Zone Of Comfort

July 15, 2018

I was trying to think of a topic.

Should I talk about World Cup?  Barely watched – not good times of day.

Should I talk about Wimbledon?  Watched even less.  Tennis is like baseball to me (now) – I have to have a specific interest in what’s going on or it is just boring.

Nope.  Time to talk about golf.

What are my go to TV stations when I’m lying around not wanting to do anything?  Used to be ESPN and ESPNews and still may be.  But, now, I try flipping to NBA TV and, unfortunately, Summer League is going on, unlike how good it was when the playoffs and the draft were going on.  So, much of the time I end up switching to the Golf Channel as the only thing palatable while I play solitaire (77-7 a lot these days, which is not optimal).

The thing about golf is that it’s a good TV sport.  Because of World Cup, there are idiotic arguments about why the US doesn’t do better at futbol that then gets into how some people find NFL boring because of the copious amounts of dead time.  Which got me to thinking … not about gaming … about what makes NFL so viewer friendly.

Jack’s Facts is that any sport can be boring when you don’t care about what happens and any sport can be fascinating if you have a specific interest.  I can still watch baseball, but baseball is the sport of statistics and statistics have been massively undermined by the drug war.  You can’t get into your dude hitting 20+ HR and driving in 100+ RBI when everything is so negative towards guys who did that using “performance enhancing” drugs.

Um, aren’t all drugs performance enhancing?  Cortisone shot?  I know loratadine is performance enhancing for me as it means I don’t start sneezing uncontrollably as many days.

Anyway, the NFL is much more viewer friendly for folks like moi who know stuff about it than the likes of baseball, hockey (poor TV visuals), and basketball.  Sure, I’m way more into NBA than NFL, but it’s because of player movement not because the games are all that appealing to watch.  Score, score, miss, score, miss, miss, score, …  Too much repetition, a la tennis and baseball, oh, another thing hurting the watchability of baseball, in theory, is how balls aren’t put into play as often as they used to be.  Walks and strikeouts should be unusual, not the norm.

That’s the thing about NFL – scoring chances at all times without it being Arena League levels of trading “baskets”.  And, no, for me, it has nothing to do with violence.  Sure, some like violence, can still see with boxing, MMA, cockfighting, or whatever.  I’m far more into watching the Black Widow at snooker because I love … moving on.

Now, sumo or whatever has novelty value that counteracts repetitiveness.  Olympics has that “I don’t watch this all of the time” nature combined with international competition at the most nationalistic level.

But, then, again, I grew up with NFL as something followed.

So, why golf?  Is it repetitive to see approach shots on the same holes and putts from roughly the same places?  Not so much, no.  The thing about golf is that you get a kind of random feel at the exact same time you get “that is so damn hard to do”.  Now, maybe it helps that I played golf for a couple of years, pretty badly.  Until I tried fencing (sabre), most frustrating sport I tried.  I think golf is also helped some by video games.  You can envision trying to line up a shot and choose a club and decide how full a swing to make.  It’s also helped, perhaps, by how anyone can play it, if at a low level.  I mean, sure, I was once not bad at bowling, but it’s incredibly repetitive.

Comfort.  The theme for today’s post.

I’m running Rokugan 1600 which I’m sure you will be shocked to learn is set in the Legend of the Five Rings setting and uses 4e rules.  Super shocked.  Any time I think of a PC, NPC, nemuranai, or whatever from another L5R or LBS campaign, I’m trying to fit it in.  It’s a comfort zone inside a comfort zone.

How is it going?  Well, haven’t turned off two new players that I barely know, yet.

One thing I do think about a lot is the criticisms I’ve gotten for my style of scene-focused, high fantasy, literaturesque adventures.  I’m trying to focus on the player perspective and why they should care about what they are doing.  Thinking about how to get them excited rather than what I might find exciting (if done better than I do it).  I think that’s helping.

Find that GMing zone where you feel comfortable after the fact and not just when creating ideas.  In fact, I had written up an adventure and scrapped it as I knew it would fall into the same style that gets so much confusion from my players.

After the last session, I got asked about skirmish miniatures play.  I’ve never been into minis play.

Why isn’t minis in my comfort zone like card games and RPGs and some board games?  Hell, I’ve done way more LARPing than minis play, though LARPs are not my comfort zone.

I didn’t grow up with it.  Sure, I didn’t grow up playing virtually any RPGs, but I was fascinated by them and by character creation.  People I knew didn’t play minis, people I didn’t know but could sense existed didn’t play minis.

Two, it’s an investment.  An investment of space. I have more than 100,000 cards for various card games, but I still feel like there’s a much greater physical commitment to minis, plus I don’t paint and have no interest in painting.

