Episodes like our Session of Deadlands: Reloaded last night, remind me that I am not terribly great at improvisation. I don't look forward to the sessions that rely a little too much on what the party might decide to do with information that you (as game master) have given them in a previous session.
Every time I tried to prepare myself for this session, I didn't know what to prepare. Once the session started, I realized that it should have been a pretty easy choice. For some reason though, some of the obvious things just weren't standing out in my mind's eye. I think because, I was mentally staring at the Big Picture, instead of the most immediately available information. I was using my mental telescope, instead of my mental microscope.
This led to a session that was very unfocused—because I was lacking mental clarity. The posse used information that they had at hand to make a decision on where to go next. I rolled for an encounter and sent a Giant Salt Water Crocodile after them, which they defeated handily. (The previous session's monster—a giant squid—took an very appropriate number of combat rounds to dispatch; I thought the Crocodile, being so much tougher would be very difficult for them to resolve. . . it sadly was not)
I realized, after they got headed in this direction that there were two things I should have done for the session prep.. Two things that I can do for every session of this game and be successful. One: Look at the direction they most likely will travel, and taking into account method of travel, devise a number of encounters (and check if there are any Plot Point related Adventures geographically on the way). Two: figure out what their contacts will want them to do. (i.e. Mr. White or the Explorer's Society, etc.)
I felt I was really off my game—I even forgot about shaken status, momentarily, when calculating damage from a monster. Next session should be better. I always worry that people aren't having fun, and try to keep the game the focus of the evening, but I was having focus problems myself, so I didn't succeed in keeping the game the focus of the evening. I don't think I've had a game with that much Out of Character Chatter, since the time I had Nine people show up for a session.
Showing posts with label Deadlands. Show all posts
Showing posts with label Deadlands. Show all posts
Saturday, March 12, 2011
Saturday, March 05, 2011
Three Posts in One
I've had three sessions of Deadlands since I posted last, so I'll be writing about all of them.
The posse had a severed finger that had given them directions that pointed them in a south easterly direction. I had no plans for what would occur between their current location and the location the finger was leading them toward. I decided to try out the tables in the book designed for creating adventures on the fly.
I have to admit that it was very fun rolling that big, over-sized, D20 over and over again—while my players watched on in horror. I didn't tell them what I was up to and they seemed to grow more nervous each time the die rolled.
What's fun about tables, is that they give you very basic and specific information, but really it's not enough to go on. I ended up having them rowing their canoes, running into a Tugboat (that may or may not be haunted—which was fun to run). They then spent some time lost in the maze, following a mystical compass and then had to travel across land to get to their location.
The next session was a fairly straight forward following of the information in the book. By straightforward, I mean that they solve all the problems in completely different ways than what the writers of the book seem to intend. They broke into the facility in a round about way, they took out a number of guards in an unintentional way, using something that was intended to be an obstacle to the players, but ended up not being an obstacle to them. (Thank You Bad GM Die Roll—I chose to roll the dice to determine that outcome, so I had to go with it.)
Then the next gaming session was the reverse trip through the maze, to complete the mission that they were running. This time, I did all the dice rolling ahead of time. (During a break at a 4E Dungeons and Dragons game earlier that day) They were to encounter a Mexican Ship that was sinking, being fought over by two other Mexican Ships (the reason this was happening was there for back-story but it never came up in game)—there was to be a Giant Octopus, and a Whirlpool.
P's character ended up jumping in the water to take on the cephalopod (No Swimming skill, but he aced the roll) and ended up taking it out almost singlehandedly. I'm sure there were some rules about running that particular encounter, that I missed, but it sure made for an exciting time had by all so it doesn't matter—I'm the sheriff and that's how I run my game.
There was a lot of box text that I just read straight out of the book at the end of the session, it made for a rather dramatic end to the evening, and I think a good time was had by all.
The posse had a severed finger that had given them directions that pointed them in a south easterly direction. I had no plans for what would occur between their current location and the location the finger was leading them toward. I decided to try out the tables in the book designed for creating adventures on the fly.
I have to admit that it was very fun rolling that big, over-sized, D20 over and over again—while my players watched on in horror. I didn't tell them what I was up to and they seemed to grow more nervous each time the die rolled.
What's fun about tables, is that they give you very basic and specific information, but really it's not enough to go on. I ended up having them rowing their canoes, running into a Tugboat (that may or may not be haunted—which was fun to run). They then spent some time lost in the maze, following a mystical compass and then had to travel across land to get to their location.
The next session was a fairly straight forward following of the information in the book. By straightforward, I mean that they solve all the problems in completely different ways than what the writers of the book seem to intend. They broke into the facility in a round about way, they took out a number of guards in an unintentional way, using something that was intended to be an obstacle to the players, but ended up not being an obstacle to them. (Thank You Bad GM Die Roll—I chose to roll the dice to determine that outcome, so I had to go with it.)
Then the next gaming session was the reverse trip through the maze, to complete the mission that they were running. This time, I did all the dice rolling ahead of time. (During a break at a 4E Dungeons and Dragons game earlier that day) They were to encounter a Mexican Ship that was sinking, being fought over by two other Mexican Ships (the reason this was happening was there for back-story but it never came up in game)—there was to be a Giant Octopus, and a Whirlpool.
P's character ended up jumping in the water to take on the cephalopod (No Swimming skill, but he aced the roll) and ended up taking it out almost singlehandedly. I'm sure there were some rules about running that particular encounter, that I missed, but it sure made for an exciting time had by all so it doesn't matter—I'm the sheriff and that's how I run my game.
There was a lot of box text that I just read straight out of the book at the end of the session, it made for a rather dramatic end to the evening, and I think a good time was had by all.
Labels:
Deadlands,
Dice Related,
Dungeons and Dragons,
Gaming,
Ramblings,
Role Play,
Savage Worlds
Sunday, December 19, 2010
Another Non-Game
Saturday I was invited to play some Fourth Edition Dungeons and Dragons. The Players started Arriving around Nine in the morning and we started actually playing around Ten. There was a break around Noon for Lunch and then we continued play until Four.
One of my Deadlands players was also at the game, and when I asked him if he was coming to the Deadlands Game he flat out told me that he didn't like the game anymore since it became so easy for him to take out the Villains.
I told him, "Here's an Idea, don't maximize your bolt spell." To which he was somewhat speechless.
At that point, based on the people that were going to be able to make it to the game, I was going to Cancel it. Players that I wanted there for the more important Plot Points were missing from the list of people that were coming—but I called one of the players I hadn't heard from as of yet, and he was planning to be there, so I planned to run a game.
I read through the Plot Point during the slower portions of the D&D game.
When the time for my game arrived later that evening, the first person to show up, was the player who was at the D&D game and told me he didn't like Savage Worlds anymore and that he didn't feel like playing. (He's decided that he doesn't like it because of its lack of hit points—I think because he's a walking human calculator he has issues with that, I tried to explain to him that the effect is basically the same [i.e. you hit them over and over and over and eventually they go down, but the lack of a tangible numbering is currently bothering him])
So, I got the game ready and I was about to start, but in the back of my head I was thinking that I really didn't want to play with him there, and so many of my enthusiastic players missing. Also, having Role played for the better part of the day at that point, I wasn't sure I was mentally there enough so we bailed at the last minute (Literally. The Battle Map was on the table, Fate Chips were Handed Out, Everyone had their Character Sheets ready to go) and we played Betrayal at House on the Hill instead.
The Non-games seem to pile up at this time of the year. However, I think that the way I run the game, and my determination to play, prevents my games from suffering the Holiday Death that I've heard so much about on blogs and podcasts.
One of my Deadlands players was also at the game, and when I asked him if he was coming to the Deadlands Game he flat out told me that he didn't like the game anymore since it became so easy for him to take out the Villains.
I told him, "Here's an Idea, don't maximize your bolt spell." To which he was somewhat speechless.
At that point, based on the people that were going to be able to make it to the game, I was going to Cancel it. Players that I wanted there for the more important Plot Points were missing from the list of people that were coming—but I called one of the players I hadn't heard from as of yet, and he was planning to be there, so I planned to run a game.
I read through the Plot Point during the slower portions of the D&D game.
When the time for my game arrived later that evening, the first person to show up, was the player who was at the D&D game and told me he didn't like Savage Worlds anymore and that he didn't feel like playing. (He's decided that he doesn't like it because of its lack of hit points—I think because he's a walking human calculator he has issues with that, I tried to explain to him that the effect is basically the same [i.e. you hit them over and over and over and eventually they go down, but the lack of a tangible numbering is currently bothering him])
So, I got the game ready and I was about to start, but in the back of my head I was thinking that I really didn't want to play with him there, and so many of my enthusiastic players missing. Also, having Role played for the better part of the day at that point, I wasn't sure I was mentally there enough so we bailed at the last minute (Literally. The Battle Map was on the table, Fate Chips were Handed Out, Everyone had their Character Sheets ready to go) and we played Betrayal at House on the Hill instead.
The Non-games seem to pile up at this time of the year. However, I think that the way I run the game, and my determination to play, prevents my games from suffering the Holiday Death that I've heard so much about on blogs and podcasts.
Labels:
Deadlands,
Dungeons and Dragons,
Gaming,
Ramblings,
Savage Worlds
Tuesday, December 07, 2010
I Want a Mulligan
The game seemed to go okay (mostly), but the more I think about it—I'm just not happy with the session.
My wife disappeared for most of the session to feed the baby. This led to some weirdness—should this happen again, the Figure of the Missing Player will be removed from the table until their return.
My player that I thought would not be back for a very long time, was back—everything was fine until the last scene, and he started acting odd, I can't even figure out what happened.
From now on I'm doubling all toughness numbers in the Campaign. Fanning the hammer, and Maximized Bolt Spells are really bugging me.
I was so distracted by the attitude weirdnesses that sneaked into the players during the endgame, that I forgot to use a Villain and I forgot to describe something important.
Maybe I will mulligan the last scene in a couple weeks, I really wasn't happy with how it turned out.
One Point of XP to all the players present.
Labels:
Deadlands,
Gaming,
Role Play,
Savage Worlds
Tuesday, November 23, 2010
Stops Speaking Mid Sentence and Just Stares Off.....
Posting a Little Late this Week about Our Deadland's Game Saturday.
But first. . .
I have the best wife in the world. We've been participating in the Marriage and Family relations class for Sunday School. This is a class that the leadership of the church wants everyone to have an opportunity to attend. This is the third time the class has been offered this year, and my wife and I finally get to attend. In one of the recent classes it was discussed how a husband and wife should support each other's interests, it's nice taking the class and feeling that we've already got certain things going right with our relationship. I have to say that I feel very blessed to have a wife that supports the enjoyment that I get out of "Nerdy" stuff. I feel like we don't really have that confrontational man vs. woman thing in our relationship, that seems to be so prevalent in our society.
