Sunday, May 30, 2010

Dipping my toe in trouble waters

Though I have been reading reviews and the occasional forum threat at Big Purple for about six years or so, I have never tried posting to the forums until tonight. I was pleasantly surprised. My question was answered within two minutes of my posting it. The answer was direct, helpful, and free of the rampant assholery that seems to be inimical to internet forums. Who knew?

Saturday, May 29, 2010

Presents From the Wife

The missus was at the used book store last night. They were having a 20% off everything sale, so she decided to pick me up a few things:

-Another copy of the AD&D PHB (wizard cover, my preference) She didn't know it was the same book, but it's never bad to have extra PHBs around during a game session. Also, this one appears to be in slightly better condition than the one I bought previously.

-Another copy of the AD&D DMG, but this one has the cover I wanted and couldn't get. It has the cover with the green robed fellow throwing open a pair of huge doors. I always vastly preferred this cover to the one with the efreet on it, which I consider to be a fairly crappy picture.

-The Dungeoneer's Survival Guide, which I have never owned and don't really know much about. Flipping through it, there is a boat load of information about subterranean adventures, which I often have a problem mapping and writing. There also seem to be non-weapon proficiencies (quick, true believers, get your torches and pitchforks) and the book seems to assume that the owner must also own Unearthed Arcana (which I do), as information about the acrobat and cavalier were included on some of the tables.

So thanks to the missus for getting these for me, and for a song, no less. (I think they were four or five bucks a shot after the discount) I think at this point, I only have to get a few more books before I have a relatively complete collection.
(Although, I think a collection is never really complete...)

Thursday, May 27, 2010


Well, I guess you can ignore the previous post altogether. The GM emailed me this morning and is canceling the game due to lack of committed response from the other players.


The Vampire Continuum

No, this is not a sourcebook for RIFTS. (Ba-dum ching)

As my gentle readers may recall, I was invited to play in a game of Vampire: the Requiem. I do not know the GM, nor do I know anyone in the group. I am going into this blind. The game is being held in public at a local game store, and it is a Vampire game of the table top variety (call me elitist, but I find something more dignified about rolling dice than I do playing rock-paper-scissors.)

Although I have never played Requiem aside from an incomplete demo I ran sometime in 2005, I have played and ran Masquerade back in my more misguided days. I generally have found that vampire games fall into a spectrum.

One end of the spectrum is the Interview with the Vampire realm. These games are mostly about weepy, painful introspection on the nature of death and blah blah blah. Yes, that interested me when I was an undergrad, but now I no longer wish to have my games focus much upon philosophy or morality. These games tend to have little action (not just ass kicking, but action as in characters doing things and any desire to have any sort of power is often scoffed at or discouraged by the GM. I refer not just to corporeal power (vampire super powers, lots of combat skills, etc.) but to any sort of power to influence your circumstance whatsoever: wealth, political clout with people who can actually make things happen, etc. The game is an exercise in holding on to your Humanity score and complaining a lot.
I recognize that the above is the extreme end of the spectrum, but I would be willing to bet that nearly anyone who has played vampire has had a gaming experience reminiscent of the one described above.

On the other half of the spectrum, we have Blade. I'm talking about the first movie. You have epic plots, you have guys in black who wear sunglasses at night. You have katanas and sub machine guns and lines like "Some motherfuckers are always trying to ice skate uphill." Characters drive around in muscle cars and fight vampires to thumping techno music.
My tastes, in recent years, have tilted decidedly toward the latter.

I find it interesting to reference the last Vampire: the Masquerade computer game, which stayed (in my observation) very faithful to the source material... in that game, it is quite possible to complete a number of quests with a character who has lots of social skills and is built around Persuasion, Intimidation, or Seduction. However... there are a number of quests that can be settled only by a good old fashioned ass-whoopin.' If you don't invest in some kind of powers or combat abilities, finishing the game will be very difficult, if not impossible.

So what was missing all these years? The Bladeness.

In high school, I knew some guys who played Vampire. Their campaign started shortly after Blade hit theaters, and damn, did it show. The game featured spurious types of special anti-vampire ammunition, huge gun battles, melee battles in dance clubs, and a final epic battle against the Prince atop his fucking fortress tower, located in the State Capital of Nebraska. (Yesssssssssssssss!) The vampire bad guys had faceless hordes of SWAT goons, the heroes had silver weapons, and those guys had a fucking blast playing it (until the GMPC auto-killed the surviving PCs after the epic battle and revealed that he had planned it this way all along.)

