Archive for the ‘ Spes Magna News ’ Category

Stars Without Number & Contest Update

From the free version of Sine Nomine Publishing‘s Stars Without Number (page 59):

“One of the characteristics of old-school inspired games such as this one is the large number of unique, special-case systems that arise. A given alien beast might have a 20% chance of knocking a human prone with its attacks, for example, or a 1 in 6 chance of swallowing a person it bites. A forgotten research station might be glowing with a deadly radiation that drains away one point of Strength for every ten minutes the PCs stay inside. Players shouldn’t be surprised to face these situations. Part of the charm of the genre is that PCs can never be entirely certain of their chances, or wholly confi dent about what an alien creature or abandoned outpost might do to them. GMs should avoid creating such one-shot systems when more general systems would serve just as well, but they shouldn’t feel obliged to transform every peril into something that can be diced out with the rules in this chapter.”

My first response after reading this? “Amen!” I said to myself.

As I’ve talked about before, the GM doesn’t have to follow the same rules the players do. The GM needs to be fair, consistent, and not be a jerk, but otherwise the rules can be bent, ignored, and/or modified as the GM deems necessary to create a fun, involving game.

In other news, I completed my entry for the Secret DM’s contest (see the blogpost immediately below this one). There’s now little point in anyone else entering because of the sensational surprises in “The Sinister Silo”. Ergo, y’all might as well just let me win. Right?

August 2nd, 2012  in RPG, Spes Magna News No Comments »

Contests!

Hey! All you old school grognards!

Check out this excellent contest sponsored by the Secret DM. Grand prize includes one each of the 1E rulebooks recently reissued by WoTC. Here’s what you go to do to win:

“During the month from July 27th, 2012 through August 27th, 2012, you must submit a set of 10 to 20 room descriptions that evoke the feeling of a 1st edition dungeon crawl. The specifics are entirely up to you, and may include whatever traps, monsters, treasures, etc. you feel necessary. Each entry will be reviewed by a panel of judges, and an overall winner will be declared based on quality, originality, fun, and 1st edition-ness.”

Speaking of contests, my much more modest monthly What Is It? contest is back in the swing of things. Check it out as well. The winner of this contest receives a $5 gift certificate to DriveThruRPG.

July 27th, 2012  in Contest, RPG, Spes Magna News 1 Comment »

Texicon Goeth

Well, Texicon 2012 has come and gone, and Giant Boy and I rest comfortably at home once more. So, you wonder, how was the convention? Well, let me tell you, breaking things down in Leone-esque categories. Feel free to play this music in the background while you read.

The Good

I’ve never been to Fort Worth, Texas, even though I’ve been nearby Dallas several times. I enjoy visiting new places. Norris Center, the convention’s downtown venue, was easy to find, close to free parking, and there were at least a half dozen eateries within easy walking distance. With an hour break between each gaming event, that gave me and Giant Boy plenty of time to chow down, relax a bit, and then dive back into the convention scene.

Texicon is a small convention, all of the gaming crammed into two rooms, one for board and roleplaying games, and the other for miniature battles. A few seminars were held in another rooms. Everything was on the second floor of the Norris Center, so getting from event to event was not difficult. Contrast this with OwlCon, for example, which last year was spread across Rice University over an area roughly three city blocks square sometimes without clear instructions about what was where.

A wide variety of board games were in play. As I type this paragraph, it’s session 2 of day two. I count nine tables for board games. Two aren’t being used. The other seven have seven different board games going on. The miniature battles room was similiarly well-attended, although I spent little time therein.

As small as Texicon was, I was pleased to see a number of children — preteen and teen — in attendance. Again, glancing around the board/roleplaying game room, I see four kids, not counting Giant Boy. The gaming torch is being passed to a new generation.

Saturday morning, with no one signed up for my “Metro Gnomes” game, Giant Boy and I both played in Stan Shinn‘s excellent Savage Worlds sci-fi adventure. I was the brave ship’s captain, and Giant Boy was “Phase”, our crew’s resident hacker and tech-jockey. The crew also included Corey, my faithful firstmate; Bryce, our face-man; and “Stitch”, the ship’s doctor and molecular knife enthusiast. We were hired by a wealthy political pariah to liberate his abducted daughter from the clutches of a ruthless warlord. We completed this daunting task with much aplomb, saving the damsel, capturing her father’s traitorous employee, and sending the warlord and several of his goons hurtling from the warlord’s stolen spaceship into the rugged landscape passing below at many kilometers per hour.

After this game, Giant Boy and I popped across the street to Five Guys for a burger each, and then visited the small vendors’ room. About eight vendors were on hand, selling used books, back issues of comics and gaming magazines, et cetera. I chatted bit with The Game Closet (purveyor of fine games), The Tangled Web (purveyor of lovely handmade dice bags), and Roll2Play (purveyor of fine dice). I plopped down some money with the latter on some more dice since Giant Boy’s half-orc falchion monster needed more d4s, and I never seem to have sufficient d6s to fireball people. I’d’ve bought a crocheted dice bag, but they were a little too gamergrrl to fit in at Man Day. I did, however, purchase my daughter Adrienne a zipper pouch with a lovely, hand-embroidered bunny rabbit on it.

