Episode 6 – Back in the bowl

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Wow! It’s been quite some time since we’ve gotten a new episode up. That’s the bad news. The good news is we have this one here now, and two more in the can waiting to be edited and published!

In this episode, we encounter a troupe of dancing mystical midgets, acquire their bowl of extraordinary power and find out why mom always said not to play ball in the house. Someone has the audacity to try and ambush us using trees. Our mage comes <—-> that close to joining our once deceased kobold, and then we wander into a city and paint it red.

What’s going on here?

We’re playing the Palladium Fantasy RPG (1st edition, thank you very much) and enjoying the hell out of it. No maps, no minis, no censors, almost no editing!  We’ve been recording our sessions for your enjoyment.  You can find us on iTunes or DriveThruRPG, along with other podcasts in the Old School series, or visit the links below to download individual episodes.

Our Team

Scott: GM

Ben: Hamish Snozzle (3rd level Elf Wizard) and Heretofor Unamed (3rd level Assassin).

Dan: Mukkluk (3rd level Kobold Mind Mage, formerly alive).

Jenn: Echo (Human Warlock and suddenly spellcaster).

Also, grab it from iTunes!

 

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I cast Magic Mushroom on the darkness!

One of the issues that has plagued man and and adventurer alike is the issue of: light. Light or a lack thereof dictates what the diurnal human can accomplish. Because of the biological composition of our eyes, the night can be frightening and holds terrors seen only in our minds, as well as many a thing that would love to eat us.

Fire was the answer for a long time. Able to pull double duty, it could keep the monsters at bay as well as make curly fries. People could gather around it or destroy enemies with it. And therein lies the issue.

Fire good. But fire hot. Fire needs fuel, it needs to be watched, it makes noise, it can make smoke, it consumes oxygen. On the village level most of these aren’t issues but if you’re going to get the drop on some of your enemies, being announced by torch glow might not be conducive to not being pumped full of projectiles from a few yards away. Fires need to be put out. In addition, some cultures consider fire to be sacred. Fire by its very nature of dealing both life and death must be treated with respect.

So, what are some pre-industrial age alternatives to the wily fire? Or ways to better harness its light? Continue reading »

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Let’s take a minute and think about the good old 5 foot square. Since 3E came out we have used them to precisely calculate our movements in combat, used them to figure out how many goblins we hit with a fire ball or perhaps to decide if we get an attack of opportunity.  But have we ever really thought about just how big or small our five foot squares are?

I first really started to think about this a few weeks back when I was cooking up a map for my Sunday night game.  I had drawn a chamber that was 30 x 20 and realized that was a 600 square foot room. That is bigger than some of the apartments I have lived in.

I walked around the storage facility I work at this morning and snapped a few photos to put things in perspective.  So let’s see how big a five foot square really is. Continue reading »

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Thanks to the diligent and hard work of Scott, our technical vizier and GM, we’ll have three new episodes of the OSAP podcast coming to you in the somewhat near future.  Scott is diligently editing Episode 6 at the moment, with Ep 7 and Ep 8 not that far behind.

As always, this podcast will be available here and at iTunes.

Once these episodes are released, we’ll be caught up and have to play again to produce more interesting content and new swear words.  As always, this podcast will be NSFW.

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I thought I’d do something a little different and review something slightly more out of the ordinary. I’d originally planned to have this up and online in November when I first heard about it, but I’ve been putting it off repeatedly. New Year’s Resolution to the rescue!

The Game Master by Tobiah Panshin is a thesis on what it means to be run a game for a group, and draws upon his personal experiences across different systems and genres of the roleplaying hobby to give advice on how best to go about it.

The book is split into four sections, detailing how to put together a group, how to design and maintain a campaign, how to start an adventure as excitingly as possible, and an advanced section that both recaps and adds detail to what’s already been talked about. Of particular use is that each section contains a rule to govern how you deal with each aspect of being a successful GM, as well as a full summary list of these ‘Laws of Game Mastery’ at the end of the book.

As a tool for first time GMs, I think the book would be an invaluable help if the task of putting together a game seems insurmountable. Having been roleplaying for over a decade, and spending the majority of that behind the GM screen, I found it easy to identify with some of the problems posed, such as maintaining fun and dealing with difficult players.

I was particularly impressed with the ideas I hadn’t come across before, such as setting out a contract with the players to make sure they have fun and at least giving them enough of an idea about the upcoming campaign to make worthwhile characters that will remain fun to play after a few sessions, and that they will agree to create an ensemble group that can adequately work together to overcome challenges.