On a related note, I was listening to a Gaming Podcast recently, and the hosts of the show were commenting on some of the things that they hear on gaming forums, etc.—one of them that they hear more often than not is the: I would like to X but my wife won't let me... (where X is the playing of certain games, or spending time doing a certain hobby). They went on and on about how this is such a detriment to the relationship and such behavior is a sign of an unhealthy relationship.
When I hear these sort of things I realize how blessed I am. My wife is not against my playing of games, and in fact—more often than not she will participate. She enjoys crafty things like, making beaded watch bands, or flower hair clips—I don't necessarily participates, but I don't ban her from it entirely. She's not into the whole Zombie Apocalypse thing, but doesn't try to stop me from enjoying it. Just being around each other as we enjoy our various personal likes is enriching; for instance, I would never in a million years have voluntarily exposed myself to Pride and Prejudice, however it is one of Emily's great joys, when she is feeling under the weather, she Watches one of the Four Movie Versions that she owns and she reads it once or twice a year.
It took some time, but I am now familiar with the story, I can enjoy it, and yes—I have a favorite part. What's really great about this exposure, is that I have learned to enjoy something that I normally wouldn't have even given the time of day. (It's also really cool that there is a book, soon to be a movie that collides with one of the things I enjoy: Pride and Prejudice and Zombies, I still haven't had a chance to read it, but I'm definitely looking forward to it, and I can guarantee that I will probably enjoy it more than the people that are just checking it out for the Zombies, because I'm already so familiar with the original source material.)
So what does all this have to do with the game Saturday?
There was a Family party taking place that very night, and my Wife didn't even consider asking me to cancel the game (How Great is That?!). I still attended the party, so it wasn't like I was skipping out on the family (actively participating in-fact, I cooked the Steaks and the Potatoes), I just took the kids home and put them to bed like I normally would and then ran the game. My wife skipped the game for the family party (first time she's missed getting XP since the campaign began) and all is well.
So let's talk about the game. This session was supposed to take place last time, but I didn't have enough people. I had read through the material two weeks previous, but I had not looked at it again since—I wasn't exactly prepared.
The way the previous session left off was a bit of a loose end. The characters could choose to immediately follow up on the information given them (snagging the plot hook so to speak), or they could choose to go a completely different way.
The players that had shown up were an interesting mix. There was one person that is very out-spoken, there were two that don't speak up much. This made the deciding-where-to-go part of the evening really fun since I got to hear from the more quiet players in the decision making process.
The other interesting thing about this session, was that the Plot Point book was a little vague on one of the details concerning how the characters could get from point A to point B. In fact the general vicinity of point B was mentioned, but not how to find the exact location of point B. I went with a prospector, a prospector that was not all there in the head, and I played up his personality quite a bit—it was really fun making that character up on the spot.
It was a very heavy RP (Role Play) evening, with very few dice rolls. The dice rolls that were made were fun though. They at one point were pushing boulders off a cliff trying to hit a boat-full of pirates. I had them make a throwing roll for it, it made sense at the time.
I heard something great during the game. One of the players told me that if he could, he would have given me a Benny. Good Times.
But first. . .
I have the best wife in the world. We've been participating in the Marriage and Family relations class for Sunday School. This is a class that the leadership of the church wants everyone to have an opportunity to attend. This is the third time the class has been offered this year, and my wife and I finally get to attend. In one of the recent classes it was discussed how a husband and wife should support each other's interests, it's nice taking the class and feeling that we've already got certain things going right with our relationship. I have to say that I feel very blessed to have a wife that supports the enjoyment that I get out of "Nerdy" stuff. I feel like we don't really have that confrontational man vs. woman thing in our relationship, that seems to be so prevalent in our society.
On a related note, I was listening to a Gaming Podcast recently, and the hosts of the show were commenting on some of the things that they hear on gaming forums, etc.—one of them that they hear more often than not is the: I would like to X but my wife won't let me... (where X is the playing of certain games, or spending time doing a certain hobby). They went on and on about how this is such a detriment to the relationship and such behavior is a sign of an unhealthy relationship.
When I hear these sort of things I realize how blessed I am. My wife is not against my playing of games, and in fact—more often than not she will participate. She enjoys crafty things like, making beaded watch bands, or flower hair clips—I don't necessarily participates, but I don't ban her from it entirely. She's not into the whole Zombie Apocalypse thing, but doesn't try to stop me from enjoying it. Just being around each other as we enjoy our various personal likes is enriching; for instance, I would never in a million years have voluntarily exposed myself to Pride and Prejudice, however it is one of Emily's great joys, when she is feeling under the weather, she Watches one of the Four Movie Versions that she owns and she reads it once or twice a year.
It took some time, but I am now familiar with the story, I can enjoy it, and yes—I have a favorite part. What's really great about this exposure, is that I have learned to enjoy something that I normally wouldn't have even given the time of day. (It's also really cool that there is a book, soon to be a movie that collides with one of the things I enjoy: Pride and Prejudice and Zombies, I still haven't had a chance to read it, but I'm definitely looking forward to it, and I can guarantee that I will probably enjoy it more than the people that are just checking it out for the Zombies, because I'm already so familiar with the original source material.)
So what does all this have to do with the game Saturday?
There was a Family party taking place that very night, and my Wife didn't even consider asking me to cancel the game (How Great is That?!). I still attended the party, so it wasn't like I was skipping out on the family (actively participating in-fact, I cooked the Steaks and the Potatoes), I just took the kids home and put them to bed like I normally would and then ran the game. My wife skipped the game for the family party (first time she's missed getting XP since the campaign began) and all is well.
So let's talk about the game. This session was supposed to take place last time, but I didn't have enough people. I had read through the material two weeks previous, but I had not looked at it again since—I wasn't exactly prepared.
The way the previous session left off was a bit of a loose end. The characters could choose to immediately follow up on the information given them (snagging the plot hook so to speak), or they could choose to go a completely different way.
The players that had shown up were an interesting mix. There was one person that is very out-spoken, there were two that don't speak up much. This made the deciding-where-to-go part of the evening really fun since I got to hear from the more quiet players in the decision making process.
The other interesting thing about this session, was that the Plot Point book was a little vague on one of the details concerning how the characters could get from point A to point B. In fact the general vicinity of point B was mentioned, but not how to find the exact location of point B. I went with a prospector, a prospector that was not all there in the head, and I played up his personality quite a bit—it was really fun making that character up on the spot.
It was a very heavy RP (Role Play) evening, with very few dice rolls. The dice rolls that were made were fun though. They at one point were pushing boulders off a cliff trying to hit a boat-full of pirates. I had them make a throwing roll for it, it made sense at the time.
I heard something great during the game. One of the players told me that if he could, he would have given me a Benny. Good Times.
Labels:
Deadlands,
Gaming,
Role Play,
Savage Worlds
Tuesday, October 26, 2010
What Was I Thinking?
I had a good time Saturday running the Deadlands game. Last session we were running an adventure that had nothing to do with The Flood, but right after I ended the game I figured out how to tie it in.
The Posse spent a lot of time trying to destroy a sort of MacGuffin (Not a true MacGuffin I guess, okay not really a MacGuffin, but I didn't really want to let them destroy it...yet) and I had a lot of fun creatively not allowing them to do so. Normally this is a type of behavior I frown upon, and in hindsight, I should have let them blow it up and then try to use it after the fact—that probably would have been more fun. Ah, Hindsight.
Then they got onto the next section of the plot. They had fun storming the most notorious prison in California. It was really fun for me to spend Bennies on a non-important extra that just happened to be a Wild Card. The only thing I regret is sticking to the map as far as what prisoner was in what cell. They found who they were looking for in the first cell they looked in. I fixed it though when I realized that the people in the cells would notice what was going on in the cell block and could in fact talk.
The mistake I made was having the Magic Dispelling Runes wear off while they were in the boat in the bay. The prisoner that was a Werewolf changed in the light of the Full moon and I didn't want to randomly attack certain extras quite yet (two of them were wounded pretty bad already) so I dealt cards. My wife needed to step away from the game (to feed the new baby), and since her character had been keeping an eye on the werewolf (not trusting him) I let her take her action, and she shook it.
I couldn't get unshaken and the rest of the players tossed him into the drink—and I still couldn't unshake.
I should have waited until they were on the shore.
The Posse spent a lot of time trying to destroy a sort of MacGuffin (Not a true MacGuffin I guess, okay not really a MacGuffin, but I didn't really want to let them destroy it...yet) and I had a lot of fun creatively not allowing them to do so. Normally this is a type of behavior I frown upon, and in hindsight, I should have let them blow it up and then try to use it after the fact—that probably would have been more fun. Ah, Hindsight.
Then they got onto the next section of the plot. They had fun storming the most notorious prison in California. It was really fun for me to spend Bennies on a non-important extra that just happened to be a Wild Card. The only thing I regret is sticking to the map as far as what prisoner was in what cell. They found who they were looking for in the first cell they looked in. I fixed it though when I realized that the people in the cells would notice what was going on in the cell block and could in fact talk.
The mistake I made was having the Magic Dispelling Runes wear off while they were in the boat in the bay. The prisoner that was a Werewolf changed in the light of the Full moon and I didn't want to randomly attack certain extras quite yet (two of them were wounded pretty bad already) so I dealt cards. My wife needed to step away from the game (to feed the new baby), and since her character had been keeping an eye on the werewolf (not trusting him) I let her take her action, and she shook it.
I couldn't get unshaken and the rest of the players tossed him into the drink—and I still couldn't unshake.
I should have waited until they were on the shore.
Labels:
Deadlands,
Gaming,
Role Play,
Savage Worlds
Tuesday, October 19, 2010
Support Pakistan Flood Victims
Doctors Without Borders RPG Bundle (and Comic Bundle)
Back in January, Gamers Donated to Help Haiti. Now there is an opportunity to Donate via the same Organization, but this time in support of Pakistan Flood Victims. I must admit, I had not even heard of a Flood in Pakistan, I've really been out of the News Loop since I've been unemployed.
There are Two Bundles available via donation. An RPG bundle $25, and a Comic Bundle $10.
There were several things that Caught my Eye in the bundle, I'll Highlight them for the Curious.