Since no one other than Giant Boy was signed up for the day 2/session 2 Pathfinder event, the lad played in a Rifts adventure while I wrote parts of this blogpost and took some pictures. I watched much of this event from afar. The GM was animated and personable, and appeared to be good at keeping both experienced and novice Rifts players engrossed in the game (and with two of those novices being younger than 16). Giant Boy played some sort of power-armored samurai.

Near the end of Giant Boy’s Rifts game, I started a delightful conversation with Paul Cardwell of the Committee for the Advancement of Role-Playing Games. Mr. Cardwell is a fine, elder scholar and gentleman who is passionate about gaming and history. What’s not to like? Our amiable, rambling discourse covered topics such as old-school gaming, kids today, the influence of Charles Dickens on the latest Batman movie, Glenn Miller, ostrich-riding knights, Vatican II, and the moral failings of dystopian gaming.

I also must applaud Texicon’s staff, the vendors, and the players for how genuinely friendly everyone was. (Well, not the T-shirt vendor guy; he was churlish.) Texicon was small, but it had a mighty heart.

While it’s not game related, I must mention St. Joseph Catholic Church in Cleburne, Texas. Giant Boy and I attended services there Sunday morning. The crucifix in the jay-peg collage hangs above the tabernacle there. Strictly speaking, we didn’t attend Mass since the parish priest was out of town. A deacon conducted a communion service, and he movingly spoke about the monstrous shooting spree in Aurora, Colorado.

After church, we ate yummy breakfasts at Susannah’s Homestyle Cooking and then went and saw The Dark Knight Rises. It was adequate. I won’t toss out any spoilers here, but will say that the storyline was muddled, Bruce Wayne was whiny, and Bane’s voice often unintelligible. At one point in the film, I swear Bane threatened to reduce Gotham City to “asses”. The Dark Knight Rises is in no danger of being lauded as the Nolans’ best movie.

The Bad

Roleplaying game offerings were sparser and less well-attended. For example, no one other than Giant Boy signed up for my “Metro Gnomes” game. I had three people signed up for my Go Fer Yer Gun! game. By start time, the sign-up list had one name scratched off, and by about 20 minutes after start time, I only had one player (Giant Boy). On the roleplaying game sign-up sheets, blank spaces outnumbered claimed player slots by a substantial margin. Most RPG rounds did not have sufficient players for them to run.

Friday evening, since my “Metro Gnomes” game couldn’t run with just one player, Giant Boy and I jumped in on a 2E D&D game. It was just about thoroughly blah, in part because of the environment (more on this below), which complicated the fact that the DM was hard of hearing. The scenario, such as it was, had a lot of potential. Giant Boy, some other guy, and I played military recruits of sorts on maneuvers in a Bad Lands of the Dakotas sort of place. What was meant to be a simple training run for a search-and-rescue mission turned into a life-and-death struggle against orcs and ogres. Like I said: potential. Unfortunately, even factoring out environmental issues, the scenario seemed to be entirely and clumsily ad-libbed. It often felt more like a showcase for the DM’s meticulously conceived homebrew campaign than a convention event.

Now, about those environmental issues. Above, I noted that it was a good thing everything at the convention was in a single location and easy to get to. This good thing was also a bad thing. As I glance up from the keyboard to guesstimate, the board/roleplaying game room looks to about 900 square feet of floor space with 20 tables set for at least six people each. That’s crowded. It’s also loud, and lots of background noise really bugs me. It hampers communication, and it can be a mood killer for a game. If I had my druthers, the space used for seminars — about which I have zero interest — could have been better used for gaming to cut down on the hubbub.

The Ugly

When I first started typing this while Giant Boy played Rifts, I counted five people I saw last night. Three of them were wearing the same clothes, and one of the three had probably not bathed judging by his bedhead hairdo. I mean, seriously, people. I’ve written in this space before about how the stereotype of gamers being hygiene-challenged, socially awkward basement-dwellers is unfair. Unfortunately, it’s not always unfair.

Here’s my public service announcement.

My fellow gamers, personal hygiene is not optional. It is a basic requirement for participating in civil society and for your own physical health. Except in extremis, put on clean clothes every day. Bathe everyday. Brush your teeth. That logo, cartoon, or slogan on your T-shirt isn’t so awesome, funny, or witty that it somehow makes personal hygiene optional.

Much in the same vein, the men’s room was a disaster. To start with, the sign adjacent to the entrance read “Mens Room”. That makes no sense. How much extra money would an apostrophe have cost? Every time I had to avail myself of the facilities, wadded up paper towels littered the floor. I mean, seriously, men. Put trash in a trash can. You want to be a pig and toss trash on a bathroom floor, go do it in the privacy of your home. Likewise, if you feel compelled to urinate near a urinal, do that at home also. Along the wall to which the urinals were attached, there was a foot-wide smear of moisture that looked like it had both depth and resilience (as well as hair).

