honestly never feel like he's out of character. I cannot comprehend how to do this. I have ideas for female characters all the time, but I have to relegate them to pc (player character, for my family that reads this) purgatory because I just can't get behind rping a girl. I like female characters (I mean, who doesn't?), I enjoy writing about them, but when it comes to actually acting it out, I'm useless. I have no problem with female npc's as a dm. I don't know if it's a problem or just a preference thing. Something to explore in the future, I guess.

So, upon reminiscing about this, I began to realize something about fantasy rpgs in general. Unlike fantasy fiction, in which female characters are the norm, in the gaming world, they seem to be left to the wayside. Occasionally npc, rarely actual characters unless the player is a woman. Which are also pretty rare. While I always campaign for the inclusion of more female gamers, it seems like a lost cause. I do enjoy a good damsel in distress but sometimes I think it's really awesome when a female takes charge, thwarts the bad guy, or, heaven forbid, tanks. I think it would give a campaign a lot more flavor if the women were more than occasional set pieces.Of course, I fall victim to these very same pitfalls. So I'm going to try and research some better ways of acting for dming, and give a female character a chance for once. Equality, right?

I think I would like to start with D&D for this dilemma (Deathwatch isn't really the venue for this problem). I'm going to knock out some ideas, and have it for an upcoming post.

Thursday, August 4, 2011

Raging isn't just for Barbarians

I have aggression problems. As in, when confronted by things I don't like, I like to steamroll over other people regardless of their feelings. Society tells me this is an inappropriate way to handle these emotions, and that I'm supposed to back down and talk things out, or accept that I've done something wrong.

Bullshit.

Let me explain. We live in a society that expects us to repress our most basic emotions in a way that causes us to resent having them. I personally don't ever resent being angry (in fact, it's something of a normal state of being for me), but I do resent when I don't control it well. I'll give you, yelling isn't always the 'best' way of handling it, but being upset is a part of being alive. I get tired of being told to not be angry. Never going to happen, pal. Tell me to not lash out, fair enough. If you don't agree, I respect that.

Now on to the root of the problem for me. People always equate anger as a negative emotion, whereas I see it as healthy and even necessary for motivation and progress. Content people don't push themselves to grow. When I'm comfortable, I sure don't like doing anything. Being upset makes me realize there is something in my environment that I need to fix, and occasionally gives me the extra 'oomph' I need to do something about it. So, how do I reconcile my personal philosophy with society's expectations? I don't know, and I realize the has held me back several times in my life.

I will say that gaming, and the act of character building in particular, is one of my favorite ways to relieve stress. My problems aren't going anywhere, so the option of not being me for a few hours every couple weeks is a balm to my soul. No kidding. D&D, Deathwatch (that one is a personal favorite), Shadowrun have all helped me through some really rough patches. The characters I make in these games are all idealized versions of myself. The are allowed to do the things I'm not, react with the violence of action and purpose that I'm told has no place in the real world. I'm an escapist, I except that. But when reality can be as disappointing as we all know it can be, everyone has a way to get away. And besides, I don't want to be someone else, just a better version of me.

Sorry there wasn't much gaming in this post, but I needed an outlet for recent frustrations. I'm going to do my damnedest to post on a Mon-Wed-Fri schedule, and tomorrow I'm going to shoot for expanding into Deathwatch. Ave Imperator!

Monday, August 1, 2011

Axes in the Dark

Right, I have moved. That was tiring beyond measure. Need to work out more, so stairs aren't such an obstacle. Got to see my sister last week, and she brought the whole family with her. My new nephew is so small, I have no other adjective for him yet. It's very odd holding a baby when you have little contact with children. I never babysat or really had younger siblings (my younger sister is only two years my junior) so I have zero idea what to do when someone hands me a baby. It's scary. I'm a big guy, and Tucker (that's my nephew) was only the size of my forearm. A whole person fits in my arm! My mind was blown.
So, on to gaming stuff, because babies freak me out after a while. With the new apartment comes a new venue for our group. I'm excited to play again, and I'm still being wishy-washy about my bard, Baron Saiga. I've been annoyed with his performance (his most memorable moment so far has been falling off a dock and almost drowning) and really don't know what to do. I Like the character, but his class is, I don't know... underwhelming. I think I'm focusing too much on being the super leader/healer, and not enough on enjoying the role I've picked for him. He's the third son of a noble devoted to the Raven Queen. Actually, his entire family is, and to escape that, he joined the military as an aide de camp to a general of the Ikemmu army. He did well and was being groomed for a command of his own one day. So the bard thing I played up as more of a military drummer or dirge, and he just used magic to control the tempo of battle. Now I kind of want him to lose the magic, because it isn't working out the way I wanted it to, but Dan pointed out I wasn't rping him as well as I could be. I'm going to stop coaching the other players, and just start making decisions, and hope they can catch on to what's going on. He thinks forcing the officer will help me enjoy him a lot more, and I'm very willing to try. I don't like dreading playing a character.

In my efforts to make an alpha-striking half orc of some type, I realized that unlike earlier editions of D&D, you cannot sneak attack with just any weapon. There is a very specific list, which consists of the rogue weapon proficiency list (go figure) and a couple of weapons that can be expanded by feats. That's it. I was dissatisfied by this as I really, really, wanted to use a fullblade with this build. Do't get me wrong, I understand the design philosophy behind limiting the weapons to those classically favored by rogues. I was just upset that there was no way to expand it. I wanted my burly half orc Vandall to step out of the shadows and cleave an enemy in twain. So I'm adding this particular issue to my list of ideas to pitch to Wizards of the Coast come October. I'm thinking to balance it, I'm going to limit it to racially favored weapons i.e. hammers for dwarven rogues, longswords for eladrin and so forth. Should be interesting.