Another useful piece expounded how best to piece a story together from various plotlines, and how to allow yourself as a GM to realise that it is perfectly allowable (especially when putting together a group for multiple different adventures) that not every player character needs their own plot device in every game. If players can happily share the spotlight, then letting them help each other quest for their own macguffin whilst also advancing the group plot should be a cinch.

Tobiah Panshin has clearly put together a useful resource that is a great resource, and his examples of actual play really bring home how effective the ideas in the book can be at a gaming table. The entire 172 page .pdf is available free to download, however I strongly urge you to make a donation to the upkeep of the website. If you feel unsure if the book will help you at all, I downloaded and read the book, and made a donation when I was done (particularly because I’d already adapted ideas for my own games).

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Photo taken by Adrian Benson

Let’s talk Wargaming.  Wargaming on a RPG focused blog?  What sort of madness is this?  Mad like a fox you mean.  I have played RPGs and currently play World of Warcraft.  Much enjoyment can be had playing any number of roleplaying games and this blog is a great place to read about that type of game.  However, TrollITC is much more than a RPG blog.  It is a gaming blog.  Board games, card games, RPGs, and miniatures games can be found when you access www.trollitc.com.  That last category of game is where my gaze is cast.

Hearing the word “Wargaming” may elicit varied game names.  Surely it means games in which war is depicted?  So, games like Warhammer 40k, Warhammer Fantasy or Warmahordes count?  Not quite.  How about Dystopian Wars, Axis & Allies Minis, and D&D Minis?  Sorry, but no.

War games have been defined by Charles Grant as “Based on contemporary or historical strategy and tactics, it is governed by rules which are designed as far as possible to reproduce the particular conditions of the warfare of one’s chosen period, and it is played by one…or more players, to the discomfiture of one side and the delight of the other.” (Grant 1971)

One popular war game would be SAGA, which depicts the dark ages where Vikings engage in combat with Anglo-Saxons and with Normans.  Black Powder is another war game rule set, which covers just about everything from the War of Spanish Succession up to the Napoleonic Wars and beyond to the Mahdist War in 1899.  There’s numerous other war games including Hail Caesar, which covers a variety of Ancient settings, and then there’s Flames of War, which depicts World War II.

The options for you to war game are endless.  If there is not an actual time period or conflict that you wish to game, then you can follow in the footsteps of Phil Olley, Charles Grant, and Henry Hyde.  Instead of restricting yourself to a conflict that actually happened why not be inspired by one of those time periods and create your own imagi-nation?  You can base your fictional campaign in the reality of the American Revolution where the colonies of Trollandia wish to break free because they’re sick and tired of paying the exorbitant taxes to remove troll slime from the King’s chambers.

Continue reading »

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Total Confusion

Last year the folks at Total Confusion were incredibly nice to me and invited me to attend their convention as an industry guest. I neglected to tell them that I had snuck into the industry when someone left the back door ajar and was currently running amok through the basement level of self publishing and PDFs.

I participated in a few sessions, did the official TotalCon podcast with Blix, ran a couple of games and generally enjoyed the hell out of myself and the convention while gaming all weekend. It was a purely joyful experience and everyone involved in running TotalCon were amazing.

This year I’ve managed to sneak back in as an industry guest! My bio is a bit outdated and I won’t be running any formal Aruneus sessions this year, but I will be doing a few fun things. I am running two hours of Argyle & Crew for the young players at the convention. That’s happening on Saturday. Later that evening, I’ll be running a Talisman game, in which my wife will once again attempt to kick our collective gaming asses, as she seems to do every time.

If you’re in New England, or near enough, I’d highly suggest you stop in. TotalCon runs from February 23rd through the 26th, and with about 1000 attendees it’s the perfect mix of not to big but big enough. Last year I met a ton of cool people, tried a ton of new games and generally had an amazing time of it. I’d like to meet more folks, have more cool discussions and games and have set aside more time this year to actually play.

Other Gaming Stuff

In other gaming happenings for me, I’m finally making strides with both Encounters ~ Plots ~ Places and Aruneus again. It’s great to have even limited use of my left arm back. Limited still encompasses typing, which is all I really need to move forward.

I’m also working on a new Argyle & Crew project which I hope to share more of in the near future. The chances of me getting it done before TotalCon are pretty damned low, but I’d like to have it out early this spring.

