A couple weeks ago, Tim Shorts over at Gothridge Manor showed off some artwork he'd received in the mail. The name of his post was "Prepare to be Jealous." Seeing how his post inspired this one, and the sentiment fits, I've co-opted his post title for my own today.
Thanks, Tim.
If you're a long-time reader of my blog, or have been around the OSR for a while, you've no doubt heard of Jay Penn or have seen his work. He was the artist for Christian Walker's Loviatar 'zine. Jay's been generous enough in the past to allow me to purchase some pieces from him, pieces awaiting framing for my home office. Well, Jay recently completed an artistic challenge "100 Heads in 100 Days"; he put these works up for grabs and I grabbed several.
Here's what I found when I opened the envelope:
I'm currently looking for a frame for this one. I loved the idea and the colors in this.
I actually received two of these from Jay. He graciously sent a second print that I delivered to my FLGS, Hastur Games and Comics. The owner calls himself "Cthulhu Bob" and the managers of this store have been good friends of mine for over three decades. They all loved this piece; I understand it's getting framed and put in the manager's office.
These were pieces from Jay's "100 Days"; The one on the upper right, titled "Nanna Orc" was Day #5 and is in pencil. Kiddy-corner to that, the one-eyed dwarf, is an ink piece for Day #7, appropriately named "Left-Eye the Dwarf." The piece on the far right is Day #18, an ink/watercolor rendition of Tolkien's Gimli, son of Gloin. The upper-left hand pieces is another ink/watercolor for Day #36 and is what Jay titles, "A Stonehead Waymarker."
[Aside: I had to share Jay's explanation of the piece here.... "Faerie is ribboned with paths, roads, trails, passages and the likes. They go in every which way, over mountains, under hills, around lakes, through streams. On some of the ancient and seldom used paths, one may come across a Stonehead Waymarker. These talking stones will only give directions if asked the correct question. The catch being that they will not tell you what that question is or how to discover it. To further annoy passing travelers, the 'right' question is never the same one twice, it always changes. Stonehead Waymarkers are, thus, entirely useless in every way except as a cautionary tale of the importance of a good map on a journey. Perhaps that is why the Stonehead Waymarkers exist in the first place..." End aside.]
Finally, the one in the bottom center is Mr. Tolkien himself, a pencil sketch for Day #42.
To tell the truth, there were LOTS more that I wanted. I didn't want to be greedy, however. Tim actually got one that I really wanted. I guess I'll let him keep it. Although, I should add a disclaimer: if it comes up missing, Tim, it wasn't me. Honest.
If you haven't seen Jay's work, or haven't picked up something from him, head on over to his Realm of Faerie blog and take a look around. He's always got something new up his sleeve. And don't let my pictures fool you or dissuade you: they DO NOT do the artwork justice. Not at all.
Pages
Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.
30 October 2013
22 October 2013
[Review] Tombstones of Terror: Curse of the Sin Eater
Well, my good friend Dylan over at Digital Orc has done it again, and just in time for Hallowe'en gaming goodness.
This time 'round he gives us a little adventure titled: Tombstones of Terror: Curse of the Sin Eater.
First: a disclaimer.
I was an editor/proofreader on this project for Dylan. Thus, I want to make it clear: I have not received and will not receive any monetary remuneration for either my proofreading work or this review.
Now that's out of the way, let's get down to business.
We're looking at 32 pages of Labyrinth Lord goodness. (No worries to those who don't play LL; I regularly use Dylan's adventures in 3.x settings and they translate well.) As usual we have Dylan's unique artwork sprinkled throughout. I particularly like his grey-scale setting images and his critter pics. I will confess that my wife saw one image and hollered at me, "WHAT are you reading?!" I told her it was grown-up stuff for grown-ups and not to worry: the kids wouldn't see it. That didn't help my cause, of course. Once I told her it was Dylan's latest, she was mollified because she knows his work. (In hindsight she agrees that the picture wasn't all that bad; it just took her off-guard.) YMMV.
soapbox
The adventure is not graphic, it's not James Raggi grown-up stuff, but it's not intended for the little ones. Definitely PG, or maybe PG-13, based on some of the thematic elements. This is not a critique or a complaint, just a warning to my more sensitive readers and the parents out there. As with most things: if you have a concern with your kids seeing something, take the time to look at it first rather than complaining later.
/soapbox
The premise of the adventure is intriguing: the death of a village "sin eater" causes a curse to descend and sets the stage for some interdimensional doom and destruction. In order to lift the curse on the town, the adventurers must unlock riddles on seven different tombstones, each one a magical portal to a different and unique dungeon. Each dungeon has its own creatures and settings; each dungeon has its own boss. All seven dungeons must be overcome and each of the eight bosses Dylan gives us must be conquered in order to lift the curse.