Okay, so the ending really blew, but they enjoyed it, and years later I wish I had played in it instead of waiting for them to run something more "mature."

My continuum may be overly simplistic, but I've yet to find a vampire game that doesn't tilt heavily towards one of the endpoints.

As Friday approaches, I wonder where in the continuum this game approaches. What I'm really looking for, I think, is something that is tilted toward the Blade spectrum, but not all the way. Think of it as "moderate Bladite" if you have to give it a political party. I'd like a compelling story and maybe some mystery and intrigue, but I want that to be the sweet icing on the cake of a game about immortal badasses whose hobbies include techno clubs and face-punching.

I am unashamed, even if I could be considered to be "doing it wrong."

...aaaand that's what diversity means to me.

Tuesday, May 25, 2010

Pondering Balance, the Nightspawn approach

Game balance is something I believed in in my younger days. I now believe that "balance" (to me meaning one choice is as good as any other, and any character is effective as much as the rest of the party) can only be created through the sacrifice of verisimilitude and common sense.... see also, the following things from 4th edition (which I consider the most balanced system I've ever played, and no, that is not a compliment) tripping a gelatinous cube, hitting an incorporeal opponent with a normal club, bull rushing said incorporeal opponent, and so on...

Balance is easy to disrupt, when not ham-fistedly enforced by your rules system. Case in point...

Back in college, I ran a 3.5 game where the party made some unfortunate choices that lead to the land being absolutely infested with undead. At this point in the campaign, balance was destroyed: the cleric became MVP in the party. Not only could he turn (and turn he did), which came in handy nearly all of the time, but his spell set was optimized against undead. Meanwhile, the poor rogue was completely screwed, because most of the mindless undead were immune to his sneak attacks, not to mention his high Bluff skill and the trickery he had previously used it for. The ranger, who had gone bow-crit-crazy, was spared obsolescence by taking an undead-whoopin' prestige class and changing focus. Still, there was no balance to be had with the rules as written... the rogue just wasn't very useful anymore.

I could cite a million other examples, but I think the reader probably gets my point by now, even if he disagrees.

Tonight, I was making some characters for Palladium (gods help me), because I have been invited to a game and I want to get a little familiar with it. I don't have RIFTS yet, so I used the next closest thing I have: Nightspawn. (Er, Nightbane... I have the copy of the book before the whole MacFarlane fiasco)

I noticed that, aside from the titular characters (who can transform into jacked up monsters with crazy powers), the book contains rules for playing other character types: psychics, sorcerers, mystics, etc... I decided to make one Nightspawn and one psychic.

Okay... if you're not familiar with Palladium, this will likely mean nothing to you, but...

the Nightspawn has 193 S.D.C. points. The psychic, after taking a couple of physical skills to beef himself up, has 33. Before the physical skill bumps, he had 10.

If you're not up to speed with Palladium, go ahead and read S.D.C. as hit points, which is close enough.

Now, imagine you're a GM. You're going to play this game. You have one party member with 193 hit points and one with 33. They are the same experience level.
Oh, and the guy with 193 hit points can regenerate 10 per round.

I consider it practically impossible to create a straight up encounter or combat or whatever that challenges both of these characters equally. A .45 pistol, according to this game, does 4d6 damage.

Now, a situation like this is extreme, and it seems to me that a group that is preoccupied with balance would have to mandate that all characters be Nightspawn, or that they must all be psychics, sorcerers, or whatever.

...but I'm not preoccupied with balance. I say play whatever you want. The Nightspawn starts with three supernatural powers whereas the psychic starts with 10. Does that equalize them? It depends on the situation. The Nightspawn can pretty well handle himself in a fight...he'll mop the floor with normal or near-normal opponents, whereas the psychic is going to want to stay out of direct combat, especially with vampires and demons and other nasties that lurk in this setting.

You know... you could almost see it as a more mathematically extreme analogy to a 1st level fighter who rolls 8 for hit points and a 1st level magic-user who rolls a 2.

When I join this campaign, I'll be playing in a game world where there are character classes based around having forbidden access to scientific and academic knowledge, and there are guys who start with weapons capable of literally leveling buildings if you look at the rules as written.

As I type this, I cannot help but wonder... why is balance such a big deal? Isn't this supposed to be a cooperative game? Must you and I be tit-for-tat if we are supposed to be on the same side and collaborating?

The masses of gamers must think so, as game design seems to be moving toward Equivalency No Matter What.

I'm curious to know how you all feel about the matter, particularly any Palladium veterans who happen to be out there.