I like the idea of BattleTech a lot because it’s outside the box (unlike board games and wargames) and there are way better systems than BT, but it’s still not the ease of playing a card game, even a card game where you don’t build your own deck.

It’s not the easy outside the box of CCGs and RPGs and the stories aren’t as impactful to me.  I was so close to getting into the BT CCG, it’s really a historical shame the game wasn’t much better at being a game and at selling what makes BT appealing (mech construction).

I feel the story “cardboard” tells.



Part Time GM

June 8, 2018

I am trying to find a Kickstarter that’s supposed to run in June, and I came across a Kickstarter for a RPG.

Part Time Gods Kickstarter

Considering that I’ve been largely disappointed with RPG Kickstarters and rather happy with the one boardgame KS I backed and fine with the Shadowfist KSs I backed, why back this game?

I’ve played it.

I enjoyed it.

A two-hour game (not billed as a two-hour game), and I enjoyed it.

I’m particularly down on foreign KSs where I get hit with international fees and shipping is quite expensive, but I just find what I end up with from RPG KSs so uncaptivating.  Now, this could be because the concept of trying to play anything besides L5R is challenging given the nature of who I play games with these days.

It’s a low buy in for the level I’m backing.  Amazingly enough, I’m not so into a game I’ve played once and don’t have on my mind-list of things to play that I’m looking to mortalize myself as a NPC in the game.  Or, whatever.

I really like Kickstarter because I can influence whether someone even makes something, rather than discovering something already made, and it seems like it gives way more capital to RPG publishers.

So, my PTG experience was mentioned in Gen Con 2016.  Saturday, if you want to skip down a few thousand words.

It’s just my kind of thing and the game played much like my early Ran Ackels Immortal: The Invisible War games which got me fired up about modern supernatural RPGing and made me a CCG designer.  Immortal greatly helped push me towards Precedence Games/Publishing/Entertainment, who put out the Babylon 5 CCG, where I ended up doing design for that CCG and Wheel of Time CCG and offered Tomb Raider CCG ideas which probably didn’t get used.

Part-Time Gods, though, gets me thinking about something.  The games I run are missing something.  I don’t feel like my players get to have the experiences that I, as a player, enjoy the most.  They don’t get the “How about I look into the future and keep what happens to myself so that it doesn’t necessarily happen?” moments.  The “I’ll lick the blood off of the dude’s face to sense where the enemy will strike next.” moments.

Or, maybe they do and I don’t know, but let’s assume they don’t.  Is it because I’m not a player in my own games?  Do I set up situations that enable the players to do the things I like doing, but they don’t jump through those hoops?

I don’t think that’s the main reason.  I think the main reason is that I’m not including an important hook that gives the players the clear enough openings.  Meanwhile, in trying to give players opportunities to do certain things, I also allow some things to happen that don’t make a lot of sense.

I don’t talk much about simulationist play because it always just sounds like not my glass of extremely sweet tea, but it occurred to me after the last Rokugan 1600 session when we talked about stuff for a long time that a weakness I have is accounting for simulationism.  I allow worlds, even ones I didn’t make, to go in directions that aren’t the right feel because I have this conscious or unconscious high fantasy agenda.  Oh, I’m not saying I make everything into some form of coherent high fantasy.  I’m saying that having a high tolerance for reality warping events leads me to come up with reality warping events that are incongruous with the setting.

To the extent that I understand simulationism, it’s about the play experience being consistent with a provided world.  Where I can see an example is that gamist play will tolerate out of character actions that are successful and narrative play will tolerate out of character actions that make for a more coherent story, simulationist actions should be in character to make the play experience more realistic and more meaningful at the character level.  Saying something similar, gamist is for players, narrative is for the plot, and simulationist is for the characters (to be thematic constructs and not just mechanical ones).

If I put more effort into my games, I could probably get a more consistent experience.  Though, as I said, I think rather recently, I often put effort into the wrong direction.  Somehow, I need to better understand the players’ perspectives and what actually matters to them.  For one thing, I need to have a better sense of how plot intersects with player activity.  I have things in my mind that are going on behind the scenes, but they just don’t matter to the players.  So, that’s not an area to focus on.  The area to focus on is “You did this, now the world is going to react in this perceptible way rather than being a convoluted series of impossible to notice adjustments in the grand scheme of creation.”

I think I think too widely.  Grand conspiracies don’t lend themselves to building a foundation for a campaign that can end on a high note with the resolution of some grand conspiracy.  Sometimes, Wolverine just needs to punch Sabretooth rather than understanding what the ultimate goal of the Weapon X program is intended to be and how that has to do with magic-using aliens.