As usual, Dylan gives us some interesting souls (literally in this case) to populate his world: lost sailors, grieving bards, and lustful priests. He also gives us some familiar monsters to battle, but adds in some new ones of his own. And yes, we have another spider. A wonderfully, gruesome spider. One that makes my skin crawl, and yet I cannot wait to unleash it on my own players.
[Aside: Dylan knows I'm an arachnophobe. (I know better, but...) I swear he lays awake at night thinking up something new and creepy to do with spiders just so that I can proofread their stats and text-blocks and get the heebie-jeebies. He's even threatened that his next work will be: Boric's Basement Book of Spiders -- 20 Arresting arachnids for your old-school games! Written & Illustrated by Dylan Hartwell. I told him that I may not be able to handle the editing work on something like that. (Shudder) I wanted to tell him that I didn't think he could come up with 20 new ones, but that sounded too much like a gauntlet being thrown down so I resisted. End aside.]
Dylan also gives us seven new maps, one for each dungeon. The text accompanying each dungeon is just detailed enough for most DMs: giving enough detail for some DMs to take it as written and run with it, while leaving room for other DMs to add/subtract details of their own. I think he strikes a good balance with the detail, myself. I will say this about the details, though: Dylan likes his Easter Eggs. He sprinkles little bits of continuity from his other adventures throughout. It's a nice nod to those of us who have/enjoy the other adventures, plus it gives an opportunity to expand from a quick adventure into a campaign.
If I had one complaint, it would be this: I want just a bit more. I'd like a bit more flavor about the town, a few more NPCs and townspeople with whom to interact. I realize I can do this myself, but sometimes I'm lazy. It certainly works well without the extra flavor and NPCs. I just think it would be even better. (But then, I collect NPCs, so I suppose it's not that difficult for me to pull a few out of the file drawer.)
Really, then, my one complaint comes down to pure, unadulterated selfishness.
I'm going to give this 4 battle-axes out of 5. I'd highly recommend it to anyone; as I said above, I think it could make a nice one- or two-night adventure for a group, or it could form the basis of an entire campaign. Great content, period. Currently it's available at RPGNow in PDF format for $3.99. He's anticipating the print version to be available soon for $4.99 -- if you'd rather the print version, just keep an eye out over at his Digital Orc blog.
This time 'round he gives us a little adventure titled: Tombstones of Terror: Curse of the Sin Eater.
First: a disclaimer.
I was an editor/proofreader on this project for Dylan. Thus, I want to make it clear: I have not received and will not receive any monetary remuneration for either my proofreading work or this review.
Now that's out of the way, let's get down to business.
We're looking at 32 pages of Labyrinth Lord goodness. (No worries to those who don't play LL; I regularly use Dylan's adventures in 3.x settings and they translate well.) As usual we have Dylan's unique artwork sprinkled throughout. I particularly like his grey-scale setting images and his critter pics. I will confess that my wife saw one image and hollered at me, "WHAT are you reading?!" I told her it was grown-up stuff for grown-ups and not to worry: the kids wouldn't see it. That didn't help my cause, of course. Once I told her it was Dylan's latest, she was mollified because she knows his work. (In hindsight she agrees that the picture wasn't all that bad; it just took her off-guard.) YMMV.
soapbox
The adventure is not graphic, it's not James Raggi grown-up stuff, but it's not intended for the little ones. Definitely PG, or maybe PG-13, based on some of the thematic elements. This is not a critique or a complaint, just a warning to my more sensitive readers and the parents out there. As with most things: if you have a concern with your kids seeing something, take the time to look at it first rather than complaining later.
/soapbox
The premise of the adventure is intriguing: the death of a village "sin eater" causes a curse to descend and sets the stage for some interdimensional doom and destruction. In order to lift the curse on the town, the adventurers must unlock riddles on seven different tombstones, each one a magical portal to a different and unique dungeon. Each dungeon has its own creatures and settings; each dungeon has its own boss. All seven dungeons must be overcome and each of the eight bosses Dylan gives us must be conquered in order to lift the curse.
As usual, Dylan gives us some interesting souls (literally in this case) to populate his world: lost sailors, grieving bards, and lustful priests. He also gives us some familiar monsters to battle, but adds in some new ones of his own. And yes, we have another spider. A wonderfully, gruesome spider. One that makes my skin crawl, and yet I cannot wait to unleash it on my own players.