I’ve also found myself getting more and more into board games. My wife has been slow to convert, but the board game fever is starting to take hold with her, which means we have very little self control when we wander into our FLGS. Not really a bad thing, I think. You can expect to see a few more board/card game reviews from me in the future as we start playing through our unopened library.

 

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Logo courtesy of creativecommons.org

Last week, visitors to this blog (and maybe this particular column?) would have noticed the blackout held in solidarity with the online community. Together with some big names, many smaller websites shut down for a day (or for the daytime hours) in order to simulate what a censored internet would look like. But, since you’re reading this blog, you probably know all about that, so I’m done talking about that.

Ostensibly (publicly?), bills like the Stop Online Piracy Act and Protect IP Act are sweeping measures taken by Congress that aim to shut down the (supposedly large) community of pirates, who are evil and are stealing money from legitimate businesses, particularly the RIAA and MPAA. There are so many anti-SOPA sites out there that detail the position of the internet community, and I’ll let you find whatever spin you prefer, but I wanted to talk about how IP piracy affects, or could affect, the RPG community.

First, some diligence on background. What is copyright, and why does it matter? For a user-friendly primer on copyright, I direct you to the US Copyright Office, particularly this helpful primer on the basics. Is it really this simple? Well, no, of course not. But it at least gives us a foundation. The ostensible goal of copyright is to protect the commercial interests of the creator of a work. In layman’s terms: if you want to make money off something you personally created (such as a song, or a novel, or a painting), the law protects you. It also gives you legal recourse against people who seek to make a profit off your work, though takedowns (forcing people to stop using your copyrighted material) and suits (to recoup any damages it may have caused). I am not a lawyer, so take my understanding of all this with a grain of salt.

Continue reading »

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Image Courtesy of the D&D Wiki

With the announcement of the next edition of D&D there have been many questions about what it will contain and about what tropes, rules, and commonalities make D&D, Dungeons and Dragons. Recently the discussion was about “Should a race in D&D have its archetypes supported by the mechanical aspects of the rules?”. Two of the camps felt mechanics supporting racial traits were important, others felt that this was just hamstringing players that wanted to play against type.

I come down firmly in favor of making the races distinctive through both fluff and mechanics. I feel this way for a few reasons. The first is that it makes each race distinct and allows for easily and succinctly explaining the core of what each fantasy race it. The second is that keeping the races clearly defined makes character generation faster because it requires fewer decisions to make. The third is that without distinction between the races why have them exist at all.

Races in D&D are something players familiar with the game consider common knowledge and with the popularity of fantasy being converted to movies classic tropes might now have a wider appeal but there will always be value in having easily identifiable molds for races. Dwarves are miners and smiths this means they tend to uses hammers and axes and are skilled with stonework and living underground. Elves are creatures of nature they live a long time and are lithe and beautiful if a little frail I could go on. This as written is fluff, it also sets the expectations that these aren’t the same type of elves that work for Santa. But why/how would that flavor be conveyed to a new player as they learn about a character they are playing for the first time at an organized play event? How will somebody returning to the hobby gain a better understanding of a race that isn’t as well established, something strange like the Shardmind? Well if the fluff doesn’t flow as naturally or easily for a description, one might start by looking at the racial powers and benefits. These are rules that influence and help shape the race. They provide a framework describing what the race does well and also help inform the player of what they don’t do well.

Continue reading »

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Last week I wrote about getting behind the screen with Pathfinder. The article served as an introduction to getting started running Pathfinder games for someone new to RPGs or just the Pathfinder system. This week I am going to take a look at some of the tools to help run or play in a Pathfinder game. Several of these have a more GM’s point of view focus, but several will be quite useful for players as well.

Character Generators

In this era, everyone always likes an electronic character generator. Character generators make generating a character much faster and often lead to more accurate characters in the end. I know they help keep me from overlooking small things during the process that I seem to have a habit of forgetting.

The first one we will look at is the Venture Captain Online Character Generator. This generator is web based and free. It is still in beta and unfortunately only supports basic character generation at the moment. Advanced Player’s Guide content has not been added yet. At the moment the developer is working to make it easier to manage on the backend to facilitate easier adding of materials to web application. It can be quite handy in a pinch though and well worth keeping an eye on as development continues.

The next generator receives mention on the Paizo forums often enough to warrant mentioning here. It is a pay for (demo mode available) Excel based generator called The Only Sheet. It has a one-time pay option or a subscription option which includes updates for one year at a time. It only runs on Windows systems according to their site. They are continually adding content based on their website. For people that prefer an Excel based format, this sheet might hold some promise.

Continue reading »

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