Saturday, May 22, 2010

Out of Gas

I have noticed that the tone of my blog has been distinctly... well, not so much negative, but very tired as of late; I post about disappointment with canceled games, crappy game rooms at conventions, etc.

Aside from this, I find that I have become fairly unenthusiastic about my current campaign, which has not run for more than two weeks. Whereas I used to look forward to it all week, I find that Monday sneaks up on me and I haven't prepared a single thing for it... nay, haven't given it a moment's thought.

I think I need to step away and recharge. I have a lot of ideas racing through my head tonight, but I feel sluggish and weighed down.

I'll be back in a few days, or when I feel like I've got something to write that is worth reading about...whichever comes first.

Friday, May 21, 2010

Good and Bad

Ok, so the Vampire game I was supposed to attend last night was canceled at the last minute. I didn't find this out until I actually called the guy who was supposed to be running it. I should have probably called before I went to the gaming shop where it was to be held. Lame.

However, out of the ashes of my proposed evening came two good things:

1. I found, of all things, a used copy of the Fiend Folio. Yes, I bought a copy of the Fiend Folio. Suck it.

2. A copy of Of Beasts and Men, a supplement for The Riddle of Steel that had been on the shelves so long it was marked down to three bucks. The likelihood of ever seeing a physical book from this game line again, plus the low cost, made it a must-buy for a crazed collector like me.

Oh, anecdote... I was at Ye Used Bookstore today, and I saw two mint-condition copies of Terra Primate. Having only ever seen a physical copy once, (and that was at a gaming store in Las Vegas*) I was rather shocked to see two of them. I photographed them with my phone, since I consider a physical copy of Terra Primate to be on par with the Yeti in terms of credible sightings. Though they were marked down to ten bucks, I did not buy one... I may be a collector and I may enjoy obscure games, but a game about talking apes is a little too niche, even for moi.

Here's hoping the game runs next week. If it cancels next Friday, I will probably write it off. I value Friday night too much to slot it with an unreliable game. Oh, least I made a decent character I could see playing for more than two or three sessions.

*Yes, I went to a gaming store in Las Vegas. I also went to a Star Trek bar.

Thursday, May 20, 2010

Fare Thee Well, Delfig

As you may already know, Alexis over at The Tao of D&D started an online play-by-post campaign in his blog in early 2009. I was fortunate enough to join the game, playing a half-orc assassin named Kazimir Kropt. The players were all bloggers in this corner, though I know that at least two of them have discontinued their blogs (much to my dismay.) The campaign was quite unlike anything I had played in before, I was glad to be part of it. It went on hiatus from June 2009 until October 2009, but unfortunately I did not rejoin the campaign, due largely in part to being unable to post much at work anymore. (I had always felt I did a pretty poor job of keeping up to speed, and I knew that trying to post once a day from work probably wasn't going to cut it... bug I digress.)

In the time that I played, the party was split and I ended up tooling around with the party's bard, Delfig. I really got to enjoy my character and his.
Unfortunately, posting at work was sometimes sporadic for me, and my character ended up just missing an event that would apparently have campaign repercussions (for Delfig) nearly a year (real time) after I would part ways with the campaign.
Delfig and Kazimir stuck together during some pretty harrowing stuff during the first campaign arc, not the least of which was rushing through the demon-infested streets of Dachau in a desperate attempt to find the paladin Hornung. It was some good gaming.

When the campaign restarted, I think Delfig was the only original party member left. I know virtually nothing about the rest of the new characters. I was shocked to learn that Delfig (the character) recently committed suicide, having been stuck in prison with the possibility of having his blood harvested to open more hellish gates, just like in the beginning of the campaign.

Given the body count of my current campaign, I have to say I was surprised at how bummed I am to hear that Delfig died (once again, with the disclaimer: the fictional character, not his player, who is alive and presumably well.) What also bothers me, more than I could have anticipated, is that there is likely no way that my retired character, Kazimir, would have heard about it. Kazimir was a bit of a lout and a stone cold killer at times (he was an assassin after all), but I felt that he had genuinely become friends with Delfig.

On a personal level, I was sad to see Delfig's player discontinue his blog... and now he has discontinued his character in a most wretched and unhappy ending. From what I've read, he has also quit following the campaign blog and vanished into the ether. This is sad for me, because he's vanished for a second time.

I'd like to think that Kazimir, whatever foolishness he's been up to in Dachau since he quit adventuring with Delfig, would have taken issue with his friend being in prison. I like to think that Kazimir would have at least tried to do something about it, what with his assassin's disguise skill and all.