[Aside: Dylan knows I'm an arachnophobe. (I know better, but...) I swear he lays awake at night thinking up something new and creepy to do with spiders just so that I can proofread their stats and text-blocks and get the heebie-jeebies. He's even threatened that his next work will be: Boric's Basement Book of Spiders -- 20 Arresting arachnids for your old-school games! Written & Illustrated by Dylan Hartwell. I told him that I may not be able to handle the editing work on something like that. (Shudder) I wanted to tell him that I didn't think he could come up with 20 new ones, but that sounded too much like a gauntlet being thrown down so I resisted. End aside.]
Dylan also gives us seven new maps, one for each dungeon. The text accompanying each dungeon is just detailed enough for most DMs: giving enough detail for some DMs to take it as written and run with it, while leaving room for other DMs to add/subtract details of their own. I think he strikes a good balance with the detail, myself. I will say this about the details, though: Dylan likes his Easter Eggs. He sprinkles little bits of continuity from his other adventures throughout. It's a nice nod to those of us who have/enjoy the other adventures, plus it gives an opportunity to expand from a quick adventure into a campaign.
If I had one complaint, it would be this: I want just a bit more. I'd like a bit more flavor about the town, a few more NPCs and townspeople with whom to interact. I realize I can do this myself, but sometimes I'm lazy. It certainly works well without the extra flavor and NPCs. I just think it would be even better. (But then, I collect NPCs, so I suppose it's not that difficult for me to pull a few out of the file drawer.)
Really, then, my one complaint comes down to pure, unadulterated selfishness.
I'm going to give this 4 battle-axes out of 5. I'd highly recommend it to anyone; as I said above, I think it could make a nice one- or two-night adventure for a group, or it could form the basis of an entire campaign. Great content, period. Currently it's available at RPGNow in PDF format for $3.99. He's anticipating the print version to be available soon for $4.99 -- if you'd rather the print version, just keep an eye out over at his Digital Orc blog.
Labels:
3.xE,
Adventures,
Dylan Hartwell,
Friends,
Labyrinth Lord,
OSR,
Review
21 October 2013
[From the Mailbag] Return of the Son of the Unboxing of Golarion
The mailman hadn't even hit the next building yet before I got the box opened. Most of what I got today were duplicates of my favorites from the Legends of Golarion Pathfinders Battles set I opened last week. Specifically, I picked up a few more Tatzlwyrms, Degenerate Serpentfolk, and some more Monkey Swarms.
But I picked up a few more individual minis that had piqued my interest.
But I picked up a few more individual minis that had piqued my interest.
18 October 2013
[From the Mailbag] Son of The Unboxing of Golarion
Well, you gluttons of punishment, you're back for more, eh? Yesterday didn't scare you off? Or maybe it piqued your interest? Either way, let's go ahead and finish up the accounting from the Legends of Golarion minatures set from Paizo/Pathfinder.
17 October 2013
[From the Mailbag] The Unboxing of Golarion!
I tore into my free booster packs last night as soon as I got in the door. All in all, not a bad haul: there were only 2 duplicates, and both duplicates were of useful miniatures. I'm getting more enamored of these sculpts as time goes by. The first couple releases just didn't impress me. The last few, however, have had some amazing pieces.
For example, I like what Paizo/WizKids is doing with clear plastic. The two goblins in this set are carrying torches, made from colored clear plastic, and the flames look really nice. One of the other minis from this set (not received in my boosters, but put on order a few hours ago) uses clear plastic to denote a slimy outer covering. Earlier sets have used the clear plastic for see-through housings on golems and similar miniatures. It adds a layer to the 'realism' that is difficult to get in metal unless you really spend a lot of time, money, and talent.
I can hear you saying, "Yeah, yeah. You like the sculpts. Get on with it and share your loot with us!" OK, maybe you aren't saying that. In fact, if you are, I may have to worry a bit. But without further ado, here's the accounting:
For example, I like what Paizo/WizKids is doing with clear plastic. The two goblins in this set are carrying torches, made from colored clear plastic, and the flames look really nice. One of the other minis from this set (not received in my boosters, but put on order a few hours ago) uses clear plastic to denote a slimy outer covering. Earlier sets have used the clear plastic for see-through housings on golems and similar miniatures. It adds a layer to the 'realism' that is difficult to get in metal unless you really spend a lot of time, money, and talent.
I can hear you saying, "Yeah, yeah. You like the sculpts. Get on with it and share your loot with us!" OK, maybe you aren't saying that. In fact, if you are, I may have to worry a bit. But without further ado, here's the accounting:
Labels:
GM Games,
Mailbag,
Miniatures,
Pathfinder,
Tim Shorts
16 October 2013
,[From the Mailbag] Legendary Mail Surprise
I spent most of Columbus Day (observed) out of commission from a "gastric disorder" and didn't make it into work until Tuesday morning.
Imagine how much better I felt when I saw the big box sitting on my office chair, containing a full brick of Paizo's newest miniature release, Legends of Golarion.