When I ran Solomon Kane, I started with adventures from the core book.  Those seemed to go over better.  Again, personal, limited in scope, and consistent with the setting.  Why is this so hard for me to stick to until a campaign really calls for something else?

Breaks & Brakes

June 2, 2018

Now to transition into Origins mode, where I will metagame hard against antiSalubri and Samedi rush.  Might have to play Blood Brothers now that they have bleed reduction??  I figure take about 10 new decks to Origins, see if I can get two boxes worth (14 decks) for “variety”.

Before Kubla, I ran my skirmish combat session of Rokugan 1600 and it did not go as planned.  Rather than find the cast abstracted into assistance mechanics where I was hoping would make them feel like folks the party would find endearing, the party hardly used my table of NPC mechanics.  The skirmish rules were terrible for the set up, as the set up didn’t have clearly defined distances and everyone was on horseback.

Got into a long discussion on players and GMs not connecting on mechanical expectations.  Basically, I want people to do different things because doing the same actions over and over bores me, but the players don’t feel like they can judge the value in creative solutions to problems, and encounters end up being far harder (seeming) because nobody tries a literature solution.

I make up all sorts of one-off mechanics, and they don’t often work well.  Well, duh, they aren’t playtested.  A little bit of that goes a long way to messing with players.  Then, in this case, introducing both skirmish battle rules and abstracted NPC mechanics charts and a host of unexplained antagonist abilities.

Was it terrible?  It was just a waste.  Rather than add any depth or caring to the campaign, it was an exercise in murdering named enemies whose names didn’t matter to anyone.  Boring combat that came across as largely meaningless combat.

I’m going to try to focus more on personal stories and maybe actually try to build up to big set pieces rather than rush them on stage.  Plus, peasants and Yobanjin because everybody else seems to love … Yobanjin.

Following up from the last post and switching gears hard, Shadowfist has an advantage in just enjoying play over various other CCGs to me in that it’s less predictable to me.  Sure, a player can get locked out of a game due to insufficient power or lack of resources, but players can get nerfed hard when they get out of control.  Of course, I could argue that V:TES has an advantage over Shadowfist for me because I’m psychic and will know every last thing that will happen except half the things, so I can make informed decisions, where I mostly try to do something in the moment with Shadowfist and fail.

I need to get around to doing my 2018 True Dungeon builds.  Going to consider some metagaming for the Lorigorgon and Into the Shadowlands events.  Then, we need to decide what to pack to transmute some of our crap.  And, I should make sure I can actually find my ultrarares and other hard to replace tokens.

Not running out of time just this day but going to be running out of time soon if I don’t start actually prepping for a major event.  And, I need to write some adventures, including side adventures.

KublaCon 2018

May 30, 2018

Kubla went about what I expected.  That’s not a superior thing.  I was committed to running five events.  I had done essentially zero prep for the con.  I was going to have to be there Friday and Monday, where I didn’t particularly want to be there Monday and didn’t want to be there Friday.

See, besides having a job where management doesn’t get specific ahead of time about leaving early going into holiday weekends, Memorial Day Weekend happens at the end of a month, which is right when I’m focusing on my primary reporting output.


I hope to get home early enough to nap because I’m old and I figured I would get less sleep than normal.  That didn’t work.  I picked up V:TES, Traveller, L5R 4e core book and headed up to Burlingame.

I ran my V:TES event which was talking to someone who had never played and probably still hasn’t and playing a couple of games with two people I don’t often see.  That’s actually a primary benefit of going to cons.  I may not game nearly as much as I used to, but I don’t have to con to game.  I do have to con to see a bunch of people I used to game with.

I forget to take my Black Chantry cards to the con, losing precious talking points for building brand new, heretofore discomprehended decks that will inspire our insect successors until the Sun reddens.


I’m unsure I’m running something at 9AM.  I end up running a HoR mod for three people who know what HoR is plus a deadhead.  It’s okay.  The mod is amazingly lacking in material if you skip the inn.  It has an amusing monologue.

Anyway, food time afterwards.  By the time we get back, I have to run a 2PM mod for people who aren’t invested in HoR.  It seems to go reasonably well.  I eat some.  By the time I’m getting together with Jeff to get dinner, I have just finished lunch.  By the time I finished my Shanghai Dumpling Shop food, we drive over to Shanghai Dumpling Shop for food.  Why couldn’t the tan tan mian and lei sha tang wan be as good as they used to be?  Why?!?

Jeff wants me to play Lords of Hellas as a reference point for our designing a game we’ve talked about.

