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Saturday, February 1, 2014

D&D 40th Blog Hop Challenge

I'm going to do this day by day, and I don't have answers to all the questions, so I'll take a leaf from Dyson and do mine all at once.

1: First person who introduced you to D&D? Which edition? Your first Character?
Greg Novak, school librarian and history teacher at the rural high school + junior high  that I attended from grades 7 to 12  found me reading my SPI catalog in the library, confronted me thinking I had swiped his from his office.  On learning I was a fellow subscriber, he started introducing me to a wider range of wargames, by hauling me down to Champaign Urbana for miniatures game nights at the Knights of Pythias Hall. One of the earliest of those was a mega Chainmail game on the huge green carpet, with about 20 people. I ran a small command of Robin Hood and Sheriff of Nottingham 1/72 Airfix guys and was hooked for life. A year or two later, winter of '74 or '75, at the Winter War convention held by that group, I think it was Gary Gygax at the Tactical Studies Rules table in the little dealer's room, down from Lake Geneva selling these little brown boxes that were a big expansion on the fantasy rules at the back of Chainmail that I loved so much, so I had to get it. D&D and Seastrike! which I think Herb Barents was selling were my big buys for the con. I may be getting two successive cons mixed up in my head, since I remember them being in different rooms, so either they had to split the dealers to two smallish rooms or it was different years.

2: First person YOU introduced to D&D? Which edition? THEIR first character?
My mother was the first victim of my dungeon mastering as I was sorting out how to run brown box D&D. I do not at all remember the character. She played once, liked it okay, but wasn't a gamer, just humoring me and finding out what this thing I was so obsessed with was.

3: First dungeon you explored as a PC or ran as a DM.
Shortly after that trial run with Mom, I started drawing a megadungeon on a huge sheet of ten to the inch Lockheed graph paper that my dad had brought back from an Air Force TDY. I inflicted it on my HS wargaming friends and we were all hooked pretty instantly. I looked at the Outdoor Survival map, wasn't thrilled with it, so the outdoors map I started with around that dungeon was a repurposed SPI tactical wargame map from a game I didn't like. It had a lot of levels to squint at and went much deeper than was ever explored. Eventually some bad DM calls I made on some of the vague parts of the rules led the game to spiral out of control and require a reboot with saner interpretations, on a new campaign map of a fantasy continent with many smaller dungeons.

4: First dragon you slew (or some other powerful monster). 
The first memorable one was a giant (maybe two?) that our 1st and 2nd level party beat with archery and crossbows and really lucky dice.

5: First character to go from 1st level to 20th level (or highest possible level in a given edition). 
Never have. I spent way more time on the DM side of the table, and bounced around in different games as a player.


6: First character death. How did you handle it? 
Probably whatever was first in a pile of characters when Russell Cluver was learning to DM with me as his solo player target. He was more a wargamer than a DM, so I spent an evening or two with a succession of first level characters dying grisly deaths in his dungeon. It was like hardcore mode in an action computer RPG but slower and with dice. We were both wargamers, getting into D&D, so I wasn't too invested in any of those characters.

7: First D&D Product you ever bought. Do you still have it?
Brown box D&D, unless you count the copy of Chainmail that preceded it. The box disintegrated to loving abuse and backpacking to school day after day, but I still have the tattered, taped booklets.

8: First set of polyhedral dice you owned. Do you still use them?
The original chipping low impact polyhedra mail ordered from Lou Zocchi. I still have some of them, and use them sometimes.

9: First campaign setting (homebrew or published) you played in.
My own homebrew dungeon campaign.

10: First gaming magazine you ever bought (Dragon, Dungeon, White Dwarf, etc.).
Strategy and Tactics #38 CA started my subscription. Might have a couple of AH Generals older than that.
Got Dragon #1 in the conversion of my Strategic Review subscription, and it has my players wanted ad in it.

11: First splatbook you begged your DM to approve. 
Never have.

12: First store where you bought your gaming supplies. Does it still exist?
Slot and Wing Hobbies just outside the north gate of Chanute AFB. Neither that Slot and Wing location nor the air base still exist. But the name lives on, in a succession of locations around the Champaign-Urbana area.

