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PROOF! Science is wrong! Christians are Right!

21-Nov-08

I don’t know what it is about religion and religious nuts who believe in Creationism. I have been looking ou for videos by RIchard Dawkins for some time and watched his God Delusion video. It made me rethink my stance on religion as I was on the fence about it. I suppose I will not be willingly subjected to organized religion ever again.

These days, more than ever, I am surprised at the number of people who wholeheartedly dive into religious ignorance and swallow “Creation Science” at face value. What is wrong with these people? Haven’t we learned from the examples of Hitler and WWII that to never bever believe anything at face value anymore? Fascism and swallowing the Reich’s teachings at face value was how 6 million Jews got killed, remember?

But alas, we are headed into yet another dark age, I fear. So I present you with these videos from Youtube. Perhaps I can save someone out there from falling into the trap of religious intolerance and ignorance.

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Disproving Intelligent Design via mousetrap example:

Richard Dawkins on radioactive dating and fossils and how its done. He also explains in plain terms of the error of time scale of fossil dating:

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Making Fun of the Creationsists

Here are Creationists’ “proof” that evolution is wrong. This last guy is such a fucking idiot that it’s pathetic. However, from what I’ve seen there are people out there who will believe in this shit as “evidence” that the man is right.

This is how his video should have went:

PROOF! Science is wrong! Christians are Right!

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The Root of All Evil: The God Delusion (Part 1)

This was the first video I saw that Richard Dawkins made about religion. So allow me to let Richard Dawkins walk you through an atheists view on faith and religion. At the very least this video can make you re-think or refute Creationism’s views. Even if you’re a religious person then you should at least educate yourself.

Think about it! These religious idiots are trying to pass laws and policies to allow Intelligent Design and Creation Science to be taught in schools. If you do nothing then you let them win!

Our very way of modern life is being challenged. If the religious idiots win then we’ll watch our technology slide back into the medieval ages. Vaccines we take for granted now will disappear, and small pox and polio will be free to roam. Those cold medicines you reach for when you have a bad cold? Gone. Never mind “cold” - how about full fledged Flu?

The very Internet that you are using to read this blog and watch these videos? The computer you are using to do it with? Gone.

Why will all this be gone? Because no one will be doing anything that will further or maintain technology. If those religious idiots win, it will take a generation or two before they set their sights on something else other than Evolution. I am sure of this as surely as I write this. What will they spout on about as evil next? Anything modern, of course. They will expouind on the virtous of a more “innocent” time, a time without telephone, cars, doctors, scientists, highways, you name it. In other words, we will regress into a technological level that will be equal to the 1700’s at best, perhaps medieval ages at worse (at least, I hope that’s the worst). All of that will be in the name of God, of course. All it will take is a few generations of fervent faith to do this as we burn the scientists and nay-sayers at the stake.

In the Name of God.

Lousy Players and Lousy GMs

31-Oct-08

Lousy Players & Lousy GMs

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BAD GM COMPLAINTS

Disconnected PC Subplots: This was a limited and unique complaint, but it caught my attention because it was so specific and useful. The poster’s trouble-GM was making an effort to respond to character by building off backstory, but everything was so disconnected that players knew “If it’s a Trogdar story this week, I may have to wait three weeks before MY turn in the spotlight.” The obvious fix is, of course, to weave the backstories together. ONE VOTE

No Slack: I can see how it would be a pain for the GM to be hopelessly uptight about momentary bad decisions by players who are presumably less focused than the characters in life-or-death situations. But this didn’t get a lot of noise. Interesting. TWO VOTES

Don’t Have Fun: This was far less prevalent than people complaining that the GM wasn’t letting THEM have fun, which is perhaps understandable. Still, it makes a lot of sense to me that a GM who’s miserable is going to have trouble bringing joy to others. TWO VOTES

Making It Too Easy: Looking back over my own reams of GM advice, I find that I’ve spent roughly equal word count on the perils of making it too easy and making it too hard. But very few players seem to have issues with cakewalks. Maybe this is because players prefer them, or because from the player perspective (where you don’t know how close you came) it looks much less like a gimme. Or perhaps it’s because asking about ‘lousy GMs’ makes people think about games that made them actively unhappy, instead of ones that were just kind of boring or tediously easy. TWO VOTES

Setting Inconsistency: This is probably a more specific subset of “Insufficient Prep,” a loose category that swallowed up a lot of votes. This covers games where the setting or history changed from week to week. Presumably taking good notes, and then checking them between games, would alleviate this problem. It’s a clear solution, though one that requires some effort. It also included games that were two-fisted PI action one week and gritty survival horror the next – with singing, dancing cyborgs on the way, for all players could tell. I can see how this would happen, where a GM wants to have a wide-ranging game and employ a variety of tropes: After all, some episodes of ‘Twin Peaks’ or ‘The X-Files’ were grotty serious, while others were just laugh riots. But the issue of doing this in a game is that players need to have some foundation for deciding which courses of action are reasonable and wise, and which are going to hurt their characters. If charging boldly forth is going to result in a comic misunderstanding one week, brawny victory the next, and decapitation the week after that… well, variety cuts both ways. It’s not fair to expect players to just intuit from subtle clues that the assumptions have changed. FOUR VOTES

Tone Breaking: You’re going along tensely playing ‘Call of Cthulhu’ and, just as the Keeper describes the profane temple lit by the flames of flickering braziers, she herself cracks some silly pun about ‘flaming brassieres’ and then it’s ERA bra-burning jokes for five minutes. This seems to be a particular risk in horror games in which tone is so critical. If forced to guess, I’d mark this up to poor impulse control. The GM knows she ought to keep a straight face and build the tension to a fever pitch, but the instant gratification of a joke overwhelms her patience. FOUR VOTES

Yoinking Away Rewards: Again, this is a subset of a larger category. In this case, it’s the pinnacle of “Overpowered Obstacles and Excessive Antagonism,” but the transgression of allowing a PC to attain some powerful item or long-sought goal, only to snatch it away in a fit of GM’s remorse… that stands out as insult to injury, worse in a way than never allowing the success at all. Clearly, I’d say GMs might want to try erring on the side of generosity (since so few players complained about insufficient challenge) or, failing that, think REALLY HARD before placing that Staff of the Magi. When a GM has genuine regrets (and not just frustrated antagonism) it sounds like she’s obligated to negotiate with the player to find something mutually acceptable. FOUR VOTES

Favoritism: Often, but not always, cited as ‘favoring the GM’s significant other.’ This is a sticky wicket. You can’t exactly say, ‘no, you should NEVER PLAY with your really close friends!’ any more than you should say ‘you should ONLY run games for groups where you’re equally fond of all the players.’ Sadly, given how blind we’re likely to be to our own favoritism, the only advice I can give GMs is to periodically check yourself against your players’ perceptions. “Am I being unfairly nice to one of you?” If they all think you’re favoring someone different, you’re probably fair. If they all point to the same guy, something’s wrong. EIGHT VOTES

Too Much Detail: Some player felt bogged down and cluttered with obsessively-detailed cultural or house-rules minutia. But see the very next entry… TEN VOTES

Insufficient Detail or Preparation: Sometimes, this was a complaint about disorganized GMs who kept all their players waiting for fifteen minutes while they shuffled papers and reviewed their notes. Sometimes it meant vague settings in which every innkeeper behaved the same because every town was essentially a carbon copy. Clearly though, there’s a sweet zone between ‘too much detail’ and ‘too little’. My suspicion is that it’s a wandering zone that’s different for every group – some are going to be enthralled by detailed descriptions of this city’s vampire Elysium and its curious manners and customs, while others just want to backstab and suck blood already. The only cure that would work for all groups is (surprise!) seeking out and accepting player feedback on how much is too much or not enough. TWENTY-TWO VOTES

Railroading: We’re now getting into the heavyweight category of GM abuses, and railroading – that is, having a plot planned out from beginning to end, and punishing or restricting any character that deviates from its progression – ranks very high indeed. Why is railroading so tempting to GMs? My guess is, because it works sometimes. If your plot is obvious and exciting and compelling, players may follow it happily. Furthermore, even when a railroad plot does annoy the players, it’s a huge security blanket for the GM. After all, when he’s got the tracks laid down, he knows where the game is going to go! He can prepare! He feels ready for anything! Anything except the player who says, “Can’t someone else save the world? I’m just a second-level fighter pulling guard duty at the palace, I can’t walk away from that just because some weird-beard wizard says I’m ‘the Mighty One’! I’ve got responsibilities!” Is there a cure for railroading? If you have several different tracks, it feels much less like railroading while still allowing the GM some safe-zone of preparation. Many GMs just aren’t going to be happy showing up at a session and saying, “You guys do whatever you want an’ I’ll riff off it.” For that matter, many players want more guidance than that. Once again, the key seems to be recognizing what your group wants, more than identifying some Platonic ideal balance between prep and spontaneity. TWENTY-ONE VOTES

Overpowered Obstacles and Excessive Antagonism: Hoo boy. Here’s where the vitriol and bitterness really poured forth in a raging torrent. A recurring theme was not just killer monsters and inescapable traps – people actually didn’t cite that too much. More common and, seemingly more galling, was a lack of respect on the part of GMCs. It wasn’t even a question of bizarre assaults (“What the… the stableboy’s attacking me? What’d I do to him?”) as much as attitudes that didn’t make sense in the context of the game. To wit: Everyone treats the PCs like crap, even if it makes no sense. The stableboy in question sneers and insults the burly warrior dripping with gems? What’s his motivation? If he’s not reasonably worried about getting a gauntlet in the chops, you’d think he’d hope for a decent tip from the rich guy. The explanation, of course, is that the GM has gotten it into her head that her job is to provide resistance to the PCs, and she’s over-enthusiastic about it. She thinks she has to provide resistance to every action they take, no matter how illogical that resistance is in the game. I’d propose that GMs need to consider the success of the PCs as a success on their part, not a failure. The GM’s goal is to provide a good game, and if the characters are growing and succeeding, it means the game is moving. The goal is not to keep the PCs stagnant as dirt-poor nobodies for as long as possible. (Mea culpa – I may have been guilty of this one myself. At least I’ve been accused of it.) TWENTY-ONE VOTES

Ignoring Players/Selfishness: Here’s a category that’s as broad as a barn, but maybe that’s because it covers such a multitude of sins. It’s the GM who takes a group that built all barbarian tough guys and puts them in a scenario that can only be negotiated with guile and manners. It’s the GM who dictates exactly what your character is like. It’s the GM who expects everyone to sit through strange ventriloquist routines where two GMCs talk to one another and the characters have nothing to do but listen for clues (or just for background color). It is, in short, the GM who’s having his fun his way and who regards the players as a necessary inconvenience to his roleplaying experience. How to fix this? Um, well, it’s hard, but a selfish GM has to realize that gaming is social, that the way to get participation from others is to build a story that accepts and rewards them, and that people won’t put up with being your toys or, if they do, they shouldn’t. You want to be like those Shorinji Kempo guys with the “half for self, half for others” motto. TWENTY-SEVEN VOTES

Poor Leadership: I saved the Poor Leader for last (even though the Selfish GM beat him out by one vote) because I feel it’s the most difficult issue to explain. It’s not just passiveness with the plot. That’s probably a symptom, but really falls more under the category of insufficient prep. No, poor leadership means losing control of the game. I don’t mean that you have to GM with an iron fist and relentlessly crack down on all out-of-character speech. (Some groups work that way but, wow, I’d make it crystal clear to the players beforehand if I was going to try that.) I mean that if the GM doesn’t set a good example, there’s nothing for the players to model. If the GM shows up late or blows off a session, what does that tell the players? If the GM won’t tell the abusive loudmouth to take it down a notch, and then won’t boot him when he refuses, isn’t that an indication that players can do any crappy thing they want without consequences? The GM leads. That’s not the same as control. Control means making them do what you want. Leading means showing them the way things are and should be. It also means showing them that you take their input seriously and are on the lookout for ways to give them the game they want. TWENTY-SIX VOTES

Re: Lousy Players & Lousy GMs: Conclusions
The thread on bad playing got fewer responses, but it’s still instructive. There are some big differences between the kind of person who plays badly and the kind who runs badly. But there are also some similarities that are, unfortunately, all too predictable.