And the best part? I didn't have to pay a thing for them.
"Zip. Zero. Nada. Zilch," as they say.
There's a long story behind these that I won't go into here. Suffice if to say it ended a much better day than it started. Hopefully real life will slow down enough to allow me to do an unboxing and give you all a report on what exactly it was I got.
Until then, keep your dice dry.
Imagine how much better I felt when I saw the big box sitting on my office chair, containing a full brick of Paizo's newest miniature release, Legends of Golarion.
And the best part? I didn't have to pay a thing for them.
"Zip. Zero. Nada. Zilch," as they say.
There's a long story behind these that I won't go into here. Suffice if to say it ended a much better day than it started. Hopefully real life will slow down enough to allow me to do an unboxing and give you all a report on what exactly it was I got.
Until then, keep your dice dry.
08 October 2013
It's the Final Countdown!
Friends, a reminder that there's less than 36 hours remaining on the Kickstarter for my friends Tracy and Laura Hickman's latest gaming endeavor! They're not just friends of the OSR; you may say they help embody the OSR! Plus, they know a thing or two about making games....
I think they've got another home run on their hands!
Let's make a final push toward the finish line; there's some GREAT stretch goals that are well within reach. (These include plastic counters, special dice, and input from author Kevin J. Anderson!) They've already met stretch goals to include a game module written by author Larry Correia.
It's a fun game and a worthy cause.... Besides, you can never have too many board games, right? Best of all, it's suitable for adults, kids, and families.
If you haven't had a chance to pledge yet, jump on board! If you've already pledged, take a moment and check out the great add-ons!
Here's the link: Sojourner Tales Board Game.
27 September 2013
September Blog Meme Challenge Day 9
DAY NINE
What is your favorite character that you have NOT played?
Put simply: A Goliath rogue.
The goliaths were a race introduced by Wizards of the Coast into 3.5E in the supplement Races of Stone. The D&D Wiki calls them: "massive creatures unafraid of throwing their weight around in a fight. Highly competitive, these strong nomads can prove to be powerful allies and welcome additions to any adventuring party." They were a lot more than that, however. Their favored class was barbarians; they live in the mountains, have bluish-grey skin, and hard nodules randomly on their bodies. Picture giants, but of Medium size. Rather, they're Medium size, but so massive that you treat them in many respects as a Large character.
OK, you have that picture in your head?
Now make him a rogue. Blow up his Move Silently and Hide skills (a.k.a. Stealth). Maybe add in a Cloak of Elvenkind. Make him ultra quiet, ultra sneaky, and ultra...well, ultra rogue. But when you look at him, he's this big lumbering mass of flesh. It's a great contradiction. I want to play one just for the shock value, and I've been waiting for the right time to spring one on my group.
Until about 6 months ago. One of our other players--who does not like playing the same race twice--was looking for an innovative character idea. So I gave him this one, thinking he would never try it.
Well, he did. And he died within one session to the attack of three giant spiders. A very ignominious end. There was a lot of mocking and laughing. So I've shelved the idea.
For now.
What is your favorite character that you have NOT played?
Put simply: A Goliath rogue.
The goliaths were a race introduced by Wizards of the Coast into 3.5E in the supplement Races of Stone. The D&D Wiki calls them: "massive creatures unafraid of throwing their weight around in a fight. Highly competitive, these strong nomads can prove to be powerful allies and welcome additions to any adventuring party." They were a lot more than that, however. Their favored class was barbarians; they live in the mountains, have bluish-grey skin, and hard nodules randomly on their bodies. Picture giants, but of Medium size. Rather, they're Medium size, but so massive that you treat them in many respects as a Large character.
OK, you have that picture in your head?
Now make him a rogue. Blow up his Move Silently and Hide skills (a.k.a. Stealth). Maybe add in a Cloak of Elvenkind. Make him ultra quiet, ultra sneaky, and ultra...well, ultra rogue. But when you look at him, he's this big lumbering mass of flesh. It's a great contradiction. I want to play one just for the shock value, and I've been waiting for the right time to spring one on my group.
Until about 6 months ago. One of our other players--who does not like playing the same race twice--was looking for an innovative character idea. So I gave him this one, thinking he would never try it.
Well, he did. And he died within one session to the attack of three giant spiders. A very ignominious end. There was a lot of mocking and laughing. So I've shelved the idea.
For now.
Labels:
3.xE,
Challenge,
Characters,
Idea Germs,
Inspiration,
Reflection
September Blog Meme Challenge Day 8
DAY EIGHT
What is your favorite character that you have played?