13: First miniature(s) you used for D&D.
I was playing Chainmail with Airfix plastics and Minifigs Lord of the Rings barely recognizable hunks o' lead figures, so I used those. Soon got some McEwan knight for PCs that were multipart so I attached weapons with modelling clay so they could re-equip, and Der Kriegspieler orcs. Lined up a few this afternoon for this cell phone photo. The blob in the middle began life as the place on Russell's painting table where he swiped his enamels painting brush to dump excess paint when painting and before he cleaned it. It grew so big, I asked him to pry it up to use as a dungeon blob. It's a little beat up around the edges but still one of my better oozes.Of course Frodo took a dirt nap when I wasn't looking as I set up this shot. Sigh...




14: Did you meet your significant other while playing D&D? Does he or she still play? (Or just post a randomly generated monster in protest of Valentine's Day). 
No, SCA.

15: What was the first edition you didn't enjoy. Why?
I used the AD&D monster manual, didn't bother with red or blue box, but was switching to Runequest as my main game by the time the other core books of AD&D came out. Gygax's over-reaction in the Dragon to people actually taking his earlier advice and doing their own thing was part of what soured me on D&D.

16: Do you remember your first edition war? Did you win? ;)
I switched to Runequest. Went back to running a D&D nostalgia game with the original rules around '85 as a 10 year anniversary back to basics thing, but wasn't fighting an edition war. AD&D just wasn't my thing.

17: First time you heard D&D was somehow "evil."
I don't remember exactly. The first DM to really expose me to the more roleplaying characterization as opposed to dungeon tactics and goofiness was doing it the context of leading a church youth so it wasn't a church target initially.

But the Dallas Egbert thing where it really blew up came as I was a high school senior on my way to Michigan State. When I arrived, I got to know a lot of the people involved in that story, via the Tolkien Fellowship and the Barony of Northwoods SCA. Went steam tunnelling with the guy that introduced him to steam tunnelling, knew his chem lab partner and people that had played some D&D with him, learned the unsensationalized version of the story.  The flap meant there were black suited FBI agents scrutinizing this "potentially dangerous" subculture of geeky kids chatting and tickle fighting, doing amateur theatrics and singing filksongs at my first Bilbo's Birthday Party as an MSU freshman.

My girlfriend's dorm roommate was a Campus Crusade for Christ member, heavily indoctrinated in the silliness, sure gaming was evil. This roommate freaked out hard at the Cults of Prax Runequest book the GF  had, and wanted to burn the RQ stuff. That was probably my first direct confrontation.

18: First gaming convention you ever attended. 
Strangely enough it was right next door to my house. Greg Novak got use of the Loda Grade School for the prototype Winter War convention, in '73 I think. Our horse pasture was all that was between my house and the school. Mark Miller was there, hawking Fire in the East and some of the first copies of Triplanetary. I got one of those, in which he'd inked in the colors on the planets by hand.

20: First non-D&D RPG you played. 
Probably GDW's En Garde in playtest sessions in the "History Club" Greg Novak hosted after school on Wednesdays.  I ran some Empire of the Petal Throne and Traveller when they came out, and tried Tunnels and Trolls but didn't like it much.


21: First time you sold some of your D&D books--for whatever reason. 
Dumped my copy of the Palace of the Vampire Queen scenario in a family auction sale as I was thinning down stuff for a move. I didn't like it, so it seemed to make sense, but kicked myself afterwards when it started to skyrocket in value as a collector's item.


22: First D&D-based novel you ever read (Dragonlance Trilogy, Realms novels, etc.)
I was too old for the D&D novels, and was already well steeped in the full Appendix N palette of sci fi and fantasy of  the 70s and earlier. Read one or two that I don't remember the titles to and stopped.


23: First song that comes to mind that you associate with D&D. Why?
A D&D filk song to the tune of the Green Berets.
What bits I can remember...
"One hundred men will die today, only orcs will walk away."
"Fireballs are hard to fight, for they make heat and lots of light."
"If you should meet an evil MU, kill him first or he'll kill you."

24: First movie that comes to mind that you associate with D&D. Why? 
Ralph Bakshi's "Wizards" and "Monty Python and the Holy Grail" both came out while I was playing D&D and heavily influenced me.


25: Longest running campaign/gaming group you've been in. 
D&D - probably my 80s nostalgia game, though fewer sessions over a longer time than my original 70s game. Group? I still play assorted games with some of the same people I've been playing with most Saturday nights for over two decades. The group has morphed over time as some people left gaming, moved away. One died in an accident.

