Friday, August 26, 2011
I updated the Graphic Design Page of My Portfolio Website.
http://www.VizionStudios.com
Wednesday, August 24, 2011
Check out my newly re-launched website, share it with your friends, hire me , leave comments, whatever you want =D
http://www.VizionStudios.com
Tuesday, March 29, 2011
Show Reel
This is some of the work I have done in animation. I decided to try uploading to YouTube for the first time since it launched in 2005.
Saturday, March 12, 2011
Low Key—Instead of High Adventure
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.
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.
Labels:
Deadlands,
Gaming,
Ramblings,
Role Play,
Savage Worlds
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
Tuesday, December 21, 2010
I've been without Employment for Seven Months and I went to a workshop today. I need to work on my networking and for that purpose I have swallowed my pride and Joined Facebook—Though I kept my personal details at a minimum; Facebook does not instill confidence in me as far as security and privacy are concerned.
Sunday, December 19, 2010
TRON: Legacy
Loved it, Loved it, Loved it.
I loved the original from the moment I saw it. I didn't understand all of it when I was six, but my Dad is a Computer programmer and explained some of the Geek Speak to me.
I love that in the original, there was large touch based flat panel technology—which is just now starting to be commercially available.
Everything that needed to be in the new movie, was in it—except living bits, though there were some mantle ornaments.
We saw it in IMAX 3D. Not all of the movie was in 3D, so it gives your eyes some rest. The only problem here is that some of the 3D Trailers were Headache inducing (particularly the Morgan Freeman Voice Over IMAX Orphan Animals Hippie Movie). Also, some of the hand-to-hand combat action was so crazy that it became hard to read in 3D on such a gigantic screen, so I'm expecting a Transformers experience (I Liked it on the big screen, but what looked like a lot of flying metal at the theater was actually separate characters doing really cool things once I saw it at home on DVD [i.e. Optimus Prime Sword Hand vs. Megatron Mace Hand]).
Everything was a nod to the old film, and treated the original material with respect, while building on it in amazing ways.
This Movie Excited me in the Same way the original did. The original sparked my imagination about a Glowing Digital World inside computers where video game death-matches took place and Frisbees were the coolest weapon imaginable, and light Cycles the greatest form of transportation. Those same ideas are updated and if I were a six year old today, I think this movie would hit me the same way the original did back then.
When a movie is over, and I just want to sit through it again—I consider it a success.
One last thought, You do not have to be a fan of the original to enjoy the new film—it is written as it's own thing. Familiarity with the original just adds to an already good movie.
I loved the original from the moment I saw it. I didn't understand all of it when I was six, but my Dad is a Computer programmer and explained some of the Geek Speak to me.
I love that in the original, there was large touch based flat panel technology—which is just now starting to be commercially available.
Everything that needed to be in the new movie, was in it—except living bits, though there were some mantle ornaments.
We saw it in IMAX 3D. Not all of the movie was in 3D, so it gives your eyes some rest. The only problem here is that some of the 3D Trailers were Headache inducing (particularly the Morgan Freeman Voice Over IMAX Orphan Animals Hippie Movie). Also, some of the hand-to-hand combat action was so crazy that it became hard to read in 3D on such a gigantic screen, so I'm expecting a Transformers experience (I Liked it on the big screen, but what looked like a lot of flying metal at the theater was actually separate characters doing really cool things once I saw it at home on DVD [i.e. Optimus Prime Sword Hand vs. Megatron Mace Hand]).
Everything was a nod to the old film, and treated the original material with respect, while building on it in amazing ways.
This Movie Excited me in the Same way the original did. The original sparked my imagination about a Glowing Digital World inside computers where video game death-matches took place and Frisbees were the coolest weapon imaginable, and light Cycles the greatest form of transportation. Those same ideas are updated and if I were a six year old today, I think this movie would hit me the same way the original did back then.
When a movie is over, and I just want to sit through it again—I consider it a success.
One last thought, You do not have to be a fan of the original to enjoy the new film—it is written as it's own thing. Familiarity with the original just adds to an already good movie.
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 14, 2010
New Role Players
I'm assistant Scout Master.
Some of the Scouts showed some interest in playing Savage Worlds—so I told them to Schedule a time and come over and that I would run a game for them. They voted and the consensus was a Pirate themed game.
They came over, we spend about an hour creating characters—a couple of the boys couldn't come until later so I created characters for them real quick and let the two that were there use them using the Allies rules, until the players showed up (one of them actually died—we brought him back when the characters player arrived).
I used the "Dead Men Tell No Tales" One Sheet Adventure that is available at the Pinnacle Website.
It was very fun playing with them. None of them know the rules, so there are no rules lawyers. When I do forget a rule and then remember it, they didn't get upset; they were having so much fun that they just rolled with it.