I made a list of my favorite characters earlier in the Challenge Meme entries. I'll narrow it down a bit to this:
#4 - Malgrim Irontomb, Rogue
The rogue is what I'm playing now. Malgrim is fast becoming a favorite, not just of mine but also of the group as a whole. I've never played a rogue before; Malgrim has enough hit points that you're not concerned about him dying, and while he doesn't have terrific strength, he can do sufficient damage with what he has (and his sneak attacks) that he is a very useful and efficient second-line asset to the group. We've never had a rogue that could soak up so much damage (and do so much damage at the same time) and be as efficient as he is in opening locks, etc. We've had one or the other, but never all three in one character.
#3 - Urdin Darjyr, Storm Druid
The storm druid was introduced in Dragon Magazine, Issue #328. Instead of focusing on nature and plants, etc., the storm druid looks to the skies, channeling nature's raw, untamed energies. In addition, this particular dwarf was a dream dwarf by race: a sub-race introduced in the 3.5 Races of Stone supplement. From the D&D Wiki page: "Dream dwarves feel the hills slumber beneath them. They see the world as a resting giant of inestimable power, and they are caught in the dreaming. While other dwarves shape metal and stone, dream dwarves contemplate and meditate. Wise and cautious, they understand nature in a way at once similar to and wholly alien to the understanding of druids and shamans of other races." Yep, a dwarven hippie. His backstory made him quite interesting and fun to play, while the special druidic class gave him some serious awesome nature-magic firepower. He wielded a pretty wicked dwarven warpike, too. However, if I remember correctly, he was a multi-class nightmare. I think I had a couple levels of fighter and of barbarian to give him some additional oomph feat-wise. Urdin took his retirement and sacrificed his freedom for the party (and the world) by linking himself to a MAJOR magical item. That link allowed the item to slumber once again, but meant that Urdin would forever be trapped on a small island... at least until his replacement appeared.
#2 - Azarr Stonetower, Barbarian
Speaking in a rough patois, a mix of dwarven and english, this character was a straight barbarian. He cut first and andasked questions later never bothered to ask questions ask questions after burning the remains of his foes to ashes. He eventually became a lycanthrope--a werebear--thanks to the DM's wickedness. He was a mean, tough, unrefined, and uncouth kick-in-the-door-arrow-magnet type. He was a LOT of fun to play and was responsible for some of the most memorable moments in our group's gaming history. He used a wooden bench as a club in a tavern fight, right before he killed another foe with the long table. He sprinted up a stairwell into an area of darkness taking crossbow bolt after bolt without stopping. He also saved another character's life by stabilizing him by force-feeding him a goodberry; the now-infamous quote: "At least it weren't me wipin' hand!" Azarr was axe-bladed death on two stumpy legs.
#1 - Boric Glanduum, Sonnlinor (warrior-priest of Moradin)
Boric, as my namesake, is obviously my #1 favorite character. I said in my previous post that editions subsequent to 2nd Edition have nerfed him. Truthfully, he's not as fun to play as he used to be. But he remains my favorite. I like to picture him as retired, with the other characters from that epic group. He's a silent partner in the elf rogue's Lawful Neutral/Chaotic Good endeavors and Guild, all the while while working to bind together the scattered dwarven clans. He still participates in Matters Of Importance to the world, but nowhere near as actively as he once did.
What is your favorite character that you have played?
I made a list of my favorite characters earlier in the Challenge Meme entries. I'll narrow it down a bit to this:
#4 - Malgrim Irontomb, Rogue
The rogue is what I'm playing now. Malgrim is fast becoming a favorite, not just of mine but also of the group as a whole. I've never played a rogue before; Malgrim has enough hit points that you're not concerned about him dying, and while he doesn't have terrific strength, he can do sufficient damage with what he has (and his sneak attacks) that he is a very useful and efficient second-line asset to the group. We've never had a rogue that could soak up so much damage (and do so much damage at the same time) and be as efficient as he is in opening locks, etc. We've had one or the other, but never all three in one character.
#3 - Urdin Darjyr, Storm Druid
The storm druid was introduced in Dragon Magazine, Issue #328. Instead of focusing on nature and plants, etc., the storm druid looks to the skies, channeling nature's raw, untamed energies. In addition, this particular dwarf was a dream dwarf by race: a sub-race introduced in the 3.5 Races of Stone supplement. From the D&D Wiki page: "Dream dwarves feel the hills slumber beneath them. They see the world as a resting giant of inestimable power, and they are caught in the dreaming. While other dwarves shape metal and stone, dream dwarves contemplate and meditate. Wise and cautious, they understand nature in a way at once similar to and wholly alien to the understanding of druids and shamans of other races." Yep, a dwarven hippie. His backstory made him quite interesting and fun to play, while the special druidic class gave him some serious awesome nature-magic firepower. He wielded a pretty wicked dwarven warpike, too. However, if I remember correctly, he was a multi-class nightmare. I think I had a couple levels of fighter and of barbarian to give him some additional oomph feat-wise. Urdin took his retirement and sacrificed his freedom for the party (and the world) by linking himself to a MAJOR magical item. That link allowed the item to slumber once again, but meant that Urdin would forever be trapped on a small island... at least until his replacement appeared.