26: Do you still game with the people who introduced you to the hobby? 
No. My dad, who got me started in my first wargame at age 6 or 7 with a Little Wars like game using the carpet tile squares as spaces, toy soldiers and block forts, died some years ago, and he'd stopped playing AH games while I was still in high school. I moved across the country away from the people I gamed with in my teens. But I am back in Facebook contact with some of my original D&D group.



The Heart of the Spider

Deep in the mysterious caverns there is rumored to be a nexus, a crossroads of a sort, called the Heart of the Spider. On a page torn from a moldering wizard's notebook of his scryings are his observations on strange rites performed there by dark elves on their stupefied captives.




This one feels like a "levelling up" drawing to me, better than what I've done so far. I expect to use it at the core of the cavern complex to a megadungeon. While scattering some details around, I was careful not to overdo it. The central chamber is blank to be filled in later according to how it is stocked. It will get a bit more stippling and detailing here and there,  probably 80-90% done at this point. Unfortunately it picked up a bit of a stain near the title that I'll have to retouch out, hardly visible on the paper, but sharpening the scan enhanced it.

Cave Hatches and Stipples

After drawing the outline for The Heart of the Spider, I liked it enough that I did not want to spoil it with an incautious stippling decision. So I went to a  scratch page with some doodles already on it and tried a variety of stipples and hatches.

Some of these I really like even though I did not use them. Ended up going mostly with 1 and a bit of 17, 31 and 2 and came up with some others for variation in spots. 22 intrigues me for a really sharp edged crystalline cave, but it might be a bit hard to look at for anything big. I suck at Dyson-like straight hatching (7), mine always look a bit off and I lack patience for it, and thought it would be a bit overwhelming for HoTS, so I didn't try much. I kind of like the criss-cross hatching in 11 but it would be hard to keep consistent over a large area, and in 34, but that would both have consistency issues and maybe feel to dark on a big map.

8 is one of the worst and shows that stippling has to be done in a smaller pen than the main line.

Most of these are a single wiggle stroke of a Micron Pigma 08 as the base line, sometimes I went back and doubled it (inner line of 32, 33) or did a mini squiggle bouncing off it, filled like 29, or unfilled, 30. Most of the thinner stuff is 005, some 01, some 03. Only a couple of experiments with the brown, didn't like them enough to keep going.


Friday, January 31, 2014

Derinkuyu

Funny the directions XKCD can be illuminating.  Check out the hovertext. I did not know there are ancient, multilevel underground cities in Cappadocia.

Gizmodo did a story on it.

Another gamer has already done an interesting writeup for RPGs.


Thursday, January 30, 2014

More old maps

While assembling my Map Index links page, I found some maps in my uploaded pictures that never got posted back in 2012 when I was scanning old maps like mad and posting them. So here are a few more of my greatest? hits of the 70s, suitable for the 40th anniversary of D&D, and a couple of later ones. Definitely more on the functional than the arty side.




 I don't know what this one is. Something from the 80s I think. I notice it has some of my favorite map tropes, like the pit with a board bridging it, and a small tunnel from the pit over to a trapdoor up to another hall.

 I totally don't know where this castle was.

I think this is sort of a hidden oasis with a spring and a pool in a bowl on a hill, since the vegetation away from the water looks like dry scrub. There is a secret approach trail up the dry stream bed. I do not remember what I was planning, but I still kind of like it.


 This one was later in the 70s campaign. I can tell by the calligraphy, the little subtunnels for the ratmen to flank the PCs, and the hollow tree entrances.
 Wasserschein siege tunnels. This one got used once I think.

Gotta figure out how to rotate images in blogger. CSS, or is their a GUI trick to it?
Anyway, the siege tunnels on the map above are located on this map, I think.

Zershene was typical of the smaller dungeons from the campaign after I scrapped the 10 squares to the inch megadungeon from the first flush of learning. Four compact levels on one sheet. This one saw a lot of play.



This last one, the Mountain Troll Lair, was effectively a one page dungeon, heavily keyed right on the map, probably from either my 80s 10 year anniversary OD&D game or intended for a 3rd Edition game. Either way, I don't think I ran it. It might be a fun one to redraw in inks.