Fare thee well, Delfig, in and out of character.

Tuesday, May 18, 2010

I Hate Making Characters

This evening I was invited to participate in a White Wolf game. I have decided to accept the invitation and I'm working on my character.

...the problem is, I suck at making characters.

I will crank out NPCs all day. I will whip up NPCs on the fly. I have, many times in the past, created NPCs who have become beloved of the party (or particularly loathed, which I satisfies me just as much.) However, for some reason, creating a character that I actually want to play is damn near impossible for me. I tend to do very well with games that largely (or totally) randomize character creation, or one shots/convention games where the characters are pre-generated.

This has been a problem of mine for years. I'm not sure whether it is a cause or symptom of the fact that I vastly prefer running the games to playing in them.

The other pain in the ass problem I can't seem to get past is the fact that once I actually manage to crank out a character I'm happy with, I am usually bored or disappointed with said character in a handful of sessions. This often leads me to start making "backup characters" in my notebook and sort of hoping my character bites it so I can play one of the back-ups. Yes, I know this is obnoxious. If I knew of an easy way to remedy this restlessness, I'd have done so long ago. Curiously, this ennui doesn't strike when playing a pre-generated character, since I often enjoy taking what I'm given and running with it. It also does not strike when playing basic D&D type games.

So, what to do? Do any of you ever have this sort of problem (even if on a lesser scale than I?) Failing that, anybody got a character concept they want to foist upon me?

Saturday, May 15, 2010


I did not run my convention game. The gaming here is non-existent. Well, rpgs are non-existent here; people are playing board games, poker, etc. There is a LARP, but that isn't my thing at all.

I think I might just stick to my local con from now on... I already know that's a good time.

Thursday, May 13, 2010

Send in the Cons

I have already attended one small convention this year, one held in my native town. This weekend the missus and I will be attending one in Iowa. In addition, I have plans to attend no less than three other cons this summer, including the one that I attended here in town in July of last year.

The difference between this weekend's outing and prior cons is that, wife aside, I'm not sure that anybody I know will be attending. This creates a certain nervousness on my part, as I wish to run B/X D&D and I'm not sure if I'll be able to fill the seats. Gamers at cons have somewhat limited attention spans, and with good reason: they've probably paid fifty bucks plus hotel to be there, and a weekend can speed by quickly, so convention attendees must jam-pack their schedules to get the most bang for their buck. (I certainly try)

I was perusing some classic D&D adventures today, many of which are lists of lairs and encounters. (Keep on the Border Lands, Isle of Dread, etc) I keep forgetting how long term/slow boat old rpgs are supposed to be. (I am often reminded of this when it is XP time in my AD&D game, though the lesson seems to be forgotten weekly)
I'm starting to wonder if B/X might be the right game to run at cons.

I had also planned to run a pirate themed scenario for Savage Worlds, but it did not come together. There doesn't seem to be much of an organized gaming schedule, so perhaps I can do a pickup game if the mood strikes me. I wonder... perhaps I can learn the starting adventure in the back of Pirates of the Spanish Main on the drive up...Savage Worlds is so very easy to learn and run... yesssss....

However, there are still hours to go before I succumb to sleep (hopefully.) Time enough to throw together a few dungeon levels, I wager.

Tuesday, May 11, 2010

I Don't Even Try To Fight It Anymore

There was a mother load at the used book store today... complete core set of AD&D 1st edition rules plus Dungeoneer's Survival Guide, Rogue Trader and Dark Heresy, and an entire shelf of NWoD, including all the "guest" core books and some of the older ones as well, plus various and sundry miscellaneous items. It looks like someone really "shot their WoD."

....I felt a brief flicker of shame for that pun, just now...but it has passed.

I picked up Rogue Trader because it was $28 (plus my 15% off coupon) and usually retails for $60. I will not pay $60 for an rpg book, not even if the cover is made of gold and a magical nymph jumps out and gives me a lap dance every time I open up the Combat chapter. I like the WFRP system, and to be fair, I wanted Rogue Trader and would have waited for it, but when Black Industries announced they were folding, I grabbed Dark Heresy because I thought it was my last chance. How was I to know that Fantasy Flight would come to the rescue? (Well, in terms of the 40k rpg... still kind of hacked off about WFRP 3rd, but that's another post for another night.)

In addition to Rogue Trader, I picked up the demonic supplement for NWoD, since I've had an exorcist campaign idea rolling around in my brain now, and the used copy was cheaper than getting it online.