4-Color: Super Teams Super Bases
@ctiv8
Accent Your Character: Standard British English
Adventures in OZ: Fantasy Roleplaying Beyond the Yellow Brick Road
Alien Planets
American Artifacts
Age of Volondor: Midlands Map Set
Apocalypse Prevention Incorporated Worldwide: Europe
Autopsy
Avalon Design Elements: Asian Elements Set 5
Behind the Spells: Permanency
Blessed By Poison
Caltrops
Character, Infiltrator
Church & State
Contenders
Covenant
d66 Spaceport City Names
Dark Waters
Dhanurvidya & Varman: The Arms and Armor of India (4th Edition Dungeons & Dragons)
Disposable Heroes Cyberpunk Statix 1 (Anime 203X)
Divine Foes
Don't Rest Your Head
Dragon Warriors RPG
Exalted 2nd Edition
Fear Itself
Feudal Characters: Noble
Firepower Pass
Fort Triside
FSpaceRPG Air Grid 1 board maps basic
Gaslight Victorian Fantasy (OGL Version)
HarnMaster: Third Edition
Himmelveil Streets / WorldWorksGames / TerrainlinX
Hot War
House in the Hills
Hyperlite: The Sirius Treaty
Icons
Karmic Places: Revelation
Kingdom Builder Generator Pack
Kingdoms of Legend: World Guide
Legacy of Maela: Campaign Setting
Legendary Blades [PFRPG]
MADS: Quickstart Rules
Objective Interim Modern Combat System
Open Game Table: The Anthology of Roleplaying Game Blogs, Vol. 2
OWG: The Original Witch Girls
Phaethos RPG: Core Rulebook
Pnumadesi Player's Companion
Scaldcrow Generic: Goron'Talteth
Spycraft 2.0 Rulebook - Second Printing
Starblazer Adventures
Sufficiently Advanced
Supplement I: National
The Cursed Chateau
The Pine Ridge Horror (Savage Worlds)
The Sanctuary Ruin (Blackmarch: Module 1)
The Sensitive [PFRPG]
The Ultimate GM Screen 2
The War of the Goblin King
The WatchGuard Sourcebook (Preview Edition)
Time & Temp: Paperless Office Edition
Undiscovered: The Quest for Adventure (Core Rulebook)
Unnamed Heroes #2
Unsung: Deluxe
Wild Talents 2nd Edition
Wrack & Rune
Zombie Death Town
[PFRPG] PaperCraft Legions: Titanic Clash!
[PFRPG] Player's Aid II: Monster Summoning Cards
Total Value $724.46
Then there's the Comic Bundle, which I wouldn't normally be interested in—except for the fact that they included some RPG Goodies in it.
2000 AD: Prog 1610
Alpha Gods OGN
Art of Vampire: The Masquerade
Cadre #1
Cwen's Quest Vol. 1
Dark Champions (Hero System)
Deadlands: One Shot
Descended From Darkness: Apex Magazine Vol. I
Equinox #1
Exalted Comic #1
Fana The Jungle Girl
Grumlahk's Troll Tales
Hawaii Star Manga Project #4
Heist
Jon Pay P.I. vs. Machine Gun Kelly
Livin' La Vida Dorka
Memoranda #1
Mouse Guard #1
Mutants & Masterminds, Second Edition
Roll Them Bones Unabridged Audiobook
Samhain
The Gunfighters of Korv Nikul : Sorcerers and Six-Shooters
The Uniques #2
Wombat Rue - Chapter 1: After Armageddon
Total Value $173.91
There are Two Bundles available via donation. An RPG bundle $25, and a Comic Bundle $10.
There were several things that Caught my Eye in the bundle, I'll Highlight them for the Curious.
4-Color: Super Teams Super Bases
@ctiv8
Accent Your Character: Standard British English
Adventures in OZ: Fantasy Roleplaying Beyond the Yellow Brick Road
Alien Planets
American Artifacts
Age of Volondor: Midlands Map Set
Apocalypse Prevention Incorporated Worldwide: Europe
Autopsy
Avalon Design Elements: Asian Elements Set 5
Behind the Spells: Permanency
Blessed By Poison
Caltrops
Character, Infiltrator
Church & State
Contenders
Covenant
d66 Spaceport City Names
Dark Waters
Dhanurvidya & Varman: The Arms and Armor of India (4th Edition Dungeons & Dragons)
Disposable Heroes Cyberpunk Statix 1 (Anime 203X)
Divine Foes
Don't Rest Your Head
Dragon Warriors RPG
Exalted 2nd Edition
Fear Itself
Feudal Characters: Noble
Firepower Pass
Fort Triside
FSpaceRPG Air Grid 1 board maps basic
Gaslight Victorian Fantasy (OGL Version)
HarnMaster: Third Edition
Himmelveil Streets / WorldWorksGames / TerrainlinX
Hot War
House in the Hills
Hyperlite: The Sirius Treaty
Icons
Karmic Places: Revelation
Kingdom Builder Generator Pack
Kingdoms of Legend: World Guide
Legacy of Maela: Campaign Setting
Legendary Blades [PFRPG]
MADS: Quickstart Rules
Objective Interim Modern Combat System
Open Game Table: The Anthology of Roleplaying Game Blogs, Vol. 2
OWG: The Original Witch Girls
Phaethos RPG: Core Rulebook
Pnumadesi Player's Companion
Scaldcrow Generic: Goron'Talteth
Spycraft 2.0 Rulebook - Second Printing
Starblazer Adventures
Sufficiently Advanced
Supplement I: National
The Cursed Chateau
The Pine Ridge Horror (Savage Worlds)
The Sanctuary Ruin (Blackmarch: Module 1)
The Sensitive [PFRPG]
The Ultimate GM Screen 2
The War of the Goblin King
The WatchGuard Sourcebook (Preview Edition)
Time & Temp: Paperless Office Edition
Undiscovered: The Quest for Adventure (Core Rulebook)
Unnamed Heroes #2
Unsung: Deluxe
Wild Talents 2nd Edition
Wrack & Rune
Zombie Death Town
[PFRPG] PaperCraft Legions: Titanic Clash!
[PFRPG] Player's Aid II: Monster Summoning Cards
Total Value $724.46
Then there's the Comic Bundle, which I wouldn't normally be interested in—except for the fact that they included some RPG Goodies in it.
2000 AD: Prog 1610
Alpha Gods OGN
Art of Vampire: The Masquerade
Cadre #1
Cwen's Quest Vol. 1
Dark Champions (Hero System)
Deadlands: One Shot
Descended From Darkness: Apex Magazine Vol. I
Equinox #1
Exalted Comic #1
Fana The Jungle Girl
Grumlahk's Troll Tales
Hawaii Star Manga Project #4
Heist
Jon Pay P.I. vs. Machine Gun Kelly
Livin' La Vida Dorka
Memoranda #1
Mouse Guard #1
Mutants & Masterminds, Second Edition
Roll Them Bones Unabridged Audiobook
Samhain
The Gunfighters of Korv Nikul : Sorcerers and Six-Shooters
The Uniques #2
Wombat Rue - Chapter 1: After Armageddon
Total Value $173.91
Labels:
Deadlands,
Gaming,
Ramblings,
Role Play,
Savage Worlds,
Show and Tell
Monday, October 11, 2010
A Dungeon Crawl..............and Cheating!—Five Times!!
Saturday's game went very well, with only one casualty (it's not what you think).
When we last saw our intrepid Posse they had been sent by their mysterious benefactor (Mr. White) to a small, nameless, mining town north of Virginia city to investigate the reason there had been no contact with the Silver operation. This was also my way of using an adventure in the Supplement book, Saddle Sore.
What I liked about this particular adventure, was that it had a system in place for generating a "Dungeon." The mine that the Posse is investigating is not mapped out completely, but each section of the mine/cavern system is abstracted; what the Posse encounters is determined by a card drawn from the deck of cards used for initiative.
In essence they were doing a dungeon crawl. Unusual for the setting, which made it a fun and unique experience. When we entered a new section of the Mine\Caverns, I would draw out the section in which the encounter took place, but I tried to make sure that everyone understood that this was just the part of the mine that they actually encountered something, in a half hour to an hour of in-game-time. When we got to the room that became the final encounter of the evening I had one of the players draw the cavern; he drew a bat-o-lantern, which turned out to be a very fun environment to deal with.
I think I need to be a little more mindful of the descriptions. I feel like I need to paint better mental pictures, particularly when it comes to environments. There's a lot to keep track of when being a game master, so I find there's always something I wish I had done a little better.
We started late, about 7:45pm if I recall correctly, and we played until 10:45pm. A three hour session, in which we had a total of four encounters, and about thirty monsters (Have I mentioned that I love this game?). Speaking of the monsters, I kept doing damage on the monsters incorrectly most of the evening, but when we got to the final cavern, I realized this and tried to rectify the situation—nothing wrong with the monsters in the final room of the night being stronger.
Truth be told, I think I get the math wrong a lot when playing this game. In my haste to keep things rolling, I might gloss over the arithmetic a little, I never really claimed to be strong in math. I think this caused some consternation with one of my players, who gets math the way I get art— instinctualy.
One of the things you do as GM, is try to make sure that there is a sense of danger; some actual challenge. If every encounter involved the posse just mowing over everything with no resistance, that wouldn't be very fun. So, if I feel the party is walking all over the monsters, I do things to ramp up the monsters. Flexibility like that, being able to adjust on the fly, is just one of many GM tools that every GM has to learn. Something that I might do, is roll one of the monsters as if it were a Wild card, instead of an extra. This gives them an extra d6 when rolling skill and attribute rolls (and you pick whichever die rolled highest).
I did that very thing last night, I had been doing the damage wrong all night, giving the Posse an incredible advantage, so it was getting near the end of the evening and I finally figured out I had been doing it wrong (it had been pointed out to me earlier, but it took me some time to put two and two together in my mind—yes sometimes I'm very slow), and started doing it right. I also rolled two of the extras as wild cards. On one of those two occasions, the dice exploded and I got a good damage hit on the character played by my friend that had drawn the environment.
He got up and left the room, mumbled something to my wife, and then left. My wife was playing also, but she is nine months pregnant and has trouble sitting on a kitchen chair with her feet not up for the duration of the game and thus was spending time between her turns on the couch; my wife was also playing Dr. Mario with the wife of the person that left, since she had just arrived, but felt the table was too crowded to join (also, she's not a huge fan of the game).
[Was that confusing enough?]
I overheard the word cheating, and I couldn't resist asking who had left and why. Apparently he had caught me cheating five times, and if I did it again he was going to murder everyone (his exact words) and he wasn't having fun anymore, so he was leaving.
Now, I may be bad at math, and I may forget or misinterpret rules from time to time (remember there are 157 pages of rules), and I may adjust difficulty on the fly—but one thing I am not, is a cheater. The only thing that is important, is that people are having fun. If I have to sacrifice the fun of a single rules lawyer for the benefit of the crowd, Mr. Math Wizz\Expert at Everything will probably walk out of my game again in the future.
I'm glad he didn't make too much of a scene. My wife wishes he'd taken his stuff with him, so it was a good thing he and his wife arrived in separate vehicles. Yes....yes, we mocked him heartily after he left. Yes, I hope he can come next time and have fun.
When we last saw our intrepid Posse they had been sent by their mysterious benefactor (Mr. White) to a small, nameless, mining town north of Virginia city to investigate the reason there had been no contact with the Silver operation. This was also my way of using an adventure in the Supplement book, Saddle Sore.
