Type V

"Dungeons & Dragons� designers are also planning to undertake an exceedingly rare effort for the gaming industry over the next few months: asking hundreds of thousands of fans to tell them how exactly they should reboot the franchise."


http://www.nytimes.com/2012/01/10/arts/video-games/dungeons-dragons-remake-uses-players-input.html



a blast from the past

For some reason I was thinking about Mazes & Monsters again today.


Lot item from the GaryCon II silent auction: one (1) VHS copy of the Tom Hanks classic Mazes & Monsters and one (1) claw hammer.



Jason Cook, creator of the video, writes "So, I won the Mazes & Monsters + hammer silent auction at Gary Con II, but the results were announced too late to have an audience big enough to smash the video in front of, so we decided to do something creative. It was all shot in only about an hour, but was a lot of fun. Make sure to watch the entire 2:30 for the full effect."

I would be remiss if I posted this stuff and didn't link to Blog of Holding's efforts to reconstruct the original M&M rules. It's pretty awesome.

more Warfare from the Age of Awesome

...It was agreed upon that the figures had to come from a sword using culture written about by a famous fantasy (not science fiction) author. This brought us back to the number of figures we should use and in the interest of getting the game started less than three hours late, we decided on an arbitrary fifteen figures plus one special being related to that culture. Almost everyone started reaching for their storm giants and dragons, but Monty with a wicked smile on his face pulled out fifteen Viking type men and women and an old dude in a chair. He had done an unusually fine painting job on them, but they were very colorful for Vikings. I figured the guy in the chair must have been someone mighty special with an artifact or something and we all started making guesses on the weapons the puny Vikings were going to use. It just wasn�t Monty�s style to bring out a batch of humans that could get blown away by something small like Ernie�s squad of iron golems or Jake�s flight wing of red dragons. Then Monty hit us with the bombshell. Since he was limited to sword using cultures written about by fantasy authors he had decided to use the fifteen toughest Norse Gods with Odin leading them. We all started shouting unfair at once, while we were putting away our dragons, golems, and undead and bringing out tougher things. 

After long debate, in which our first move was to make Monty put away his Gods, we decided on a new definition. We would use figures taken from sword using cultures. It had to be written about by a noted fantasy author. The fifteen figures had to be normal everyday beings of that culture with normal weapons and armor for that culture. The special being could have one weapon not above plus three, special armor not above plus three, or one spell, and they couldn�t be so strong that a direct hit from a panzerfaust couldn�t kill them with one shot. That last point was brought up by the Tractics boys, but it still sounded good to the rest of us. 

Mounts and movement factors were discussed when Tom brought out sixteen knights on sixteen platinum dragons. We thought that knight types generally were found on chargers (not the cars, he had those too) and this was how they were to be mounted. Dave pulled out some really strange Petal Throne things that nobody could make head nor tails of. I think he called them hooggies or something like that, but we made him put them away stating that they were never written about in a fantasy book. After all was said and done we had a pleasant mix of knights, dwarfs, elves, ogres, winged men from Mongo, nomadic horse archers, elephant riding Greeks, giants, Swiss pikemen, and Romans. 

Monty and I had wisely held back when everyone was digging into their bushel baskets of miniatures and bringing out things. In fact, while everyone else was grabbing figures Monty and I were deciding terrain and who would be on whose side. I said a desert area with a few big sand dunes and little other terrain would be fun and everyone but Pete with the wood elves agreed (he was shouted down). Monty decided a free for all with no one siding with another would be good. The point was brought up that natural enemies like giants and dwarfs shouldn�t ever fight together no matter what (which really hurt the two Diplomacy buffs that had the dwarfs and giants). Finally Monty felt he couldn�t hold back anymore and brought out sixteen of the prettiest tyrannosourous Rex you ever saw. He also brought out two comic books and a novel none of us had ever read to support his use of them. Over a loud and long protest by the single F.I.T.S. [Fight in the Skies, precursor to Dawn Patrol - Jeff] lover in our group who wanted to argue logically for the fact that such a group would never realistically come together. All the rest of us surveyed the playing area; with its assemblage of monsters, magic, men, and his flying men of Mongo, and laughed him into silence. It was my turn to place my figures on the board and while I took out by black enamel coffer from its fishing tackle resting place I started to talk about Edgar Rice Burroughs. I mentioned the fact that no one could doubt that Burroughs was one of the greatest of fantasy writers. I saw the beads of perspiration start to form on eleven foreheads. I also mentioned as I opened the black coffer shielding its contents from all the others that his Mars series was certainly a culture using swords. I saw the Tractics and Diplomacy boys turn pale and Monty tried to pull back his dinosaurs, but I held his hand. 

With a gleam of triumph in my eyes, I pulled out sixteen of the nicest, best painted set of green martians the world has ever seen. Each one had a radiation rifle, a radiation pistol, and two swords at hand. I could see the looks of fear in eleven eyes and the grim determination of eleven jaws. The battle was brief and when it was over the heaped bodies were laid around the martians inches deep.

--"Monty Haul and his Friends at Play", James M. Ward, The Dragon #14, May 1978.

Rafm's Custom Characters line

For a couple years back in the eighties Canadian-based minis manufacturer Rafm sold the Custom Character.  Each CC pack came with a body (early on you got two!), three different heads, various weapons, shields and items and often some cool extra bits.  Here's all the images I've found scouring the internet for these guys.


Neat lantern.

This goblinoid champion wears a loincloth but no pants.
The pet rat is cool.


The guy with the boomerang has a flaming torch in his other hand.


At $2.50 a pop these guys were about twice as costly as other figures for your PC.


