Ancestor Rate

January 14, 2018

While it may never come to pass that an all ancestor, all the time campaign is run, I might as well see what I think about the ancestors so that I can make decisions on any PCs/NPCs I create.

When I reviewed Great Clans, I did some ratings for those ancestors.  But, for the first time, I will put it all together and spew ancestor thoughts for the ancestors in the three books where they are concentrated:  core, GC, Secrets of the Empire.

Comments:  I’m not going to bother with Spider or clearly NPC ancestors, like monks.  My overall rating is kind of irrelevant, as it’s just an average (rounded down) of the other two, but it gives me something to think about.  Desirability, of course, is all that really matters.  You can come up with your own feelings on how much you like what an ancestor does.  More comments after.

Ancestor Cost (Pts.) Effective (Pts.)
Hida 14 10
Kuni 8 6
Doji 8 6
Kakita 12 3
Agasha Kitsuki 11 8
Mirumoto 9 10
Akodo 12 11
Ikoma 9 7
Kaimetsu-Uo 9 10
Gusai 5 0
Asako 5 0
Shiba 9 9
Bayushi 12 11
Shosuro 8 7
Moto 10 3
Shinjo 8 9
Hiruma 11 8
Kaiu 9 9
Asahina 9 8
Doji Hayaku 7 6
Agasha6 6 9
Agasha10 10 11
Togashi Yamatsu 7 6
Kitsu 6 6
Matsu Hitomi 7 5
Moshi Azami 6 3
Osusuki & Akomachi 5 6
Isawa 12 7
Naka Kaeteru 10 11
Yogo 6 12
Soshi Saibankan 5 3
Otaku 7 4
Iuchi 8 5
Otomo 6 5
Seppun 10 6
Miya 5 2
Ichiro Fureheshu 9 5
Komori Iongi 5 4
Hida Heichi 4 7
Tonbo Kuyuden 3 2
Usagi Reichin 7 4
Toku 3 5
Tsi 6 3
Morito Garin 5 2
Doji Suzume 4 6
Agasha Kasuga 5 3
Sun Tao 10 8
Chiroru 8 5
Miyuko 12 14

First up, what the ancestors cost versus my rough attempt to calculate more accurate point valuations.  Note that just because something might be worth more or less points doesn’t mean I equate that to a quality rating, though there should be high correlation.

The assumption is that campaigns make use of PC abilities.  If playing HoR or the like, where spirits and spirit realms may never appear [ha, ha ha], then sucks to be Miss Kitsu.

Ancestor Demands
Hida Low
Kuni Very Low
Doji Low
Kakita Very High
Agasha Kitsuki Very Low
Mirumoto Low
Akodo Low
Ikoma Very High
Kaimetsu-Uo High
Gusai Very High
Asako Very Low
Shiba Medium
Bayushi Low
Shosuro Low
Moto Low
Shinjo Very Low
Hiruma High
Kaiu Very Low
Asahina Very High
Doji Hayaku Low
Agasha6 Low
Agasha10 Low
Togashi Yamatsu Very Low
Kitsu Very Low
Matsu Hitomi Medium
Moshi Azami Low
Osusuki & Akomachi Very Low
Isawa Very Low
Naka Kaeteru Medium
Yogo High
Soshi Saibankan Very High
Otaku Very Low
Iuchi Low
Otomo Low
Seppun High
Miya Very Low
Ichiro Fureheshu Very Low
Komori Iongi Very High
Hida Heichi Very Low
Tonbo Kuyuden High
Usagi Reichin Very Low
Toku Low
Tsi Very Low
Morito Garin Low
Doji Suzume Low
Agasha Kasuga Low
Sun Tao Very Low
Chiroru Very Low
Miyuko Very Low

The whole concept of demands is fitting, but the whole concept of demands resulting in losing an ancestor is dumb.  The demands aren’t remotely nuanced enough and some are just crazy to deal with where others are trivial.

Ancestor Quality Desirability Overall
Hida ** ** **
Kuni *** **** ***
Doji *** * **
Kakita * * *
Agasha Kitsuki *** * **
Mirumoto ***** ** ***
Akodo **** *** ***
Ikoma ** * *
Kaimetsu-Uo **** ** ***
Gusai 0 0 0
Asako 0 0 0
Shiba ** ** **
Bayushi *** ** **
Shosuro *** * **
Moto * * *
Shinjo **** *** ***
Hiruma ** * *
Kaiu **** **** ****
Asahina **** ** ***
Doji Hayaku *** * **
Agasha6 ***** *** ****
Agasha10 **** **** ****
Togashi Yamatsu ** ***** ***
Kitsu **** ***** ****
Matsu Hitomi ** * *
Moshi Azami * ***** ***
Osusuki & Akomachi ***** ***** *****
Isawa *** ** **
Naka Kaeteru ***** *** ****
Yogo ***** * ***
Soshi Saibankan ** * *
Otaku * * *
Iuchi * ** *
Otomo **** * **
Seppun ** ** **
Miya * * *
Ichiro Fureheshu ** ** **
Komori Iongi *** * **
Hida Heichi ***** * ***
Tonbo Kuyuden *** * **
Usagi Reichin * ** *
Toku **** * **
Tsi ** * *
Morito Garin * * *
Doji Suzume ***** *** ****
Agasha Kasuga *** * **
Sun Tao *** * **
Chiroru * *** **
Miyuko ***** *** ****

Note the reason for the multiple tables is because I’m too lazy to format things better and haven’t bothered to download a plug-in, which might still require me to spend time formatting data, something I find routinely tedious if it involves more than a few clicks.  I know this makes it much harder to compare my point valuations against my quality stars, but I seem to struggle with the idea of making this blog easy to read.

Anyway, here we get to the entree portion of our meal.  Two stars is average.

Let’s get Gusai and Asako out of the way.  Neither does anything.  I’m thinking whoever wrote 4e thought that Allies are supposed to do something, but I have yet to see it be the case.  Why you would need to roll against an ally is even more bewildering.  Gusai is just dumb and is totally a NPC thing that would apply to like one NPC in the entire history of Rokugan.

Of the ancestors I chose to include … there are a lot for such a low yield mechanic, almost like the intent and the play of the game are at odds … Core average is 2.5 stars, GC average is 3.1 stars, and Secrets average is 2.8 stars.  Continues the trend that core book mechanics tend to be weaker than supplement mechanics, at least with the more esoteric stuff, like kata.  Of course, Core mechanics’ averages often get pulled down by nonsense mechanics that clearly weren’t created with actual use in mind.

Toku.  If Luck is worth about 7 points, why does he get 5?  Diminishing returns.  Since you never take Toku unless you already have three ranks of Luck, you just aren’t getting the Luck sleaze you would get otherwise.  Though, I suppose, there might be some campaign that required ancestors where you may not max out Luck …

Chiroru is, in theory, an easy calculation.  You get the benefit of 3-4 points of Kharmic Tie with previous edition danger sense power.  Maybe danger sense is worth more than 1.5 points.

By the way, trying to evaluate the abilities for these things is really hard.  Why are Seppun and Bat Clan not equivalent?  Psychology.  Sure, you could save a VP all game until you reduce damage by 10 or you could reduce damage by 10 when you need to without a VP.  Well, plus, in the Seppun case, you aren’t spending a VP, so you circumvent the once per round restriction (by any reasonable wording, plus note difference in ancestor cost).

Now, where things get messier is when an ancestor says you can spend a VP to do something because they don’t say you can avoid the once per round limit, a completely idiotic and unnecessary limit.  The exception for school techniques is specific.

It’s funny to me that Sparrow don’t really get shafted in 4e, other than the absurd path in Secrets.  Their stuff doesn’t sound good but is far better than a lot of other stuff.

Sure, Kaiu is only once per year you get to make magic items … you … get … to … make … magic … items!!

Talking to animals is the bee’s sleaze [TM].  There’s a reason Dr. Doolittle just owns.

Makes me sad that Ikoma is such a problematic ancestor.  Again, if you go by Greek God patronage rules, makes way more sense as he respects your partying self but doesn’t blow a gasket when you aren’t partying heartying.

Such a sucker for Foxes and … Centipedes.

I have actually played Kitsu.  It was pleasant but didn’t come up that much.  It did inform certain aspects of the campaign that were pleasant up until I replaced the PC with a better one.

I don’t get Kakita.  It seems like dueling is supposed to be more core to the game, yet, the problem with doing that even if you wanted to is that dueling is grossly, grossly unfair unless your GM has a serious handle on it.  Also, lots of schools don’t duel, which means it’s not a core mechanic for lots of PCs.

I’m getting a bit more interested in the Ancestor Campaign.  Even as a GM, I can make NPCs with ancestors the players don’t care about.  Though, I need to be wary about trying to “play” my characters during games, an often painful activity GMs will fall into when they cherish their creations more than letting players play.


Shake Out

January 13, 2018

There are rather a number of thoughts on diverse subjects I have had recently.  I’m sure I will forget half of them.

Before I forget:  John Carter Kickstarter is going on right now!  Finally, the Dotar Sojat has returned to Jasoom!

Steak and Shake in Campbell closed recently.  It was open four months.  It was designated to be opened for far longer.  Its closure was sufficiently notable to not only be in the paper (that would be newspaper for you young ‘uns) but also be on the radio (that would be … um … radio for you young ‘uns).

We went to it.  I’m not remotely surprised it closed.  First, the location was terrible in that it was just East of the upscale-ish downtown.  Second, it was not Steak and Shake.  Well, it was not S&S a la Indianapolis’s S&S is.  One in Indy is a fast food place that’s slow, somewhere along the lines of being at a more focused Denny’s in terms of ambiance.  This S&S was pretentiousized for the hood.

Now, I don’t live in downtown Frisco or NYC or whatever, but we get plenty of pretension in the San Jose Bay Area.  Whole Paycheck is ubiquitous, et al.  Why have another burger chain that competes with Five Guys, The Counter, The Habit, Smashburger, or whatever?  It wasn’t trying to?  Well, then where is the audience?  Best milkshake I can recall, which, admittedly, is not something I think a ton about since it’s kind of effort to screw up a milkshake, I got at Fuddruckers of all places.  5-Way?  Well, sure, not a lot of places to get 5-Ways in the Silicon.  (That’s what all the kewl kids call this milieu, n’est-ce pas?)