What I liked about this particular adventure, was that it had a system in place for generating a "Dungeon." The mine that the Posse is investigating is not mapped out completely, but each section of the mine/cavern system is abstracted; what the Posse encounters is determined by a card drawn from the deck of cards used for initiative.
In essence they were doing a dungeon crawl. Unusual for the setting, which made it a fun and unique experience. When we entered a new section of the Mine\Caverns, I would draw out the section in which the encounter took place, but I tried to make sure that everyone understood that this was just the part of the mine that they actually encountered something, in a half hour to an hour of in-game-time. When we got to the room that became the final encounter of the evening I had one of the players draw the cavern; he drew a bat-o-lantern, which turned out to be a very fun environment to deal with.
I think I need to be a little more mindful of the descriptions. I feel like I need to paint better mental pictures, particularly when it comes to environments. There's a lot to keep track of when being a game master, so I find there's always something I wish I had done a little better.
We started late, about 7:45pm if I recall correctly, and we played until 10:45pm. A three hour session, in which we had a total of four encounters, and about thirty monsters (Have I mentioned that I love this game?). Speaking of the monsters, I kept doing damage on the monsters incorrectly most of the evening, but when we got to the final cavern, I realized this and tried to rectify the situation—nothing wrong with the monsters in the final room of the night being stronger.
Truth be told, I think I get the math wrong a lot when playing this game. In my haste to keep things rolling, I might gloss over the arithmetic a little, I never really claimed to be strong in math. I think this caused some consternation with one of my players, who gets math the way I get art— instinctualy.
One of the things you do as GM, is try to make sure that there is a sense of danger; some actual challenge. If every encounter involved the posse just mowing over everything with no resistance, that wouldn't be very fun. So, if I feel the party is walking all over the monsters, I do things to ramp up the monsters. Flexibility like that, being able to adjust on the fly, is just one of many GM tools that every GM has to learn. Something that I might do, is roll one of the monsters as if it were a Wild card, instead of an extra. This gives them an extra d6 when rolling skill and attribute rolls (and you pick whichever die rolled highest).
I did that very thing last night, I had been doing the damage wrong all night, giving the Posse an incredible advantage, so it was getting near the end of the evening and I finally figured out I had been doing it wrong (it had been pointed out to me earlier, but it took me some time to put two and two together in my mind—yes sometimes I'm very slow), and started doing it right. I also rolled two of the extras as wild cards. On one of those two occasions, the dice exploded and I got a good damage hit on the character played by my friend that had drawn the environment.
He got up and left the room, mumbled something to my wife, and then left. My wife was playing also, but she is nine months pregnant and has trouble sitting on a kitchen chair with her feet not up for the duration of the game and thus was spending time between her turns on the couch; my wife was also playing Dr. Mario with the wife of the person that left, since she had just arrived, but felt the table was too crowded to join (also, she's not a huge fan of the game).
[Was that confusing enough?]
I overheard the word cheating, and I couldn't resist asking who had left and why. Apparently he had caught me cheating five times, and if I did it again he was going to murder everyone (his exact words) and he wasn't having fun anymore, so he was leaving.
Now, I may be bad at math, and I may forget or misinterpret rules from time to time (remember there are 157 pages of rules), and I may adjust difficulty on the fly—but one thing I am not, is a cheater. The only thing that is important, is that people are having fun. If I have to sacrifice the fun of a single rules lawyer for the benefit of the crowd, Mr. Math Wizz\Expert at Everything will probably walk out of my game again in the future.
I'm glad he didn't make too much of a scene. My wife wishes he'd taken his stuff with him, so it was a good thing he and his wife arrived in separate vehicles. Yes....yes, we mocked him heartily after he left. Yes, I hope he can come next time and have fun.
Labels:
Deadlands,
Gaming,
Role Play,
Savage Worlds
Sunday, September 12, 2010
One, Two, Three, Four, Five, Six, Seven, Eight, Nine...
Nine Players Ah Ah Ah!
My players have been increasingly bad at the RSVP thing as of late (again)—I guess it's time to start offering an incentive to those that do. I hold my games on Saturday. I send out an Invite e-mail for every game usually a week prior, sometimes earlier—as of Friday I had one RSVP, on Saturday I received another that was for two players, and Justin came over earlier in the day. This means that as of Game Time I was expecting four people. Game Time is seven, players are invited to show up as early as 6:30, however Justin and I had gone out to eat and were not back until a quarter to—P was sitting on my porch waiting. (up to Five)
By the time we got started (a very late start, which was okay) there were Eight players. After playing for a while one person had to go, but another had arrived, so in the aggregate I had Nine. This is by far the largest group I have ever Game Mastered.
One of the problems you get with large groups is Off topic/ Out of Game chatter—there was a lot of this. Despite that, I felt we did pretty good. Looking back at the session, this is what was accomplished: Three Combat Encounters, A Social Encounter, and an Environmental Encounter in a three and a half hour session. Have I mentioned how much I love Savage Worlds? One of the first Dungeons and Dragons games I ever played in had just as many players and after playing around six or seven hours I only remember two combat encounters and it didn't seem like we had gotten to do much.
The first combat encounter was my favorite. I was using something out of the Saddle Sore adventure book, and tweaking it to my own devices. Here's your peek behind the GM Screen for this weeks session. I threw one of the creatures from the encounter at them early, just for kicks. Something that I did when I started this Campaign, was to carry XP from the previous game—I should not have done this, because The Flood is written for novice characters. This has led to some combat encounters that just end too fast, and I've been trying to learn how to adjust.
Now the first encounter of the evening was something I just came up with on the fly. The first person to hit the creature, threw a lot of power points in and the damage roll was ridiculous. However, I wasn't ready for it to die, so I gave a creative description that the giant millipede-like creature was ripped in half; the back half skittered off into the forest, and the front half was angry. I continued to fudge it a little like that for the rest of the encounter—It still died before everyone had a chance to take a turn, which I wasn't too keen about, so I tried to be a little more careful about that in the combat that was to come.
Another issue with large groups is decision making. I think I stumbled upon a solution (or perhaps I've just absorbed it from all the Gaming Blogs and Podcasts I consume). Allow everyone to chat it out, but not for too long because, honestly, most have made their mind up pretty early on in the "discussion," and then just call for a vote by show of hands. The adventure I'm using has an abstract representation of the mine/cave system that they are exploring—after allowing a little bit of discussion I just called for a vote on the cardinal directions available. Things moved along nicely.
In conclusion, I felt I handled the large group fairly well—which surprised me, I anticipated a little more trouble. I should also point out that my 12–13 year old Scouts are easier to keep on-task than a rambunctious group of Gamers.
Labels:
Deadlands,
Dungeons and Dragons,
Gaming,
Ramblings,
Role Play,
Savage Worlds
Sunday, August 29, 2010
Deadlands Session Photos August 28, 2010
I'm always forgetting to post the photos that are taken at the session. The figures we use always amuse me. P tends to bring his own Hero Clix, and had some Jonah Hex figs this evening. Everyone else generally uses what I have on hand, which is currently figs from the Deadlands Board Game. This session they were in Shan Fan and were fighting Martial Artists, and I used some Colorful Ninjas that I got at a Party Favor Store some time ago. I apologized for the scale mismatch and Back to the Future was quoted, "Please excuse the crudity of this model, I didn't have time to build it to scale or to paint it."
I'm still laughing about that, just thinking about it.
Labels:
Deadlands,
Gaming,
Role Play,
Savage Worlds,
Show and Tell
How Absent Characters Can Simplify Things
Our latest session of Deadlands was great. I had a really good time as Game Master.
One of the players has missed a couple sessions. Now my normal take on this is to just pretend that everyone has been there all the time—kind of like Lost I suppose, there were characters that were present since the Plane crashed, but only featured prominently on one episode, when it was convenient to the plot to focus on them. I wonder if there is a T.V. Trope name for that? Absentee Actor almost fits the bill, but there's probably another, however, after a few hours on the site, I've been unable to locate what it might be (Seriously, that site should come with a warning!—Danger! one article will lead to many more, leave now if you do not have several hours available). Moving on.
Some of my most regular players were unable to make it to the game, and one of the players that has missed a few sessions as of late was able to come. I used this to get things going in the right direction, after the possible derailment of last session—which I allowed, just so I could see what would happen. Before P came to the game I told him why his character had not been with the rest of the posse, he had been gathering information on his own that the rest of the posse had spend a good chunk of the previous session trying to gather, but coming up short.
I didn't give them too much information, and they almost walked away from the exact location they needed to be, due to a miscommunication on my part—a notice check nudged them in the right direction. We were able to complete two combat encounters, and a fun time was had by all.
I love Savage Worlds, and this session made apparent one more reason why it's such a fun system. There were four players; two Novice level, one Heroic, and I think a Veteran—and I don't think that the novices were having any less fun, or feeling like they weren't part of the action just because their characters are of a lower Rank. I've played D&D where my character was lower than the rest of the party by a large gap, and frankly, I couldn't do anything, The monsters were too tough for me to handle, so I could get killed or hide behind the more experienced characters while they took multiple attacks and dealt high damage; in hindsight, letting my character get killed so I could go home would have been the better decision.
Part of that was due to my handing an NPC (that the posse rescued) over to one of the players that has a novice character, and partially due to the player of the Novice Mad Scientist having so much fun with his one invention (even using it when possibly detrimental to the posse; not because it's detrimental, but because his character just didn't think of it that way—Hijinks Ensue).
One final thing. We all owe S a big thanks. Without P, there would not have been a session, and it was a really fun session.
So thank you, Thank you, Thank You.
One of the players has missed a couple sessions. Now my normal take on this is to just pretend that everyone has been there all the time—kind of like Lost I suppose, there were characters that were present since the Plane crashed, but only featured prominently on one episode, when it was convenient to the plot to focus on them. I wonder if there is a T.V. Trope name for that? Absentee Actor almost fits the bill, but there's probably another, however, after a few hours on the site, I've been unable to locate what it might be (Seriously, that site should come with a warning!—Danger! one article will lead to many more, leave now if you do not have several hours available). Moving on.
Some of my most regular players were unable to make it to the game, and one of the players that has missed a few sessions as of late was able to come. I used this to get things going in the right direction, after the possible derailment of last session—which I allowed, just so I could see what would happen. Before P came to the game I told him why his character had not been with the rest of the posse, he had been gathering information on his own that the rest of the posse had spend a good chunk of the previous session trying to gather, but coming up short.
I didn't give them too much information, and they almost walked away from the exact location they needed to be, due to a miscommunication on my part—a notice check nudged them in the right direction. We were able to complete two combat encounters, and a fun time was had by all.
I love Savage Worlds, and this session made apparent one more reason why it's such a fun system. There were four players; two Novice level, one Heroic, and I think a Veteran—and I don't think that the novices were having any less fun, or feeling like they weren't part of the action just because their characters are of a lower Rank. I've played D&D where my character was lower than the rest of the party by a large gap, and frankly, I couldn't do anything, The monsters were too tough for me to handle, so I could get killed or hide behind the more experienced characters while they took multiple attacks and dealt high damage; in hindsight, letting my character get killed so I could go home would have been the better decision.