I understood the point.  Now, I didn’t want to play a 3 hour game at 8PM because I knew it would not go well the next day, but here are some pros and cons:


Turns can go quick.  It’s a game with a variety of things going on that you can play fast enough for people to keep engaged.  Multiple paths to victory does allow for interesting possibilities.  Players never seem out of the game and can come back.  Jeff has played a number of times and he finds that most players have a chance of winning.  While I prefer a pure mythological aesthetic, good aesthetics with pretty minis and play pieces.

Every game I’ve ever played of Lords of Hellas, I’ve ended the game with a Strength of 1, had multiple Blessings that rewarded hunting, and would have won off of the usurp action even if I didn’t win off of hoplite beatdown.


Your turns are kind of vaguely explained.  Your hero doesn’t have enough to do, though I ignored quests to the point that I don’t even know what the ones in play required, so maybe that was an option.  I don’t find hunting interesting mechanically.  Seems to be a game of lots of holding someone back from winning off of a third monster too much of the time.  Praying is not fun … when you don’t get to do it.

Every game I’ve ever played of Lords of Hellas, I started the game with no priest making, didn’t get a priest on my second turn, nor on my third turn.  Meant I could ignore injuries, of course.  I felt completely outclassed in terms of abilities, where my massive army didn’t assuage my ability envy.


I sleep in because I can.

I arrive before the 2PM HoR political interactive we are running and find out which NPC I’m playing.  It doesn’t have that many players, which might be a good thing, where there was good diversity of clans.  It went fine.  Andy’s borrowed wig worked well.

I remain convinced that LARPing isn’t my thing as I find them tiring.

Finally, I get to play in the only event I played in.  Shadowfist Modern.  We were going to play with time limits in such a way that we could play a bunch of rounds.

We played one game in the tournament.  One, 3.5 hour game with four players.  The winner left and we played two pickup games of three.

The tournament was a good game.  It wasn’t fun.  None of the games were, though the third game had an amusing ending for me.

In the tournament, I got characters beaten down constantly, with my first hitter getting toasted as it was coming into play and another hitter getting toasted, this was after I discarded multiple hitters at the beginning of the game in order to get the two mandatory resources required to play Shadowfist without the GK house rules.  I would have decked, after Earl decked, as I had zero characters left in my hand or deck when Ray won.  Sure, I had chances to win, but they were pretty terrible chances and my experience with tournament Shadowfist play is that it often involves removing someone’s ability to win without the remover winning, which is just all kinds of antifun.  It’s like playing against rush combat constantly.

In the second game, which was a “20 minute” game even if it probably lasted longer, I had my first hitter toasted as it was coming into play and never played a character with cost above 1.

In the third game, I discarded a bunch of cards on the first turn and passed.  I discarded a bunch on the second turn and passed.  I discarded a bunch on the third turn and passed.  Maybe the fourth turn, maybe the fifth, I played a FSS and an Arcanomoth.  In the end, I Information Warfared my predator’s Abysmal Wyrm into my Manufactured Island which got replaced with a Gambling House and intercepted the Wyrm with … (playing Architects) … CHAR.  I then attacked Eagle Mountain for the win.

See.  I think the L5R LCG helps show, if not conclusively showed, that I’m really a multiplayer CCG player at this point because I don’t care about results.  I care about card interactions and making good choices.  My two opponents both failed to have anything to do for a while in that third game, then ended up wrecking each other to stabilize the game long enough for me to even participate.  While I might have made a good decision or two, that’s about all I had time to do in a game where both opponents were spent because I didn’t play half the game.

Sure, having chances to win is crucial to playing an enjoyable game, but it should come about due to good decisions and interesting card plays, not just because you are so pathetic no one cares what you do.


Get in early for my Traveller demo.  Show a bit of Traveller to those who aren’t familiar.  Build a deck and play Andy’s piracy deck.  I’m at 15 VPs after three rounds.  On round four, before I go to 19 VPs, he bankrupts me.  Just vicious play along the lines of what I’d expect competitive play to be like, where the contract deck and the attrition deck race and race fast.  More comments about this in the Traveller forums when I get a chance to post there.

Hit the donut shop for a burger.  Burger is pretty good.  Well, the onion ring and bacon on it helped a lot.  Once upon a time, Burlingame had some of the best donuts I’ve ever had.  I’m not sure that’s true, anymore.

Watch the Rockets/Warriors game.  I should never gamble on sports (except NFL, where I’ve only ever won money in Vegas) as the Warriors didn’t win by 25, like I expected.  Well, at least we got the finals every middle-thinking person wanted.