I spent a little more time than I usually do in drawing the map—then I forgot to take time to take pictures. I had them bring Lego Mini-figs, and when it came time to Put Figs on the map and play there was much rejoicing. Similarly, when I placed my Skeleton Figs on the Table the was much nervousness.
I made the Mine in the story a lot bigger and threw a few non combat problems at them as well. They were creative in coming up with solutions—and when it was time to stop playing they were not ready to end the session, and they definitely want to play again.
Some of the Scouts showed some interest in playing Savage Worlds—so I told them to Schedule a time and come over and that I would run a game for them. They voted and the consensus was a Pirate themed game.
They came over, we spend about an hour creating characters—a couple of the boys couldn't come until later so I created characters for them real quick and let the two that were there use them using the Allies rules, until the players showed up (one of them actually died—we brought him back when the characters player arrived).
I used the "Dead Men Tell No Tales" One Sheet Adventure that is available at the Pinnacle Website.
It was very fun playing with them. None of them know the rules, so there are no rules lawyers. When I do forget a rule and then remember it, they didn't get upset; they were having so much fun that they just rolled with it.
I spent a little more time than I usually do in drawing the map—then I forgot to take time to take pictures. I had them bring Lego Mini-figs, and when it came time to Put Figs on the map and play there was much rejoicing. Similarly, when I placed my Skeleton Figs on the Table the was much nervousness.
I made the Mine in the story a lot bigger and threw a few non combat problems at them as well. They were creative in coming up with solutions—and when it was time to stop playing they were not ready to end the session, and they definitely want to play again.
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
Wednesday, November 10, 2010
Buried Alive!!
My Saturday Savage Worlds Game did not take place. I only had My Wife and three others R.S.V.P. and one of them was unable to make it. I was not upset by this, since I was only marginally prepared for the evening.
We had a little Holiday recently, you may have heard of it. . . Halloween.
I had some birthday money, and wanted to get a new game for Halloween, but the game I wanted to get was sold out, I tried my favorite game store, the discount game store (Which looked to be closed for good), and the game store that's practically around the corner. None of them had a copy of The Last Night on Earth: The Zombie Game.
Seven years ago, when we first lived here, we had a Halloween Party. I wanted to play a Halloween appropriate game at said party. The game I ultimately chose was Betrayal at House on the Hill. It took me a while to make that decision and when I went to get the game. . . no one had a copy—it had gone out of print and used copies were going for a premium.
So, I decided to go with another game that had piqued my curiosity, Zombies!!! I had seen some pictures of games in progress with hundreds of zombie figures on the table. I had heard it said that there can never be too many Zombies, and I had noticed that they sell Extra Zombies in bags of one hundred for a ten spot, and that they had Glow-in-the-Dark Zombies as well.
I was pretty new to the specialty board game scene at the time, I had not yet played a game, and then not wanted the expansion or expansions—and of course, I can never do anything half way. I found an E-bay auction that had Zombies!!! and two of its expansions (Zombies!!! 2: Zombie Corps(e), and Zombies!!! 3: Mall Walkers) for just a little more than the base game would cost. Could I stop there? No. I also picked up a bag of Extra Zombies (100 Glow-in-the-Dark—I'm kind of a sucker for Glow-in-the-Dark, I'm not sure why) and the other two available expansions, Zombies!!! 3.5: Not Dead Yet and Zombies!!! 4: The End?.
I really like the Zombies!!! games, but the people I generally game with are rarely in the mood to play it. I've still picked up Zombies!!! 5: Schools Out Forever, Zombies!!! 6: Six Feet Under, Zombies!!! 7: Send in the Clowns, Zombies!!! 8: Jailbreak, Zombies!!! 9: Ashes to Ashes, Humans!!!, Humans!!! 2: Sea Food, Martians!!!, Zombietown, Zombietown 2: Road Rage, Zombietown 3: Big Boom Theory, MidEvil!!!, MidEvil!!! 2: Castle Chaos, & MidEvil!!! 3: Subterranean Homesick Blues, plus extra Zombies in Standard and Glowing Varieties of the Following Types—Zombies, Zombie Babes, Zombie Dogs, & Zombie Clowns, Plus Extra Skeletons (MidEvil!!! Uses Skeletons instead of Zombies—Skeletons are just like Zombies with no flesh right?)
Zombies!!! is pretty much reviled in the Board Game Community, ranking only 5.65 out of 10 on Board Game Geek. I've yet to see a very positive review of it, nothing down right bad, nothing truly positive either. The Last Night on Earth: The Zombie Game however, has ratings in the High seven to low eight range and I've heard reviews of even non-gamers really enjoying it. Which is why I really wanted it—if the game I love seems to be almost universally hated (I mean, come on, someone has to be enjoying it enough and buying enough copies for them to keep pumping out expansions) then the game that has the same thematic elements, but is beloved in comparison has to be fun, right?