Bad fits.

That’s a topic for today.

I’m going to talk about L5R.  At some point, I’ll switch to the LCG.  But, before I forget, I had some RPG thoughts.

Campaign Ideas:

Greek Mythology convention meets L5R.  Everyone has an ancestor from one of the 4e books because they hardly ever see play.  Rather than lose your ancestor over something black and white and rather arbitrary, you incur the ancestor’s displeasure for a time until you get your act together.  Great idea, people.  Make it so number one.

Welcome to the kuge, minorlings.  Widowed emperor decides he’s good to go without a word to say on marriage number two to some minor clan yumyum.  Guess how many PCs are not related to the minor empress?

Not Campaign Ideas:

One of the Friday night LCG players is someone who would much rather be playing the RPG.  Actually, that’s how I met him years ago.  He’s hot for getting into HoR4 or like anything else RPG related but especially L5R R&K.  So, we’ve been talking.

I mentioned Odyssey, TCGMGtCM, and how it related to my running stuff for him and the rest of our local RPG group that dispersed.  We talked about old campaigns.  We talked about how our interest in the LCG is strongly based on the world and not the game [foreshadowing alert, foreshadowing alert].

I may have problems with aspects of Rokugan, but it’s so, so easy to think about playing more L5R.  It’s so easy to think of campaign ideas.  I found my mod attempt for HoR3 that I ran a couple of times and got unenthused by due to my just not having the ability to polish efforts up to the level that makes them acceptable.  Well, also, staff consistently ignored me, so I stopped bothering trying to contact anyone.

It’s such a fleshed out *game* world.  Sure, if everyone knows some book/TV/movie series, you can grok possibilities, but, for us veteran Rokuganites, L5R is just so meaningful.  For instance, I was looking stuff up in Strongholds of the Empire.  I’m perfectly willing to read about towns and cities I don’t plan on using as settings.


Back to the topic of whether the game is any fun.  First, it is.  As long as you are winning.

My experience of going back to playing a two-player CCG  is utterly fascinating to all multi-celled organisms.  I get so much enjoyment out of multiplayer CCGs when the results are inconclusive.  It’s this bizarrely mundane feeling of liking doing better than my opponents in L5R, the LCG, that is palpable.

Or, maybe, it’s just that I hate playing Unicorn, and the fact that I often suck while playing them is incidental.  Except, I played at least one game of Unicorn where I was feasting on my opponent’s soul and it was tasty.

It is “funny” how switching to Crab is perpetually like “Huh, my cards do stuff.  They do good stuff.”

For the others, it also seems to be a game that is enjoyed when you are crushing throats and tearing off limbs.

I read forums.  Multiple forums, in fact.  No, I don’t read Discord.  Not a fan of the interface and I have better things to do, like read the newspaper.  Seems to be a certain level of disenchantment.

Then, I ‘fist with a L5R player, and he’s telling me his group is losing interest.

It’s this like really interestingly designed, very possibly well designed, game that is just so not as fun as we-folk want it to be.  I’m finding that I’m already reverting to my random-game-element meets minimum-threshold-of-viability tendencies with what interests me in L5R.  I’m struggling with the idea of trying to develop superior decks in what’s a very limited environment.  I’m more interested in happy, friendly Scorpion, Lion wall, Cautious Scout.dec, and/or whatever.

I thought of an idea umbrella for trying to put the casual back into causality.  League.  You must play a role that is not the official tournament role for your deck’s clan.  You may, of course, change decks, including changing clans.  Or, some variation thereof.

I played a game last night.  I played Crab, and I had fun.  My first turn Kaiu never left play, having Reprieve that also never left play.  I flopped three Iron Mines in the game, put another Reprieve in play that also never got used.  I Way of the Crabbed once.  Now, my opponent was playing Lion, so his military sucked, and he wasn’t running Feast or Famine, which I kept trying to play around.  Nor was he playing the required 3x Policy Debates.

See, forumites are bitching a bunch.  I think for good reason.  I don’t think it’s a particularly fun game to play, though it’s also not terrible.  The card pool sucks.  Oh, a lot of it doesn’t.  Provinces are mostly the problem.  That Unicorn have so many subpar or oddly narrow cards is kind of antifun.  That Voltroning is such a thing is problematic.  That Iron Mine got added to the mix, so that Crab Voltrons never die seems like poor development.

Part of the problem with the card pool is that it’s not a multiplayer game (yet).  In a multiplayer game, I’d be beastmastering and war dogging all over the place because it would be entertaining.  In a throatcutter game, you just do the same old, same old of top tier stuff, with the occasional Miya combo deck or try to do your own spin on Drop Bears, Switchycorn, or whatever.  With Wheel of Time, because so few people actually played, when you ran with an idea, you might have been like one of one posters.  With a game that’s actually kind of popular, just another clone deck with maybe a few cards changed.

If the card pool were bigger, then maybe there would be more interesting variation.  But, I don’t think the card pool needs to be bigger to have fun.  Just to have fun as a throatcutter game.

Would banning Policy Debate make me happier?  Um, no.  I don’t presently care about Policy Debate, except that I do think that the one area of the LCG that is just bad mechanics is dueling.  Dueling is hecka boring and full of NPEness.  Sure, it’s not a guarantee that everyone always chooses 1 in every single game.  It’s just a guarantee that I have so little interest in resolving duels that I’m okay with mentally seeing tables being flipped.

But, wait, that’s actually kind of like the RPG.  In that, duels aren’t guaranteed to go one direction, but the whole concept of resolving anything important with a subgame that’s grossly uneven so much of the time is not strong in the PPE side of the Force.

I played a game the week before where my opponent won when I broke his third province, as he went to 25 Honor.  If he doesn’t win, then, I break his stronghold as my first conflict the next round with my unstoppable Imperials and their Unicorn flunkies.  30 minute game.  Takeaway #1 – it was how CCGs should play in that it was close with decks doing different things and there was interaction.  Takeaway #2 – because I felt I did so little in the game, it felt rather unsatisfying even while I was playing, nevermind the end result.  Would I have enjoyed that game if he only got to 24 Honor and I shred his soul on the next round?  I don’t think so.  Would I have enjoyed that game if he got to 24, I went after his stronghold, he stops me from breaking with all sorts of cards getting played, he does something clever to get to 25 (instead of just declare an Air Ring conflict)?  Poss-i-bly …


We ‘fisted for the first time in months last Thursday.  The first game was terrible.  I spent a number of turns not being able to play a site, then had no characters to do anything when I got sites and a Test Subjects out.  The second game I won in a game where everyone was hanging around at four FSSs, and I used superleap cheese and recurring counterspells.  Because, who is the … Master?  Sho’nuff.  Check Youtube if this exceeds the vertical elevation of your brain.  Some parts are cringeworthy, but I really like that movie.

Third game went to third player.  My Salarymans kept killing unimportant things, and got killed when real characters showed up.

Given how prevalent superleap is and buffs are, I’m surprised Hand isn’t more popular.  Now, there is a weakness against site effects, evidenced by how I got stopped by a site effect in one bid for victory, but there are antisite plays to deal with that.  Character removal from events is countered by, uh, Hand counterspells.  Of course, 7 Masters exists for the classic players, and that’s another level of sleaze.

I enjoyed playing.  Shadowfist is usually fun.  Sure, it has some terrible design, pretty messed up card pool (especially if you play Modern), requires making extremely complicated decisions even if you don’t realize they are extremely complicated.  But, it’s not chess.  You do stuff and stuff happens.  You don’t wonder if you made a mistake putting two fate on some dude.  Now, normal ‘fist does have the problem that you may very well not be able to play anything, which is where it did an even worse job than Magic with forcing requirement cards to be in play to play the game.  But, you might be able to come back because it’s not a one v. one game.

Well, I may have forgotten a few other things that would have made my bad fits topic fit less badder.

Wait.  I had a topic?

Let’s see.  L5R LCG appeals to people who like theme, want to play game where they get to enjoy playing beastmasters.  Difficult and highly “mechanical” card game may be good for some, but it doesn’t end up being most goodest for others.

RPG is a decent fit for those of my ilk.  On the other hand, campaigns like our 20 Goblin Winter campaign were bad fits because we didn’t really get to enjoy anything about L5R while also being unclear on what we were supposed to be doing.  Second City sucked as a campaign; I would say part of that is that you remove the familiar world of Rokugan and fail to replace with something as rich or interesting because you just didn’t develop the Second setting.

Trying to take throatcutting seriously is a bad fit for me, while offgoofing is good fit.  It occurs to me that WoT was a case where I didn’t end up throatcutting that much, as most of my play was playtesting rather than striving for prizes.  So, I’ve never been a master throatcutter, with my two-player tournament wins usually being in sealed deck play, where I focus more on building better decks rather than tier 1 decks.  I’m the guy who played one copy of Necropotence in his Essence Drain deck, rather than the other way around, yet beat a Magic world champion in a sealed deck game with repeated use of Capsize and with a Rolling Thunder with zero cards in my library.

Doh!  That’s what I need to do to get my competitive fix on – only seriously compete in CCGs where sealed deck tournaments occur and have decent prizes.  Octa-libra!  That means I have to take up Magic, again …

Speaking of bad fits, the John Carter movie was a bad fit because it failed to explain why Jesus C-, um, JC is a fun dude to hang with or why sword and planet is a compelling genre or explain how you can do a 21st century movie with a bunch of races defined by their skin color.  Read the books.  Compared to a lot of other stuff, they are better.

Now, will the setting be a good fit for RPG play?  Will it be a good fit for people I play with?

Savage Thoughts

January 7, 2018

We played two mods of HoR4 yesterday, backfilling with the help of our allies in Fresno (well, Bill, who spent a whole day just GMing for us).  Prior to that, talked to some local L5R players about RPing.  I’ve had a number of thoughts run through my mind as I tried to think about what would end up in this post.