As an aside, no, not about His Airness versus the King, even though I’m a fan of both, nor about superteams crushing when they bother to remember that they have far more talent than anyone else or whatever, this season has been terrible.  I don’t mean the results of the playoffs, which ended up exactly the matchup I wanted in the finals.  I mean the season has been terrible.  So many stars or key players going down with injuries, sometimes right in the middle of conference finals.  Horrible playoff games where one team eviscerates the other only to be counterviscerated in the next game.  Were some bright spots, like Utah and New Orleans.  Then you have what fans call “awful coaching”.  Because everyone knows fans know more about how to play and lead teams than players and coaches.  Still, just ugly ball much of the time I bothered to catch games.  The high scoring potential of modern play with the frequency of three-point shooting probably does lead to more variance of results, but it’s the “could you just run some offense instead of holding the ball?” that gets repetitive.


I ran two events for games I care about with sparse attendance.  I played all of one scheduled event.  I played a game that I’m probably fine with starting at nearly my bed time [la-…].  What used to be my favorite restaurant isn’t nearly as good as it once was.  The days of great donuts seem to now require getting them near work, where I’ve never bought a donut at the donut shop but have bought dozens of sandwiches.  I had to drive up to the con on two days I had little interest in attending.  My one play event involved three bad games.  I didn’t see one of my friends at all and seem to be growing more distant to people I used to game with often enough.

Was it awful?  No.  It was about what I expected.  Too busy with no time to prep or to appreciate anything.  I already knew SDS’s food quality had declined.  Casual Shadowfist is far more fun (when people don’t steal your power).  Positive thinking might have led to more positive results.

Of course, I could put this in perspective.  Memorial Day isn’t just about gaming and basketball.  If suboptimal gaming is the worst problem in one’s life, going strong at first world probleming.  The car engine didn’t explode even though I ran low on oil and had to top it off.  No speeding tickets.  No muggings.  Didn’t lose or break the laptop.  Still able to walk up and down stairs at my advanced age while carrying 35 pounds of gaming stuff in backpacks.

L5R Bonus Rules

May 19, 2018

I ran a session of Rokugan 1600 last Tuesday.  A side adventure as we only had two players.  For the Princess Police, we often did side adventures with three players, otherwise known as about half the party.  I have four players for 1600, and it’s typically going to be the situation that if one can’t play another can’t play.

The session went better than I expected in certain respects.  Rather than ignore my party NPC, the players made an effort to engage with her.  A lot more effort than I’m used to.  I’m sure there’s a lesson in not having so many NPCs who look a lot like Adriana Lima.

I could blow this off as a joke, but I think it is important.  Eventually, I’ll get back to my main subject.  As a player or a person, I don’t need every female around to be gorgeous.  It is even the truth that beauty isn’t always attractive, but that’s getting off topic.  Why be inclined to have a Buffyverse with RPGs?  Because that’s what literature is like.  Love/lust interests for fantasy protagonists tend to be … looking better than the norm.  Just picking out one example, which romantic interest in the the John Carter stories is not stunning (when in her own body)?

I choose Buffyverse as the term because … uh … TV tends to have attractive people, too.  Was talking recently about soap operas and, while a lot of the women aren’t my idea of sensational, some are.  Whether talking about Arabian Nights or Shakespeare, mental image I have of many a character is attractive, distinctly attractive, and looking better is something that correlates with attractiveness.

You also get distinctly unattractive, where ugliness correlates to that.  It’s a way to call out characters.  But, it’s not a great way to call out characters when the only difference between them is one has long hair and the other short or whatever.  And, it’s simplistic to rely upon such a device.

I don’t spend a ton of time on fleshing [hmmm … fleshing] out characters.  However, because I have a not small cast for 1600, I did try to go through and give every character, yes, even the male characters, multiple interests.  Well, Toku Rekku may not have broad interests, just intense interests in broads, but anyway.  This has, so far, helped, with the potential, perhaps, of continuing to give my players more to engage with.

Sound like banal observation?  Well, sure.  But, I find that L5R is particularly prone to creating large casts of NPCs.  I find this to be the case because L5R has a society.  When we played Conan, we were often on the move.  Have some young, hot noble in a session, next session raiding a tomb where the only living things are insects.  Sure, could be a L5R group often on the move, roving magistrate or whatever, but you have your Topaz/Emerald Championships, your Winter Courts, or whatever to ground the play in a fleshy world.