#2 - Azarr Stonetower, Barbarian
Speaking in a rough patois, a mix of dwarven and english, this character was a straight barbarian. He cut first and and
#1 - Boric Glanduum, Sonnlinor (warrior-priest of Moradin)
Boric, as my namesake, is obviously my #1 favorite character. I said in my previous post that editions subsequent to 2nd Edition have nerfed him. Truthfully, he's not as fun to play as he used to be. But he remains my favorite. I like to picture him as retired, with the other characters from that epic group. He's a silent partner in the elf rogue's Lawful Neutral/Chaotic Good endeavors and Guild, all the while while working to bind together the scattered dwarven clans. He still participates in Matters Of Importance to the world, but nowhere near as actively as he once did.
Labels:
3.xE,
Beginnings,
Boric,
Challenge,
Characters,
History,
Introspection,
Reflections,
Urdin
September Blog Meme Challenge Day 7
Well, that certainly worked out well, didn't it? That blog meme really motivated me to write more, no?
Actually, it really did. I was just a victim of (a) failed technology and (b) personal issues. I tried to post a second post while at Salt Lake Comic Con on September 7. However, we Con-goers apparently broke the convention center's tech; e-mails, texts, even cell phone calls--nothing was going in or out of the building. When I tried afterwards, from home, my cell phone ate several posts. Admittedly, it's likely due to user error as I'm still getting used to using a smart phone.
Sigh.
But the remainder is purely my fault. Purchasing a law firm is rough enough. Trying to sort out the various administrative and financial messes that the former owner left for me adds several layers of exponentially-greater difficulties to the process. I actually found a six-inch-square part of my desk top bare today. I don't plan on it being there very long. At any rate, the whole new-business-owner thing is still fresh and still causing a major hassle. It's a distraction from my distractions. But know I'm at least thinking about you all while I struggle through real life.
Without further ado, then...
DAY SEVEN
What is your favorite edition?
Well, that's easy enough: D&D. Period.
What? You want MORE, you say? You want specificity? OK. Sigh. Back in 2000, when I picked up the dice again, my group was playing 2nd Edition AD&D, and had been for some time. My favorite character was spawned during that campaign, and I maintain he could kick the tail of any later iteration of the character. The subsequent editions nerfed a lot of what made him great, effective, and fun to play.
We were dragged, kicking and screaming, into Third Edition, and soon thereafter, 3.5E.
And we enjoyed it. Sure, there are some hiccups, hills and valleys, and speed bumps. Every edition has its problems.
Let me say that again, clearly: every edition has its problems.
Enough so that our long-time Dungeon Master decided--with the advent of 4E--that he'd had enough of the vagaries of 3.x and jumped ship. He tried to get us to go with him, but for various reasons no one else in the group wanted to jump with him. Since then, we've instituted a grundle of house rules and incorporated a lot of Pathfinder (and some OSR). What we play right now would be classified as maybe 3.8E (if Pathfinder is 3.75 as it's so often called). We also have several rotating DMs, all of whom understand that there's rules and then there's RULES. There are ways to stay within the RULES and still have a speedy, fun, and technically "correct" game. We try NOT to refer to any books while play is going on. If a rule is found later to have been violated by either DM or player, appropriate rewards or punishments are meted out.
I've played 4E and found it wasn't my cup of tea. I've played 2E and enjoyed it, as well as 3.x. So, I guess I could fudge and say "D&D of any edition." But, long answer short, if you're going to pin me down and make me pick something specific: my favorite edition would have to be 3.8E.
Actually, it really did. I was just a victim of (a) failed technology and (b) personal issues. I tried to post a second post while at Salt Lake Comic Con on September 7. However, we Con-goers apparently broke the convention center's tech; e-mails, texts, even cell phone calls--nothing was going in or out of the building. When I tried afterwards, from home, my cell phone ate several posts. Admittedly, it's likely due to user error as I'm still getting used to using a smart phone.
Sigh.
But the remainder is purely my fault. Purchasing a law firm is rough enough. Trying to sort out the various administrative and financial messes that the former owner left for me adds several layers of exponentially-greater difficulties to the process. I actually found a six-inch-square part of my desk top bare today. I don't plan on it being there very long. At any rate, the whole new-business-owner thing is still fresh and still causing a major hassle. It's a distraction from my distractions. But know I'm at least thinking about you all while I struggle through real life.