Keep in mind: If you don’t know who the power gamer/apathetic slob/socially maladroit goof-ball is in your group… it just might be you. In that spirit, here is our pageant of player problems.

Cheating: The player who ignores the penalties of a spell, or whose poor memory about Essence costs for his werewolf always seem to work out in his favor? Surprisingly, it’s not much of a problem, at least not according to the respondents here. Is this because other players don’t care and the GM doesn’t notice? Or is it because most games are run with the unstated assumption that the PCs should overcome, and that assumption provides perfect protective coloration for minor cheating? Hm… ONE VOTE

Being a Poor Loser: Again, I’d have expected to see bright fires of internet loathing for someone who whines and snivels at the misfortunes of her character, if I’d put any thought into the matter beforehand. This, too, however, does not seem to be a very big issue. Once again, is it just that PC failure is a relative rarity, giving poor losers little opportunity to show their true colors? That would be my guess… who here has had a recent severe loss to characters in their game? ONE VOTE

Neophobia: In passing, gamers on RPG.NET seem to grumble about groups that only ever want to play D&D or Rifts or The Farm over and over amen. (Okay, no one seems to grumble about The Farm.) But being a gamer who’s stodgy and won’t try new games didn’t get too many beefs. Honestly, though I’d be driven insane by players who only wanted the same thing forever, I find it difficult to condemn people who know what they like and stick to it. If it ain’t broke, why fix it? Then again, I’ve got a group that thinks like me and likes new stuff, so it’s easy for me to be tolerant of the grognards over there. TWO VOTES

Rules Law: Who’s more annoying than the guy who just breaks the rules? The guy who treats the rules as unbreakable, and then batters you over the head with them. The rules lawyer who holds up play to paw through the book and say, yep, that goblin shamans can’t learn to teleport is clearly sucking the fun out of everyone else’s game. It’s not just the out-of-character knowledge, I’d guess, but the inflexible insistence on What’s In Print. That, in turn, may really indicate that the rules lawyer trusts some stranger typing up game materials in his underpants more than he trusts the GM who’s right in front of him. That’s sad. When that lack of trust is due to a bad GM who’s arbitrarily antagonistic and who hacks off any PC success at the knees, it’s justified and doubly sad. FIVE VOTES

Deliberate Contrariness: The GM said this was going to be a seafaring adventure, so he built a desert nomad who’s terrified of the ocean. The other PCs are all suave diplomats and he’s the poster boy for Tourette’s Syndrome. Everyone else agrees that the party should just burn the Cthulhu Superfun Coloring Book, so his character reads it, out loud, from a balcony, after making sure the doors to the ballroom are locked so that the other characters can’t avoid hearing him. I’m inclined to ascribe this behavior to two factors. First, the player has a short attention span and poor abilities to defer gratification. Therefore, when the GM isn’t constantly entertaining him with new and different trouble, he feels a need to make trouble all on his own. The idea of a scene that sets mood or deepens character just bores him, even though he probably constantly invokes ‘character’ as the reason for all his troublemaking. (“Of course Vazlek tried to seduce your wife and then killed her when she said no. Hey, I’m just keeping in character! It says ‘lustful sociopath’ right there on the character sheet!”) Secondly, the player wants all the attention, all the time. Is there a fix for this? Well, telling the player to grow up and explaining the concept of “go along to get along” would probably do it, if it takes. If not, well, wear your booting shoes next session. NINE VOTES

Feedback Problems: In the GM section of this I fell back on ‘communication’ as my duct tape omni-fixer. How does a GM find out if she’s got proper levels of detail? Feedback from players. How does she learn if she’s unconsciously biased? Feedback from players. How does she find out she’s got spinach stuck between her teeth? Feedback from players. The flip side of this is that players have to provide useful feedback. Saying “the game’s okay” when you’re bored out of your skull is not useful. If you have a hard time articulating why you don’t like the game, you may have to think about it. You may have to pay attention. You may have to imagine a game you’d really like and then compare it with the one you actually have. No one can figure out your opinions for you. This category also includes useless feedback – the guy with a thousand notes and nags, none of which really help. This guy is at least trying. (Though, if the extent of his advice is, “Your game sucks. Fix it!” he’s not trying very hard.) Understand where the GM is coming from and what she’s trying to do with the game. Then you can either help her get there, or you can explain why you don’t like the destination and try to renegotiate. Either one’s better than brooding because you really wanted to play Star Wars instead of Firefly, but just carping about little stuff instead of stating that honestly. ELEVEN VOTES

Social Ineptness: This is the category for all your invocations of the dreaded cat piss man. When you would not invite someone to sit next to you at a movie, or go out on the lake in a paddle boat, or head out to the mall, because he is repulsive… well, the fact that he’s a gamer does not make him less repulsive. This is not the forum for basic hygiene, so I’ll move on to issues of just behaving well. Having a character relentlessly hit on everything female is not cute, it’s not funny, it’s boring. Having a character who only fights, even for no reason, doesn’t show that your character is tough, it shows that the player is creatively bankrupt. This is very similar to deliberate contrariness and, in my armchair Freud mode, I’ll guess it stems from similar causes. One particular subset of social ineptness was players whose characters always hate, abuse or compete with the other PCs. If they don’t know that they can murder the other PCs at the drop of a hat, they aren’t happy. I’m not even going to pretend to understand how that came about, but I’ll suggest that such players might be happier with games where the antagonism is open and a basic assumption of the game – let’s say Meatbot Massacre or something else with minis. In most RPGs, the assumption is that the players are going to work together, and that even if the characters compete, they do so within a larger framework of common interest. If you want a game where the PCs just go to town on one another 24/7, you’re going to have to seek out something specialized. (Does that game even exist? Probably.) TWELVE VOTES

Not Taking It Seriously: I’ve long been of the opinion that gaming is one of those things that provides more fun in exchange for greater effort. It’s not TV. It’s not passive. You have to get into it to get anything out of it. Therefore the people who don’t take the game seriously and whose first instinct is to mess with the people who are making an effort… yeah, I can see why they were a common complaint. The solution is either to give yourself permission to be a geek about it (by which I mean, ‘care and pay attention’) or to admit that gaming is too hard or you’re too cool to spend time with your friends. TWELVE VOTES

Apathy and Rules Laziness: This is closely related to the above, but the guy who doesn’t take it seriously is at least paying enough attention to be a jackass in a semi-relevant fashion. Some players don’t even care that much. Instead of running a character who just makes everything stupid, or one who actively conspires against the group, they put in a half-baked effort and can’t be bothered to understand what their character does or how she does it. The cure? Same as before: Invest yourself in what you’re doing. It’s okay. Really. You won’t get hurt by being interested. Alternately, some people have a sufficient interest in the setting, characters and plot, but can’t be bothered to learn the rules. In that case, they can either swallow the pill, do some homework and attain such minimal competence that they at least aren’t asking for an explanation every time they roll anything. Or they can try (probably with help) to design a character that’s as easy as possible to run, rules-wise. In D&D, for example, some feats require you to do math and can only be used when certain conditions are met. Others just give you a one-time, lump benefit. If you don’t like paying attention to the rules, pick door #2. FOURTEEN VOTES

Total Selfishness: The winner by a nose! Interestingly, this would seem to be the polar opposite of the runner up problem. The selfish player is interested in the game. He’s just not interested in other gamers. The solution, which is easy to state but maybe hard to put into practice, is an attitude adjustment. He needs to awaken to the fact that there is no game without the group (unless he’s going to one-on-one with the GM, but if he was doing that there’d be no issue) and that if he can broaden his interest to encompass the whole party instead of just his character – and thereby broaden his scope to include the other players, not just himself – he’s going to have a better game. It’s not a zero-sum thing where he must be losing out because someone else is in the spotlight. It’s one for all and all for one. Huzzah! FIFTEEN VOTES

Lame PC Backgrounds / Archetypes / Personalities…

31-Oct-08

Lame PC Backgrounds / Archetypes / Personalities You Never Want to Hear Again


Note: BBEG = Big Bad Evil Guy (or Girl if you prefer)