Get to talking about my HoR4 character last because I’m guessing that’s the least interesting thing I could talk about, but I may need to refer to our three-PC core group to hit on certain things … at any time.

Dungeon Crawling – Rokugani Style

This was a topic, as both mods were relatively dungeon crawlesque.  In my experience, doesn’t happen much.

Should it?

I don’t know.  I don’t mind the idea of being indoors as something is going on, but that in itself doesn’t make for a dungeon crawl experience.  A dungeon crawl is more of a room by room experience, which the second mod was in golden spades.  Room challenges, whether of the trap sort, the puzzle sort, or the monster sort.

I don’t hate traps.  I hate certain traps whether because they inflict some crippling condition randomly, fine red mist characters randomly, or just seem like anyone with any sense would bypass them effortlessly.  By sense, I mean adventurers.  Do people who have experience with quicksand ever end up in quicksand?  I don’t know.  If you see a gas or smell something funny, do you not:  hold your breath; cover your nose; retreat away from it?

Puzzles are not all that satisfying to me.  Either you gnome it or you dgnome’t.  When you dgnome’t, you roll some dice and either you succeed or you fail.  Or, you trial and error.  In pretty much every case, I don’t find it interesting challenge.  I do acquire puzzle books.  I find acrostics and cryptograms interesting, sudoku can be time filling, Scrabblegrams can be really good or really terrible.  But, these are solitary experiences where time is not really a concern and my personal welfare isn’t much at stake.  Then, for another take on puzzles – True Dungeon – I don’t normally feel anything about those, either.  I’m curious as to what the solutions are, but I don’t feel invested in finding them.

In RPG play, puzzles have often been incredibly tedious.  I appreciate some clever (rhyming) poetry, but that doesn’t mean I’m into the solving, as, again, tends to be too easy or too hard.  Plus, figuring things out as a group doesn’t hold much appeal to me.

An inherent issue with puzzles and, often, with traps is no choice.  See some blog post about how combat is such a compelling challenge because it offers, among other things, options.

Less plausible to me for L5R is having dungeon monsters.  Whether humans or not, in the normal theater of the mind play of L5R, you fight things because they are in the same vicinity as you, not because they are waiting for a door to open.  HoR2 did have a mod where you had dudes attack you as you progressed, but, still, it’s a completely different paradigm from the many D&D dungeons I’ve seen that expect you to rest for a while somewhere in the dungeon or just outside and keep incrementally progressing to the payoff.

Given that I find legal challenges tiresome in L5R as well as many similar social challenges, what challenges do I like in L5R?

One of the mods almost had something I would have really liked.  It was quite humorous to realize that our core group of two bushi and essentially a third bushi are really well advantage to pursue careers in opium harvesting.  Projects with multiple tasks where you check tasks off a list using obscure skills with possibly amusing trait combinations is generally favorable.  Harsh Lessons was great for that, though my players may have gotten tired of having to full attack bamboo.

I like combat, at times.  I tend to like more the fights where the party fights 2 or 3 big bads.  But, there have been bandit fights or zombie fights that I’ve enjoyed.  I just think it’s hard to structure combat challenges due to the randomness potential in damage output and the significance of good tactics versus poor tactics.  Yes, the more you learn of 4e (or prior editions), the more you can control for the party.  But, a few things are spanners in the works for such.  One, maybe the PCs you thought were going to show up for a session didn’t.  Two, PC combat prowess can change a lot with advancement and you may not have developed the calibration skills for such changes.

For example, PCs gain simple attacks.  You don’t upgrade your opposition, it gets ripped apart.  You give your opposition simple attacks and … so not good for PCs.  In the Princess Police campaign, when we were R-3 or R-4 or something, we fought like six Mantis bushi, six … R-3 … Mantis bushi.  Um, that’s like fighting six bears with better attack rolls.  If.  If the shugenja know what to do, then you may have an edge.

I like some social challenges, when the rolls work out or when you can try things that involve lesser used skills, like your perform skill(s) to help convince some cutie pie to go for someone.  I’m into clever ideas for social challenges, I’m not into clever arguments for social challenges – too much pressure on the spot.

I have had some good experiences with contests but also lots of not good experiences with contests as R&K is not a fantastic system for PvP or PCvNPC.  Curiously, duel tournaments actually seem to work better than a lot of contests, perhaps because more die rolls are involved.  But, contests with lots of die rolls become tedious, especially to people not involved or not competitive.  Races don’t often work, but sometimes they are fun.

Anyway, got off track.  Besides the dungeon crawl just to do something different, I don’t know that a dungeon crawl is going to be something I look at as all that for L5R or any sort of RPG that isn’t designed for dungeon crawls.  Just too narrowly focused on what’s sort of a weird paradigm.  On the other hand, True Dungeon is fine to me as a dungeon crawl with all of the aspects of self-contained challenges and managing resources across rooms, though I haven’t found the right balance with it, either – challenge balance that is.

L5R Combat

I really like 3e/3r/4e’s combat system.  I find that they have the right number of options and that they feel exciting much of the time (sure, there are grindfests that suck).  It occurred to me yesterday that I also just find L5R a really, really easy system to understand and play.

I’m pretty sure there are other people who don’t.  But, it’s just so intuitive and so … straightforward.  You aren’t burdened with tons of math [yeah, I said that … about R&K].  Should be easy to learn.  Don’t have to track too many abilities.  And, yet, somehow, other people struggle with the system(s).

I’m increasingly perplexed.  Sure, if you struggle with all systems.  If you struggle with systems beyond just “roll your attack roll”, I guess.  I just don’t see how playing L5R after a couple of fights or outside of combat resolution is anything but one of the more basic resolution systems.  Hero may be easy for people who understand maneuvers or when to recover REC or whatever, but I find its options far more intimidating, though I also haven’t played much Hero.  A lot of D&D style play just seems like you have no real choices as to what to do, though Conan could be the opposite when you had the Feats or when grappling reared its painful tentacles.

Now, good tactics is something more.  I often fail good tactics, as I’ve repeatedly mentioned, forgetting Center Stance, forgetting Knockdown (though it’s almost always a bad play for my low STR PCs), not playing shugenja hardly ever also probably means I would make poor spell choices when put on the spot.  How many raises to call is always a question, which is a facet of a deeper system than if raises didn’t exist.

So, with our three-men team of fighty sorts, we didn’t feel like our combat tactics were all that bad yesterday.  But, again, no gods in this party.  So, when we take wounds, we take them and dislike them.  We also are three fighty sorts with approximately to the absolute degree zero ranged attacks outside of funky stuff like the good ole wak throw.

Yup, like three PCs with REF 3 and not a single bow between us.  My Miya actually has Kyujutsu but doesn’t have access to a bow, which is kind of incredibly dumb and kind of incredibly distinctive.  How many games enforce social restrictions on equipment (though, this particular social restriction could be obviated if I tried)?

Team Opium Harvesters

Our team has mostly the same strengths and mostly the same weaknesses.  That is not what one might call … optimal.  We are all morons, for instance, which seems to actually matter in HoR4.  We have one perceiver, who has Void 2.  We have two-thirds Void 2 PCs.  Sure, we all Earth reasonably well.  I have a good attack roll.  Damage rolls are decent.  ATNs range from solid-high to pretty suck (same way I can get a yumi and ya, I could get light armor).

We aren’t amazing at social or perceiving.  We have zero Medicine.

What would be the fix?

Replace my PC, as mine is the least relevant in many ways no matter how much I just broke a mod with an awful school technique.  Replace with a god (shugenja) who does brains and brawny-Path-to-Inner-Peace.  My replace idea is half that, just being yet another moron.  Hiruma-san is the sponge and half-perceiver.  Yoritomo-san is the socialite and Void recoverer.  I become half-perceiver and …  Well, one of those two could have been the brains, as, after all, bushi are much better oriented to being brains than courtier/shugenja, as only bushi might care about Agility.  Everyone is a food taster.  I become the ranger with my mud build as I walk fast and carry a big Grasp of Earth’s Stagnation.  Any of us could grapple.  Any of us could murder.

As is, we have two demi-talkers, no brains, demi-ranger, all possible grapplers, all murderers to some degree, no chasm crosser (well, maybe I am), two shoppers (and an anti-shopper), and three possible food tasters.

I guess I need to add more roles to my list of L5R PC roles as one of our biggest problems is the lack of Healers, plus there’s an argument that Buffer is a fully real role, even if you are like a Void Shugenja who just buffs yourself – Improver may be a more appropriate name for the role, as a key aspect of playing to the dice system is figuring out ways to improve rolls.  On the other hand, if you think about it, we all have Luck and I have a solid Honor Roll, so we do have a fair amount of die results improving at hand, which is possibly the only way we got through either of those mods or any of the other mods that were challenging.

And, of course, I left off Sneak from the list.  But, my Miya has that covered and I think our party is actually reasonably sneaky, though the others being afflicted with armor impairs that.

Herald of Annihilation

Was so long between Gen Con and yesterday I didn’t remember much about choosing to serve Galactus/Onnotangu/whoever.  I’ll have to review my notes.

My experience with my character is that I’ve enjoyed what the character has done, I just don’t find much of interest in the character’s sheet.  Buys are slow and add little value.  Tons of weak areas.  The Showoff archetype is already a poor party member and we’ve only got three and are godless.

I have no goals (unless I check my notes and refresh some goal I may have had besides “they all need to burn”).  I didn’t even find horizontal dancing with a sailor to be as captivating as it may have been for another character.  I’m rich and find shopping rather dull.

I’m sitting on exactly the XP to make a critical mechanical buy for what my intent was and I’m torn.  I could brain up, though I wouldn’t have Sage.  I could, hmmm, almost every idea involved braining up.  I would probably enjoy having a reasonably sized brain.  It’s not even anathema to my concept.  If I had infinite XP, I would have an INT above 2.  I just don’t have that on my buy list until around the 212 XP mark.  Of course, being one with the soil isn’t absolutely essential.  It’s just that I defeat my own concept by not making the 20 XP buy I can make right now.  Small buys don’t change the character hardly at all – it’s all whether I go to three in a Ring or not.