To be fair, that level of build up couldn’t have taken place solely within the scope of the convention. I’m willing to go on the record and state that much of the urinal wall zone of gag-reflex-triggering horror was present Friday morning before Texicon began. Norris Center staff: Buy a mop and some extra strength floor cleaner, and use them zealously.

July 23rd, 2012  in RPG, Spes Magna News 1 Comment »

Texicon Cometh

Well, Texicon 2012 is almost here. Giant Boy and I are heading up to the Dallas/Fort Worth area this Friday. At the convention, I’m running Dyson Logos’s Geodesic Gnomes and a Go Fer Yer Gun!/Call of Cthulhu mash-up. The former adventure, Metro Gnomes, is going to be made available via the regular sources for Spes Magna PDFs by the end of this month (in theory). I’d like to publish the other adventure, but I need to contact GFYG!‘s author Simon Washbourne. I’d like to note that my adventure, BR&ND, is compatible with GFYG!, but I won’t use someone else’s product identity like that without their permission.

I’m also behind the curve on getting the metric system version of Dodeca Weather done. Once I get caught up, it’ll be made available as well. Those of you who’ve already purchased Dodeca Weather will receive the metric system version for free when I update the files.

Peanuts Not Included

Today I bring you another archetype, this one for barbarians.

Jotunkin

The jotunkin are barbarians whose bloodlines contain a trace of giant. When these barbarians rage, their giantish heritage manifests itself in greater size and strength.

Jotunrage (Su): A jotunkin can call upon supernatural sources of strength and ferocity, granting him greater size and prowess. Starting at 1st level, a jotunkin can jotunrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can jotunrage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a jotunkin can jotunrage per day. A jotunkin can enter jotunrage as a free action. The total number of rounds of jotunrage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in jotunrage, a barbarian increases in size by one size category. He gains a +4 size bonus to Strength and Constitution, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. He also gains a +2 natural armor bonus. The increase to Constitution grants the jotunkin 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a jotunkin cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A jotunkin whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. If insufficient room is available for the growth, the jotunkin attains the maximum possible size and may make a Strength check (using his increased Strength) to burst any enclosures in the process. If he fails, he is constrained without harm by the materials enclosing him.

All equipment worn or carried by the jotunkin is similarly enlarged by the jotunrage. Melee weapons affected deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this ability. Any enlarged item that leaves a jotunkin’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this ability.

A jotunkin can end his jotunrage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the jotunrage. A jotunkin cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a jotunkin falls unconscious, his jotunrage immediately ends, placing him in peril of death.

Jotunrage does not stack with magical effects that increase size.

This ability replaces rage.

Fear’s Friend (Ex): At 3rd level, a jotunkin gains a +1 competence bonus to Intimidate checks. These bonuses increase by +1 every three jotunkin levels thereafter (6th, 9th, 12th, 15th, and 18th level). The jotunkin also receives an insight bonus to saves against fear effects equal to one-half the competence bonus to Intimidate checks (drop fractions).

This ability replaces trap sense.

Greater Jotunrage (Su): At 11th level, when a jotunkin enters jotunrage, his size bonus to Strength increases to +6 and his natural armor bonus increases to +3.

This ability replaces greater rage.

Jotunrage Form (Su): At 14th level, when a jotunkin enters jotunrage, he may choose to assume the form of a frost giant, fire giant, hill giant, or stone giant. Once he assumes his new form, he gains the following abilities (instead of those normally granted by jotunrage): +6 size bonus to Strength, -2 size penalty to Dexterity, +4 size bonus to Constitution, +4 natural armor bonus, low-light vision, rock catching, and rock throwing (range 60 feet, 2d6 damage). If the giant has immunity or resistance to any elements, the jotunkin gains resistance 20 to those elements. If the giant has vulnerability to an element, the jotunkin gains that vulnerability.

Every round in jotunrage form counts as 2 rounds against the jotunkin’s total number of rounds per day for jotunrage. In all other respects, jotunrage form is the same as jotunrage.

This ability replaces indomitable will.

Mighty Jotunrage (Su): At 20th level, when a jotunkin enters jotunrage or jotunrage form, his size bonuses to Strength and Constitution increase by a further +2, and his natural armor bonus increases by a further +1.

This ability replaces mighty rage.

N.B. The 17th-level ability tireless rage applies to jotunrage but not to jotunrage form.

In other news, Dodeca Weather gets a 5-star review! Huzzah! Here’s an excerpt:

“This is one of those little pdfs that could easily be overlooked, which would seriously be a pity, for the pdf is stellar: It’s logical and Mark L. Chance’s writing is easy to understand, structured and fun. Plus, this pdf makes the whole endeavor of creating weather forecasts simple and yet varied. A great pdf, professionally presented and cool – essentially a “So what’s the weather like, anyway?”-book of the highest caliber – for less the a buck!”

June 9th, 2012  in RPG, Spes Magna News 1 Comment »