1. Some BBEG killed my character’s parents. He wandered the countryside seeking revenge on the black knight of death and will kill him if he ever sees him again.
2. The wealthy rebel. Yup, your parents are loaded, are royalty, are high ranking officials, or some other such nonsense. You wanted no part of that life so you ran away and became an adventurer.
3. You were a reknowned fighter in your country and joined a tournament in another plane. You discover that the tournament is run by an evil person and you vow to destroy him.
4. A wizard from some far off land has come to gain the ultimate magical weapon to become all powerful.
5. The CN rogue: No one can tell you what to do because you’re a rebel without a clue. You are rude and sarcastic to every NPC you meet even if it’s the king or little old ladies crossing the street. You never think about the repercussions of your actions until the DM actually calls your bluff, then you cry and whine and say it was out of character.
6. They are a drow - a good drow ranger, who fights with two scimitars.
7. A half-orc barbarian’s only goal in life is to gather powerful magical weapons, to kill other people with magic weapons to get their weapons!
7. Elven archer with long blonde hair, blah blah nobility, blah blah blah etc.
8. The direct-sorcerer-descendant of a long-forgotten-about-dragon who is going to become a Dragon-Disciple.
9: “I’m an orphan boy. I never knew my parents and I grew up on the street. I had a mentor who taught me how to become a workable rogue, but he’s dead now. I’m interested in getting lots of money.”
10: “My father was a very high-level fighter who saved the world tons of times. When he died, he left me his +4765 keen, vorpal, flaming burst, dragonbane, demonbane, orcbane, everythingelsebane longsword of stabbity death.”
11: “I’m a mind flayer/troll/minotaur/demon/other powerful race/etc that was shunned by my society. As a result, I chose to become an adventurer. I also hate my own kind for what they did to me.”
12: “I am a fighter. I wear full plate and use a bastard sword. I have a base attack bonus of +2 and a strength bonus of +4.”
13: “My parents were slaughtered by [monster x]. On that fateful day I swore that I would not rest until every [monster x] in the whole world lay dead at my feet. Until I gain a couple levels and [monster x] doesn’t give me many xp anymore. At that point I’ll consider my folks sufficiently avenged and go after more lucrative monsters. Besides, I need a sword that kicks more butt.”
14: “My parents are dead for some reason. Yeah, my whole village too. I’m pretty bummed out about that, but there’s not much that I can do about that except put on a spiffy black outfit and brood a lot while wandering alone and kicking butt.”
15: “My background is shrouded in mystery. I kick butt.”
16: “I’m a devoted cleric of… uh… whatever god lets me kick butt. My clerical duties consist mainly of killing monsters and looting tombs, but once in a while I’ll check in with my church to see if they have any leads on monsters I can kill and tombs I can loot.”
17: “I am drow. A good drow. I am a paladin. I will barge everywhere openly, so that everyone will have to be “ooh!” and “ahh!” and be surprised, but they have to accept me cuz I’m a paladin.
18: The Unfazeable Character… fears nothing and has seen it all… despite being 1st level.
19: “I am from a distant land. I fight with a katana/khukri/kris/katar/barehanded. Among my people this is normal. We’re all amazing martial artists. Despite this, we’re all peaceful poor farmers. So yeah, I left.”
20: “I am a dwarf, but I didn’t like mining. So yeah, I left.”
21: “I am an elf, and I’m better than you. But I got curious about these neat dirty little humans. So yeah, I left.”
22: “I’m an elderly wizard with flowing robes and a long white beard. Despite my old age I am only level one.”
23: “I am the long lost prince of a far away land. Because I’m royal I start with 100 platinum pieces”
24: “I’m a fierce barbarian from a primative tribe with a heart of gold (my heart, not the tribe), I left my people to prove my worth or possibly because I was conflicted with my people’s ideals.”
25: I’m a human swashbuckler who has weapon finesse and fights with a rapier. I look like Brad Pitt and I’m smooth with the ladies.
26: “I’m a mysterious sorceror who constantly wears this black cloak with a hood that covers my face with shadows. Since I wear it all the time, no one in the world has ever seen my real, actual face. I kid you not. I am totally that mysterious.”
27: “Im a halfling, but you can call me Kender! I like to steal things, because my skill rank is maxed out in it! Yay! Thats all, i bring nothing but harship to my adventuring group”
28: “Fear not, for I am a holy paladin, on a mission from my god! My mission? To kill everything and anything that doesnt seem nice to me. I have an int of 16, but act like its 6″
29: “I be a pirate! I sailed me ship long years plunderin’ the high seas, yar! I talk like a pirate ’cause i am a pirate ya scurvy cur! Now that i got me land legs, i be ready to loot and plunder the dungeons of the world! Aye!”
30: “ME BARBARIAN! ME SMASH! ME KNOW ME HAVE 17 INT, BUT ME BARBARIAN, SO MUST BE DUMB!”
31: “Greetings! I’m a random player character. I’m very well spoken and I participate in all of the planning about the best and most-efficient way to set up guard duty when we camp for the night. In addition, I was the one who managed to smooth-talk the innkeeper into giving us our rooms for free. I’ve done all of this, despite the fact that I only have an INT score of 7.”
32: “Hi, I’m a druid. I really like nature, so whenever someone is using an item that came from nature or whenever someone hunts animals or builds a fire, I kill them, since that’s against nature. Oh, I also hate cities, so after I’m done shopping for magic weapons, I kill as many guards as I can and run back to the woods. Hmm…yes, the woods. Of course I live in the woods! That’s nature! Why would a druid live anywhere except for the woods?!?”
33: “Hi, I’m a paladin. I detect evil on everyone I see and I kill those who show an aura. What? What do you mean I’ve been arrested for murder? He was evil! I know because I’m a paladin! Your DMing SUCKS ASS! You’re purposely targeting me because my PC is a paladin!”
34: Barbarians named Conan.
35: Barbarians named after the sound that an axe makes when it hits (Krunk, Thunk, Whump, etc).
36: Elves with names that are long and impossible to pronounce (Lanaranthianalasianialniah of the house of Kilnelianahvianzia, son of Whevarianalisanziania).
37: Dwarves who are faux Scotish.
38: Half-Orcs who speak in clipped, grumty sentences, no matter how high or low their INT is.
39: “I’m a spellcaster specialized in item creation. I have a ridicuously long list of items on my equipment list; instead of paying the market price for them, I paid the construction price. Of course I didn’t pay the XP cost.”
40: “I am Neutral. This means I care about nothing and will not participate in any adventures.”
41: “I am Neutral. This means I will switch sides in mid-game in order to ‘preserve the balance,’ even if nothing in my character’s belief system encourages this.”
42: “My character is a pathological loner, but very proactive…”
43: “I’m a paladin without a code of conduct, I’m really Chaotic Neutral paladin that will slay anyone who comes up “evil” on my detect evil without hesitation on chance to redeem their soul.”
44: “Me half-orc. Me mother was human slave raped and tortured by orc chieftain. Me was forced to watch and listen to her scream every night until she died, except nights when orc chieftain torture me instead. Me have nightmares, and scream and cry all the time. Me hate orcs, want to kill them all. Me hate self for being half-orc. Oh, and me dumber than dirt, too.”
45: I’m a coldhearted thief, but actually good beneath the rock-hard surface.
46: “Yeah, my character is going to be a real slutty lesbian Elf Assassin who is…”
47: When I was little, my entire villiage was destroyed by orcs. I ran away to the forest, and was raised by wolves.
48: I was part of an assassin guild. My trainer single handedly killed everyone in the guild except me. Now I am trying to find him so I can exact my revenge.
49: I want to play a dark and spooky character who commits random acts of evil and has only a tenuous grasp of reality.
50: I want to play a half-celestial/half-dragon/fiendish half-troll minotaur Barbarian!
51: PC came from a war-torn land far off and became a fighter/barbarian to stay alive. The PC always talks in a gruff tone, hates taking orders, is dumb as a chicken.
52: I’m a psion/sorcerer/thingywithweirdpowers seeking power/knowledge. I got nothing otherwise.
53: True King And Rightful Heir To The Regional Superpower’s Throne in disguise, with sob story attached.
54: My parents were murdered. And because of that, I’m perpetually filled with righteous outrage and fervant hatred. And I can act on it all I want. No matter what I do, it must be good, because it is righteous, because my parents were murdered!
55: My character wants to be the best archer ever! He’s dedicated to his bow. No - really dedicated. It’s his goal to be the best archer in the world. In fact, he never uses any melee weapon. He refuses to carry one!
56: “My character was raped and now hates all men / is a lesbian.”
57: “My character has amnesia.”
58: “My character is a child….”
59: I am really a level 50 Archmage who was level drained. Everytime I go up a level I can enter a new room in my tower. Each room contains X amount of magical items I get free.
60: 20th level wizard tried to be a god, succeeded, screwed up the world, and then was un-godified and level-drained down to 1 by the other gods. Is now seeking redemption.


Bad Character backgrounds

Various posts made about this were pulled from RPG.Net, and they are as follows. Despite the language used in some places, I do agree with the following. The following is not necessarily limited to one genre…

- - - - -

-Malkavian Black Hole: When the player creates a character who is so completely insane, goofy, or a total misfit that there’s no way they can be worked into the campaign without a lot of aggravation on the part of everyone except the guy playing the lunatic, who has lots of fun ruining everyone else’s good time. I think that the GM should focus the campaign on the players instead of railroading them into what he thinks is his awesome “vision” of a storyline, but that doesn’t mean that the GM is obliged to accomodate your pants-shitting, serial-killing, teddy-bear-rapist who believes that the color blue is evil and his pinky finger is secretly the Ruby Rod of Asmodeus.
I call it the Malkavian Black Hole because, as the GM and the other players try to accomodate the ridiculous character, the character’s goofiness just sucks everything else in the campaign into it, making the whole thing into a Black Hole of Stupid.

-Farmer Bob: When the player creates a character who has such a rich, full, serene life that he or she has no reason to go adventuring at all. Sure, the GM can burn down his farm/monastery/forest in the first session to give him a reason to want revenge against the Dark Lord, but that usually makes the player mad.

-The Human Bullet: The opposite of Farmer Bob, this character wants to adventure, for one reason and one reason only. He’s completely uninterested in any subplots or other opportunities for money, power, fame, love, or stopping to take a shit. He wants to get the artifact, avenge his murdered family, etc., and once that part of the story is done with there’s no more reason for him to hang around. Now, that part of it doesn’t have to be bad-characters can be retired and replaced. The main problem with this character is that he won’t participate in any part of the story that doesn’t have to do with his goal, and demands that the characters immediately go running headlong through the Dark Lord’s front door.

- - - - -

The “My family reunion was used as a training ground for ninjas who killed all of them, from little sister to greataunt.” type of background seems to be made specifically to prevent stories from being told. I.E.: stories in which said character must deal with family.

- - - - -

Backgrounds that are so ambiguous I can’t even begin to guess what kind of game the player wants to be involved in. This especially applies to D&D backgrounds, where it’s apparently considered acceptable to have one that reads, “I was born in Krovesport. I’m a Rogue. I’m not making enough money so I’ll become an adventurer.”
And then, of course, the same player will become infuriated when the game doesn’t include the kind of stories they wanted to be involved in, all the while insisting that I should have known what they were interested in…

- - - - -

Amnesia. In small doses, it doesn’t bother me too much. But it PISSES ME OFF when a character says “oh I have amnesia” and then doesn’t fill in the damn blanks.
I’ve got plenty on my plate already coming up with hundreds of NPCs for the players to interact with… I have NO interest in coming up with the character’s entire backstory myself.

(A response to this read: If the player can’t be bothered to fill it in, I say that’s license to fill it in for them. After all, they’re a significant person in this world, just because they’re not making any effort to recover their memory doesn’t mean the people who knew them are equally ambivalent.)

- - - - -

The one issue I have is relationships with iconic characters in franchise games (i.e. in Star Wars RPG “I went to school with Princess Lea”, in Star Trek RPG “I was a buddy of Picard”, etc). I usually take this as intellectual laziness and will disallow it.

- - - - -

“All my family is dead. All my friends are dead. I’m a wandering loner … but I want to join an adventuring party.”

- - - - -

Characters who go against the grain of the intended atmosphere of a campaign can cripple it in a hurry.

- - - - -

Trust funds. Especially with 21-year-old FAAABULOUSLY GORGEOUS characters who function about as well in society as a dyslexic ferret.

- - - - -

Characters with overly tragic backgrounds. “My character was raped by her father!” “My character was burned repeatedly by his drug-addict mother and turned out onto the street by her Satan-worshipping boyfriend!”