Btw, if I did 3 a Ring, I’d get my next broken school technique.  Can’t wait until someone tries to influence me and I get to roll Etiquette with a +7 (currently) bonus.  That will be the ultiproof that the future has already happened.

A bigger brain is just so XP crippling, and it doesn’t really solve the healing problem given how crap Medicine is, though it would be funny to completely rethink the character and make that ultidoctor PC.  Aiya!  Is that what the omniverse is trying to tell me?  Can I actually … achieve … enjoyment … through the power of nuclear accident and become the biggest brain of them all?  Oh, except, problem with going brain surgeon path – I failed to take Great Potential Medicine, so I’m still horrid at actually restoring the beaten down bushi.

Still, it’s almost a half-baked idea.  One that can involve browning and braising.


My feeling about the campaign at this juncture?

Still have no idea what matters.  Have a hard time hooking a character into anything because there doesn’t feel like anything to engage with.

But, that’s not terribly different from HoR3.  What is different is that I haven’t really considered any mod so far a superior mod.  There are some decent ones.  But, two of the ones that come to mind as decent would have been largely forgotten in the other campaigns.  There are some ideas I see that try to be novel, but I’m just not feeling payoff to those.  Lack of meaningful NPCs, lack of the Ivory Kingdoms mattering at all (part of our discussion on the drive back was how the Ivinda lack any recognizable NPCs), lack of even such things as the Nightingales or getting a cert for encouraging a ronin.

Maybe it’s a meta thing, where it’s just become old hat.  Or, maybe it’s just the difference between HoR2 and 3/4, where people felt like something was going on early on in the campaign and people discussed it, and … and … it actually mattered what was going on not that far into the campaign!  Unlike HoR3, where the end is just a whipsaw of “um, sure, cool conspiracy, bro, I have, uh, demon cats to murder so I can awaken this sword, yeah”.

The Best of … 2014

December 31, 2017

Our annual exercise in calling out what was notable from three years prior.


[Classic] Yu-Gi-Oh! meets V:TES [10/19/2002]

I never got much response to this as an email or as a blog post.  Every time I read it I’m reminded that sometimes I entertain myself in profound ways.  Lot of times I only write somewhat along the lines of what I want to; this is a case of writing just the way I wanted to.  This and old tournament reports help justify the [Classic] posts.

Is it better to watch episodes of YGO! first or read this first?  Note that I don’t think you need to know anything about V:TES besides that it’s a card game for this to have some level of meaning.

Might, Right, Or Contrite

I don’t feel strongly about this post, but, given how popular my L5R mechanics posts are, this seems like one that the 4e players might want to take a look at if they haven’t.



Profound?  Not so much.  I didn’t analyze courtier schools as much as analyzed them for my own interests, which has little application to others.  However, I did settle on my two HoR4 possibilities being a Miya Herald and an Asako Loremaster, with the latter maybe being a better choice in hindsight and the former working adequately.

Finish Line

A callout because I don’t think this got a lot of attention, though I may have lost so much of my old V:TES audience that anything V:TES is not going to get as much attention.  While I didn’t aim for solutions to other people’s problems, I thought I did a good job of pointing out reasons card floppers seem to struggle building V:TES decks more than they do other CCG decks.

Btw, while I’m fine with V:TES continuing as was, if I were going to reboot it, card limits.  Card limits produce a far more digestible game.

Orccon 2014

I was really getting to like how California decided to play with each other.  The reason to highlight this post was not only because it was a last hurrah of sorts but because it’s good balance for me to point out when I suck, even when it doesn’t involve wandering around Berlin.


That I may read Xanth novels or watch Inuyasha or whatever may not be touchstoney enough for my audience, but one hopes the audience knows something about Sherlock Holmes.  I thought this did tie together something important about gaming with an important observation about more mainstream entertainment.


Review – Book of Water

It’s long, therefore it must be good.  Insert banal joke.  Why call this out and not Book of Fire review in the previous Best of …?  Well, I did kind of call out Book of Fire by not calling it out.  My frustration with the rather poor series got me motivated to explain why I thought early 4e supplements were superior supplements.

Eject The Tape

If you understand why this report of casual V:TES play is … important? … interesting? … entertaining?, then I think you get more value out of my blog.  If you think this was dumb, especially the play reporting, then I’m going to disappoint at times.  If I beat a zombie pony with certain comments in various posts, this sort of post cuts to the heart of the matter (in a far more subtle and therefore geniusy way).

Bushi Analysis – Extended

Is it heartening or disheartening that so much of what gets read in my blog are posts like these?  Did I ask this question before?  I used to have an audience for V:TES, and I get why that doesn’t seem to be as important because I don’t play as much and, thus, spend less time talking about the game and people I used to play with don’t and, maybe, there are fewer people playing in general.  I wonder what V:TES players do consume.  Regional forums?

Anyway, I rated stuff.  I’m not aware of anyone else rating this sort of stuff, therefore I win the blogosphere?  I could try to clickbait by putting this sentence in my preview – Kim K. or Haifa Wehbe hotter in her prime?  I’ve never used a picture of the former for a NPC, I did use the latter (also Adriana Lima in a very different campaign).  All I got was comments about how HW wasn’t what people thought of as a “girl next door”.

I haven’t really changed my opinions on how bushi rank.  Maybe I’d get more argument from folks if I posted on forums instead of in a place where I can control the message.

Generic Bushi School

Speaking of winning.  Look, everybody has bad ideas and a lot of people have good ideas.  I just happen to have good ideas that occasionally get shared (when I’m not sharing bad ideas).  And, no, I don’t think the R-5 technique is overpowered compared to other R-5 techniques in 4e.

Strong Sorrows?

I had a coworker note that I was dead inside (recently).  Is that better than being dead outside?  Seems like it.  I enjoyed putting together this post.  Again, I got really, really tired of doing the Zodiac posts back in the day.  I should have fun on rare occasions.  Harkening back to yesteryear pleasures me (well, when it’s about things like gaming).

That aside, what’s the importance of this post?  Look, I have done things others haven’t.  Sure, I’m not likely to be a Hatamoto in the L5R LCG and I was never a World Champion at any CCG I was ranked in the top 10 in the world for and I’ve never been credited with breaking a non-playtest play environment and I have lots of opinions on things I don’t know jack and diane about.  But, I’ve also taken a number of CCGs seriously.  There’s some probability I may know something rather than just blogging made up words.

On another note, I stopped reading Magic articles because they became hard to read.  Why do people do that?  I may not particularly want to play Magic, but I find Magic interesting.


HoR Strategy

Is HoR important to me?  Right this last day of 2017?  Today, no.  Yesterday, no.  Day before that, no.  Pretty much since Gen Con 2017 ended, no.  And, that’s become the norm.  This post addresses why it’s so easy to lose the plasma on HoR play.

That being said, I’ve gotten a lot out of HoR.  I really like 3e/3r/4e basic mechanics.  I’ve had some great play experiences.  I’ve met some people I really enjoy doing things with.  I played in an epic home game because of HoR.  So, at some point, I’ll look to ramp up, again.  We might be able to play some missed mods next weekend.  It’s just brutal how disengaged I become during the months when there isn’t anything going on.




BattleTech Scenario Building

I did post stuff in May and June, in case you want to relive more of my 2014.  This post has to be great … cuz I’ve seen it get some continuous reads in 2017.  BattleTech is such an interesting game in that it’s often awful to play yet is so evocative.  Well, it can be fun … and I tell you how.


Sure, my Gen Con 2014 post was long.  They usually are.




Ah, a rant about gear.  Or, is it?  Maybe I just feel like calling out one of the easiest to read pieces of Statesish, ever.

The Road To Mana

This has very little to do with gaming.  But, it hints at something that I’ll mention because I doubt other people would make the same connections.  I’m quite fortunate to be able to have a variety of first-world problems.  Gaming in the form I consume it is a first-world activity.  Gaming can be really easy.  Bust out Advanced Squad Leader and make up some homebrew rules for simultaneous turns and you are platinum.  But, sometimes, you can run into problems of people having other things they need to do besides play games, like raise children or work.  Here, my problem was that I was getting closer to living an adventure yet couldn’t make a connection to improving my gaming experiences, something so ridiculously first-worldy that I get … amused.  Now, that’s not all downside since I get to Beware of Invisible Cows, keep it real, et al.  This is not the post to get much out of, unless you want something from this blog besides gaming thoughts, like tourist suggestions on the Islands.

I do seem to have some portion of audience who finds travel log stuff more interesting.  Btw, would you be shocked to hear that my ideal lifestyle would be “travel the world and play games”?


Exploring Villainy

It has been said that actors prefer villains because those are meatier roles.  While this post isn’t likely to be helpful to others, it does clarify why I’m a villain vegan.

Lo, The Fun

Do you play CCGs?  Do you enjoy them?  Why are CCGs the best form of competitive gaming ever?  The Fun.

L5R Campaigns

I believe there’s plenty of room for other types of L5R campaigns.  Now, I don’t see the people I play with being into some of the types, but they exist.  Where this has maybe a touch more value than it seems is that it was before I started running LBS – Black Water Lake [sigh], and it helped inform things I tried in that campaign, a campaign I was actually more happy with than most.  I’m still into the idea of LBS as a setting (well, part of a setting) because it addresses some of the problems Rokugan has a setting.  (Topic for another time?)


Clan Cards – Camarilla

I do try to use my analytical awesomeosity to be helpful, even if nobody cares.  *weep*

Note that there are two other posts in this series, but I don’t feel energetic enough to link them.

RPG Fiction Guide

You know what else my two long-running campaigns had?  My writing fics for them.  It adds so much to the experience.  So much of game time is spent on combat, rolling dice outside of combat, arguing about what to do, arguing about treasure splits [not really but sadly this has actually happened], looking up rules, etc.

Well, that was a lot of posts.  As much as I feel like I’ve lost some of the magic early on with more profundity, I also can see where I can keep going far, far into the future.  As long as I throw numbers into more posts.