Non-gaming items included Total Recall on DVD (get your ass to Mars, indeed) and Xenogears for the PS1, which I keep looking at to make sure it doesn't vanish into the ethereal world of my imagination. Anyway...

Earlier this week my copy of Pirates of the Spanish Main arrived. I heard it was going out of print, and I have the notion to run it this weekend at the pirate-themed geek convention I will be attending in Des Moines.

Monday, May 10, 2010

Mutants and Masterminds

I have mentioned, in passing, my continuing search for a superhero rpg system. Having heard good things about M&M (heh), I put it on my wish list and ended up getting it for Xmas. It wasn't until last week that I actually cracked the thing open and did more than skim.

My initial impressions are mixed. I burned out hard on 3.5/d20, though M&M has done some different things. There are no classes or levels, which is good, because I think that classed/leveled supers games don't work. The point buy system actually reminds me a lot of Champions, though it manages to retain a lot of the flexibility, M&M dumps a lot of the crunch of Champs. I also like the lack of a hit point system.
In short order, I cranked out an M&M conversion of my old Champions character from high school.

I'm not sure if I'd ever run this, but I can already tell that I would enjoy it a lot more than Champions. This is also a d20 game that I would actually play without reservation, and without having to look up an "effective" build on the internet. (Since it appears that the only way to have any fun playing 3.5 is to have a pimpin' build)

Friday, May 7, 2010

We Had A Common Tongue... Sort Of.

I am currently reading A World Lit Only By Fire by William Manchester. In his discussion of the early days of the printed word, he brings up the fact that, if you wanted your book to be widely read, you wrote it in Latin. The educated peoples of most European countries at the time knew Latin, whereas the learning of the languages of other countries was far less common. Latin used to tie Europe together, at least, linguistically.

In most of my campaigns, I usually set Common up as the language of a fallen empire, sometimes one from distant antiquity, sometimes one that was recent history.

In my present AD&D game, there is no Common language.

Just some food for thought.

Thursday, May 6, 2010


Firstly, regarding my recent dilemma over the spell paralyzation: I have decided to leave it as is. Characters have it rough enough in the brutality of the older editions; they need all the help they can get. Don't mess around with bards or illusionists... they can enspell you forever.

My previous post got me thinking... why do I dislike "arty" games? I went through an arty game phase, didn't I? I used to view this hobby as one primarily dedicated to the telling of stories. What happened?

I think games are games. They are not mediums to tell stories, or to create art, or to challenge social norms. Look at the earliest of them and it is painfully obvious they were meant to be entertainment, and most of them fairly non-serious.

Now, some people, at some point, wanted art or stories or whatever. Some wanted games that resembled anime. Some wanted games that had the narrative structure of a TV show. Most of these wants had to be addressed by creating games with mechanics that corral the play of the game to fit into whatever conceptual lens the writers were pining for.


Some games state these goals but do nothing, mechanically, to chase them. They use "standard" game design, and thus they tend to produce a kind of cognitive dissonance in the players. My earliest taste of this was when I was a senior in high school and I purchased the Robotech RPG from Palladium. The game uses Palladium's rules set with no allowance for the anime/cinematic context of Robotech. Therefore, you get a Robotech game that looks like Robotech but doesn't play like Robotech.

The argument might be made (and indeed it has in this neck of Blogaria) that White Wolf games claim a desire to be all about story, but mechanically aren't much different from "ordinary" role-playing games. (VtM had Humanity, but that's really just a heavy-handed stand-in for alignment)

I think most failed games/campaigns come from this kind of dissonance between what is expected and what is delivered. Game Masters burn out on games that don't deliver what they thought or that make it difficult for their "vision" to play out as intended. A microcosm of this is the player who comes to the Vampire table with sword wielding badass on the character sheet, ready to play something like Blade or Ultraviolet when the GM is ready to run something along the lines of The Hunger or, gods help us, Twilight.

I think my tastes changed when I moved here and all anyone wanted to play was d20. For three years, I played ball, and while I finally burned out on it forever, I did learn something during my d20 years: the game is a game, and story is frosting on the cake. I found that I enjoyed, most of all, making up imaginary places and people and seeing how people reacted to them. I found that I liked the exploration aspect a lot better than trying to create some kind of soap opera or TV show. I found that a mechanically solid game that you could hang a narrative on was a lot more satisfying to me than a game where the narrative was the goal and the mechanics were specialized to produce this goal. I find a lot of the Nu-school games do just that, and often they are too narrowly focused to hold much interest for me. (Grey Ranks, Contender, etc.) Many of the extreme new school games get a little too close to theater for me, much like LARPing... and hey, there's nothing wrong with theater (I was in a couple of plays in high school and I loved my acting classes in college), but that's not what I'm trying to do when I game, you dig?