Of course, when I have birthday money, and it's Halloween, and I'm in the mood for a new Zombie game, it's nowhere to be found (one of the game stores told me it was out of print)
So what do I do?
Save my money and buy it online of course. . . no. I ended up getting Betrayal at House on the Hill. It had recently come back to print.
If you've read this far, I'm impressed—I've been rambling.
Still wondering about the Blog Title up there? Since we didn't have enough people for me to want to run the game session, we played Betrayal at House on the Hill.
So, here's how Betrayal at House on the Hill works. You are exploring a haunted house. There are Six pre-painted explorer mini-figures and each figure has a corresponding character card; the cards are double-sided and have a different character on each side. The Character Cards are pentagons and have four character attributes, two physical and two mental. There are little plastic arrow clips that slide onto the card, and as your attributes are effected you slide them up and down.
When exploring the house you move through the number of rooms that equal your speed, when you encounter a room with an item, you pick a card from the item deck, read it aloud and keep it. When you encounter a room with an event, you pull the event card and read it aloud, follow the instructions and discard the card. When you encounter a room with an omen, you pull an omen card read it aloud keep it in front of you and then make a haunt roll. When making a haunt roll if you roll a number lower than the number of omen cards on the table, the haunt begins.
There is a chart in the Traitor's Tome that tells you which haunt to play (based on the room and omen card) and which player is the traitor (hence The Betrayal at House on the Hill). The Traitor then takes the Traitor's Tome and Reads the Haunt. The rest of the players take the Secrets of Survival book and read the corresponding Haunt.
The Haunt we played was called Buried Alive. The Survivors had to find their missing friend that was buried alive and dig her up before she dies. The Traitor's goal was to kill the survivors before they could dig up their missing friend.
It's a fun game.
I played again with some other friends on Monday, and the Haunt had no traitor, we had to fight our Evil doppelgängers.
Again, a very fun game. I've played two of fifty scenarios, and due to the house being modular in design, even if I played the same scenario again, it would be different. I highly recommend playing it—a great alternate since Savage Worlds didn't work out.
I really like the Zombies!!! games, but the people I generally game with are rarely in the mood to play it. I've still picked up Zombies!!! 5: Schools Out Forever, Zombies!!! 6: Six Feet Under, Zombies!!! 7: Send in the Clowns, Zombies!!! 8: Jailbreak, Zombies!!! 9: Ashes to Ashes, Humans!!!, Humans!!! 2: Sea Food, Martians!!!, Zombietown, Zombietown 2: Road Rage, Zombietown 3: Big Boom Theory, MidEvil!!!, MidEvil!!! 2: Castle Chaos, & MidEvil!!! 3: Subterranean Homesick Blues, plus extra Zombies in Standard and Glowing Varieties of the Following Types—Zombies, Zombie Babes, Zombie Dogs, & Zombie Clowns, Plus Extra Skeletons (MidEvil!!! Uses Skeletons instead of Zombies—Skeletons are just like Zombies with no flesh right?)
Zombies!!! is pretty much reviled in the Board Game Community, ranking only 5.65 out of 10 on Board Game Geek. I've yet to see a very positive review of it, nothing down right bad, nothing truly positive either. The Last Night on Earth: The Zombie Game however, has ratings in the High seven to low eight range and I've heard reviews of even non-gamers really enjoying it. Which is why I really wanted it—if the game I love seems to be almost universally hated (I mean, come on, someone has to be enjoying it enough and buying enough copies for them to keep pumping out expansions) then the game that has the same thematic elements, but is beloved in comparison has to be fun, right?
Of course, when I have birthday money, and it's Halloween, and I'm in the mood for a new Zombie game, it's nowhere to be found (one of the game stores told me it was out of print)
So what do I do?
Save my money and buy it online of course. . . no. I ended up getting Betrayal at House on the Hill. It had recently come back to print.
If you've read this far, I'm impressed—I've been rambling.
Still wondering about the Blog Title up there? Since we didn't have enough people for me to want to run the game session, we played Betrayal at House on the Hill.
So, here's how Betrayal at House on the Hill works. You are exploring a haunted house. There are Six pre-painted explorer mini-figures and each figure has a corresponding character card; the cards are double-sided and have a different character on each side. The Character Cards are pentagons and have four character attributes, two physical and two mental. There are little plastic arrow clips that slide onto the card, and as your attributes are effected you slide them up and down.