Large casts are troublesome.  I have some problems with L5R names in that people’s pronunciation is inconsistent and there can be very similar names and the names aren’t ones you hear all of the time, like distinguishing John from Sean or John from Joan.  But, I seem to have far fewer problems than others because Kitsu and Kitsuki mean very different things to me as do Kitsuki and Kitsune, so I’m listening for the distinctions.  Point being that it’s easy, in my experience, for players to get overwhelmed by NPC names.  In Princess Police, we had Hantei Hanahime and Shosuro Hanahime and I seemed to be the only one of the players who realized that until I pointed it out.  Have a family of Akodo, and may get Akodo Ichiro and Akodo Ichigo and Akodo Chisei and so on to where which NPC being talked about is not easy to track.  Obviously, if you run another game where Marcus Smith the Elder, Marcus Smith Jr., and Marcus Smith the Third are characters, that may not be so easy to track, either, but I haven’t played in a lot of those sorts of games.

By giving more attributes than “this is the incredibly handsome … uh … Yasuki”, may mean something in a player’s mind to where they bother remembering the name.  Just like how Topaz vs. Winter Court was completely different for me in PP after the WC folks got a few traits/interests.

But, anyway, kind of not why I wanted to talk about large casts.  Large casts are a problem for GMs because they require more work to make those distinctions.  I don’t care if the PCs are interested in five of my 20 NPCs or interested in two, but there’s a chicken and egg problem that I don’t know which two they will want to engage with and they don’t know which two they want to engage with until I fleshisize 20 out.

Got to move on to the point of my post before taking 1000 words on a common subject.

Another feature of that session was underwater combat.

Here are my house rules on underwater combat:  Scrolls aren’t so good if they are wet.  Don’t expect to swing a sword underwater.

Rather than come up with a bunch of mechanics to make ATNs lower for PCs and affect weapons differently and alter the effectiveness of spells, I just finned it.  I just scaled sea creature attacks and whatnot to the PCs normal stats, though it was kind of fortuitous, I mean totally intentionally planned [yeah], that the one NPC that joined the party that included a knifer was also a knifer.  I handwaved speaking with the breathing spell cast on the party.  The shugenja had memorized enough combat spells to do combat things.  Memorize spells, cheesemeisters, memorize spells – always Jade Strike, Path to Inner Peace, and some aggro combat spell (probably not ones that require being outside to cast).

Here are my house rules on climbing out of pit traps, something that is of great concern to one of the PCs:  “L5R doesn’t concern itself with elevation.” – some precious gift of a hu-man.

It’s almost like L5R is like some ancient RPGs that didn’t feel a need to mechanize everything in existence.  How much falling damage do you take for jumping into a 20′ pit?  30′ pit?  Depends upon my mood.

Ironically, I consider it a strength of mine (whether anyone else does is unknown) that I whip up ad hoc mechanics for specific scenes in specific sessions that strike me as balanced and of exceeding joy to the world.  Or, well, joy to me to see whether the PCs encounter the horned fish that stares at them or not.  I have rather elaborate Lore results tables for the amulet that the party was sent to retrieve in that session.  Sure, they are just longer versions of gossip results in HoR mods, but this is just an example of something I was looking at recently.

Roll Void

< 10 = You are cursed! You have one less Void Point to spend until the curse is lifted.
10-19 = Just another day in the desert ruins.
20-24 = As long as you are in Mada’in Saleh, you have one extra Void Point per day.
25-29 = You gain a rank of Luck while in Mada’in Saleh.
30-39 = You gain a rank of Luck.
40+ = You gain Great Destiny.

This is more my sort of special rules tables.  Is it balanced?  Worked, and one knows that all analysis of goodness can be determined by results.

By the way, I think I mentioned Mada’in Saleh before, but maybe not.  This is the sort of thing that gets me fired up when GMing – taking interesting stuff from a real world and using it in a sort-of-real world.

Yodotai decorations also figured on the troglodytic tombs when the territory traded with the Yodotai. In contrast to the elaborate exteriors, the interiors of the rock-cut structures are severe and plain.

I’m sure you can figure out how this description came about if you cared, which I’m also sure you don’t.

At some point, you may have considered giving up on this post because I hadn’t given you something to steal for your own play.  But, then, you made your Willpower roll and are going to be rewarded with the greatest thing since adding cashews to your pork stew, which only ended us as stew instead of pot roast because you had never used your Instant Pot before.

“What does Battle (Skirmish) do?”  “Nothing, but I give an Initiative bonus …”

Skirmish Battle Rules

PER/Battle (Skirmish) TN 15 “contested”, rolled at the beginning of each round

Choose one combatant of consequence, that combatant cannot act this round (includes no Full Defense).

Free 10’ movement for one combatant that is not limited by Water.