Again, anyone who wants to call me unsophisticated is probably right; I'd rather stock a cave full of orcs and traps and let my players romp through it than explore what it means to be human (at the gaming table, anyway.) If you want to make art, then by all means, feel free...but don't save me a seat.

My, How My Tastes Have Changed

Whilst blog-hopping yesterday afternoon, I came upon an indie role-playing game that received the following accolade:

"This game helps make art happen."

I shan't name the game, nor reveal the fan who penned those words, but I will say this:

Never have I been so quickly or thoroughly turned away from an rpg.

You may call me unsophisticated, and that mantle I will gladly accept.

Now, if you'll excuse me, I'm off to create the "What the Hell is Wrong With You?" table for PlanetCrawl.

Wednesday, May 5, 2010

Expendable Crew Members

When I was in the eleventh grade, I read a novel called Expendable. The short version is this: in the future, people who have physical defects or other undesirable qualities are "volunteered" for the Explorer Corps. Whenever a ship is investigating a new planet, the Explorer Corps crew members are dropped down on the planet to see what it's like. They tend to die a lot.

I don't recall the book being particularly amazing, but I find that I remember it strikingly well for something I read thirteen years ago. I know one reason it has stuck in my mind is that I always thought it would be a cracking good idea for a short campaign.

Since I'll be going to a number of conventions this year, I think perhaps I ought to run this. I'm going to ditch the setting, for the most part, and focus on the concept: expendable crew members who get dropped onto unknown planets.

System-wise, I have a lot of options: Traveller, Star Frontiers, d6 Star Wars (for the mechanics only), Savage Worlds, Fudge, even a kitbash of Mutant Future. Ideally, I'm interested in running it using the upcoming Labyrinth Lord compatible edition of Spacemen & Starships, but who knows when that will be hitting bookshelves...I doubt it will be out in time for con season, anyway.

A working title for the campaign just popped into my head: "Planet Crawl."

This could be a fun con season, indeed.

Monday, May 3, 2010

A Spell That Troubles Me Paralyzation, a 3rd level illusionist spell in AD&D 1st edition. It affects a number of creatures equal to twice the caster's experience level (so at least ten) and allows a saving throw. Those who do not save are paralyzed. According to the book, the only ways to undo this paralysis are the use of dispel magic, dispel illusion, or willful dismissal of the spell by the caster. The duration is listed as "Special." In OSRIC, the duration is listed as "Permanent."

I find that, as a DM, I am a bit troubled by a third level spell having the ability to permanently paralyze a creature. On one hand, the players in AD&D 1st edition have enough stacked against them as it is; think of all the monsters with instant kill type attacks. On the other hand, paralysis in AD&D is, in all other cases I can think of, temporary, even if the duration is for a long damn time.

I'm thinking about limiting the duration of the paralysis to 3d4 turns, making it comparable to that of a ghoul's touch. This still makes the spell a death sentence to anyone the PCs want dead, so I doubt they will complain very much. If I do this, I might remove the caster's option to end it at will.

Anyone else have any thoughts on this?

Saturday, May 1, 2010

A Game Day

One of the conventions in my metro area is dedicated to gaming only. This convention has several small game days throughout the calendar year, prior to the main event in October. I attended one such game day today. There were supposed to be games of Traveller, Savage Worlds, and Metamorphosis Alpha...none of which ended up running due to the GMs not showing up, or lack of interested players. The only things that ran were the official RPGA D&D 4 games and a 3.5 dungeon crawl, neither of which hold the least bit of interest for me. I had thoughts of running a pick up game of B/X D&D, which I happened to have in my bag, but all available players ended up in the 3.5 game or the LARP that was going on. I ended up spending the entire day playing Talisman and/or Left 4 Dead, which, in retrospect, I didn't really need to go to a game day to do.

I believe I will get registered ASAP for the next local con, coming up in July. I'm going to run B/X. Hey, it's how I met the guy who tried to run MA earlier today. The con will have more people at it, so hopefully I'll be able to fill a table like I did last summer with my Temple of Zirugar module.

My final word: I suppose it was nice to play Talisman with different people... kept me on my toes, if nothing else.