When exploring the house you move through the number of rooms that equal your speed, when you encounter a room with an item, you pick a card from the item deck, read it aloud and keep it. When you encounter a room with an event, you pull the event card and read it aloud, follow the instructions and discard the card. When you encounter a room with an omen, you pull an omen card read it aloud keep it in front of you and then make a haunt roll. When making a haunt roll if you roll a number lower than the number of omen cards on the table, the haunt begins.
There is a chart in the Traitor's Tome that tells you which haunt to play (based on the room and omen card) and which player is the traitor (hence The Betrayal at House on the Hill). The Traitor then takes the Traitor's Tome and Reads the Haunt. The rest of the players take the Secrets of Survival book and read the corresponding Haunt.
The Haunt we played was called Buried Alive. The Survivors had to find their missing friend that was buried alive and dig her up before she dies. The Traitor's goal was to kill the survivors before they could dig up their missing friend.
It's a fun game.
I played again with some other friends on Monday, and the Haunt had no traitor, we had to fight our Evil doppelgängers.
Again, a very fun game. I've played two of fifty scenarios, and due to the house being modular in design, even if I played the same scenario again, it would be different. I highly recommend playing it—a great alternate since Savage Worlds didn't work out.
Labels:
Gaming,
Ramblings,
Savage Worlds,
Show and Tell
Tuesday, November 09, 2010
King Brian's Antics
In March I tried to Purchase Darby O'Gill and the Little People on DVD, but it was sold out. I found it a month later and picked it up. I was looking at the DVD Case and noticed immediately that there was something wrong.
Still Don't See It? Try taking a look at it on the shelf.
King Brian is Definitely Up to His Tricks Again!
Still Don't See It? Try taking a look at it on the shelf.
King Brian is Definitely Up to His Tricks Again!
Labels:
Movies,
Ramblings,
Show and Tell
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
Tuesday, October 12, 2010
At the Hospital
My Wife is in Labor—third Girl is on her way.
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 26, 2010
No Game
Due to Lack of RSVP and RSVP in the negative, I called off the game for Saturday and went to Inception. It was every bit as good as people were saying it was. The funny thing about movies like this (well twisted plot with lots of room for unanswered questions) there's alway the people that think they're too cool to think it was good and think they understood the whole thing after 15 minutes into the movie. The friend that I went with and a group of people I overheard after the fact fall into that category. These people have forgotten how to have fun.
I think I missed a few things, and will need to see it again. I was certainly on edge for a good portion of the film.
I definitely recommend it.
I think I missed a few things, and will need to see it again. I was certainly on edge for a good portion of the film.
I definitely recommend it.
Friday, September 24, 2010
Savage Cake
The Cub Scouts have a Cake Auction/Pot Luck Soup Dinner every year as a Fund Raiser. This year, I had an Idea for a cake.
My wife covered the cake with orange (because that's what we had on hand), then I put on a one inch grid. Dropped some Dice and figures on and viola. The Zombie vs Robot vs Pirate vs Ninja Cake was born.
I had the Zombie and the Pirate and the Ninja on Hand, but I had to be a little creative for the Robot; I had a generic cake topper Soccer guy and spray painted him silver.
We included with the cake a copy of the Savage Worlds Test Drive Rules, and Character Sheets for a Zombie, Robot, Pirate, and Ninja.
My wife covered the cake with orange (because that's what we had on hand), then I put on a one inch grid. Dropped some Dice and figures on and viola. The Zombie vs Robot vs Pirate vs Ninja Cake was born.
I had the Zombie and the Pirate and the Ninja on Hand, but I had to be a little creative for the Robot; I had a generic cake topper Soccer guy and spray painted him silver.
We included with the cake a copy of the Savage Worlds Test Drive Rules, and Character Sheets for a Zombie, Robot, Pirate, and Ninja.
Labels:
Dice Related,
Savage Worlds,
Show and Tell
Wednesday, September 22, 2010
Dicecreator's Dice Update
I've had these dice on my person, almost since I received them. Yesterday I pulled them out of my pocket because I was playing with Handful of Heroes Figures with my daughter and wanted to give some structure to the play. I noticed that the Gear Die had developed a problem, the #2 Gear's edge has popped up.
Now to be fair, I have been very hard on these Dice. They have been in my pocket since April. They've been in my pocked at scout camp, they've been in my pocket in 100+ degree weather, they've been in my pocket when I've been fishing, they've been in my pocket at church. They bounce around with other things in my pocket, and deal with extreme temperature changes, I think they've done very well. The Halo Die is still in perfect condition.
Now to be fair, I have been very hard on these Dice. They have been in my pocket since April. They've been in my pocked at scout camp, they've been in my pocket in 100+ degree weather, they've been in my pocket when I've been fishing, they've been in my pocket at church. They bounce around with other things in my pocket, and deal with extreme temperature changes, I think they've done very well. The Halo Die is still in perfect condition.
Subscribe to:
Posts (Atom)