- - - - -

The problem cases aren’t the ones where the player does not detail their friends and family. The problem cases are the ones where the player details the complete lack of friends and family. If you then go on to provide friends and family you contradict that background.

- - - - -

Anything involving powerful NPCs fawning over the character, but no the character doesn’t do really care about the NPCs or anything. (ie “The Great Baron hoo ha loved her and offered her fantastic presents, but no, she refused.”) Theoretically its an ok character concept, but every time I get something like that the character ends up sucking somehow.

- - - - -

don’t really mind long character backgrounds, although I’ve been lucky over the years and had some really well researched ones in the past (where the player in question has decided to have a character from a different country and actually looked at how they differ culturally rather than take the approach of how they think they differ). The only thing I’ve noticed is that if a background starts bad, the more likely it is to tick off all of your pet peeves by the end is directly related to its length.

- - - - -

My personal pet peeve is the character with no story and just his weapons. On of my players is vehemently opposed to creating character backgrounds. Especially for 1st level DnD characters. He seems to think that prior to the 1st session, no 1st level character has done anything worthwile and has sprung fully formed from the mothers womb the day before.

- - - - -

The worst things in a character’s background is secrets that remains secret, even to the GM. Events, people or places not even mentioned or implied in gaming table (or otherwise) conversation.

- - - - -

“X was raised a simple farmer but he was aware of his family’s secret - they were actually a noble family of the Royal house who had been deposed many years before by the evil..blah, blah, blah..”

- - - - -

Henry Rollins vs. Creationism

16-Oct-08

Some great speeches about creationism from Henry Rollins, all of which I agree with. Henry says it better than I ever could.

Get ‘em, Henry!


Henry Rollins on Creationism and History

Henry Rollins on Evolution

Continuing My Fantasy Campaign: Which System?

16-Oct-08

What killed my Temple of Elemental Evil campaign was that my player base dropped by half and there was no replacement players for them. This also happened in too short a time. I had to call a halt to the campaign in a place where I could easily explain the change in character line-up.

In one of my previous posts, I made this statement in regards to continuing my fantasy gaming and my Temple of Elemental Evil campaign. Specifically it was about systems:

Shall I use 1st Edition ADnD? A hybrid 1st and 2nd Edition ADnD mix? I’ve always been a fan of the 2nd edition’s Player’s Option Skills and Powers in the way that you can customize your class, but I do not like the way 2nd edition handles some rule elements where I prefer 1st edition.

On another note, I have been looking at Palladium Fantasy. That game contains some elements similar with Rolemaster - spell magic uses PPE (aka power points). Given the new rules update in Rifts Ultimate Edition, mages cast spells more quickly than before. Besides that, I played PFRPG (Palladium Fantasy Role Play) almost exclusively in the late 80’s and early 90’s. I liked the whole Strike vs Parry and Dodge thing which reflected a character’s combat ability (versus ADnD’s you got hit all the time in melee if attacked by higher level character). I don’t mind the level and automatic combat ability increases level to level… who am I kidding here? This is fantasy roleplay!

However, either system has its issues with me which I would ultimately house rule to correct these issues or to add elements into play that I like.

About the statement I made in regards to the automatic combat ability increases, level by level, that was in comparison to Rolemaster. That is, I had liked Rolemaster’s take on this - which was that if you did not increase it then you did not advance in it. In RM you had to advance your weapon skills, hit points, as perhaps other combat related skills by your own choosing (as a player). Systems such as ADnD or Palladium takes all that into account and does it automatically for you once you’ve advanced a level.

What I’ve found is that most players are most used to the automatic advancement and sometimes did not remember to advance their skills in combat - which then led to their regret later on in play when combat started.

Truly, to play Rolemaster takes a certain kind of mindset that looks at minute details such as advancement and combat factors. This mindset is not found in most players. So why beat this dead horse? While I may like to have this level of detail most other players do not, and frankly I know some players left my group because of the system. I would rather have an active group of players than a couple players who share my preference for detail. So that being said, I need to dial down the level of detail.


So let’s make a few notes about the various systems I have in mind:

1E ADnD

  • Old school, nostalgic feel
  • Limited in scope of spells, even including the Unearthed Arcana (this can be fixed by adding a lot of Dragon mag spells from various issues
  • Rigid class and level structure (this will be houseruled)
  • Feels necessary to house rule in order to bring the system up to my expectations of having options available to players and to make combat better than it is
  • Combat is fast
  • No inherent skills system, unless you include later supplements. This was a mess. I’d rather drop in the Harnmaster system of skills in it’s stead (not dependent on level; built in critical success/failure rules; skill maintenance rules). The question is: how to handle the Thief abilities and Harnmaster skills overlap?
  • Long history of supplements and adventures, most of which are good
  • Long history of players (everyone knows what ADnD is or how its played, or at least has heard about it)

1E/2E ADnD Hybrid

  • All the notes of 1E above
  • I’ll need to spell out what rule is used from which edition. I used to run 2E backed up by the 1E DM Guide, but I’d like to go the route of using mostly 1E with some of the best 2E elements
  • Using the 2E Player’s Option: Skills and Powers book for character creation will allow for the missing void of character options for players. Also, Rogues/Thieves will use the 2E method of filling in Thief abilities rather than the rigid 1E ADnD method
  • The use of Kits to fill in character roles and give flavour
  • A lot of supplements for 2E was sheer utter crap. I’d stick to the brown class option books but only those who pertain to mainstream classes (so: no Ninja book). The Fighter, Cleric, Wizard, Thieves, etc books are OK. The various race books are not OK (Elves way too overpowered)
  • Skill system exists but it is all over the place - spread out in the PHB and the option books. I might still swap this system out for the Harnmaster one since it is superior (still has overlap problem)

d20 3.5 D&D

  • I had already made houserules that roughly simulated some of Rolemaster’s better rules, and even used modified rules found in Arcana Unearthed to discourage (or make impossible) metagaming. Basically, the house rules already exist. Actually, I need to chop some of it down and get rid of elements that were not used. (Note to ICE: notice that I said ROUGHLY SIMULATED. In no way am I using any of your precious rules!)
  • Play degenerates into an exercise of pushing miniatures around a battlemat. Even I found myself degenerating my plans to revolve around a combat. Bad. I need to actively avoid this if I was to ever revisit this system ever again, and I need players of like mind
  • I might be able to attract players who feel out in the cold with 4th edition, which is more a miniature-pushing game than 3E ever was. The “left out in the cold” is a step in the right direction towards the mindset that I am looking for
  • Very familiar rules system to my existing players. Also, at one time a large player base
  • I might attract the same kind if crappy players I always did when I was running d20 D&D. I really don’t care to revisit that again

Palladium Fantasy

  • Good and detailed combat system, including the SDC and Hit Point division that denotes minor wounds vs. heavier wounds
  • Combat can take a long time given the fact that all characters will have 4 attacks at level one. This is not an issue, given that Rolemaster combat took ages in comparison (and that was with 1 attack per round per character)
  • A lot of classes - in fact, it may be overkill (side note: the amount in RIFTS is definitely overkill). I may need to limit them to a list of preapproved classes, but this is not really a bad thing

Harnmaster (3rd Edition or Gold)

  • Gold edition and 3rd edition are essentially the same system - no compatibility issue other than two extra attributes in Gold and one combat attribute in 3rd
  • Simple character creation
  • Simple but rich skill system (so much simpler than Rolemaster!!!!)
  • No level system, but this makes it harder to quantify experienced characters
  • Combat seems simple enough but I have never tried it in a live game session
  • Spell system seems weak compared to ADnD or Palladium
  • The game world, Harn, promotes a magic-weak (aka hidden magic; magic is quite effective) environment. Granted, I could hand wave this away to suit more of an ADnD style campaign.
  • It would be hard to run Temple of Elemental Evil using these rules since so many magical effects exists. I am not familiar enough with Harnmaster magic to wing/simulate a needed effect that is called for in that module
  • System suffers from lack of player base who are actively looking to play it. Had the same problem with Rolemaster.

I would love to use Harnmaster as a step down from Rolemaster but there is the inherent problem of potential players and their preferences. I am sure my existing group would have no issue with the game, but the concern lies in finding new prospects to keep my player base alive.

Next up on the viable list would be Palladium Fantasy. There are going to be a lot of players who do not know what this game is. I might describe it as “like RIFTS” but there exists a pre-existing prejudice among players who see RIFTS in a bad light and so I might lose potential players that way. There also seems to be no players who want to game with a Palladium system in my area as my call for RIFTS players seems to have failed. I might attract solely on the notion that I am running a fantasy game and that it is not 4E or d20… but that holds true for any system I mention here except 3.5 DnD.

As I mentioned above, everyone who has been roleplaying for more than a couple years knows what ADnD is. There exists a player base that may be interested in picking up the old game again. I game with an ADnD group already but the rate of new players has been 1 in a year’s time. However, they do not seem to be actively looking but rather passively contacting people when they notice players looking for a game, and even then they seem not to be looking all the time. Then again, I doubt the rate of potential players would increase by much if one was to take an active approach.

More than the ADnD is the d20 crowd, which includes some of those potential ADnD players. If I were to pick up d20 again I would specifically be looking for those who feel out in the cold with 4E. I would not take on those who are actually playing 4E, however, as I know the insidious nature of the d20 system and the degeneration of play into a “miniatures game with roleplay elements”. Another major issue is the quality of player that was once the player base for d20. That is to say, players who were unwanted and found lacking by me. One example, although it is on the extreme side but it actually happened: a certain “Mr. Stephen C.” would sleep when there was roleplaying happening but who would then wake up when there was combat. Go sleep at your own home for god’s sake! This illustrates the kind of strangeness I had to put up with in less than three years running a d20 game. I have never seen so much in so short a time compared to running ADnD for well over 12+ years.

More than anything else I need to play a game that I would find enjoyable for myself. After all, if I am running the game it needs to be something that I want. I was running 3.5 D&D when I found myself out of sorts with it, and I kept trying to “fix it” (including subconsciously trying to fix the players - a terrible mistake to make) and that only ended up in my total disinterest. Looking back I see the issue now, so if I was to go back to something that I disliked (d20 3.5) it will need to be with fresh eyes and a solid will.

Mostly what I really want is to simply have those times where I had a blast running a game session. The end of the night was a happy occasion, and a sense of accomplishment was had. Most of all it didn’t matter what game system I was running.

It is those things I mentioned above that I need to strike a balance with: fun, my own system preference, existing player’s system preference, and player availability for system in my area.

One person’s review of 4th edition (4e) Dungeons and Dragons

11-Oct-08

Yeah, I’m also back to bashing D&D!

Here is a review of 4th edition (4E) Dungeons and Dragons by someone elsewhere on the internet. This was copied from the RPGNet forums, which in turn someone had copied it over from somewhere else. Therefore the original poster’s name is unknown to me.

I would like to say that I would agree with what’s here, and those passages are marked in bold.

Overview
Please ignore the prior 30 years, thank you.