Weighing The Options

December 12, 2017

“After you push the door open, six goblins standing near a chest charge, roll initiative …”

“As you turn the corner, six orcs see you, scream something, and charge.  Roll initiative …”

I got to thinking about scale.  At a point in our Conan campaign, Brad and I talked about the point of playing higher level characters.  If all we were going to do was just face tougher enemies, why not just reboot the campaign and play at a more manageable level?

There’s a reason Gorgriffspidrascorps exist.  People crave variety.  Just increasing hit points, improving AC, increasing damage output is repetitive.  Different special abilities allow for playing essentially the same videogame over and over and still having a varied experience.

Then, I started thinking about several other things.

One, people may crave variety, but so, so many players crave doing the same sorts of things over and over as evidenced by how many players will play functionally similar or identical PCs.  I’m even prone to doing something along these lines in that my first two HoR PCs were the same character, at least up until the point where my second PC had some sort of personality and goals.  Gamehole Con wasn’t great, but it gave me important insight into which classes I enjoy and which I don’t in True Dungeon, while giving me more variety than what most seem interested in in terms of mechanical variance.

Two, I got to thinking about L5R in contrast to D&D style games.  It occurred to me that leveling up didn’t produce the same experience, that mechanics change as you rank up.  Combat goes from interesting at rank 1, rank 2ish in 4e to … vicious … above that.

Sure, it’s possible to adjust challenges to try to scale them, but offense so outstrips defense outside of certain spells that it’s a lot of effort to find the right numbers to make combat feel similar to lower levels.

Now, the D&D player, used to magical abilities and whatnot is going to bring up that “save or die”, et al, change the nature of combat.  Conan had a built in save or die mechanic, though that seems rather similar to just dealing enough damage with a bardiche to one shot some dude with 8hp, anyway.  If anything, Conan might have done a good job of maintaining the feel of low level combat.

Anyway, back to L5R.  Higher rank play does feel different.  The mechanics of brutality align(?) with the focus on culture to encourage less mechanical play.  What’s the most common challenge that is actually challenging in my experience?  Trying to prove someone did something wrong who has higher status than the party and/or trying to conduct an investigation with someone of higher status impeding it.

Do other sorts of games scale?  Putting aside dungeon crawl boardgames, obviously videogames scale – see Tetris.  But, do CCGs scale?  The players are generally better the larger the event, but the game itself isn’t providing greater challenges unless you make up your own in solitaire play.

Is there a reason to get (mechanically) stronger?

A challenge fight anime has is that the power jumps are so massive that you lose any sense of character abilities.  If you go by dubbed Dragonball Z comments, whatever the official stats may be, Super Saiyan Goku has a power level of one billion.  Compare that with the 180,000 that he reads at earlier in the same arc, nevermind what a wuss everyone is when Vegeta first arrives on Earth.  Bleach’s Ichigo’s fights become far less interesting because it’s just massive energy attack after massive energy attack.

Stronger has issues.  It’s prone to “fighting ogres instead of orcs”.  Now, more interesting applications of abilities is interesting in the moment, but how often do characters “forget” their own abilities because they need to be challenged in their stories?

Is higher level play more fun?  I certainly never found higher rank play more fun in L5R, though I got into a discussion with one HoR player who said that higher rank play was what appealed to her.

From a mechanical perspective, I have the sense that when we were in the 8th level range in Conan, we had the best adventures, but was that because of the level or some other factor?  Low level felt too much like you lacked a variety of abilities or anything that distinguished you from another bardiche wielder.  High level was prone to ability paralysis by analysis because of more Feats.

Because this topic isn’t well rooted in my mindspace, I’m going to just keep bouncing around.  L5R combat – is it memorable to me?  I remember fights, but do I remember them because of what I did or because of how they fit in the narrative.  I generally believe the latter.  Sure, the time I did more than 100 wounds in one round using a war fan against oni was memorable from a mechanical standpoint, but that’s because it should be.  I don’t remember much in terms of how many enemies I slew or how much damage I generated in most L5R play.  Kidai finished off a variety of things because he often guarded for a while until there was a reason to finish something off.  But, that’s a general style of combat and not a measure of growing stronger.  If anything, Kidai got weaker over time relative to the rest of the party and the challenges they faced because I didn’t create an advanced school that let me do two attacks a round with a yumi.

The point, perhaps, of this post is that powering up doesn’t seem to have a lot of payoff.  Whether you just up the numbers for everything or just have sillier and sillier monsters to fight, the payoff of a good story so far outweighs the payoff of being more badass.

With Kidai, gaining 5 ranks of status was far less interesting than hanging out with a widow.  With the vaguely courtierish Jun, losing a rank of status to run off to Unicorn Lands was far more interesting than having two oni consider him the greatest threat in a party with rank 4/5/6 bushi and shugenja.  Ty captured some magic with a Shot In The Dark, while rarely having much murder-impact, except that one time the priest was behind a bunch of followers and really needed to fail a massive damage save.

I think this is where D&D style modules often lose me – the focus is on mechanical challenge.  I like the ones the most that have a town of NPCs.  I want to harp on this.  Even Stormbringer adventures felt more like there was something going on rather than a series of “rooms”.  L5R modules/adventures are much more about the plot than they are the mechanical challenges … in general.  (OTOH, I have gotten into the problem of mechanics not really mattering, and I’m sure I’ll go into it again.)

Is it optimal to just hover around low levels all of the time?  In L5R 3e/3r, I’d say absolutely.  But, I can see a progression in other games.  I just don’t see the progression in combat effectiveness mattering a whole lot.  Far more important for Jun to pick up two ranks of Cooking and two ranks of Shogi than in “If I activate this kata and spend a VP, then spend a VP on my attack in the full attack stance, then Honor Roll after I call 11 raises and fail, I should be attacking at 10k10+42 with 5 free raises on damage …”

Unlocking abilities is a thing.  Vampire has the huge problem that the most interesting abilities are insanely expensive, though it’s hardly the only game inflicted with such progressions.  It’s obvious my lack of experience actually playing campaign Champions, as you can always come up with the weirdest abilities right off the bat if you want, though PC progression does seem to tend towards expanding skills since they are so expensive and don’t tend to increase your 8d6 EB’s effectiveness.

To avoid the L5R well and to give some love to Conan play, I did a lot of things with Ty to try to broaden his abilities rather than just hack … and slash … better.  I felt like it had payoff, though I would have preferred not falling further and further behind on the kill-ometer by not just focusing on high yield abilities.

Anyway, does any of this matter?  I have my doubts.  The powergamers and buttkickers enjoy powering up, and I often play with their kind.  I’m certainly pro “spend XP to gain XYZ” and not opposed to “I’ll take this Feat at this level”.

A-Void-ing Mistakes

September 16, 2017

Having a conversation at moment in comments section of last post on new Void shugenja build.  Thought we’d turn this into a post because there are some general character build comments I could make.

My first thought was that it would be hard to cripple yourself out of the gate since L5R has relatively few different buys and it’s not structured like a lot of games are structured (WoD, Shadowrun, Fading Suns, Mechwarrior, etc.) where initial buys are very different from advancement buys.  Think of how much you could [not] cripple yourself building a Champions character where everything is identical at starting and through advancement and … further realize Champions characters have radiation accidents where PCs get totally rebuilt to fix any pointless [ha] buys (COM 36 was more than sufficient, Mister COM 55; Power Defense when no one ever hits you with Power Attacks), while you are probably stuck with whatever advantages you overspent on in L5R.

My biggest mistake PC was a character who didn’t just plan for the future but that way overspent on non-Trait stuff early on where the present was significantly impacted, so I am concerned when the inclination is to overbuy on vants, ancestors, et al.

While I rate Luck as the best buy in the game and rate Wealthy as an amazing buy, I do want to clear up a bit that I’m not necessarily advocating Luck, for example, as the end all and be all of character creation.

My biggest mistake may have been a PC who wouldn’t make sense until 150xp into the campaign, but I find that I have a general tendency to prefer playing PCs who are who they are out of the gate.

Sure, my Isawa Mirumoto Bushi sailor was useless with an Agility of 2 and kind of an actual character with Agility 3 and two ranks of Kenjutsu.  But, the character was defined immediately by being a massive damage sponge to distract enemies long enough for others to eviscerate them.

Okay, enough about me.

JJ’s PC with Ishiken-do, Luck, Crafty, Great Destiny, Sage, and Benten’s Blessing concerns me as putting too much into situational payoffs and not enough into consistency.

Ishiken-do is required.  I would put Sage into required as well because the concept sounds like a Void/Air/Fire doer who won’t be a moron.  Only reason not to do Sage is because of thematic fail.

I would not bother with Crafty, as there are only five skills listed as low skills and I could imagine not needing Forgery nor Intimidation (any time soon, at least).  So, could have just taken one rank in the other three and be on the path to going above one rank as “needed” and spent the same number of points.  I would be unlikely to even spend those three points, taking probably one rank in Stealth and Temptation and buying Sleight later or maybe not even the first two if really pressed for points.

The ability to pump all Void into a roll along with the ability to recycle VPs means Luck is less crucial for the all important rolls that occur.  However, it depends upon how many other shugenja there are in the party.  The more other shugenja, the less crucial any one spell is, so the need to Luck a spell varies.

Great Destiny is something I often forget about because living campaigns don’t allow it.  I have a campaign idea that moves Great Destiny and Dark Fate into general rules rather than specific character features, but that’s neither here nor there for you all.  It does amuse me to try to figure out a thematic justification for Great Destiny rather than the mechanical view of “I don’t want to die right away”.

Sounds like the PC is a/the face of the party, so I get Benten’s Blessing.  Besides helps with personal … um … pursuits.

Ishiken-do, Sage.  then, I would rate the importance of the rest as Benten’s Blessing followed by maybe one rank of Luck followed by Great Destiny followed by second rank of Luck.  But, it’s not my character.  If inspired by the possibilities of Great Destiny, sure, go for it.