Without further ado, then...
DAY SEVEN
What is your favorite edition?
Well, that's easy enough: D&D. Period.
What? You want MORE, you say? You want specificity? OK. Sigh. Back in 2000, when I picked up the dice again, my group was playing 2nd Edition AD&D, and had been for some time. My favorite character was spawned during that campaign, and I maintain he could kick the tail of any later iteration of the character. The subsequent editions nerfed a lot of what made him great, effective, and fun to play.
We were dragged, kicking and screaming, into Third Edition, and soon thereafter, 3.5E.
And we enjoyed it. Sure, there are some hiccups, hills and valleys, and speed bumps. Every edition has its problems.
Let me say that again, clearly: every edition has its problems.
Enough so that our long-time Dungeon Master decided--with the advent of 4E--that he'd had enough of the vagaries of 3.x and jumped ship. He tried to get us to go with him, but for various reasons no one else in the group wanted to jump with him. Since then, we've instituted a grundle of house rules and incorporated a lot of Pathfinder (and some OSR). What we play right now would be classified as maybe 3.8E (if Pathfinder is 3.75 as it's so often called). We also have several rotating DMs, all of whom understand that there's rules and then there's RULES. There are ways to stay within the RULES and still have a speedy, fun, and technically "correct" game. We try NOT to refer to any books while play is going on. If a rule is found later to have been violated by either DM or player, appropriate rewards or punishments are meted out.
I've played 4E and found it wasn't my cup of tea. I've played 2E and enjoyed it, as well as 3.x. So, I guess I could fudge and say "D&D of any edition." But, long answer short, if you're going to pin me down and make me pick something specific: my favorite edition would have to be 3.8E.
Labels:
3.xE,
4E,
ADD 2E,
Challenge,
GM Games,
Introspection,
Pathfinder,
Reflection,
Tim Shorts
07 September 2013
September Blog Meme Challenge Day 6
DAY SIX
What it's your favorite deity?
Anyone want to take a guess?
OK, that may have been too hard of a question. I'll give you a hint:
His name is Moradin All-Father, the Soulforger.
Labels:
Challenge,
Dwarves,
Introspection,
Moradin,
Reflection
06 September 2013
September Blog Meme Challenge Day 5
Whoops. Something happened yesterday and this didn't post.
DAY FIVE
What is your favorite set of dice or individual die?
Anyone that has ever read this blog for any length of time know just how difficult a question that is to answer. Just search "dice" on the Stronghold and you'll see. Maybe I can pare it down a bit, though. To start with, we have my everyday dice. This is the set that I carry in my backpack with me everywhere I go, complete with a little velvet drawstring bag. Yes, they also go to court with me. Why? Hey, Jack! Who knows when a game will break out? or a random encounter helps your client?
Second up are a couple of my d20s.
I love d20s. I don't exactly know why, but they are very appealing to me. I have a full range of sizes as shown above. I have several colossal d20s like the black one; I like them, but they're not my favorites. However, the red d20 shown here is my "pocket die"--a lucky d20 that I carry in my trouser pocket with my pocketknife and keys. Again: you never know when you'll need to roll-to-hit.
These last two sets are my pride and joy. The first one here is a set of Crystal Caste Dwarven Stones. They're made of hematite and I find them glorious. Of course, that may be because I'm a dwarf. I love the Dwarven Stones series and have longed after several of the sets (the dinosaur bone and meteorite sets, particularly) but never seem to have a spare wad of cash when I think about buying a set. Maybe when I'm rich and famous. These have never been used, however, because I don't want to risk any kind of damage.
This is my other favorite set: pewter. I don't remember who sold these, but I bought them back in the early 2000s. I've used them once or twice; they roll terrifically and they're nice and heavy. The downside is that they're soft. Really soft. And they're dinged up from just a couple sessions' worth of use. So, they're the emeritus dice in the collection. They're the 600-pound gorilla on the dice shelf, just daring the other dice to step out of line.
DAY FIVE
What is your favorite set of dice or individual die?
Second up are a couple of my d20s.
Tracy Hickman's New Game
OK, so, I need to throw a shout-out to all my readers about this.
Tracy Hickman's Kickstarter went live last night and I'm pretty excited about it. It's for a new board game...well, that's like calling Buckingham Palace a "house." It's so much more than a simple board game. Put away Clue and Monopoly for a while, in other words. I can't wait to get my hands on it. In fact, I'm hoping to find the Hickmans at Salt Lake Comic Con and sit down for a demo, just so I can say I've played it.
Here's the link: Sojourner Tales Board Game.
From the Kickstarter description:
Here's the link one more time: Sojourner Tales Board Game. Jump on over and pledge away; there are some great early-bird perks still available.