What is Dungeons and Dragons 4th Edition? To answer this, what have to do it purge anything in your mind about previous versions of Dungeons and Dragons and hide them in a deep, dark, safe place. Preferably in a suck-proof box, buried on concentrated soil, and warded against the evils of catering to the lowest common denominator. This knowledge no longer pertains to what they now call Dungeons and Dragons 4th Edition – at all. What Dungeons and Dragons 4th Edition is, to be blunt, is a poorly made miniatures war-game that takes the worst elements of online MMO games and the applies a layer of ridiculous and arbitrary rules to actively stifle imagination, storytelling or immersion.

With this in mind, Dungeons and Dragons 4th Edition is quite possibly the worst role-playing game ever printed. Not necessarily because the actual product is an unplayable mess – but rather because it is just playable enough to end a beloved franchise and start a new legacy that replaces classic D&D a soulless sack of garbage. Unfortunately neophyte gamers won’t know any better and will probably buy into it for a short while. It is very clear Wizards of the Coast published these books with only financial goals in mind, with no real thought of RPG fans or the long history of the classic game.

Artwork, Layout and Accessories
Mandatory miniatures not included, please see our vast line of poorly made minis.

If I had to pick a high point of the core Dungeons and Dragons 4th Edition books it would be the art work. The individual pieces range from mediocre to truly beautiful and I do have to say they have access to some truly talented artists. Unfortunately the artwork is hodgepodge of different techniques and styles that do not mesh very well together. Even some CGI work makes its way in. Each piece looks like it is from a different setting or even different genera entirely, which leaves the reader with more of distraction than immersion into the book.

The layout of the core Dungeons and Dragons 4th Edition books are much different than previous editions and are muddled enough to force players into constantly return too many sections of the book during play. The rules are generally unclear enough to guarantee that some player or DM at the table is rimming through the book for a power, feat, skill, or arbitrary rule that permeate the books. The pages use vibrant colors and the quality appears to be excellent but his is quickly lost when actually handled. The page text smears very easily and creases are likewise very easy to get as well. In the few months I have owned the book, I have several smear marks of unreadable text and other pages that otherwise look like they have seen years of use.

Miniatures are flat-out required to play game - and so we begin with the long list of design decisions that ultimately crucify the game. The player no longer have the option to use ‘imagination’ and are boxed into shuffling miniatures around a grid map to carefully position themselves for tactical placement. It is no surprise that Wizards of the Coast offers its own line of poorly made and highly profitable miniatures to supplement this (I actually think the miniatures are well made!). Players can attempt to go miniatures free, but be warned that the game is simply not made for this style of play and many mechanics would be lost in doing so.

Dungeons and Dragons 4th Edition offers a host of online components to augment players and DM house-keeping. Unfortunately most of these are either simply not available, completely non-functional, killed before forced onto customers, or offer a meager amount functionality that a high-school php scripter could program in a week. Eventually players are expected to pay a 15$ monthly fee to access these options (or 156$ per year for the discounted rate). (I don’t know anything about the online component but it doesn’t surprise me)

Writing
Virgin sheets of paper horribly abused and marred.

The writing for the most part is a muddled heap of ill-defined rules, pre-algebra equations, and MMO labels. There is no attempt to reconcile the rules with any form of reality or game setting. The immersion is simply not there and we are left with an emphasis on a combat piece rather than personality or traits. Dungeons and Dragons 4th Edition more often that not treats PCs as gaming pieces with specific labels that tell the PCs what they should be doing most of the time; Striker, Controller, Leader, Protector (Tank) and so forth. This was derived from terms coined in MMO games, which does not translate well into pen and paper where it only adds another layer of abstract disassociation between a player and his character. What you end up with is not a persona or character, but rather one of the few offered ‘builds’ that your class can produce and voila, you now have a ‘range dps Ranger’ or ‘protection based Tank’ rather than a unique character.

The writing emphasizes a lack of persona in other ways as well. Even role-playing moments are given a layer of abstractness to kill the momentum. Skill challenges are a good example where you feel like you are battle against the math rather than enjoying the moment. Skill challenges are divvied up into many rolls instead of one and it more or less boils down to DM fiat and streaks of luck if the ‘challenge’ is succeeded or not. Skill challenges feel like a decree ‘you may role play now, and you better entertain the DM or you will get a negative modifier’. Even if the players do role-play they can (and probably will) fail the challenge due to how the system is simply sets the odds vastly against the players.

The fluff off the books feels incomplete with an assortment of small tidbits eluding to some kind of setting or personality, but is never to be realized. The result is the feeling of a sterile game where you are simple moving your battle-mat pieces who struggle to survive only to be placed on whichever battle-mat they stumble upon next. There is no default setting to speak of, which is somewhat odd since some of the new races seem to be setting specific. Tieflings and Eladrin obviously have a history but no world to be placed it. The gods listed are from a mish-mash of previous settings and do not blend together well at all. Dragonborn look like they can be thrown in just about anywhere that is mid to high fantasy. I suspect most of these will be shoe-horned into existing settings with little regard to previous lore canon.

Characters
Wizards of the Coast makes characters now, not you.

Upon first reading the Dungeons and Dragons 4th Edition rules I admit the novelty of using ‘powers’ instead of generic attacks captured my attention. The idea of streamlining abilities of all types into powers at a very basic level seemed like decent place to go after the bloated feel of the 3.5 rules. Unfortunately it was implemented very poorly and led to androgyny among the classes where the player is essentially playing the few combat powers rather than playing a character persona. Powers quickly devolve into using the same at-will powers the majority of the time, and these have the same basic effects over most of the classes.

Character creation is fairly painless and honestly, you don’t even have to roll the dice or make many choices. You can choose predefined ability scores, a predefined build, with a predefined list of gear and you’re ready to go. I have no problem with this quick generation. What I do have a problem with is that if you want to go into the more detailed route there will not be much difference between this and the predefined character creation options. All classes essentially have two blatant directions they can take their character and that is pretty much it. An example is a Ranger who uses a bow or a Ranger who uses two weapons. After you make that choice everything else falls into its natural place and you are thus labeled a ‘striker’ with little flexibility beyond this role.

Delineation between characters is surprisingly slim. Many of the powers are practically identical and for the most part you are stuck as your clearly defined role of Striker, Controller, Leader, or Tank. The sameness of the classes among these roles is so close that they could have easily done away with classes altogether and just stuck to the MMO labels instead. Races likewise are little more than to accentuate one of these labels rather than offer much in terms in flavor or options. Three of the races are Elves subsets. Dragonborn looked to cater to a cliché denominator. Old D&D assumptions are removed so had better read carefully before you decide on character. Druids, Monk, Bards, Sorcerers, Gnomes, Half-Orcs and so forth are no longer included.

All classes operate with the same streamlined powers system. A blessing since it is simple, and a curse, because every character plays the same. Wizards are a good example since they no longer have spells. So instead of choosing from a myriad of 40 spells to cast, you now have 3-5 power choices and that’s it, and these choices are pretty damn similar to what other class powers can do. To reiterate ‘casters’ have powers, just like everyone else, which essentially do the same sorts of things the other powers can do. In fact there is almost nothing to separate caster classes from non-caster classes.

As characters advance they are thrust into different tiers: levels 1-10 as heroic, 11-20 as paragon and level 21-30 as epic. Characters can respec their powers to take on slightly different role or more likely to replace powers that simply suck. The two later tiers mostly replicate the play as levels 1-10 but with higher numbers and offer feats that likewise reflect the change in numbers rather than going into feat-bloat like 3.5 did. Oddly the general feel of the game is the same at level 11 as it is at level 1. Likewise with level 21. The names of the powers change of course, and the numbers are higher but it essentially is identical in how it plays. Some may laud this change, but it removes a lot of the incentive to reach the higher levels in my opinion.

Multi-classing is more or less neutered with a dysfunctional system to replace it. You spend feats to take the minimal powers of other classes which is an ad hoc solution at best. It surprised me how much removing multi-classing effects the options of the players and I think it is one of those things that 3rd edition got right. How much we shall miss it now that it is gone.

Combat
I guess death didn’t poll well

Most of the details in the books are about combat, and miniatures combat at that. Don’t get me wrong, I do like miniatures skirmish games, but there is a distinct difference between a miniatures war-game and a RPG. Meshing the two, as Dungeons and Dragons 4th Edition has done, is often awkward since it essentially has the feel of two games going on at once.

First and foremost is the combat miniatures game where the PCs struggle for battle-mat supremacy. The combat tactics are by no means deep since PCs generally have a short list of to-do options and it is fairly obvious what your PC should be doing – it says so in giant letters by your class: Striker, Controller, Leader, Tank and so forth. Battles are usually protracted into hit point exchanges since nothing but minions go down very quickly. It is not uncommon for the total amount of enemy hit points for one combat to reach over 200 in 1st level play. Even when you know how the combat is going to end it can usually take quite a while to get there. I timed one battle with our first-level adventure party in at well-over 90 minutes. Perhaps my group was more casual than I thought, but epic battle after epic battle felt long and drawn-out.

PCs are remarkably hearty since every PC can expend healing surges to regain hit points. Other PC classes can likewise use powers to allow healing surges when they are not normally available which adds to the possible hit point pool. Even when out of hit points PC are almost impossible to directly kill unless they take a single massive hit of damage while already severely injured. It is very easy to stabilize in the game and PC death should be fairly rare unless the entire party gets wiped out. Oddly from my experience it is much more likely for your entire party to get blown out of the water than it is for a single PC to die. I think this is because when the PCs are overwhelmed it feels difficult to recover due to the massive amount of hit points enemies have. In turn PCs are near indestructible until several of them start going unconscious, then it is simply too late and they all kick the bucket.

When combat is finished PCs can expend healing surges to fully heal, so even the most grievous injury is instantly healed and without magic. This is a pretty serious break from immersion. It was actually a common sight to have PCs go from dying to fully healed several times in one day with zero side effect. Sometimes in one combat without any magic what-so ever. PC only really have to avoid a total party kill, otherwise they can adventure fairly risk free. I guess death didn’t poll well among the Wizards of the Coast marketers.

There is no reason why a party should not take a short or 6 hours rest after each battle and it feels very artificial. A DM can thwart this by offering limited areas and times to rest but this very much has the feel of a likewise artificial and imposed barrier. ‘Sorry, you can’t rest right now because..’ will certainly become a common phrase among DMs who wish to control their group more tightly. If the DMs do not, essentially the party will always be at full-power and will crush most encounters only to rest again and repeat the process.

Role-Playing
So exactly how much insanity has leaked into the water supply?

The book says Dungeons and Dragons is a role-playing game but I find this to be somewhat difficult to take seriously. Non-combat feels like a minority phase since combat is very time intensive and it is often difficult to get ‘into character’ after your marathon tactical battle-mat skirmishes. Effects of combat outside of the battle-mat are almost non-existent unless a PC actually died. There is not any attrition beyond the daily powers that would otherwise carry over from encounter to encounter giving any sense of wear and tear at all.