Part of that was due to my handing an NPC (that the posse rescued) over to one of the players that has a novice character, and partially due to the player of the Novice Mad Scientist having so much fun with his one invention (even using it when possibly detrimental to the posse; not because it's detrimental, but because his character just didn't think of it that way—Hijinks Ensue).
One final thing. We all owe S a big thanks. Without P, there would not have been a session, and it was a really fun session.
So thank you, Thank you, Thank You.
Labels:
Deadlands,
Gaming,
Ramblings,
Role Play,
Savage Worlds
Sunday, August 15, 2010
A Little Bit of Action—A Lot o' Bit of Social Interaction
Interesting Game Last Night.
In the previous session, Mathias removed an object and killed a creature. This session, the Creature returned, got the drop on a sleeping Mathias and got a pretty good damaging blow in before the object was destroyed.
I'm glad the creature didn't kill him, but I would be lying if I said I didn't get a little bit of pleasure out of hurting a character. (I only hurt him a little, and he soaked the damage, so really he was just shaken—but it was a very satisfying shaken.)
Then play moved to Shan Fan. This is an interesting part of the plot point, I can't say a lot about the details, but what it caused to transpire, was a lot more of the non-combat type of play. My wife gets a little frustrated with these parts of the game because she's not sure what to do.
Recently I've read some advice that says skip the boring parts; which makes me wonder if I should have just railroaded it a bit...but I wanted to see what happened. The plot point book assumes that the party will go about obtaining the needed information a certain way, of course my players never do things the way the book assumes. In many cases when there are alternate ways to go about obtaining information the book at least gives you some idea as to how it might play out, this time it did not. The book also assumes someone in the group has a d4 skill in Chinese (any dialect) and still makes them roll streetwise at -4; so...Big Ears Tam speaks English now, and streetwise rolls are still at -4.
When I have to come up with things off the cuff, I generally inject a little humor—whether purposefully or not. Shan Fan is a city almost entirely comprised of Chinese immigrants, but I still made the Mafioso meetup take place in an Italian restaurant (though Sesame Chicken was still on the menu).
The posse finally got together and made a plan, and in the middle of the plan, a certain someone decided to not follow it. So things got a little weird, I didn't know exactly what to do, it was eleven o'clock (my preferred ending time that I'm always shooting for, but missing)—so I ended things for the night.
I have no idea how this is all going to play out, but I know where it's supposed to go.
In the previous session, Mathias removed an object and killed a creature. This session, the Creature returned, got the drop on a sleeping Mathias and got a pretty good damaging blow in before the object was destroyed.
I'm glad the creature didn't kill him, but I would be lying if I said I didn't get a little bit of pleasure out of hurting a character. (I only hurt him a little, and he soaked the damage, so really he was just shaken—but it was a very satisfying shaken.)
Then play moved to Shan Fan. This is an interesting part of the plot point, I can't say a lot about the details, but what it caused to transpire, was a lot more of the non-combat type of play. My wife gets a little frustrated with these parts of the game because she's not sure what to do.
Recently I've read some advice that says skip the boring parts; which makes me wonder if I should have just railroaded it a bit...but I wanted to see what happened. The plot point book assumes that the party will go about obtaining the needed information a certain way, of course my players never do things the way the book assumes. In many cases when there are alternate ways to go about obtaining information the book at least gives you some idea as to how it might play out, this time it did not. The book also assumes someone in the group has a d4 skill in Chinese (any dialect) and still makes them roll streetwise at -4; so...Big Ears Tam speaks English now, and streetwise rolls are still at -4.
When I have to come up with things off the cuff, I generally inject a little humor—whether purposefully or not. Shan Fan is a city almost entirely comprised of Chinese immigrants, but I still made the Mafioso meetup take place in an Italian restaurant (though Sesame Chicken was still on the menu).
The posse finally got together and made a plan, and in the middle of the plan, a certain someone decided to not follow it. So things got a little weird, I didn't know exactly what to do, it was eleven o'clock (my preferred ending time that I'm always shooting for, but missing)—so I ended things for the night.
I have no idea how this is all going to play out, but I know where it's supposed to go.
Labels:
Deadlands,
Gaming,
Ramblings,
Role Play,
Savage Worlds
Wednesday, July 14, 2010
Being Off the Rails is Hard
We met for another exciting adventure in California. This marked the first session of Deadlands that was truly off the rails. Back when we started, I began in Colorado and used the adventure module Coffin Rock as an introduction to Deadlands. I did this because I was still reading The Flood, and I wasn’t ready to start. In hindsight, that was probably backwards. It would have made more sense to start The Flood and Throw in Coffin Rock as a Savage Tale (Savage Tales are Smaller Stories that happen between the main plot points).
So, the beginning of this evening was to finish off the plot point that was started last time. In prepping for the game, I really didn’t know what to prepare ahead of time. The Posse had a number of ways they could possibly go—they could choose to go to Virginia City, the destination they were headed toward when they were literally railroaded to California; or they could follow the plot point and head to Shan Fan; or they could decide to do something completely different.
I read half of the Shan Fan plot point. I had decided what to do if they went to Virginia City and read that Savage Tale (but apparently I skimmed a little too much—more on that later.) When the game started, I felt half prepared—which is more than I can usually expect for an off the rails session.
When the Posse was deciding what to do, I looked at the Map and realized that Virginia City was a lot further north than I thought it was. Which kind of messed with the way I connected Coffin Rock and The Flood. . . but I didn’t mention that to my players. However, it did solve their question of where to go due to the fact that Shan Fan was closer than Virginia City, and they could take a train from Shan Fan to Virginia City.
Looking at the Distance between where they were, and where they were headed made me think about the way that other people must run these games. There were charts and tables in Zombie Run for traveling, and the book assumed that you would make the use of a map, choose the way to go, roll to determine what happens every ten mile stretch of road, or some nonsense like that. Old D&D has similar charts and tables for wilderness travel. Similarly, The Flood also has rules for traveling in California, which differ a bit from the charts in the base Deadlands book. I simplified a bit and tried the random encounter table.
Due to the Great Quake that occurred in the canon of Deadlands, California is an even harsher wilderness to travel than in other parts of Deadlands America. It’s supposed to take longer to get from point A to point B. The tables indicated that the Posse should encounter nothing—I ascribe to right of Game Master Fiat and moved the encounter planned for Virginia City to middle of nowhere California. I grabbed Saddle Sore and I was running one of the Savage Tales found in that Volume, but I definitely didn’t read it thoroughly enough. I had to retcon several times throughout the evening, and when I got lost, I found myself sitting there a little confounded—just reading. I feel bad about that, because it just leaves my players in limbo, so the conversation wanders to extra-game topics.
I have to apologize to P the most, since he had to leave before there were any mini-fig-on-battle-mat encounters. A creature did attack, during the day this time, in broad daylight, in the travelling show. I’ll have to think about how I’m going to use the outcome to my advantage.
Speaking of the encounter, I pulled the low card, and Brandon’s character is overpowered (for this part of the Plot Point) I don’t know what to do about that. It’s not that my creatures keep feeling the wrath of his “razor sharp cloud of card shuriken” (Bolt), it’s that I had to finagle things just to give the group the clue that the encounter was to provide. How many power points do you have Brandon?—I think I need to look at your character sheet again.
All in all, it wasn't a bad session—but it wasn’t the greatest either. I think the person that gets the most impatient with me when I’m trying to figure out what’s going on, is my wife. . . that’s stressful to me.
I have to admit though, that the actions of certain Posse members have set in motion some very interesting possibilities. Mwa–ha–ha–ha–ha.
Labels:
Deadlands,
Dice Related,
Gaming,
Ramblings,
Role Play,
Savage Worlds
Thursday, July 08, 2010
House Party July 31
So, my Wife applied to be the host of a House Party that Activision is using to promote their rhythm game DJ Hero.
We're big fans of the rhythm game genre at our house. We have Three Rock Band Games and Six Guitar Hero Games—still I was pretty skeptical about the announcement of DJ Hero. I'm not as much into the DJ style music, and though I played around with a real turntable setup once, I never really got into it.
However, I saw the Game setup at Best Buy once and gave it a Spin (Ha Ha). It was not easy, my mediocre Guitar Hero skills didn't transfer directly to the turntable controller and I scored an abysmal, one star...It didn't help that the guy that was playing with it before me had chosen the Hard skill level.
It was a lot more fun than I thought it would be, and I've sort of wanted to get it since then...
Our home was picked as a location for one of the House Parties. We'll be provided with a copy of the game and Two Turntables. We're going to put up some Christmas Lights, and have a Daft Punk costume contest.
If you've received an invite from my wife please RSVP, it's a real thing and we would love for you to come, it's going to be fun. Set aside July 31... the more the merrier. (This conflicts with a Deadlands Game so all My Deadlands players are invited) More invites will be going out shortly...
More Details Here.
We're big fans of the rhythm game genre at our house. We have Three Rock Band Games and Six Guitar Hero Games—still I was pretty skeptical about the announcement of DJ Hero. I'm not as much into the DJ style music, and though I played around with a real turntable setup once, I never really got into it.
However, I saw the Game setup at Best Buy once and gave it a Spin (Ha Ha). It was not easy, my mediocre Guitar Hero skills didn't transfer directly to the turntable controller and I scored an abysmal, one star...It didn't help that the guy that was playing with it before me had chosen the Hard skill level.
It was a lot more fun than I thought it would be, and I've sort of wanted to get it since then...
Our home was picked as a location for one of the House Parties. We'll be provided with a copy of the game and Two Turntables. We're going to put up some Christmas Lights, and have a Daft Punk costume contest.
If you've received an invite from my wife please RSVP, it's a real thing and we would love for you to come, it's going to be fun. Set aside July 31... the more the merrier. (This conflicts with a Deadlands Game so all My Deadlands players are invited) More invites will be going out shortly...
More Details Here.
Labels:
Deadlands,
Gaming,
Ramblings,
Show and Tell
Friday, July 02, 2010
I think I Handled the New Player a Little Better This Time. . . Maybe
It's been a month and I finally got to play Savage Worlds again.
We have a neighbor who expressed curiosity in playing with us some time ago, so I've been inviting him since then and Saturday he was able to come to the game. Brandon helped him to create a character (So I could read a One Sheet that he has written to give him some feedback), but I handle character creation differently—so I'm kind of regretting that (just a little bit).
It took longer than anticipated, but I finally got the game going. This was a high box-text part of the adventure, and rather than paraphrase like I normally do, I decided to just read the text, as is, from the book. We're still in the highly railroady part of The Flood. My wife constantly mocked me during the reading portions.