Back in the day my buddy Dave had at least two packs he mixed and match to make unique characters.




I think the Evil Warlord in the middle has a pet demon perched on his arm.



I love the hat and moustache on the guy with the lantern.
Baldy MacBeardo with the scroll on his pack is looking wicked as well.



Dave had this guy.  I remember the bandana around the neck and buckskin pants.
That outfit plus the Native American and Old Timey Prospector go a long way  to support my pet theory that some of these sculpts are left over from earlier historical figure lines.


Snake in basket and sundial!
Who doesn't need accessories like this?




Is that middle Female Thief holding an anarchist bomb, like from the cartoons??


Skinniest. Barrel. EVER. 
Those guys are so pissed at the wine supply being shorted they're attacking the poor thing!

That's not a shuriken, that's the frickin' Glaive from Krull!





I think there's a campfire in that last pack.  Sweet!

Those last three are from someone selling three sets for seventeen bucks apiece on eBay right now.

You can see the dwarf set over at Stunties.

Okay, now that you've seen my exhaustive presentation on this old figure line, here are my questions for the audience: Is anyone doing this sort of thing today?  ?If not, why not?  With better material and production methods, this concept could be implemented with five times as much coolness.  Hell, imagine using 3D printing so you can select individual parts.

Caves of Myrddin: reptile hulks & saucy statues

So today's party was supposed to be Brother Cadfael, his pack handler, his horribly disfigured nephew, Sir Hugo le B�tard, Blixa the Thief, his talking dog Abe and newcomer Darf of the Donkey Ears (a dwarf).  But Sir Hugo, Blixa and Abe were so drunk the night before they couldn't make it.  They all have afternoon hangovers to look forward to when they finally wake up.  You ever heard the sounds a talking dog makes when he's hung over?  That can't be pretty.

The ones they fought had been
properly primed and painted.
So Brother Cadfael led his NPCs, Darf and new recruit Thull under the East Tower (a.k.a. the Gatehouse).  They took the stair down from the Chamber of the Roots and passed the Archway of the Two-Bodied Dragon.  There they slew a pile of trash, fought a trio of Reptile Hulks and located the remains of a slain sandworm.  Darf was nearly slain in the fight against the Reptile Hulks; one of them scored an Arduin Grimoire critical against the little weirdo, ripping his throat wide open.  Brother Cadfael's timely cure spell is the only thing that prevented his death.

The main loot of the adventure was a pair of statues, each 3' tall or so, depicting the White Queen of Dundagel.  You know those silly cheesecake statues you see in comic shops?  Kinda like one of those depicting Emma Frost, but made of grey stone and wearing a crown.  They tried to sell them to their bleary-eyed friend Sir Hugo, who is known to be into that sort of thing, for 1,000gp but he was short on cash.  So they settled with selling them to a merchant for 750gp.  Now if Hugo wants them later he'll have to pay 1,500gp.

Everyone has Level Limits exactly backwards except Timrod and me

In yesterday's lively discussion about the sucky AD&D subsystems poll, Timrod of Unfrozen Caveman Dice-Chucker writes:
I might be the only person ever to say this but I actually liked demihuman level limits, and I played demihumans all the time. It was kind of satisfying to know that you'd taken your character to the pinnacle of his ability. Also, my old gang usually retired our characters by the time they reached 7th or 8th level, so unlimited levels were wasted on us.
Preach it, brother Timrod!  I'm right there with you!

Let me walk the rest of you through my thinking on this one.

One of the great lies (or at least horrible misunderstandings) we repeat over and over again is that there are no victory conditions in RPGs.  I've seen some variant of "there are no winners in RPGs" written in lots of "What the crap is a role-playing game?" chapters.  What all these passages should really say is that there are no fixed victory conditions in RPGs.  This is one of at least two ways that RPGs trump the bejeesus out of other game forms, the other being that you can attempt all sorts of plays not anticipated by the rules.  That second one we all know and understand.  It becomes especially clear the first time you play a computer "rpg" and you think of 14 reasonable things you'd like to do that the stupid machine won't let you even try.  "Why can't I attempt to climb that dang wall, you stupid game!?" etc., etc.

So one of the ultimately cool things about RPGs is that each player can invent their own victory conditions.  Usually there's simple survival and a bland default one based on genre ("Get a million gold pieces", "Stop the bad guys from wrecking Gotham", "Don't let the Rooskies win the Cold War" etc.) but those are pale imitations of the real deal where a motivated player takes the reins and says "Screw those guys at Hogwart's! I'm starting my own magic school!" or "I'm gonna get those vampires that killed my dog!" or any of an infinitude of other options. 

(Incidentally, this is one of the easy ways I can tell whether an indie game sucks donkey balls isn't my cup of tea: If the victory conditions are inflexible I probably don't want to play it.)

So here's a self-established victory condition: I'm going to play a half-orc.  I'm going to make him a cleric.  And I'm going to be the best damn half-orc cleric possible.  It's a humble goal, and a little metagamey, but also objectively achievable, unlike becoming the greatest wizard ever, which depends on a lot of campaign-specific mumbo-jumbo. 

So I say, take some of those "crappy" class and race combos dictated by Crazy Uncle Gary's level limit rules.  Play that halfling up to max level.  Spend some of your hard-earned gold on a retirement party and use the rest to buy a well-appointed hole somewhere nice.  Then go for a gnome fighter or a half-elf ranger or something equally nerfed.  Eventually the landscape will be dotted with your smugly non-dead ex-PCs.  What do those guys with unlimited advancement have to show for all their toils?

I just got a package from a magical place...