Raises > Enemy:
Each Raise can be used to increase one Initiative by 5 or for 10’ movement.

Geniusness?  Jigoku, no!  But, it’s a start and maybe I’ll use some of my precious nap time this weekend to, instead, write up even more extensive rules that are completely untested.

Geniusness-of-a-sort?  Tengoku, yes!  Every time I read 4e mass combat rules I come away with “What is the point of this?  How would any PC survive most of these heroic actions?”  They are garbage.  In that, what is remotely appealing about using them?  Gen Con Battle Interactives may not always work well mechanically, but they have interesting stuff going on either thematically, mechanically, or both – probably some brilliant stuff.

Take garbage mass combat rules, take that while I wanted mass combat to be a thing in this war campaign I realized that the upcoming encounter isn’t really mass combat but is … wait for it … not normal combat … stay on target … red, red, red!! … Skirmish Battle!?!  Take that I like creating my own mechanics.  And, you get the single most defining thing in any campaign in the history of the hu-man races – the introduction, adoption, and total rewriting/dropping after they don’t work as intended Skirmish Battle Rules!?!

Well, I could find something else to mine from one, kind of 2.5 hour session, but I’m all for terse pithiness …

Jinn Con

May 6, 2018

Gen Con event registration was earlier today.  I got into everything I signed up for, which is pretty normal as my wish lists are Heroes of Rokugan heavy, even more so this year, with my esoteric RPGs not even as popular as previous years.  According to my friend, we got into all of the True Dungeon events we wanted, which involved lots of late night sessions, which is probably how that worked out.

Speaking of previous years, I was doing some house cleaning and found miscellaneous items from Gen Con 2005 and 2006, including a disturbing number of Steak & Shake receipts for the same transaction (#258, not to be confused with the receipts I found for something like three other transactions that year).  I have both program booklets.  One year, we stayed at the Omni and it was like a total of $160 a night after taxes.

In 2006, I played:

Puritan Dogs in the Vineyard

Brawny Thews (Conan d20)

Rescuing the Dead (Armageddon RPG)

Bonfire of the Vanities (Four Colors al Fresco)

Work Sucks (Hunter: The Reckoning, probably the hotel game where a vampire convention was going on and I was playing a chef)

The City of Lies (HoR2)

HoR Open

Serenity 003: It’s Been a Pleasure (Serenity RPG)

Escape the Spider Cult (not writing the whole title, True Dungeon) x3 (three tickets, think that was the year Bernie went)

Escape the Spider Cult x3 (I don’t think we did the same adventure twice …)

Ten events.  That makes sense as I think of Gen Con having 11 slots, 3 on Thursday, Friday, and Saturday, 2 on Sunday.  In recent years, I no longer leave a hole in my schedule as there are far more things I’d like to do than I can schedule in the paltry four days of gaming that GC provides.  Would need like six days to have a leisurely schedule of three games four days and two games the other two days.

Speaking of 2006, I also found my invitation to an April 1st birthday party.  A birthday party for a 90 year old Japanese woman.  I went to it.

I found other amusing things.

I seek the ninth level of power and, maybe, an inexpensive hairbrush.

I say this as an elf.  I have worked with reindeer for years.  I’ve driven a reindeer sled to work for the last eleven years.  They are the dolphins of land animals.  They speak English!

After all, you can’t spell slaughter without laughter.

You think you the first barely legal chick to tie me up and try to eat my friend right in front of me?

Ah, the good ole days, when I used to gather quotes to use as email sigs.

Speaking of sigs …, er, speaking of L5R home campaigns, I ran session two of Rokugan 1600, The Northern Front.

Session zero was March Unto Death.  Session one was Briefing, the heavy in what’s going on session before a quick rescue mission.  Session two was Tonic & Jinn, a vignette heavy session to give more opportunity to engage individually with NPCs, where an assassination attempt was foiled by two non-blind PCs.  Though, Jinn Toxic or a variety of other variants would have also worked.

Our window to play is short, as we use weeknights.  That means I need to prepare to only cover sections of an overall narrative.  Still heavy on explaining and light on activity, but we will see if next session, which involves mass combat, will feel more vigorous.

[Classic] Summary 4/5 session [4/6/2014]

March 28, 2018

I started running Rokugan 1600 (by running a session set in about 1504).  There are certain things I continue to find odd when I run stuff, but I don’t know if this the time to beat that expired pony.

Instead, let me cover a few things and then post my recap of what happened back when I was having lots of fun playing a bushi with an Awareness of 5.