Then Finally, they got to the encounter. The whole thing felt forced and inorganic. When they started fighting the bad guys, I finally remembered something that I've been wanting to do for a long time. The technique is called: yes...but...
I think I heard about this Technique from Sean Patrick Fannon on one or more of the Gaming Podcasts to which I subscribe. I believe he stated that it is an old improvisation exercise. It works like this: If someone asks a question, the answer is yes...but there is some caveat .
I.e.—"Is there a Garbage Can I can Hide Behind?"
—Absolutely, but it's across the street, you could probably make it past the crossfire to take cover. . .
This, added to the fact that this game marked the first use of a Battle Mat owned by myself, made for an interesting encounter. My wife was holding the Wet Erase Marker, and was using the Yes...But... technique to her advantage, drawing in all the fiddly bits.
What I thought would turn into a shootout in the street, ended up with the Posse holing up inside: throwing tables in front of the windows, locking the proprietor of the establishment in a closet, Molotov cocktails. The most creative maneuver by a Player Character of the night, happened because of the Yes...But... technique. He asked if there was a Sign hanging from the Balcony above, that he could shoot the supporting ropes of, and have it fall on the guys below. The answer of course was yes...but it's going to be a difficult shot to do so. Essentially, he had to roll a six on a six sided die to be successful. He rolled, and because of the exploding dice mechanic he got a fifteen on his six sided die, that's a very solid hit, which means that he gets to roll an extra six sided dice for damage.
In this case that meant 3d6 for damage—He rolled a one a one and a two for a grand total of four. Which was the lowest number he could get and be successful in breaking the rope. Then the damage the sign caused didn't even phase one of the guys, but the other guy was out of the fight because of it.
At this point it was late and all they had to do was get out of Lost Angels. I threw one more group of bad guys on the table, just for some dramatic flair—make them feel like they were being chased and there was danger around every corner. They were on the opposite side of the Map, all they had to do was run around a corner and make a stealth check and they were safe—so of course they took cover and proceeded to take them all out.
My conclusions for the evening:
Players never do what you think or hope they will—luckily that's a big part of the fun. I'm starting to enjoy the Behind the Screen part of the game a little better. Molotov cocktails need to be less easy to create. I love it when players are more creative about the encounters, now if I could get them to be more creative with the use of the game mechanics (Taunts, and Ganging Up, and getting the Drop...that sort of thing). I need to use the awesome weapons that my wild cards have, instead of forgetting that they have them until after they are incapacitated—this game was not the first (and probably not the last) example of this happening.
As for the new player thing. I ruined someones enjoyment of RPGs during one of the first sessions I ran. I feel bad, because they still won't play with us and have no desire to do so at all. I completely recognize that I ruined their enjoyment of the game, and their view of role playing games in general. I also recognize that I was so new to the Game Mastering side of the hobby that I had no way of recognizing that I was creating a negative experience.
This time went much better, he had played D&D once before, but I think allowing him to come up with this plan concerning the hanging sign really added to his enjoyment of the game. (I overheard him telling his Dad about it in Church between meetings the following day) Yes...But... is a tool that every Game Master Should be using. It allows people to come up with crazy things, and go away with an amazing cinematic experience.
We have a neighbor who expressed curiosity in playing with us some time ago, so I've been inviting him since then and Saturday he was able to come to the game. Brandon helped him to create a character (So I could read a One Sheet that he has written to give him some feedback), but I handle character creation differently—so I'm kind of regretting that (just a little bit).
It took longer than anticipated, but I finally got the game going. This was a high box-text part of the adventure, and rather than paraphrase like I normally do, I decided to just read the text, as is, from the book. We're still in the highly railroady part of The Flood. My wife constantly mocked me during the reading portions.
Then Finally, they got to the encounter. The whole thing felt forced and inorganic. When they started fighting the bad guys, I finally remembered something that I've been wanting to do for a long time. The technique is called: yes...but...
I think I heard about this Technique from Sean Patrick Fannon on one or more of the Gaming Podcasts to which I subscribe. I believe he stated that it is an old improvisation exercise. It works like this: If someone asks a question, the answer is yes...but there is some caveat .
I.e.—"Is there a Garbage Can I can Hide Behind?"
—Absolutely, but it's across the street, you could probably make it past the crossfire to take cover. . .
This, added to the fact that this game marked the first use of a Battle Mat owned by myself, made for an interesting encounter. My wife was holding the Wet Erase Marker, and was using the Yes...But... technique to her advantage, drawing in all the fiddly bits.
What I thought would turn into a shootout in the street, ended up with the Posse holing up inside: throwing tables in front of the windows, locking the proprietor of the establishment in a closet, Molotov cocktails. The most creative maneuver by a Player Character of the night, happened because of the Yes...But... technique. He asked if there was a Sign hanging from the Balcony above, that he could shoot the supporting ropes of, and have it fall on the guys below. The answer of course was yes...but it's going to be a difficult shot to do so. Essentially, he had to roll a six on a six sided die to be successful. He rolled, and because of the exploding dice mechanic he got a fifteen on his six sided die, that's a very solid hit, which means that he gets to roll an extra six sided dice for damage.
In this case that meant 3d6 for damage—He rolled a one a one and a two for a grand total of four. Which was the lowest number he could get and be successful in breaking the rope. Then the damage the sign caused didn't even phase one of the guys, but the other guy was out of the fight because of it.
At this point it was late and all they had to do was get out of Lost Angels. I threw one more group of bad guys on the table, just for some dramatic flair—make them feel like they were being chased and there was danger around every corner. They were on the opposite side of the Map, all they had to do was run around a corner and make a stealth check and they were safe—so of course they took cover and proceeded to take them all out.
My conclusions for the evening:
Players never do what you think or hope they will—luckily that's a big part of the fun. I'm starting to enjoy the Behind the Screen part of the game a little better. Molotov cocktails need to be less easy to create. I love it when players are more creative about the encounters, now if I could get them to be more creative with the use of the game mechanics (Taunts, and Ganging Up, and getting the Drop...that sort of thing). I need to use the awesome weapons that my wild cards have, instead of forgetting that they have them until after they are incapacitated—this game was not the first (and probably not the last) example of this happening.
As for the new player thing. I ruined someones enjoyment of RPGs during one of the first sessions I ran. I feel bad, because they still won't play with us and have no desire to do so at all. I completely recognize that I ruined their enjoyment of the game, and their view of role playing games in general. I also recognize that I was so new to the Game Mastering side of the hobby that I had no way of recognizing that I was creating a negative experience.
This time went much better, he had played D&D once before, but I think allowing him to come up with this plan concerning the hanging sign really added to his enjoyment of the game. (I overheard him telling his Dad about it in Church between meetings the following day) Yes...But... is a tool that every Game Master Should be using. It allows people to come up with crazy things, and go away with an amazing cinematic experience.
Labels:
Deadlands,
Dice Related,
Gaming,
Ramblings,
Role Play,
Savage Worlds
Tuesday, June 01, 2010
Laugh Out Loud—I Can't See My Dice Through the Tears in My Eyes
Saturday's game was one of my favorites. None of the Regulars came (except my wife). The group consisted of my Wife, Two of my friends that I've known since Jr. High and the daughter of one of those friends.
I've only been running games for a year, and I only started running because I wanted to play Savage Worlds and I had a feeling, if I didn't run the game it wasn't going to happen. In that time I have never run a game that was a setting or adventure that I created myself. I just haven't really felt that I have the time to do so, and there are so many great settings for Savage Worlds. So I started Deadlands: Reloaded with the Coffin Rock adventure and then moved it into The Flood plot point campaign—the transition was a little ugly, but the shoehorn seems to be working.
The beginning of The Flood is a little Railroady. I couldn't believe the amount of "box text" that was part of the first few sessions. I try not to read verbatim out of the book, and paraphrase, and say things so they fit the characters—at least in my mind that's what I want to do. I don't know how well it goes, but the session seemed pretty good.
The combat involved fifteen villains, and three extra allies. I'm glad how easy it went, but I feel like I need to come up with a way to make combat a little more interesting. Justin (a.k.a. "Bruce") was reminiscing on a GURPS game he had played and reminded me of something that I've been wanting to do since almost day one of the Zombie Run game, and that is to relinquish a certain amount of narrative control to the players.
I've written a reminder down to do so and pinned it to the back of my Game Master screen multiple times, and then I get caught up in franticly trying to keep a step ahead of the players, but last night it became almost second nature to say, "you killed him, describe what happened." Now I have to relinquish even more responsibility to the players. I keep meaning to tell them the numbers required to hit at the beginning of combat so they can determine their dice rolls ahead of time.
The other thing I need to do is use the more creative combat maneuvers that the non-player characters have at their disposal, so the combat isn't just group A shooting at Group B, or Group A pounding on Group B. I have gotten better at actually remembering to use my Game Master Bennies, so the Wild Card Villains come off more villainous.
I'm pretty sure there were some rules that I was getting a little off. I thought that once I had been running a game for a year that I would have sessions in which I didn't have rules questions—though I think I'm getting a little better at breezing past and looking things up later (For instance, I didn't do the Fear spell right the first time, but I did get it right the second time it was cast).
Joshua had me laughing so hard at one point in the game, that my eyes were literally streaming tears, and I was having trouble breathing. Every time I get together with friends that I have known since Jr. High and High School is a good time (Even when those times are bitter sweet).
I'm looking forward to the next session.
I've only been running games for a year, and I only started running because I wanted to play Savage Worlds and I had a feeling, if I didn't run the game it wasn't going to happen. In that time I have never run a game that was a setting or adventure that I created myself. I just haven't really felt that I have the time to do so, and there are so many great settings for Savage Worlds. So I started Deadlands: Reloaded with the Coffin Rock adventure and then moved it into The Flood plot point campaign—the transition was a little ugly, but the shoehorn seems to be working.
The beginning of The Flood is a little Railroady. I couldn't believe the amount of "box text" that was part of the first few sessions. I try not to read verbatim out of the book, and paraphrase, and say things so they fit the characters—at least in my mind that's what I want to do. I don't know how well it goes, but the session seemed pretty good.
The combat involved fifteen villains, and three extra allies. I'm glad how easy it went, but I feel like I need to come up with a way to make combat a little more interesting. Justin (a.k.a. "Bruce") was reminiscing on a GURPS game he had played and reminded me of something that I've been wanting to do since almost day one of the Zombie Run game, and that is to relinquish a certain amount of narrative control to the players.
I've written a reminder down to do so and pinned it to the back of my Game Master screen multiple times, and then I get caught up in franticly trying to keep a step ahead of the players, but last night it became almost second nature to say, "you killed him, describe what happened." Now I have to relinquish even more responsibility to the players. I keep meaning to tell them the numbers required to hit at the beginning of combat so they can determine their dice rolls ahead of time.