It feels as if the game actively works against role-playing. Characters play uniformly, marathon combat, mandatory miniatures, and a general lack of immersion. The main exception is skill challenges where the PCs are encouraged to role-play to get modifiers towards skill tests, which feels scripted. As is the role-playing elements are purely on the initiative of the DM and players with little in the actually game to spark it forward. Perhaps when a setting is released and adventures are written specifically for it that will change. As it is I would call Dungeons and Dragons 4th Edition a miniatures skirmish war-game far more naturally than I would call it a role-playing game.

Verdict
Gary would have hated it.

And so, most of game is a train wreck. There already is a Dungeons and Dragons MMO and several D&D miniatures games as well, all of which are abysmal. Why they had to take elements from the two and expect different results is beyond my comprehension but that is essentially what they have done. Dungeons and Dragons 4th Edition is a skirmish miniatures war-game with some light role-playing elements. While I understand they had to do something to change up the game, it unfortunately was done with poor design decisions that did not pay off.

At this point we can only hope is that Dungeons and Dragons 4th Edition serves as a warning to other companies on what not to do. At best it will rope in a few new gamers which will hopefully rotate to a different system before they get dragged down into mediocrity and wonder what the fuss about Dungeons and Dragons was for the past 30 years. At worst it will drag the rest of the RPG industry down the hole along with it.

Ultimately Dungeons and Dragons 4th Edition will alienate many of its core players and the game is simply not good enough to replace them all with new ones. Those that enjoy 4th edition for one reason or another will be at the mercy of the setting books that will inevitably come. Unfortunately WotC will have to butcher their previous settings to even get 4th edition to work with them. I have no doubt WotC will gladly send their previous works to the slaughter house in order to promote their new baby however. I guess that is one way to make a buck in the industry. Luckily the RPG market is more diverse and more of a niche market than ever. Several other systems and games are quite popular and the recent rise in ‘open’ systems and settings has become commercially successful to further provide gamers more options.

Upsides

Honest attempt to reach new gamers.
Took some risks to further the game.

Downsides

The risks ultimately failed and created a downright horrible game.
Restrictive game-play devoid of heart and imagination.
Miniatures and online emphasis alienates some players.
Ultimately not enjoyable and a disgrace to the name ‘Dungeons and Dragons’.

The RPGNet forum post can be found here:
http://forum.rpg.net/showthread.php?t=417784

Been away.. but I am back…

11-Oct-08

As the title says, I’ve been away but now I am back. What’s been happening?

There was yet another fiasco with Iron Crown Enterprises and myself which has ultimately turned me off from anything made by ICE, be it the current staff or the former. I had hosted and made available for download some edited and chopped up files that were spell lists divided up according to classes, and even the various critical hit charts. Now, I would have agreed without protest if they asked me to remove these files - which I have done - but there was a statement made about contacting my web host to shut down my entire site. The fucktards at ICE didn’t realize that multiple sub-websites are hosted here and that shutting the one webPAGE did not reflect the whole webSITE, or even the whole of the webHOSTED sites I have. That’s OK… I can’t expect those retards to know about those things, nor anything else for that matter.

You see, I tried to just play Rolemaster without allowing myself to become embroiled in any potentially controversial topics in the ICE forums… hell, I had pretty much stopped posting there save for the odd post I made to help someone out understanding the rules. I had avoided having any dealing with anyone connected with ICE - be the fan or staff.

Then they dropped the copyright thing and the threat to shut down my webhosted site. It came out of the blue. That was the last straw. I now wash my hands of anything ICE - past or present. I thought about using the RM2 rules because the current fucktards have nothing to do with that, but I might as well drop all connection.

So what am I doing now? I’m playing White Wolf. Actually, I am running it. A combination mix of the various genre: Vampire, Mage, Werewolf, and the new concept of Promethean. I’ve also added into the fold Changeling. I await to see what Geist is all about, and most likely than not, I will add it into the fold, too.

The game I am running was based on my previous (now dead) Kitchener By Night play by email game, which saw about a year’s time of play. My current player background document (PDF) has a good explanation of the back-story as any that I care to reveal right now.

Here is the Player Background info:
http://www.geoste.com/dloads/WoD_Player_Background_Info.pdf

So right now I am doing modern horror style roleplaying, and I get to continue on with the loose threads that my PBEM had only begun to see the tip of. I am most pleased that I was able to find players. I made an advert for the local game shop Nexus here in downtown Kitchener, but I need to really hang up an advert over at J&J Cards and Hobbies (or something similar in name - it escapes me right now). That is the place to go to for anything roleplaying, really, as Nexus deals mostly in wargaming (Warhammer, Flames of War, etc).

As far as continuing my fantasy gaming - as well as my Temple of Elemental Evil campaign - I have been pondering this at the backburner of my mind. Shall I use 1st Edition AD&D? A hybrid 1st and 2nd Edition AD&D mix? I’ve always been a fan of the 2nd edition’s Player’s Option Skills and Powers in the way that you can customize your class, but I do not like the way 2nd edition handles some rule elements where I prefer 1st edition.

On another note, I have been looking at Palladium Fantasy. That game contains some elements similar with Rolemaster - spell magic uses PPE (aka power points). Given the new rules update in Rifts Ultimate Edition, mages cast spells more quickly than before. Besides that, I played PFRPG (Palladium Fantasy Role Play) almost exclusively in the late 80’s and early 90’s. I liked the whole Strike vs Parry and Dodge thing which reflected a character’s combat ability (versus AD&D’s you got hit all the time in melee if attacked by higher level character). I don’t mind the level and automatic combat ability increases level to level… who am I kidding here? This is fantasy roleplay!

however, either system has its issues with me which I would ultimately house rule to correct these issues or to add elements into play that I like. At any rate I should make this particular topic its own blog post. Besides, it seems to help me if I write out my thoughts about system so I can look back it later as a whole. :)

Rolemaster Fantasy Roleplaying Game: a Review (July 2008)

25-Jul-08

Rolemaster is produced by Iron Crown Enterprises (ICE).

For the better part of two years I had given the Rolemaster Fantasy Roleplaying (RMFRP) system a good try, and even trook to it as a favorite gaming system of mine. Now that my gaming group has disbanded for the most part due to outside employment opportunities, I have had the time to take a look back and give it serious contemplation and comparison to other game systems I have played.

I am not going to make “If X is your thing then X…” comparisons here. I am going to tell you what the game is like for me. My general preference for RPGs are that they are detailed in some way, so the whole minimalist movement of True20 and other games of that kind are not my thing. Rolemaster started out to be something that I was attracted to in a system and as time went on I wanted all the detail I could muster from it - so a lot of additional Rolemaster sourcebooks was bought and those additional details “activated”.

I flirted with Rolemaster back in the late 80’s, when it was still 2nd edition (called RM2 by many). Back then I was playing AD&D and switched to Palladium FRP and I had implemented the combat conversion guidelines from Arms Law for various characters. However, that was as far as it went. It never saw the light of actual play. Rolemaster stayed with me at the back of my mind and when i found out that Iron Crown Enterprises was still around and that the game system was alive and well (and with new version) I jumped on it. It wasn’t until after I gave up on my heavily house-ruled 3rd edition D&D that I prompted to go with Rolemaster. Luckily my players were willing.

-= The Bad =-
First and foremost is that the rules are written for people who already have a something of an understanding for the Rolemaster system - that is, someone coming from an earlier version of the game. It is not newbie friendly. For myself, after long years with no access to the game, I would have considered myself a newbie. I needed the help of the Iron Crown Forums in order to understand certain aspects of character creation as well as play. If it wasn’t for them I would have most likely gave up on the system and go on to something else. Iron Crown really needs to expand the page count in the core book with a better how-to guide on character creation. Then again, Rolemaster Classic (otherwise known as RMC) probably does this job well… but I never laid my eyes on that version’s Character Law book.

The amount of sheer detail is just about everywhere. Even for a player, a character sheet numbering 4 pages was essential, all of which had as much information I could cram into it. I had to expand it out into 6 pages if one was playing a spellcaster - and with this game, the majority of professions (aka classes) are spellcasters of some kind. This is not counting the attack charts and critical charts a player should have handy (yes, the GM could be the one to only have these charts, but believe me, the GM chores are quite enough).

Character creation was a long drawn out process that usually took more than one session to complete. This was partially because I had the use of Talents and Flaws for all PCs, and so this took time for players to peruse and pick and choose. So the whole proces took around 5 to 8 hours to create a character - and that was with me present to help them along and give suggestions and to keep things moving. When I had to learn on my own how to create a character, it took me over 12 hours (spread out in more than one sitting) each “test character” I made. To this day if I was to create a character it would still take me three hours.

As a GM, the amount of detail inherent in the core system bogged me down greatly compared to other systems such as AD&D or even Palladium FRP. For instance, when a GM had to keep track of ten combatants against the PCs, you had to track remaining Hits (hit points), rounds of Stun remaining (and there was at least two types of stun), and Wounds (which most gave penalties). That’s not counting things such as magical effects (such as “buff” spells or spells cast by the PCs vs the combatants). I even tried to use and print off tabular charts to keep track of this stuff but none seemed to fit the bill. I defaulted to merely writing it down on scraps of paper.

Combat was a long drawn out affair and it often took hours to resolve a combat with less than 5 foes. The modifiers for combat was not so bad but someone had to be aware of them (usually this was me as the GM).

In regards to combat during actual play, and with the rules as written, if your character got stunned then you’re toast. Sure, you could take skills such as Stunned Manuevering and Stun Removal, but the rules as written has it that you cannot attack, but you could still move. So if you got a critical against you stating 8 rounds of stun (and it is possible to get this result) then you are at the mercy of trying to move away from your opponent (who is most likely going to follow you anyway). I had to house rule that one was allowed to perform any manuever while stunned, including attack, although at the penalty described for the particular stun type (which was -50 or -75). This gave the PCs (and everyone else) a fighting chance rather than becoming a sitting duck. I did not look forward to the thought of another 8 hours to create a character.

What’s more is the amount of versions of the game out there, all of which are available for sale in PDF format: Rolemaster 2, Rolemaster Standard System (which is virtually the same as RMFRP and known as RMSS), RMFRP, and RMC. In physical book format we only have RMSS, RMFRP, and RMC. I would have discounted RMSS but ICE has printed it in 2007 or 2008 as an “accident” and is available through their store. So there is version confusion and there has been questions about it in the ICE forums by newbies. At least Wizards of the Coast never made version confusion a possibility with their 3rd edition line of books. There was also no confusing 4th edition with 3rd edition, and at least they stopped printing every earlier edition when the new ones came about. Not so with ICE. ICE generally explained that the reason they have so many versions was to keep fans of the various editions happy. So they managed to keep their fans, but I suspect the version confusion has prevented the gain of many newcomers precisely for that reason.