In our Conan play, Brad would reward session writeups, fictions, bringing food, etc.  This group agrees that this sort of encouragement to write about the campaign or otherwise contribute should be done.  My current idea is to give people Destiny Marks (TM) [uh, sure, the game is out of print …].  These Destiny act as Void Points that can only be spent when a PC is out of Void.  They are one-use in case that wasn’t obvious.  I’m already thinking that I should clarify that they can be used as VPs for any character, including other PCs and NPCs.

Why this mechanic and not, say, a Destiny Mark is worth a Free Raise on a roll or a reroll?

Success versus survival.  L5R is not strong on ways to save your character when the explosions go off.  Typically, it’s the GM who saves you by just not keeping high damage dice.  VPs are a temporary defense through ATN increase or damage reduction that doesn’t break the game like having a 51 ATN in 4e breaks the game.  Meanwhile, FRs on rolls do jack on defense, being “offensive” in nature.  And, I’m pretty tired of rerolls luck and right.

Of course, I could do both, rewarding different contributions in different ways.

Of some possible interest to GMs is that I started this campaign off with a prologue session.  Rokugan 1600 is a sequel of sorts to all sorts of stuff but most directly to Heroes of Rokugan 2.  The first session was March Unto Death, one of the last mods in HoR2 and one that fed into the final battle interactive.  Not only am I a fan of MUD for some interesting mechanics and for incentivizing things I like doing (and, yet, things that my players don’t like doing for some reason that escapes me … let it go, dude … let it go), but it fits the theme of Rokugan 1600 really well with the Crab being screwed, Tattooed Folks getting in the action, et al.

Obviously, the players would not be playing the same characters in the prologue and the main campaign.  The intent was that their PCs in the past would through their actions or inaction or whatever inform some aspect of their real PCs.  For instance, a simple way to go would be that the past PC would be the ancestor to the 1600 PC.  But, all sorts of things could have been possible.  I thought it went okay, where a group more comfortable with the idea could get more out of such narrative tricks.

More to come on 1600, but let’s get to why this is a classic post.  I was trying to find a description of a Bayushi NPC from the Princess Police when I came across this session recap:

**     **     **     **     **

Players: Michele, Jackie, Ian

Because we had only the three players, it was a question whether to do some personal social stuff or reconvene 4/12. With Michele/Izumi enthusiastic about helping Shosuro Nanami get ball-and-chained, we were off.

According to Izumi, Nanami wanted Isawa Masusuke to breed with Hiruma Masami (rather than her), and Izumi thought Nanami and Seppun Nana would make a cute couple. To promote Nanami for tying the knot with the Emperor’s youngest son, Izumi went to the Lion Champion and called him out for ducking the far superior go player, Nanami. Kidai was hanging around some imperial types and marketed the match, which got the ole Compassionate One to witness this friendly between the Lion and the Scorpion. Nanami beat Akodo Kurojin 32 to 29 and Mirumoto Tomo backed up the carrot gallery’s comment about wondering what other hidden talents Nanami possessed.

Next up was showing off Nanami’s samisen skill. No, the rock duet with Bengi didn’t happen, but there was a tea party to reflect upon the ending of Winter and more Amaterasuish days ahead. Hantei got invited and knowing that it was the place to be for all of the cool folks, they showed up. Daniwa did the tea thing with a bunch of Hantei, the Master of Fire, and some other folks watching. Nanami nailed the muzak. End result? Nanami has some momentum for locking up Nana.

To get the two swimsuit models to notice each other, Kidai made a call out for models to help him work on painting humanoids. In a shocking coincidence, Masusuke and Masami happened to be at the same session and it was noted by someone how smoking hot their kids would end up being. A bit of work on the Crab and Phoenix followed up on the “pretty people deserve the pain that comes with being together” concept. End result? Progress but unknown how much.

Crab and Phoenix were kind of inclined to be helpful as the EC got this Hare-raising idea to create a special maho-hating taskforce within the Emerald Magistrates. The idea to call them Diamond Magistrates (PR move to make Unicorn happy) went over less well. Well, whether they get called Pearl Magistrates, Opal Magistrates, Crystal Magistrates, or whatever, who cares? The important thing was opening up some positions well-suited to Crab and Phoenix (also, maybe it gets Yasumi and Izumi and maybe even us nobodies a promotion). Now, the Phoenix were already right-thinking, but the Crab were persuaded to think about how suitable Bayushi Saya would be as 1st Imperial Legion Commander, seeing as how so many Crab would be busy being imperial magistrates. If someone could have come up with a good angle for getting the Unicorn to abandon Yoshi and go with Saya, that would have locked things up for Team Floppy Arthropods. But, Kidai needed some “nap” time.

We were done in a bit less than 3 hours.