The other thing I need to do is use the more creative combat maneuvers that the non-player characters have at their disposal, so the combat isn't just group A shooting at Group B, or Group A pounding on Group B. I have gotten better at actually remembering to use my Game Master Bennies, so the Wild Card Villains come off more villainous.
I'm pretty sure there were some rules that I was getting a little off. I thought that once I had been running a game for a year that I would have sessions in which I didn't have rules questions—though I think I'm getting a little better at breezing past and looking things up later (For instance, I didn't do the Fear spell right the first time, but I did get it right the second time it was cast).
Joshua had me laughing so hard at one point in the game, that my eyes were literally streaming tears, and I was having trouble breathing. Every time I get together with friends that I have known since Jr. High and High School is a good time (Even when those times are bitter sweet).
I'm looking forward to the next session.
Labels:
Deadlands,
Gaming,
Ramblings,
Role Play,
Savage Worlds
Saturday, May 15, 2010
A Short Game This Week
I moved the Deadlands: Reloaded game to Friday this week, people had fewer conflicts—all week I've been working hard at getting my Resume and Portfolio in order, and I hadn't really had a chance to prepare for the game properly.
Friday before the game I was trying to read through the material for the game and my 1.5 year old came to sit on the couch next to me, and threw up. So, I cleaned that up. Just as I finished taking care of that, my four year old wet her pants.
When people showed up, I still had not finished prepping the game. The couple that came have a child who has problems with seizures, so we warned them about the state of heath in our home (their child was with them) and they made a quick trip to the grandparents. The other person that had planned on coming sent a message that she wasn't feeling well. I felt like calling the game, but everyone wanted to play.
So we started late and I was under prepared.
When we got to the end of the only encounter I had planned, I let the small group know that we had reached the end of what I prepared, and called the game an hour earlier than I generally plan.
I generally like to run games completely analog. Part of what I like about Role Playing Games, is that they are low tech. I often use the computer to prepare the game, but I like the table to be free of Electronics. (The Exception being that I do want to get an e-reader) Since I wasn't completely ready for the game, I used a laptop as GM Screen, and Books.
Running a game out of PDF versions of the books seems a little slow. I had managed to get all the stat blocks for the evening copied into Word, I found that to be very convenient.
Halfway into the encounter my wife was mocking me for closing the notebook computer's screen every time I wanted to look at the battle mat—suggesting that I use the webcam. Frankly that was brilliant!!!
You can see from this screenshot (click for full size) that I had Deadlands, and The Flood open in PDF as well as a word file for my Encounters. If you look close you'll see that all the figures we were using were Zombies—I need to get some more appropriate figures for this game. I have the Deadlands board game; the figures in that are appropriate for the player characters, but I need to look at all my little toys and see what I have for the Monsters. The Encounter from last nights game was our player characters versus tunnel critters—mostly represented by Zombies on the map.
We didn't get a lot of story covered, so I would have awarded 1 XP. However, I was impressed that nobody took the "bait" and acted impulsively versus some of the things leading up to the final encounter of the evening or attacked inappropriately—so 2 XP for the night.
Friday before the game I was trying to read through the material for the game and my 1.5 year old came to sit on the couch next to me, and threw up. So, I cleaned that up. Just as I finished taking care of that, my four year old wet her pants.
When people showed up, I still had not finished prepping the game. The couple that came have a child who has problems with seizures, so we warned them about the state of heath in our home (their child was with them) and they made a quick trip to the grandparents. The other person that had planned on coming sent a message that she wasn't feeling well. I felt like calling the game, but everyone wanted to play.
So we started late and I was under prepared.
When we got to the end of the only encounter I had planned, I let the small group know that we had reached the end of what I prepared, and called the game an hour earlier than I generally plan.
I generally like to run games completely analog. Part of what I like about Role Playing Games, is that they are low tech. I often use the computer to prepare the game, but I like the table to be free of Electronics. (The Exception being that I do want to get an e-reader) Since I wasn't completely ready for the game, I used a laptop as GM Screen, and Books.
Running a game out of PDF versions of the books seems a little slow. I had managed to get all the stat blocks for the evening copied into Word, I found that to be very convenient.
Halfway into the encounter my wife was mocking me for closing the notebook computer's screen every time I wanted to look at the battle mat—suggesting that I use the webcam. Frankly that was brilliant!!!
You can see from this screenshot (click for full size) that I had Deadlands, and The Flood open in PDF as well as a word file for my Encounters. If you look close you'll see that all the figures we were using were Zombies—I need to get some more appropriate figures for this game. I have the Deadlands board game; the figures in that are appropriate for the player characters, but I need to look at all my little toys and see what I have for the Monsters. The Encounter from last nights game was our player characters versus tunnel critters—mostly represented by Zombies on the map.
We didn't get a lot of story covered, so I would have awarded 1 XP. However, I was impressed that nobody took the "bait" and acted impulsively versus some of the things leading up to the final encounter of the evening or attacked inappropriately—so 2 XP for the night.
Labels:
Deadlands,
Gaming,
Ramblings,
Role Play,
Savage Worlds
Sunday, May 02, 2010
Ummm—Tell Me Again Why We're Going In the Dark Creepy Hole?
I am not happy with the way last night's session of Deadlands went. It was my fault. I felt as direction-less as my players were probably feeling. I had decided that they would probably end up going back to Denver. Brandon decided to Retcon the Head Chopping action from the last game, and I was perfectly happy to allow that. What I wanted to do was feel out what the players wanted to do when they got to Denver. I had 3–4 things that I could take the players through after feeling out what they wanted to do in Denver—and most likely ended up headed to Mexico.
Things were very direction-less however, so I had to make a decision. I felt like I was forcing things, and I messed up part of the description that I'm going to have to fix.
I felt a little flustered every time Brandon would "loot" the scene. It was pulling me out of the narrative, but it wasn't out of character for him to be doing that. I also think I need to read up on how spell-casting works; I trust Brandon, but I would feel more comfortable if I understood the mechanics of it better.
We started the Flood last night, and I found it a little tricky to get the characters to go where they needed to go. I guess if they had decided to not go down into the scary hole, they would have met some sharply dressed businessmen back in Denver.
I had also planned to run an interlude session on the Train, but I forgot to print out the interludes document. I wanted to run the interlude, because part of the issues I have as Marshall (Game Master) seem to be rooted in the fact that the posse doesn't feel compelled to be together. So they decided to role play it out sans interlude card drawing. I think that went ok, but I feel it cemented the fact that there's not a lot of cohesion in the group.
I guess I just didn't feel connected to the game last night. I was pretty upset about it, it was stressing me and I even snapped at Justin when he questioned part of the narrative.
The only part that seemed to go okay was the combat. I threw a lot more villains at them than the scenario called for, and it seemed to work out okay, I was rolling lousy—but I was using Fate chips, so was everyone else, so that went well—but there wasn't a lot of description (another failure on my part) so it was the ROLL play portion of the evening.
I feel that overall I did a lousy job last night. I hope I can run a better game in two weeks.
Things were very direction-less however, so I had to make a decision. I felt like I was forcing things, and I messed up part of the description that I'm going to have to fix.
I felt a little flustered every time Brandon would "loot" the scene. It was pulling me out of the narrative, but it wasn't out of character for him to be doing that. I also think I need to read up on how spell-casting works; I trust Brandon, but I would feel more comfortable if I understood the mechanics of it better.
We started the Flood last night, and I found it a little tricky to get the characters to go where they needed to go. I guess if they had decided to not go down into the scary hole, they would have met some sharply dressed businessmen back in Denver.
I had also planned to run an interlude session on the Train, but I forgot to print out the interludes document. I wanted to run the interlude, because part of the issues I have as Marshall (Game Master) seem to be rooted in the fact that the posse doesn't feel compelled to be together. So they decided to role play it out sans interlude card drawing. I think that went ok, but I feel it cemented the fact that there's not a lot of cohesion in the group.
I guess I just didn't feel connected to the game last night. I was pretty upset about it, it was stressing me and I even snapped at Justin when he questioned part of the narrative.
The only part that seemed to go okay was the combat. I threw a lot more villains at them than the scenario called for, and it seemed to work out okay, I was rolling lousy—but I was using Fate chips, so was everyone else, so that went well—but there wasn't a lot of description (another failure on my part) so it was the ROLL play portion of the evening.
I feel that overall I did a lousy job last night. I hope I can run a better game in two weeks.
Saturday, May 01, 2010
Free Comic Book Day 2010
The trick is to take your family along with you. Limit 10 per person—so I took 4 persons (Including Myself). There weren't even 40 comics that I wanted. I think we ended up with three copies of the Toy Story Comic, which is good; one for each kid and an extra when one inevitably gets destroyed.
They didn't seem to be handing these out to everyone—but I got one. A War Machine Hero Clix. Probably because Iron Man 2 released yesterday.
Yes, that's a picture of me in a Batman T-Shirt With Guy Gardner. COME ON!! I was at free comic book day—you have to be nerdy and pose with Guy Gardner!! At least I wasn't dressed up like Rorschach (Yes there was a customer there dressed as Rorschach). Funny thing—Green Lantern has always been my favorite, but back when I was actually collecting comics they weren't doing much with Green Lantern. Now it's Green Lantern this and Green Lantern that and I just peripherally experience it because I don't have disposable income to spend on comics these days.
Then there were these, I was pretty Excited to see them. I know, you're saying to yourself—but you already have a set of those! Well, these are the Mini Versions. See...
Emily was making fun of me for being so excited—then she spotted the mini version of her Toxic Orange Set and insisted that I pick them up before they were all gone.
I also got a standard size set of Pink/Purple Sparkly Dice for my four year old Daughter.
It was a good Free Comic Book Day. Now it's time to prepare for my Deadland's Game Tonight.
Labels:
Deadlands,
Dice,
Ramblings,
Show and Tell
Saturday, April 24, 2010
The Junk In My Trunk
We've been trying to sell our house. The house we wanted has gone under contract, we cannot find anything comparable. Ours is no longer on the market as a result.
Now when your house is for sale, people come to see it. In an effort to make the house more presentable, I moved some things to the trunk of my car.
I know I have a tendency to hoard things, and I find it necessary to occasionally take a moment to laugh at myself.