-= The Good =-
One aspect of the game that is good was the Unmodified 66 rule, where if you naturally rolled a natural 66 on a d100 then something bothersome happens, or will happen. The event usually is not immediately fatal and is more often than not it results in an unwanted situation of a non-combative nature. For instance, one player of mine rolled this while making a Trading skill roll and it ended up with the merchant giving what the players asked for at price or some discount. I was challenged as a GM as to WHY this should be… and I came up with a plot twist - the merchant was secretly interested in the party’s actions (for the adventure at hand). The “unwanted” event forced me to turn out this situation to be a plot hook for a later time, which was nice, and it had challenged me as a GM to come up with something quickly (yes, I could have easily not let the dice rule my game, but I am a “let the dice fall where they may” kind of GM).

Spells are crafted specifically for professions as spell lists. However, there aren’t many unique spells despite the boast of “having over 2000 spells”. Most of these are cut and pasted from other spell lists and are placed at different levels among the spell lists. The good is that some fairly powerful spells are available at lower levels for some professions. The bad is that the amount of spells known is generally less compared to other game systems. However, even for the semi-spell users (aka Paladins, Rangers, and the various Rogue-ish types) spells are available from level one onward.

Speaking of spells, if you created your character right, as a human you could start off with a number of free spells gained via your race (if you had the Character Law book, an add on sourcebook. Elves always got free spells no matter what book you used). So even your Fighter was capable of casting a spell or two. Another good thing was that learning spells was available to anyone but the profession determined how hard it was to learn.

There are a lot of skills in the game, and if you have the School of Hard Knocks book, your available skills expanded greatly. Some would say the amount of skills was overkill, though, but I am inclined to disagree. I agree that some of those skills would never see the light of play (such as “advertising”) but one should remember that the scope of the book was to include all possible genres or eras of play from the stone age to present day (not just medieval fantasy). Taken in that context then the amount of skills are at least sensible.

-= Final Thoughts =-
Some people I spoke with online suggested I use a computer to keep track of the detail. I balked at the notion. A computer? Hell, I still use pencil and paper! When I tried to use a laptop I found that I was able to write down information on paper faster than on the PC, and the game actually suffered when I used the laptop due to the lag time I created. Also, using a spreadsheet to make and keep track of a character also makes me ill. Whatever happened to good old fashioned pen and paper? No, no computer for me when I play RPGs (and this is coming from someone whose career as of this writing is heavily computers). If I have to use a PC for an RPG system then that RPG is no good to me. Rolemaster came very close to that.

Rolemaster Session Log - June 7th, 2008

08-Jul-08


The Final Chapter

Note: it was here that I needed to wrap up the campaign for the time being as half of the player base was about to leave – and new players are not forthcoming who have the fortitude to last past the character creation process (if that). So, we all decided that this was a good place to wrap things up until I could restart the campaign from where we left off. When will this be? Well, until I can find new players to fill in the ranks, so I honestly could not say. So I wanted to do the Temple of Elemental Evil AND I wanted to do it well, and so that’s why all the build up towards the Temple adventure proper. However, it looks like it is not meant to be - at least not for now. I’ll wait with hope for the future. This was a kick-ass campaign and it was so because of the quality of players!

14th Newcrop
Tam prepared and stored a Suggestion spell. (This is a combination spell – one to store the spell about to be cast, which in this case was a Suggestion spell. The advantage being that you make all your spellcasting rolls in advance so you do not have to do it later. If you fail any of them you’ll know about it and perhaps try again. The drawback is that you cannot cast spells while you have a stored spell – if you do you lose it.)

Tam and Cecilia went to the Merchant’s Guild and bribed an attendant to take a message, along with the deed to the Guildmistresses’ mansion, to ask for a meeting with Guildmistress Khazad. The response was just about as immediate as possible: Khazad called for audience with the two upstairs in a more private setting: a reading room.

They tell Guildmistress Khazad they are in league with the City Watch, as part of a discreet branch of the law concerned with attempting to clear up the corrupt mess caused by Vartan, and to avoid embarrassment to any prominent members of Dragontown (such as Khazad).  She asked for Tam’s name and superior, which Tam gave, but said that he was “officially” at North Gates, so his superior would not confirm his presence here.  Tam refused a bribe offered by Khazad, to some surprise (perhaps his own?).  He said that they were returning the deeds to her, and related that her mansion had been used to keep a prisoner someone who was important to the war effort in the north.  Tam’s story was that Damara was needed as a contact for the druids to keep the druids neutral and informed, and so not hostile. So without Damara’s safe return it would be hard to avoid public investigations into Canon Vartan’s activities and the possibility of scandals becoming exposed.  He told that Selene Dark was apparently connected, but Tam could not follow that lead as the Watch had no contacts with the Assassin’s Guild, which allegedly exists.  The Guildmistress said she had no contact with this alleged Assassin’s Guild, to which Tam replied that he understood, just as he understood that he was not in this room but was at North Gates. Khazad suggested that some merchants she may or may not know in the Guild may have contact with these alleged Assassins and she will see what she could do for Tam. Her body language spoke of relief for having become freed of Vartan, but nonetheless she was cautious as to becoming involved. Tam was unable to read her with his innate empathic ability.

As Tam and Cecilia went to go see Khazad, the other PCs were busy as well. Bamboo, Aldus and Rayne went to the church of Gaia. There they found that the priestess knew of Selene Dark, but they had been unable to get anything done about her and her Movement beyond saving some of the people from the influence of her corrupting books. The priestess believed she was connected to the Assassins here in Dragontown. After all, the last head of the Gaian church had died of poisoning while opposing Selene. To protect themselves the priestess said she could not help openly, and she advised caution. Aldus suggested that the party is prepared to remove the problem in extra-legal terms. The response from the Church of Gaia was to offer two invisibility potions and a location potion (to magically find something, aka much like AD&D’s Locate Object spell).

All the party members then met back at the inn they were staying at and decided their next move. Rather than wait to hear from the Guildmistress, they decided to infiltrate Selene Dark’s Occult shop. Cecilia was to enter the shop and create a distraction, and hopefully allowing the others to enter invisibly.

On the way, they encounter a Noble’s horse-drawn carriage pushing everyone out of the way and speeding down the road.  Cecilia tried to find out who it was by asking the locals and she found out that it was a visitor from the City of Nerana, but that was all anyone around her could tell (they were able to tell by the herald that flew on the carriage).

Getting to the shop, Cecilia entered and engaged in conversation with Selene Dark. This was to allow the others (who had been invisible the entire way) to get in. Cecilia artfully covered up for the invisible Aldus who had knocked over a statue in the shop by blaming it on her two handed sword’s length.

Cecilia then went back to the inn to wait until nightfall. At the inn, she found a messenger there, Kirk, who said the Merchant’s Guild had a package for her.  He then tried to sell her a boat, unsuccessfully. Paranoid (or was it with good reason?) Cecilia then moved all of the party’s belongings to a new inn elsewhere in Dragontown, and found “The True Paladin”. She didn’t like the looks of it but it was better than the moldy smelling third option, named “The Slippery Baron Warthog”.

Having then moved on to the Merchant’s Guild, Cecilia had some difficulty getting past reception, but eventually got upstairs to find that the “package” waiting for her was Damara Fangstaff herself! Damara was in a very weak condition. Cecilia then headed back to the Occult shop.

Meanwhile, at the Occult shop, the invisible party observed a farmboy who came in and bought  one of the Movement books from Selene.  They took the distraction to slip behind a curtain that  led into the back room.  Eventually some hours pass and Selene Dark closed the shop and came into the back room. She pulled a book from the shelf which opened a secret passage (everyone present kept a careful watch on which book). Rayne went to wait at the front door for Cecilia’s arrival, while Aldus and Tam had a whispered argument as to whether they should follow Selene Dark through the passage or wait for Cecilia according to plan.

Cecilia turned up and Rayne let her in. She informed them that Damara was at the Merchant’s Guild. Tam, Rayne and Cecilia returned to the Merchant’s Guild, but Bamboo and Aldus were determined to put a stop to Selene Dark. They entered the secret passage and traveled some distance when they heard chanting.  With only one way to go they followed the sound. They arrived into a room with a black altar and an already sacrificed teenager tied to it. The altar was surrounded by several other teenagers in black robes. Selene Dark was present as well and was  leading a ritual: a vaguely humanoid but large shape had been forming inside a magical circle near the altar.

Quickly, Bamboo fired off a bow shot at close range which had severely wounded Selene Dark. Aldus followed up with a Shockbolt that killed her outright. Bamboo and Aldus, who were then both visible, ran back down the corridor to escape. They thought about blocking the secret passage behind them and burning down the shop, but Bamboo pointed out this could kill the teenagers. They arrived back at the Merchant’s Guild shortly after the others and reported the job done.

To finish their task of cleaning up Vartan’s mess they needed to free the Half-Orc Gladiator from his slavery. The party came to the conclusion that they should be as far from Dragontown as soon as they can before their activities catch up to them. Before they left the Guild, the Guildmistress agreed to let them use the magic circle to take themselves, and all of Vartan’s unfinished business, away from Dragontown and back to North Gates. She told them to hurry as she seemed impatient.

They headed for the Gladiator Arena, where the gladiator slaves are usually kept.  After they bluffed their way into the arena by claiming to be the slave gladiator’s owner (whose real name is Olaf), they found a couple of doctors demanding payment of an outstanding medical bill that Olaf had just run up. The doctors threatened to call the watch on them if they did not pay, since they were the owners of the slave. After some arguing, bargaining, and even a medical diagnosis by Bamboo, the party had to pay up only 600gp of the 1,000gp that the doctors demanded. Paid, the doctors leave the room. The PCs learned that Olaf had been seriously injured earlier that day by Lord Reginald D’Shan. Apparently his condition was a result of punishment at Reginald’s hands for not having performed well enough in the arena.  This made it easier for the party to arrange for Olaf’s freedom, however, as he is now worthless for fighting, so they were able to get ownership legally transferred to the City of Dragontown and then pay the fee for his freedom.

They then take him with them to the D’Shan residence where they quickly collected Hannah and Torvald from the servants. Torvald had been ranting and raving about Aldus in his cell the entire time, so the D’Shan servants were understandably very glad to be rid of him. Tam caused Torvald to magically sleep before the party tied him up very tightly and loaded him on the wagon.

Finally, everyone went back to the Merchant’s Guild. Aldus, Bamboo, Cecilia, Damara, Hannah, Olaf, Rayne, Tam and Torvald were teleported back to North Gates.

Sickened by Torvald’s crimes against Damara and Hannah, Tam did not object when Cecilia took Torvald into the nearby forest to execute summary justice. Hannah was told she was to stay serving Damara now,  in the hope that in time she would eventually learn to be able to live and think as a free person. The rest of the party went to the Traveler’s Rest Inn, where Perry had rooms for them, and to finally allow the townspeople to throw their party in their honour. Tam and Damara did not stay at the Inn but went their own way to Damara’s Magic Shop where they could both properly finally gave in to their mutual attraction for each other…

The End… for now…

Rolemaster Session Log - May 10, 2008

08-Jul-08

Wrapping Up Vartan’s Evil – Part 2

13th Newcrop
The party, having blackmailed the mayor with the deeds to the mansion, got him to agree to arrange their fast transport to Dragontown via the Merchant Guild’s magic circle (as seen before during the pre-game I had for Tam’s character).  The Mayor asked for time to talk to the bank to arrange this, and the party said they’ll return the deeds when Damara is safe.