Crispr works in Primates

Technology Review article discusses the finding of Crispr modified Macaque experiment in China, originally reported in Cell.

Why does this matter? Crispr is a system of DNA modification found and described in bacteria and more recently used for genetic manipulation in bacterial and other systems. It has a lot of potential for direct repair of genetic defects without shotgunning accidental changes around the rest of the cell's genome. A proof of concept experiment in primates is a big step towards usefulness for human genetic diseases.

Brant's Bolthole

A little breakfast dungeon, drawn over my morning mocha. Tried something different in place of hatching or stippling, sort of hinting at a texture to the surrounding rock.

The entrance is intentional left vague, it could be a branch off a corridor in a larger dungeon or a worked part of a cliff face, or the flat line could be replaced and worked into something else. The cave tunnel is the escape route.




Tuesday, January 28, 2014

The Malefic Mine of Magister Mixos




Perhaps the name will change to something less alliterative once I start stocking it.

I just noticed some bleed through on the scan from a page behind. I'll have to rescan it tomorrow.


















Sunday, January 26, 2014

First game of The Witches

Played the Martin Wallace game The Witches based on Terry Pratchett's Discworld novels with my daughter this morning.

It is a game in which each of 1-4 players is a young witch from the group of Tiffany Aching and those in her age group, that go to Lancre and its surroundings for some on the job training under the eyes of the more senior witches of Lancre and have to solve both easier, more mundane tasks like caring for a sick pig or midwifing a pregnant mother, and hard problems, like the vampires and elves. Tackling the easy problems accumulates the problem tokens, which improves your card hand size, giving you more tools, and smaller victory point awards. Tackling hard problems gives bonuses to the problem solving dice rolls. Cards are played in various ways, with some cards giving some tough choices of how and when to play them.

I like it. It plays smoothly and has a fair amount of flavor built in. I need to reread the rules to see if I missed anything, but played competitively,  it felt in this game like it is missing any rebalancing mechanisms. Since you get better at solving things as you succeed and collect VPs, it felt like once I got ahead mostly by being luckier, she was hard put to catch up and I coasted to victory. As far as I could see there wasn't too much to be done tactically in a two, three or four person game to cut into a leader's lead, other than avoiding having tea with them so far as possible or picking off problems that are convenient for them to reach, which are pretty much mutually exclusive strategies. So with the proviso that I may have missed a rule or two which might make a rebalancing house rule unnecessary, here is a possible rebalancing mechanism.

Without going to the trouble of actually keeping exact track of points, it is pretty obvious on the tracks how many green and purple tiles each player has collected. So, after the first turn, at the start of each player's turn, if that player has the most problem tiles, counting purple tiles as two, that player gets an extra cackle tile (or a Black Aliss by the usual mechanism if they also lead in cackle tiles. If the lead in problem tiles is tied, and you are one of the leaders, you get the extra cackle.

Another possibility would be to allow play of some of the cards to take away another player's second move in the turn, which would add a direct competitive mechanism. Would have to look through the deck to decide which cards and how. Maybe any Magic card and you take the hit on cackle to harm the target player, and you play it against them just before the flip to locate the new problem, so you are risking the chance of regretting the decision to hamper them if there is a run of additional crises.

Alternatively, let other players play cards into the active player's problem to raise the difficulty before the first roll, with a Headology being 1 point and a Magic card being 2 points, but costing the cackle token added to the person playing it.

To keep it as a rebalancing mechanism the player(s) with the largest problem token count would not be allowed to play cards against other players.

If the group are all gamers, I'd recommend playing with the fewer crisis tokens advanced variant to make it a bit tenser.

There is also a cooperative two player variant that would not have the problem.

Saturday, January 25, 2014

Gearing up to run a Dungeon World game

Dungeon World has been in my back burner pile for awhile, but I do really want to try it so I'm pushing it forward to the front burner.  I started reading it again and told the Friday night game group that I want to run one pretty soon. So I am rereading it and starting to scan the web for stuff. Found The Fine Mess Games page on Dungeon Starters  after coming across mention of the Shallow Seas one on a message board this morning.



Rollplay R&D on Youtube has a good video of a play session of Dungeon World. Hadn't come across it before and was surprised to see Luperza from Planetside 2 there playing.

Interesting post with custom moves for a sci fi Apocalypse World setting that might have some crossover potential.