Visible in this picture: (Click for Full Size)
RPG Books
Replica of the Original Dungeons and Dragons (D&D) White Box
D&D Basic Rules (Red Box Rulebook)
D&D Expert Rules (Blue Box Rulebooks)
D&D Rules Cyclopedia
D&D Immortal Rules (Gold Box Rulebooks)
D&D Wrath of the Immortals
Advanced Dungeons and Dragons (AD&D) Player's Handbook
AD&D Dungeon Master's Guide
AD&D Monster Manual
AD&D Monster Manual II
AD&D Fiend Folio
AD&D Unearthed Arcana
AD&D Oriental Adventures
AD&D Dieties and Demigods
AD&D Dungeoneers Survival Guide
AD&D Wilderness Survival Guide
AD&D Manual of the Planes
AD&D 2nd Edition (2E) Player's Handbook
AD&D 2E Dungeon Master's Guide
AD&D 2E Monstrous Compendium Vol 1
AD&D 2E Monstrous Compendium Vol 2
AD&D 2E Monstrous Manual
D&D 3E Player's Handbook
D&D 3E Dungeon Master's Guide
D&D 3E Monster Manual
D&D 3E Revised (3.5E) Player's Handbook
D&D 3.5E Dungeon Master's Guide
D&D 3.5E Monster Manual
D&D 4E Player's Handbook
D&D 4E Dungeon Master's Guide
D&D 4E Monster Manual
D&D 4E Player's handbook II
GURPS 3E Basic Set (1st Print)
GURPS Deadlands: Weird West
GURPS Cliffhangers
Toon Deluxe RPG
Toon Tales
Tooniversal Tour Guide
Toon ACE Catalog
The Edge of Midnight RPG
Theatrix The Core Rules
Savage Worlds (SW)
Savage Worlds Revised (SW)
Savage Worlds Explorer's Edition 2nd Printing (SWEX)
Savage Worlds Explorer's Edition 3rd Printing
Realms of Cthulhu (SWEX)
Low Life (SW)
Mars (SWEX)
Runepunk (SW)
Fantasy Companion (SWEX)
Super Powers Companion (SWEX)
Paranoia 25th Anniversary Edition
Ring Wielder
Board Games
Red November
Advance To Boardwalk
Deadlands: The Battle For Slaughter Gulch
Don't Go To Jail
Ticket to Ride
Cranium Cadoo
Dicecapades
MidEVIL Deluxe (Includes MidEVIL, MidEVIL 2: Castle Chaos, & MidEVIL 3: Subteranian Homesick Blues)
Lots and Lots of Dice
In the Filing Box to the Right are the Following:
Zombies!!!
Zombies!!! 2: Zombie Corps(e)
Zombies!!! 3: Mall Walkers
Zombies!!! 4: The End?
Zombies!!! 5: School's Out Forever
Zombies!!! 6: Six Feet Under
Zombies!!! 7: Send In The Clowns
Zombies!!! 8: Jailbreak
Zombie Town
Zombie Town 2: Road Rage
Humans!!!
Humans!!! 2: Seafood
In the Back Pack:
Carcassonne
Carcassonne The River
Carcassonne The River II
Carcassonne The Count of Carcassonne
Carcassonne King & Scout
Carcassonne Abbey & Mayor
Carcassonne Cult Siege & Creativity
Carcassonne Games Quarterly Mini Expansion
Carcassonne Inns & Cathedrals
Carcassonne Princess and the Dragon
Carcassonne The Tower
Carcassonne Traders & Builders
Bang!
Bang! A Fistfull of Cards
Bang! Dodge City
Cranium Zigity
Zombie Fluxx
Martian Fluxx
Guillotine
Lord of the Fries
Battle Cattle
Are You a Werewolf
Lupus in Tabula
Trax
Ticket To Ride USA 1910 Expansion
Settlers of Catan: The Card Game
Settlers of Catan: The Card Game Expansions
In the Backpack under the Back Pack:
Pirates of the Spanish Main (SWEX)
Day After Ragnarok (SWEX)
Slipstream (SWEX)
Not Visible, But Definitely In There:
Deadlands: Reloaded (SWEX)
Necessary Evil Explorer's Edition (SWEX)
Zombie Run (SWEX)
Deadlands: Murder on the Helstromme Express (SWEX)
Deadlands: Don't Drink the Water
Deadlands: Saddle Sore
Deadlands: Marshalls Screen
Green's Guide to Ghosts (SWEX)
Fear Effects (SWEX)
Gaslight (SWEX)
Advanced Dungeons & Savages (SW)
The Making of Savage Worlds
Wizards & Warriors (SWEX)
Savage Beasts (SWEX)
Boot Hill Replica
Chainmail Replica
FUDGE
Villains and Vigilantes (V&V) DNAgents Sourcebook
V&V Most Wanted Volume 1
V&V Most Wanted Volume 3
Marvel Super Heroes Deluxe City Campaign Set (Adventure Book Only)
Hollow Earth Expedition—
Martians!!!
Give Me the Brains
The World According to Ubi
Agricola
Bump in the Night
Shut the Box
Lots and Lots More Dice
A Set of Juggling Balls
A Set of Juggling Clubs
Not in the Trunk Currently—Because It's In My Back Pack that I Take Everywhere:
(I.e. What I'm Currently Running/Using Actively)
Deadlands: The Flood
Deadlands: Coffin Rock
Savage Worlds: Explorer's Edition 1st Printing
Lots and Lots More Dice
Lots and Lots of Mini Poker Chips (For Bennys/Fate Chips)
Two Decks of Face Cards With Jokers (For Savage Worlds)
Now when your house is for sale, people come to see it. In an effort to make the house more presentable, I moved some things to the trunk of my car.
I know I have a tendency to hoard things, and I find it necessary to occasionally take a moment to laugh at myself.
Visible in this picture: (Click for Full Size)
RPG Books
Replica of the Original Dungeons and Dragons (D&D) White Box
D&D Basic Rules (Red Box Rulebook)
D&D Expert Rules (Blue Box Rulebooks)
D&D Rules Cyclopedia
D&D Immortal Rules (Gold Box Rulebooks)
D&D Wrath of the Immortals
Advanced Dungeons and Dragons (AD&D) Player's Handbook
AD&D Dungeon Master's Guide
AD&D Monster Manual
AD&D Monster Manual II
AD&D Fiend Folio
AD&D Unearthed Arcana
AD&D Oriental Adventures
AD&D Dieties and Demigods
AD&D Dungeoneers Survival Guide
AD&D Wilderness Survival Guide
AD&D Manual of the Planes
AD&D 2nd Edition (2E) Player's Handbook
AD&D 2E Dungeon Master's Guide
AD&D 2E Monstrous Compendium Vol 1
AD&D 2E Monstrous Compendium Vol 2
AD&D 2E Monstrous Manual
D&D 3E Player's Handbook
D&D 3E Dungeon Master's Guide
D&D 3E Monster Manual
D&D 3E Revised (3.5E) Player's Handbook
D&D 3.5E Dungeon Master's Guide
D&D 3.5E Monster Manual
D&D 4E Player's Handbook
D&D 4E Dungeon Master's Guide
D&D 4E Monster Manual
D&D 4E Player's handbook II
GURPS 3E Basic Set (1st Print)
GURPS Deadlands: Weird West
GURPS Cliffhangers
Toon Deluxe RPG
Toon Tales
Tooniversal Tour Guide
Toon ACE Catalog
The Edge of Midnight RPG
Theatrix The Core Rules
Savage Worlds (SW)
Savage Worlds Revised (SW)
Savage Worlds Explorer's Edition 2nd Printing (SWEX)
Savage Worlds Explorer's Edition 3rd Printing
Realms of Cthulhu (SWEX)
Low Life (SW)
Mars (SWEX)
Runepunk (SW)
Fantasy Companion (SWEX)
Super Powers Companion (SWEX)
Paranoia 25th Anniversary Edition
Ring Wielder
Board Games
Red November
Advance To Boardwalk
Deadlands: The Battle For Slaughter Gulch
Don't Go To Jail
Ticket to Ride
Cranium Cadoo
Dicecapades
MidEVIL Deluxe (Includes MidEVIL, MidEVIL 2: Castle Chaos, & MidEVIL 3: Subteranian Homesick Blues)
Lots and Lots of Dice
In the Filing Box to the Right are the Following:
Zombies!!!
Zombies!!! 2: Zombie Corps(e)
Zombies!!! 3: Mall Walkers
Zombies!!! 4: The End?
Zombies!!! 5: School's Out Forever
Zombies!!! 6: Six Feet Under
Zombies!!! 7: Send In The Clowns
Zombies!!! 8: Jailbreak
Zombie Town
Zombie Town 2: Road Rage
Humans!!!
Humans!!! 2: Seafood
In the Back Pack:
Carcassonne
Carcassonne The River
Carcassonne The River II
Carcassonne The Count of Carcassonne
Carcassonne King & Scout
Carcassonne Abbey & Mayor
Carcassonne Cult Siege & Creativity
Carcassonne Games Quarterly Mini Expansion
Carcassonne Inns & Cathedrals
Carcassonne Princess and the Dragon
Carcassonne The Tower
Carcassonne Traders & Builders
Bang!
Bang! A Fistfull of Cards
Bang! Dodge City
Cranium Zigity
Zombie Fluxx
Martian Fluxx
Guillotine
Lord of the Fries
Battle Cattle
Are You a Werewolf
Lupus in Tabula
Trax
Ticket To Ride USA 1910 Expansion
Settlers of Catan: The Card Game
Settlers of Catan: The Card Game Expansions
In the Backpack under the Back Pack:
Pirates of the Spanish Main (SWEX)
Day After Ragnarok (SWEX)
Slipstream (SWEX)
Not Visible, But Definitely In There:
Deadlands: Reloaded (SWEX)
Necessary Evil Explorer's Edition (SWEX)
Zombie Run (SWEX)
Deadlands: Murder on the Helstromme Express (SWEX)
Deadlands: Don't Drink the Water
Deadlands: Saddle Sore
Deadlands: Marshalls Screen
Green's Guide to Ghosts (SWEX)
Fear Effects (SWEX)
Gaslight (SWEX)
Advanced Dungeons & Savages (SW)
The Making of Savage Worlds
Wizards & Warriors (SWEX)
Savage Beasts (SWEX)
Boot Hill Replica
Chainmail Replica
FUDGE
Villains and Vigilantes (V&V) DNAgents Sourcebook
V&V Most Wanted Volume 1
V&V Most Wanted Volume 3
Marvel Super Heroes Deluxe City Campaign Set (Adventure Book Only)
Hollow Earth Expedition—
Kidnapped in the Hollow Eart
h
(Free RPG Day Adventure 2009)
D&D 4E—Khyber's Harvest (Free RPG Day Adventure 2009)
Martians!!!
Give Me the Brains
The World According to Ubi
Agricola
Bump in the Night
Shut the Box
Lots and Lots More Dice
A Set of Juggling Balls
A Set of Juggling Clubs
Not in the Trunk Currently—Because It's In My Back Pack that I Take Everywhere:
(I.e. What I'm Currently Running/Using Actively)
Deadlands: The Flood
Deadlands: Coffin Rock
Savage Worlds: Explorer's Edition 1st Printing
Lots and Lots More Dice
Lots and Lots of Mini Poker Chips (For Bennys/Fate Chips)
Two Decks of Face Cards With Jokers (For Savage Worlds)
Labels:
Deadlands,
Dice Related,
Gaming,
Ramblings,
Savage Worlds,
Show and Tell,
Zombie Run
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