The party headed back to the inn, and once there they saw Perry outside looking depressed.  They returned the deeds to the inn to him, which made him very happy. He immediately went inside and fired the new bartender and took over his former duties – including bartending.

Perry the Innkeeper offered rooms for the party to stay in. Cecilia went upstairs to have a bath and talked to the maidservant Selena, who had been very unhappy under the former management and then was glad Perry was running the Inn again. She also told them that there was a plan for a feast tonight to celebrate Vartan’s defeat.

Meanwhile Tam returned to check on the Mayor.  He saw the mayor leave the mansion and head for the bank. Having followed, Tam lurked outside for half an hour until the mayor reemerge – but that time in the company of an armoured man. The man was seen to have been paid some money by the Mayor. After Tam made sure he witnessed the mayor (who seemed happier) had returned to his mansion, he went back to the inn and warned the rest of the party to be on the lookout for the armoured man.

As the party sat downstairs in the common room, Aldus, Tam, Rayne and Bamboo were harassed by townspeople who wanted to thank them, buy them drinks, and ask about their marriage status - so the party decided to retire for the night.

14th Newcrop
The next day Aldus was awoken by a jester-like figure, who said he had a message for Aldus. The man then awoke each party member in turn until they were all assembled.  He read a scroll to the party and announced a celebration party in their honour that evening. The man left afterward.  Rayne went downstairs to arrange breakfast, and from down that depth came the sound of cheering. The rest of the party came downstairs to find a large crowd in the inn who was cheering them and trying to get them to celebrate. The crowd didn’t want them to leave and they weren’t taking no for an answer.  Tam tried to persuade them to let them go see the mayor, but the crowd reacted and accused the party was trying to go without celebrating with them.  Cecilia suggested that someone come with the party as guarantee – but then Tam suggested that everybody come with them to the mayors house!  This caused the crowd to break into discussion, and then Selena (the maidservant) took the opportunity to help the party sneak out the Inn via the back way through the kitchen.

Having arrived at the Mayor’s mansion and after making their presence known by knocking, a servant answered the door. He told them that the mayor left a message: they can go straight to the bank and meet him there.  After a discussion over what to do with the horses (it was decided to leave them at the inn, where they already present) they took all their stowed money and decided to put most of it into an account at the bank – and to take some to Dragontown as ready funds.

But! (…and with me as GM there is always a “but”!) As the party entered the bank 10 armed men, led by Detective Sergeant Villaris (who was Tam’s old Watch commander back in Dragontown) marched out and threatened the party with arrest and fines for having stolen the deeds to the Mayor’s mansion (the charges continued to say: …which was owned by royal nobility and on loan to the Mayor, and thus theft from the good royalty of Nerana and thus to the High King Nerana himself).  There was some moderate discussion, mostly with Tam, in which Tam refused to acknowledge any wrongdoing. He also and pointed out that no one wanted the information of a trial to come out with Villaris implicated that he had been subjected to some “pressure” in Dragontown. Villaris, who was just as savvy with the political wheeling and dealing as Tam was, agreed to turn his back while Tam dropped the deed on the floor, where Villaris would then ‘find’ the deed where the mayor must have ‘mislaid’ it…

Everyone won their side without bloodshed. Villaris then informed the party that he would be accompanying them back to Dragontown.

The party, regardless of the recent confrontation, opened an account at the bank anyway. They  then accompanied Villaris back to Dragontown through the magic circle.  Villaris told Tam that he didn’t need to report back to the Watch immediately - especially if he didn’t want it to be known that he was back in Dragontown yet. (Remember: Tam was on loan to the D’Shan family to find their wayward daughter, and as far as the Dragontown Watch was concerned, he was still on mission.) The end destination of the teleportation circle was the Merchant’s Guild in Dragontown and so the party was escorted out of that room and the party left the Guild as a whole.

Outside, the party exchanged some money to the local Dragontown-only coinage at a local moneychanger (at an extortion rate of a  15% fee) as it was well known that no merchant in Dragontown would deal with other foreign coin.

The party then become worried that Vartan’s agent may have used the magic circle recently – due to the (now remembered) clue that Mayor Redring gave them recently (last session, which was last night in game time). The Mayor had also told them that Vartan’s agent was one Torvald Kreeg – the same evil man who killed Aldus’ parents.

Emboldened, the party returned to the Merchant’s Guild. Cecilia and Tam bluffed their way past the guard outside the teleportation circle room, pretending that Cecilia left something behind earlier, in order to get inside and talk to the magician who operated the circle.

Aldus talked to the receptionist (while the rest of the party waited to see the Guildmistress Khazad), who in turn remembered that 2 days ago Damara and one other person (who fit Torvald Kreeg’s description) came through.  The head of the merchant’s guild, who lived on the 4th floor of the guild building, was present to meet with them. The Guildmistress Khazad related that Canon Vartan had appeared a week previous. He was in a hurry and had gone to meet Cardinal Pious Magnus (head of the Church of Magni in Dragontown) and then returned soon after in a very angry mood.

Downstairs, the magician who operated the magic circle related to Cecilia and Tam much the same information: that he had seen someone who fit Damara’s description, and she was unconscious when she was brought through the circle (it was common that while many people were merely disorientated by the teleport but Damara’s unconscious state was clearly not due to teleport). It was also learned that the magician himself was infatuated with Damara.

Looking through the remaining deeds, the party found a landholding that belonged to  Guildmistress Khazad, and then there was also an ownership document for a Half-Orc gladiator slave, named Lion’s Blade, who was owned by Reginald D’Shan.

They headed first to the house of the Guildmistress, hoping to find some clues or leverage before trying to meet such a powerful personage with her former deed.  The house was boarded up and locked via padlock and chain. Rayne, however, was able to tell that there had been booted tracks made about a week ago coming back and forth around the place and especially the padlocked door. Tam failed to pick the lock (the party had decided to try the “If we’re doing it in broad daylight, we must be legitimate” approach and mentality to housebreaking). Against the lock Aldus used a freezing spell so that Cecilia could break it easier. That task was done easily enough.

The party confidently walked in, and Rayne noted the track evidence led upstairs. Nearly to the top of the stairway Rayne noticed a glowing rune on the third to last step.  Aldus couldn’t identify it but he thought it was associated with fire and to the stairs itself. Suspecting a trap, the party managed to get to the first floor by Cecilia having climbed up to the balcony outside and Tam using his Longjump spell to bypass the rune. Bamboo was also able to climb and followed Cecilia, but Rayne and Aldus waited and then were hauled up by the others via rope over the banister.

Rayne followed the booted trail led to a bedroom door, of which Tam noticed was trapped. Aldus sprung the trap with a telekinetic spell, and then Tam picked the lock. The door opened into a dark room, and  they could hear whimpering. A woman was tied up in a corner, who was in a very bruised state.  At first she didn’t believe the party was here to help, but Cecilia talked to her while Aldus cast a light spell to light up the room.

The woman revealed, only after careful constant and specific questioning, that her name was Hannah and she was a slave purchased just four days ago by Torvald Kreeg. Torvald treated her violently and abusively ever since then. There had been another prisoner in the room, and Hannah’s description seemed to match Damara. The party was confident it was indeed Torvald as these events matched Torvald’s past crimes of which Aldus painful memories was all too aware of. Apparently Torvald had been present in the house not long before the party and had taken  Damara away! They persuaded Hannah to come with them - even after her objections at first as she said she was a slave and would just be returned to Kreeg. The party revealed to Hannah that they were planning to bring Kreeg to justice and that this might mean her release from slavery or at least a transfer to a kinder master.

Rayne thought the booted tracks seemed to stop nowhere in the middle of the corridor, so Tam cast his Sly Ears spell to increase his hearing perception and prepared to search for hidden doors.  With his better hearing he realized that someone was coming to the house, up the walk to the front door. Everyone hid in the upstairs bedroom: Aldus and Tam prepared spells, and all of whom listened as this visitor entered the house and started up the stairs. This person, a man, called out and Aldus immediately recognized the voice of Torvald Kreeg!  Listening carefully, it appeared he neither paused nor said anything as he passed directly over the rune on the stairs.

Torvald Kreeg opened the door to the bedroom and was shocked to see the party. Tam tried to cast a Suggestion spell on him, and said, “I suggest you drop your weapon”… but yet again Tam has fumbled a roll on spell casting and it failed (fortunately this time Tam is neither stunned or put into a coma, however!). Cecilia tried to attack Kreeg by subduing him but only did minimal damage.

Aldus, who reacted with pure fury, set off a massive Shockbolt! Kreeg was blasted backward and convulsed on the floor. Tam quickly moved to sit on him (and thereby put himself between Kreeg and Aldus, fearing Aldus’ anger will cause him to kill Kreeg before they can find out about Damara) and questioned him.

“Talk or I’ll let Aldus do his worst!” seemed quite effective, and Kreeg revealed that as he knew Vartan was dead (he was actually in North Gates when the party arrived there to deal with Vartan) he arranged to get rid of Damara – he handed her over to Selene Dark: an Occult shop owner in Dragontown who was connected to the assassins by acting as a front-person contact for them.

The party stripped Vartan and Cecilia tied him up. Bamboo applied a paralyzing paste to him. They decided they should take him back to Aldus’ home village, where his escaped execution can finally be carried out, but in the meantime they needed somewhere secure to hold him. Not ones to trust the jails of Dragontown, the party decided to ask the D’Shans for help at Tam’s suggestion.

Tam and Aldus went to go see the D’Shans at their mansion and met up with Madam Maryanne D’Shan, the head of household. Maryann remembered Tam, and with gratitude. Tam introduced Aldus as one of the people that rescued Elise D’Shan, the wayward daughter.  Tam gave Madam D’Shan the deed to the Half-Orc gladiator slave, and had then became disappointed in Reginald as she revealed that the D’Shan family did not keep slaves - ever! A favour was asked for: that the party could put Torvald Kreeg in a private cell in the mansion’s small dungeon for a few days while they went to find Damara. Madam D’Shan agreed, and then offered them a separate deal: 100 gold pieces if they found the slave and freed him. When Tam also asked that the D’Shans look after Hannah, Maryann is less than pleased, but agreed to do so if the slave is freed eventually.

Maryann D’Shan then asked to have a private conversation with Aldus.  After Tam left the room she asked if Aldus had a personal problem with Kreeg. Aldus revealed that he did and the reason why. Understanding the vile nature of the man, Madam D’Shan offered to have him killed or tortured here at the mansion, or to even let Aldus kill or torture him. Aldus resisted the temptation and so thanked her but declin