Just to move on, let’s say 16xp are put into advantages.  I don’t like assuming 10 points of disads, but, if you start with 40, kind of hard not to max out.  If there are 34 points left over, figure 12 for a trait, 18 for Void 3, 3 points in skills, and 1 in innating a spell.  Things get rough if more than 16xp go into advantages.

Spellcasting.  A R-1 spell needs a TN of 10.  3k2 can do 10.  However, a few things.  One, Path to Inner Peace is not really a 10.  Raise happy spells are not really 10’s.  May want to cast a R-2 spell in one round at TN20.  Some thought should be put into what spells need to be castable as a starting character.  Because most people want their characters to be functional, I would imagine this character would be Air 3, Void 3 out of the gate with a plan to get to Fire 3.

ATN.  With Reflexes 3, Air 3 in shugenja stance, minimum ATN of 23.  Probably want one rank in Defense just to move to 24.  Someday, really like Defense 5, but that’s so far away and combat doesn’t seem like a focus for the campaign.

Disads are another way to cripple oneself.  Overconfident, probably not a great idea for this PC (I’d argue a terrible idea for every PC, but whatever).  Weakness: Strength could be cheesemeisterishness or maybe the GM makes it actually hurt.  But, it’s unlikely to an “OMG, you killed my 40 point character” choice like some disads should be.  More than anything else, because disads often don’t have consistent mechanics like other things do, I’d work with the GM to have them be reasonable and more interesting than how many points they give you.

Now, what about advancement?  There are important considerations besides whether you get to take advantages after character creation.  As I blogged about before, rate of advancement changes things dramatically.  Do you really care how inept you are at 40, if you are at 60 after a couple of sessions?  You probably care whether you have another trait at 3 if you play like once a month and gain 2xp per session.

For this character, what’s essential?  Sounds like social ability, Acting, fixer abilities.

Plan would seem to be Awareness 4, multiple ranks in a variety of Awareness skills, Agility 3 for Stealth, with Void 4 at some point.  Seems like can mostly dump entirely on Earth and Water, eventually getting to Earth-3 only if the campaign proves more dangerous than expected.  While PER 2 is unhappinesses, have to not be good at something.  The single greatest problem with dumping on Water is that it makes Water spells rather terrible.

Fill out skills to support “Acting”, like Craft: Cooking Pot.  Commerce is an obvious skill to enhance disguises.

I don’t know if I got the idea of a ningenja, er, shuninja right or not.  Also, what is the rest of the party like?  Is there a lot of overlap in abilities?  Who are going to be the perceivers in a campaign that seems to badly need perceivers?  Is this PC a demibrain, the brain?  What sort of non-mechanical considerations are relevant, like clan interactions?  This sounds like a low Glory character, which probably doesn’t matter one way or the other, but what about Status?  How will the party interact with NPCs of different status?

As for spell selection, here are some ideas, including some I don’t normally see:

By the light of the Moon
Cloak of Night
Legacy of Kaze-no-Kami
Nature’s Touch
Token of Memory
Way of Deception
Benten’s Touch
The Kami’s Whisper
Secrets on the Wind

Fires of Purity

Path to Inner Peace
Reversal of Fortunes

Boundless Sight
Drawing the Void
See Through Lies
Sense Void
Touch the Emptiness
Altering the Course
Drink of Your Essence
Reach Through the Void

What’s interesting to me is that being ninjaesque means making use of some spells that I’ve never seen cast.  Still, limited options means most of these will never get chosen.  Some of these, mostly Air require being clever, too, which can be a burden.  Would be nice to be able to play a shugenja who does weird stuff rather than one who has to constantly save the party from TPKs.


Gen Con 2017 – The $8 Story

August 21, 2017

I am a Gen Con expert.  A limited one, of course.  I know RPGs and only a bit else gamingwise.  I don’t know a lot of food options that aren’t likely to interest me and a few that might.  I don’t know every ballroom name in every hotel and where they are in relation to each other.  I know nothing about industry events, parties, concerts, etc.  I know nothing about family events or the con puzzles, and I avoid the exhibit hall as much as possible.

But, I have had many years of incredibly smooth logistics because I knew precisely what I needed to do to fit my needs.

This year wasn’t smooth.  It certainly wasn’t efficient.  It wasn’t a cluster by any stretch, but it was a learning experience.

The single thing that had the biggest impact was True Dungeon, where it affected in many ways.  Rather than list those ways now, I’ll just move forward with something of a timeline.


Every travel day is a hassle.  In order to get our 6AMish flights, we do things like get up at 3AM and finish packing.  Already the sleep deprivation has begun.  When the four of us congregated, it turned out we planned on checking two suitcases.  Four of us, to Gen Con, flying Southwest(!!), checking two suitcases.  That was not remotely my understanding and it added unnecessary stress.  We had to move stuff around from a suitcase to carry on bags.  My carry on was already heavy due to Magic decks I never used (I think I just give up on the idea of playing Type P in airports or in the nonexistent deadtime because it’s just not a high priority, anymore) and TD tokens.

Tokens are heavy.  My suitcase was already around 46 pounds, though it had a good amount of space.

Flights were fine.  Lyft was fine to hotel.  Check in was fine.  Some tickets were will call, so we went to dinner first.  Dinner was fine.  I had trades or buys to complete for TD tokens that complicated the night.  Two of us waited around until after the Golden Ticket runs and it was rather tedious and inefficient.  We didn’t have all of the builds ready or tokens sleeved or whatever for …


8:26AM Dancing Combat

Our first game was TD, and it was the first combat run outside of the Golden Ticket runs.  I’m going to avoid as much as possible spoilers for rooms as I expect many of the same elements to exist at Gamehole Con and next year’s cons prior to Gen Con.

We broke four things in the first room.  We were not remotely close to figuring out the solution.

I suppose I should back up a little bit and, rather than wait until it was more noticeable, get this out of the way.  Having a collection means far more logistical concerns than not having one.  We were the only players with Charms of Avarice on three of our runs and I can only think of one other 5th level character on any of the four TD runs, though two players on the last run could have been, I’m sure, if they were playing at full strength.

So, I was much more stressed as I was worrying about:  do we have 5th level cards; what difficulty are we playing; does one of our group need tokens, maybe ones I just picked up the night before; does my app build match my album build; will the party card accurately show how many treasure pulls we get.

Learning experience.  I understood conceptually why people liked buying out runs and arranging parties ahead of time.  I now see how much practical impact it has, as it’s a huge pain in the back, shoulders, and calves to carry around a bunch of unnecessary tokens.  I’m thinking I go with a general build that applies to any class and switch out maybe a dozen tokens to cover class differences.

Second room, fight.  We got nowhere.  Eric was planned for bard but ended up ranger because the one other player with significant experience was playing bard.  I gave him a build with like a +16 to hit.  We were playing normal (we played normal in all four TD and in True Grind).  He missed every(?) time.  We think his melee stats were being used rather than ranged stats.  But, talking to an admin Saturday night and reading the forums, also believe the fights were just way too hard, at least early on.

I was telling my mother(!) today that the correct way to lead off TD runs is with a not difficult puzzle, followed by an easy combat, at least if you are running normal.  TD can be really hard for new players.  TD often involves groups who don’t know each other.  Give the party time to coalesce.  Give them time to adjust to what they suck at, like wasting time during combats.  Not only is it more fair to ramp up challenges as teams get into grooves, my personal feeling is that I enjoy runs far more where we are successful early and failing late rather than failing early and successful late.  TD has a ton of casual players at Gen Con, want players to feel good about spending $62 per run.

Third room, I mentally gave up immediately.  They made this easier later in the con, too.  Fourth room, fight with lockdown effects, i.e. spellcasters could not cast spells until something happened.  I’ll rant more about this later.  I could not believe how much damage was required to take out the enemy given we were playing normal.

Four rooms, four failures.  Fifth room, success.  Sixth room, is success even a thing?  Kind of a scenery room.  It was cool to look at but frustrating to play.  Last room, another fight where we accomplished nothing, as I was locked down the whole fight and couldn’t finally unleash my way OP build for normal difficulty.  Everyone did survive, which was something I guess, but it came across as a frustrating run.  I think I dropped below 60 hit points, which never happened on the three other runs.

Our OP builds didn’t really help.  I felt afterwards like I had to deal even more damage to make sure the group could get through fights, though this thinking is probably not the correct path.  If the fight is unfair, let it be unfair on the GM’s side.  Don’t make things even more unbalanced by being able to nuke any encounter at any time, as that just increases the perception problem.

We took treasure chips and went our various ways.  Eric H wasn’t going to do True Grind, so he got the privilege of standing 2.5 hours in line to get L5R LCG cards so that I could play Sunday’s tournament.

I had more transactions to do.  Here’s something I found really annoying – there was awful direction as to where things were.  I ended up in the wrong training room for the run because we didn’t go as a group (too long putting party cards together on three(?) of our runs).  I didn’t know where the dealers were as I didn’t realize there was other stuff inside.  I found out later where the transmute room was by accident since I was looking for the Grind room, that I didn’t realize was the left entrance rather than the right entrance.  Just awful guidance, where there was no specific information booth.

True Grind (Noon)

I try to get ahold of our True Grind patrons, as we were three replacements for their team.  I fail electronically but, fortunately, I run across one of their team hovering near TG and we figure out where we need to go.  Eventually, everyone is in the right place and Andy has no idea what tokens I forced on him because I didn’t think to print out our builds and nobody wrote anything down the night before when I had them pulled up on the screen.

We decide on normal but hardcore would have totally worked.  This group was really good at such things as sliding!  They pumped out tons of damage to where I could hold back on spells.  We cut a deal against one “room”.  The paladin and I were taken out for a while in room seven, to where my coming back led to a great storm of lightning.

At no time did I feel bad about throwing out 30+ point magic missiles.  Hail power!  I was the only one who took much damage, almost all of which was self-inflicted through Mad Evoker’s Charm.  Got to the point where nobody wanted to heal me until I had taken 42 or more damage just so someone could heal me for 42 damage.  I often spent time down around 24 points, leaving me at 57.  Dave got to successfully hit things with his +14 to hit fighter, dealing 30 points of damage at times, just like … not … when he played/plays cleric.

The best part of this may have been that Eric C was a room GM.  We hadn’t seen each other in years and we chatted a lot while the event was taking place.  I enjoyed my punishment for not metagaming harder.  The group was fun, sociable.  Thank Alek, et al, for giving us the opportunity.  The only thing I would have preferred is that there be more Fae to make more current year tokens relevant.

HoR (Thursday 2PM)

Start the other half of the con.  We get seated with John D as our GM for One Moment, One Encounter.  It goes well.  It’s a far better intro mod than any mod before it to Balishnimpur.  It runs well, with the main drawback being travel guide stuff that I already knew.  I really don’t remember a whole lot about the plot.

HoR (Thursday 7PM)

Can’t get into 5 or 8, so I try to get a table together for 9 or 12.  It’s just me, as Andy and Eric are at the concert and Dave isn’t doing HoR until Friday night.  I get into 9, Essence of Fire, with a GM coming in very late.  What proceeds is an incredibly tedious experience of dwelling on minutiae.  We aren’t into the plot until hours into the session.  I understand that some people want to experience their characters, again, a reason to play online when you aren’t sitting at a table and knowing how much of other people’s time you are wasting.

We finally get into plot, figure out what needs doing.  I have to run but get some rolls in to help the ritual.  Miss post ritual stuff completely.  I specifically wanted open library before late night TD runs to get short mods done early.  This was a fail, but I brought it on myself.

Find out the next day we were especially successful and I got a powerful sounding cert.  I actually want to run this mod as it seems like it could be enjoyable mechanically.

True Dungeon Moongate Combat (11PM)

I screwed up.  When TD was dropped from Sunday, I was annoyed because it meant having to play around my usual RPG schedule.  I worked out a way to have my triple steakburger and eat it too by scheduling late night TD sessions after my usual stuff.  Then, the reality of what this meant kicked in.

Thursday was harsh.  Thursday was brutal.  This schedule only contributed to Andy’s sickness problem.  We cannot do a schedule like this again.  What we talked about on the flight back was consolidating two TD runs into a single RPG slot.  Hopefully, Sunday TD is brought back.

This group was great.  We talked about stuff.  Came really close to playing hardcore.

I so vastly preferred this dungeon to Dancing.  Yes, everyone loves the first room.  But, I just found these rooms mechanically to be so much more pleasant, though maybe being successful at things helped.  The first room was beautiful in a few ways, but I just really enjoyed having a room with light.  It gets old constantly flashing your light around to see things.

Second room was what you want – low effort combat.  Surprisingly easy puzzle, though I now get that it’s only supereasy on normal.  Fight that didn’t seem hard as I mostly ignored it and we were fine.  Another fight that we succeeded at without being clever.  Fight that was awkward, as some TD fights get, and not remotely interesting to me where I still didn’t have to do a whole lot.  Final room puzzle that is fine but we didn’t figure out the second part at all, though there was an accident at the end that gave away what we were supposed to do.

Dave and Eric were playing RoSP classes because they were out of 5th level cleric and bard.  Neither took particular advantage of them.  Eric was an ill prepared troubadour.



HoR CIT12 (Friday 9AM)

We have limited options as we wanted Dave to not play a court mod, and we weren’t missing much, so we did open library.  It went well, it went efficient.  I failed to convince an Owl Clanner who is into Imperial relations with my Imperial which I found interesting for my character.  I discovered my campaign hook in this mod.  I am the Miya of balance, in that complete obliteration, annihilation, and devastation must be rained down upon my enemies.  Will I live up to the moniker of Herald of Destruction?  Time will tell.  Yup, court mods.

Eric also got some character development.  The Flower Champion may have gotten bigger things to worry about after later events, but this is why you go to Gen Con.  Sure, he could have made rolls anywhere, but there are more opportunities to gain character hooks because you aren’t just playing with the same old, same old.

This ran so smoothly, we had time to go back to the room and nap.  Yeah, not a good sign.

ODAM (Friday 2PM)

My only non-HoR/non-True event (foreshadowing).  Of Dreams and Magic.  Sweet.  I get to play a self-help guru, that I attempt to roleplay, sweet.  We take forever to get things done and I have to leave before the game is over to make 7PM HoR even though I know it’s going to start late.  Tiresome.

I almost played the entire session without doing anything magical.

So, here’s something I intellectually know and try to incorporate into games I run.  If you have characters with cool powers, they must use those cool powers and they should use them as fast as possible in games.  Do you know why I loved Immortal: The Invisible War?  It wasn’t the incomprehensible and unplayable RAW.  It was Ran Ackels running my first couple of games and “just roll a die” and awesome special effects explanations of your powers.

Plus, this game was in the JW.  JW is a nice environment, but, as I say every year, it’s a pain to have games in it as it’s a far cry from everything else most of the time that matters to me.

HoR CIT14 (Friday 7PM)

Let’s get ready to rumble in the jungle.  Dave had already decided to play a combat character.  He strides boldly forth and is not punished for it.  Actually, he reminded me of my Daigotsu Bushi.  We learn the true power of the Tortoise.  We get a nice fast game in so that we can wander over to TD.  Solid action where I fail to hit calling 5 raises for extra attack.

TD Dancing Puzzle (Friday 11:03PM)

Solid group, again fun to interact with.  You could tell Andy was struggling with illness.  We were way OP for the one fight that mattered.  I was almost nonexistent on this run, even though we had failed two of the puzzles before.  This group got the workshop.  Got the forge.  Got path at last moment, where I mostly talked to the priest.  Last puzzle looked nice but so not my thing and we weren’t coordinated enough to make anything happen.  The only death.

Talked some more after the run.  Fun stuff.  I did some treasure pulls, got a bunch of junk, gave away a rare.  One of the two late night groups, I don’t remember which one at this time, I lent a Defender Helm to.  I should have just sold it for a $1, as it’s completely extra to us.


Battle Interactive (8AM!)

Couldn’t miss this, even though I was getting sick and Andy was hurting.

The Flower Champion wilted and didn’t run with our assault team.  Andy and I found other Crab and the glorious killing machine that is Kasuga Ieyasu.  We almost had a Lion commander, but he moved to an extra table, so here’s the lineup for our assault table.

Hida Bushi, Hiruma Scout, Kuni Shugenja, Kuni Witchhunter(!!), Kasuga Smuggler(!!), Miya Herald …

I was living the dream.  The dream of evisceration.  I asked about a bow or armor.  Nope.  Miya Herald with a daisho and no ranged or armor.  Living the dream.

We start tier 2.  We have to keep up with Matsu Berserkers.  We kind of understand what that means.  We hack and slash.  I quickly realize the Smuggler build is essentially my build only further down the path of eradication, plus better in pretty much every other way.

We do reasonably well.  I make a mistake of spending a VP on ATN on round one only to have it end up mattering.  I’m out of VPs around round 3 of this combat.  Kuni Shugenja Medicines me after fight to full heal.  We had really good rolls early.

Tier 2.  We have to clear a building of archers.  Since the door is barricaded, I do the obvious and go to climb to the second story window.  I take 32 wounds, pull myself into the room, and face 12 enemies.  I’m thinking “it’s a good thing I can free action draw my sword”.  The rest of the team follows me, the Miya Herald, into the boss room.  The GM thinks we are nuts.  I think it’s dumb to have a barricade that a tetsubo can effortlessly break down and be punished for trying to do something interesting.

We get wrecked.  I’m about to go full defense when the GM has me notice the fight next door.  I pick up a spear, hurl it through the window and get +1 Devotion to my Matsu gunso ally.  With empty hands, I get reduced to down.  Only Andy’s tank is not ravaged.  The first level enemies are coming up and the Kasuga barricades the path!  The Kuni summons oil!!  The enemies get owned in a contested strength roll.  While Down, the GM lets me cast the best spell in the game:  DIPLOMACY, which summons a higher rank Matsu Berserker from improbablewhere.

By the way, the whole time we were fighting, I was exclaiming “COURTIERS” and “DIPLOMACY” as we cut down warriors and peasants.  Living the dream.

I get healed for a ton and we finally decide to swap with someone in the reserves and go tier 1.  We should have gone higher tier as our new shugenja healed us a ton and dropped Fires of Purity left and right.

The Maharajah’s Banner.  We took one of them.  Andy kicked fiery kicks of death while holding it.  I kept trying calling 5 raises for extra attack and … finally! … got off multiple attacks.  I came up one short one time, three short another, both times rolling 10 dice and having none explode.

While the last round was beneath us and the second round was poor play, this was a vastly better battle interactive to most of the HoR3 ones.  I felt like something was happening even though I probably did more interesting things in the early HoR3 BIs and the enemies were rather dull in our fights.  We could have faced cultists, which would have been different.

I just need to up my power so that I can be like my hero, Kasuga Ieyasu, then we start tier 3ing stuff.

Andy was at my table and got the banner.  Eric got his character defining moment of totally stealing from the Scorpion.  He wanted to wuss out on the political interactive, figuring the Scorpion would just kill him at their court, but I kept trying to get through that that’s not how it works.  Killing isn’t punishment in L5R.

Political Interactive (3PM)

And, so I switch to a political character, the natural switch from Miya Herald to Kuni Shugenja.  Team Crab!

I won’t get too much into clan politics.  I tried to focus on those groups the clan didn’t seem to care much about – Imperials, minors, Owl.  I felt like I did something.  It was interesting to see the real power brokers negotiate.  The Lion declaring war on the Crab was hilarious.  The insults to the Crane were hilarious.

I accomplished nothing.  I have no reward for taking a social character into a social setting.  But, I enjoyed myself.  Didn’t get burned out after an hour as I usually do at political interactives.  Eric got to lie to the Scorpion Champion, so he’s loving being the only Mantis left who is “when you come at the Flower Champion, you best not miss”.

Andy could not do another TD run.

TD Moongate Puzzle (10:01PM)

We had agreed beforehand that if we did normal, we would do 5th level sealed greedy, i.e. use only our 10 packs with +1 level and treasure enhancers.  This was not a boon.  Dave had to run to refund Andy’s ticket.  I still had my entire binder collection in case we weren’t doing normal.  Eric had Andy’s token wooden chest, with a padlock we couldn’t open.

We ran with someone who knew the dungeon well.  I was very much into observer mode on the run.  We didn’t succeed at everything, but it felt like it wasn’t really necessary to do so.  The two new rooms were good and not so good.  I liked the flower room because it looked nice and it was different.  I can distinguish that smells are different, but I don’t distinguish what smells are.  I just can’t articulate what I know.  The dark room was just really boring to me.

We just missed treasure pulls up front, which irritated me as I need at least one bag to not have to do tedious stuff.

We got back to the room and I started in on thoughts on TD.


Collectively, we gave up on the one commitment of the day.

I was signed up for the L5R LCG tournament.  I had lost interest during the con pretty quick.  Andy had interest.  Eric got product so that one of us could actually play.  We couldn’t even generate the effort to return the seemingly highly prized $8 ticket given how out of it we were Sunday morning.  Plus, we had to check out (this is one reason I like returning Mondays).

In the past, I got pissed off by forgetting to return generics, which is why I never buy them.  I plan my schedule meticulously and force myself to do everything I sign up for.  It usually works quite well logistically.

I want to hold on to this $8 ticket to remind myself of something.  First of all, I’m not a poor gamer.  Nobody who can afford TD ultrarare builds is.  The money lost was trivial compared to the physical trials I put us through.  Second, it was a lesson in greediness.  TD is very prone to greediness which I’ll go into more in a bit.  I was greedy to play not only a normal schedule of 3/3/3/Sunday event but to add two more events on top of that.  To some extent, I just overlooked how important not only 2 hours is but that a lot of HoR play ends early and it’s far more than 2 hours saved by not running from HoR to TD late at night and that Lucas Oil is a huge drag to run over to.

Btw, if we hadn’t stayed at the Hyatt, this con would have been that much more brutal, as HoR, at least, was convenient.

I so hope TD returns to Sundays.  If it doesn’t, we have a thought on how to do GC next year, but it’s not great and highly dependent upon getting into precisely the TD/TG slots we want.

One of us could have played in a premier event at Gen Con.  We slept or lay in bed thinking about how time was passing and didn’t care.

The lesson wasn’t just that I overdid it, that I didn’t prepare enough, that we didn’t prepare enough.  It’s that I got complacent.  I am so used to having my Gen Con be molded to my interests that it’s easy, only being fraught with peril because I’m a worrywart.  TD at this level rocked my easy – 10 RPG plus something else with triple steakburger every morning at 7AM, 7:30AM, or 8AM and again later in the day between clearly defined RPG slots – world.

Went to the exhibit hall for a bit but didn’t care.  Watched L5R demos and was shocked at how slow they were.  Missed out on swag that could have been gotten Thursday if I had thought through how things were going to go.

True Takeaways

We played with PUGs (pick up groups).  We were grossly OP for normal play.  I got down to like 68 hit points in one run and only took damage in another run from the final room.  I have huge concerns about making a run fun for groups without ultrarare level collections.

My plan is to redo all of my normal builds to focus on saves and to run not so great weapons on normal runs.  No more +2 Keen Slayer on normal, it’s just dumb.  No +3 Deathcleaver, not that I ever gave that out, but, maybe, no +2 Slayer.  No 30+ STR builds.  Sure, I’ll run Mad Evoker’s Charm, but I just won’t use it as I think I used it like once in four True Dungeon runs and not every single spell on Grind.

I may have to break down and go with builds with hit points under 60.  Sigh.

Not only was I unhappy with our builds, I was unhappy with our presentation.  Sure, you can let people know that you know the puzzles or that your builds are stronger.  Don’t make a big deal out of it.  Downplay everything.  Last year, we played with someone who knew stuff and it worked well, but, then, I prefer observing people play rather than doing hardly anything myself, so I don’t care about being challenged.

My biggest failing was more subtle.  I cast very few spells to let others murder stuff.  I didn’t give away puzzles, though in many cases we didn’t know the answers.  But, I just didn’t participate much.  I tried talking to NPCs to pass the time and to be into the events, as I can embrace the role-playing aspects of playing more (not that embracing is anything the NPCs would go for).  But, I think I overdid it and may have come across like “I’m so powerful I don’t need to do anything”, which isn’t contributing to other people’s fun.


Silence is moronic.  All the rage at Gen Con HoR was throatpunching.  Throatpunching is moronic.  Do not prevent people from being able to do the one thing they care about doing.  For HoR, give a TN penalty to spellcasting non-innated spells or something.  In TD, just get rid of silence on normal difficulty.  Screw over people on hardcore and, especially, nightmare as much as you want, but let the newb or the casual player who plays once a year actually get to participate in what’s going on.  Combat matters in TD or the token economy wouldn’t exist (or would look incredibly different).  Let people do their 6 damage or their 11 damage.  I’ll accept being locked out of Lightning Storm with Mad Evoker’s Charm and a +13 damage stat, but I hated when I couldn’t cast an 11 point Magic Missile, and I’m sure others feel the same.

I know.  Meleers get screwed by fights with no melee, and rangies get screwed by antirange effects, and blah, blah, blah failed saves equal being removed from combat.  But, the casual player isn’t prepared for being taken completely out of fights.  Make them suffer one round of impotence is fine, then let them feel like they are playing.


We cannot be that disorganized about tokens again.  It was obnoxious as hell, and I think we lost one of our more prized tokens though our only particularly good treasure draw replaced it.  I am not interested in hauling multiple binders around all of the time and making adjustments to things on the fly.  Now, my coin album set up for my wizard build did work well for me, though I don’t know if it worked well for the party card maker.  And, the binders I got right before Gen Con were a way I liked storing stuff I didn’t need on the run.

The Android app was essential.  True Grind, where we worked out things ahead of time was awesome for how simple it was for me, though Dave and Andy had problems because I didn’t know their builds.

I do not want to haul a bunch of stuff to Lucas Oil.  Quip was kind enough to meet me on Sunday at the Hyatt for one last deal, as I did not want to run over there one more time.

I think I know what to do.  It may very well mean beginning to divest of some of the alt build tokens I’ve picked up in the last year.

Treasure pulls.  I actually kind of hate these.  I had completely forgotten about bags until too late in the con.  I did 26 of my pulls for no reason.  I don’t just hate the wands.  I always hated pulling from treasure chests at the end of runs, only liking those treasure pulls that used to happen during runs in the long, long ago.  Give me bags or give me … cash? … friends who don’t mind doing pulls?

I hate doing pulls after runs.  There are so many things going on after runs, like making sure I didn’t lose any tokens and making sure I got my XP card and my completion token, that I just want to get my stuff, get into a well lit, open area, and deal with logistics.

Should be interesting to get to Gamehole Con and do a bag and 11 pulls right away to get caught up or maybe I hold my 11 pulls.  I’ll have to do the math on how many pulls we are going to get from our runs, there.


True Grind was especially good for me, as it was a first time, I got to hang with someone I knew, I liked the other people in our party, and it’s well lit.  But, I think one of the great benefits of TG is that it’s different from the dungeons.  It’s just good to get away from the repetitive nature of wordplay and darkness and whether your group is balanced.

Doing one of each run was good.  But, it has to be better timed.  I’m old and decrepit.  I can force myself awake at 6:30AM to play games because games infuse me with chi, but it’s just not good that I’m now getting tired at Gen Con midday Thursdays.


We still no jack and _ about what hardcore and nightmare are like.  We have to do hardcore, at a minimum, for the XP.  I would imagine parties intending to do these things are better fits from a token collection aspect for our UR heavy collections.  I’m not clever, but I might fit into organized parties better as one thing I don’t like is a lot of people arguing about what to do, and I’d imagine hardcore and nightmare inclined parties tend to be more organized just from an experience standpoint.


To me, TD is like 50% good, 25% eh, and 25% below not good with numbers I’m totally making up.  That’s just the nature of it.  Some runs will be much more fun than others.  I like talking with other players, which I should have done more of instead of talk to NPCs or be baffled by the coaching room logistics.


Gamehole Con will be another learning experience.  I expect I still have some important things to learn.  For instance, I never slid once the entire con, playing wizard four times and elf wizard once.  I am likely an awful slider, but, mostly, I just don’t care about sliding.  I’d enjoy sliding if it was only people I knew in the party and we talked through strategy/tactics.

Probably should be a next, but I forgot.


I only had triple steakburgers like twice.  That’s not enough.  Full meals at night are hard on me in my sleep deprived, jet lagged, eating at weird times, snacking on weird stuff, maybe having a milkshake without taking Lactaid first self.  This is something the others don’t get.  It’s not like my diet of triple steakburger combos is good for me or all that delicious, it’s that it’s what I need when I need it and does not introduce variance that leads to my body being further wrecked.  I could sub in Subway for every meal and achieve a similar effect, but Subway isn’t open at the hours I need food and it’s boring.

I was introduced to Pearings.  I liked my smoothie.  My panini was fine but not much food, which, in some ways, is good.  But, I don’t like their menu, too limited for what I want … says the person who orders the exact same thing every time to where I have a sense of how much it will cost to the penny at his usual depot.

The sandwich place across the street from the usual depot is not to my liking.  I would so much enjoy my sandwich more without french fries and cole slaw on it.  Plus, take away soft fries and cole slaw (something I don’t usually like to begin with) and I feel like I should be paying less money because I may not be poor but I do not like wasting money on food … says the man who can live off of triple steakburgers for a con.

My food truck noodles weren’t bad, but they needed to be poured out of the container into like a bowl.  They were too bland at first and too salty later.  I would have used less soy sauce in the sauce, but whatever.  My hatred of food trucks has only something to do with how bad I think foodtruck food is on average.

Again, Indianapolis Airport is one of the few airports I don’t feel bad about paying overpriced prices at.  I got a huge Pom Beach smoothie.  I got a burger with not awful fries.  It was overpriced, but the airport is just so pleasant in the hub.