For now.
So act now, and act quick.
Tracy Hickman's Kickstarter went live last night and I'm pretty excited about it. It's for a new board game...well, that's like calling Buckingham Palace a "house." It's so much more than a simple board game. Put away Clue and Monopoly for a while, in other words. I can't wait to get my hands on it. In fact, I'm hoping to find the Hickmans at Salt Lake Comic Con and sit down for a demo, just so I can say I've played it.
Here's the link: Sojourner Tales Board Game.
From the Kickstarter description:
Sojourner Tales is a board game featuring new, downloadable ebook adventure modules that make the experience new every time you play.
...
In Sojourner Tales, you will use strategy and wits as you discover and collect the pieces of your mysterious story as you strive to be the first to complete the epic adventure. The tale is different every time you play ... or you can download new Sojourner Tales to explore from our website!
Number of Players: 2-6
Playing Time: 60-90 minutes
Age of Players: 12+ (requires minimum reading skills)
Setup time: 5-7 minutes
Teach the rules: 3-5 minutes
...
Unique Ebook Story Modules: The story told in every Sojourner Tale is designed to be contained entirely in the electronic mobi or epub files. You also have the option to download the adventure in PDF format to print out and use with the game if you do not have a tablet or other device that supports the electronic book formats. However, the use of any touch-screen device provides a magical experience in storytelling and helps the game move faster.
Adaptable Design: The game components that come in the box and the rules of the game itself are specifically designed to be adaptive to a broad spectrum of storytelling. Each Sojourner Story Module contains information on which location tiles are to be used on the board with that particular story, thereby changing the look of the game board depending on the story being told. All of the flavor, setting, characters and narrative of the adventure are contained in the downloaded module ... meaning the game can adapt to any story you want to live.
Innovative Storytelling System: The board keeps track of your location in the epic story, making certain that the game flows back and forth between the board and the ebook with the story continuity left intact. For random encounters, an innovative 'Twisted Tales' system lets the players draw two twisted cards and one tales card and then 'stack' them in such a way as to make a phrase -- a phrase which takes them to a specific adventure entry for that combination of cards.
Grass-roots Licensing: We want YOU to write adventures for our game and so we are even providing you with a 'grass-roots licensing option whereby you can not only create your own Sojourner Tales games but (with our license) also sell those adventures on our official website.
Here's the link one more time: Sojourner Tales Board Game. Jump on over and pledge away; there are some great early-bird perks still available.
For now.
So act now, and act quick.
04 September 2013
September Blog Meme Challenge Day 4
DAY FOUR
What is your favorite game world?
Well, with the limited playing time my group has, it's interesting to note that we've had several home-brewed campaigns interspersed with our published worlds. I had a DM try and play us in the Amber universe. That failed miserably: all the players agreed with that assessment. We've had some interesting planar adventures and a jaunt to Pathfinder's Golarion setting. All in all, though, I'd have to say I enjoy the Realms the most.
Mind you, it's an "edited" Realms. This ain't your daddy's Forgotten Realms, in other words.
I found a kindred spirit in this respect this morning, perusing the other participants in this month's blogging challenge. I happened across The Tower of the Archmage and was interested to see that he plays in a similar Realms that we do.
All of the major figures/players are absent. If they DO exist, they are elsewhere, putting out fires. Elminster is the only one that really has been named as existing. Drizzt and his companions? Nowhere to be found, happily, although we HAVE had one player dabble with a Drow character. He did it well, and different enough from Drizzt to be palatable.
The events of the novels and the campaign settings do not effect our Realms, unless we are actually playing through one of the campaigns. Largely, we are in a Realms sandbox, and take bits and pieces from published settings as it suits us.
My experience with the Forgotten Realms in this way is one reason I do not understand people who say that they can't play in this-or-that Published Setting because they don't like the major characters, don't want to worry about canon, don't want to be stuck following the guidelines of the novels, don't want to blah-blah-blah.
Make it your own. That's all it takes. Just like complaining about a rule set--take what you want and leave what you don't. Just because it's in a book--campaign setting or rule book--doesn't mean you HAVE to use it, unless the DM and/or entire party decides to use it.
We've journeyed through Our Realms since 2000. We've gone through 2E, 3E, 3.5E, and now Pathfinder as we've traveled. We care nothing for Salvatore or Greenwood's opinions on the matter, and we certainly didn't bother with any 4E Spellplague drivel. It's our Realms. And it's going to stay that way.
What is your favorite game world?
Well, with the limited playing time my group has, it's interesting to note that we've had several home-brewed campaigns interspersed with our published worlds. I had a DM try and play us in the Amber universe. That failed miserably: all the players agreed with that assessment. We've had some interesting planar adventures and a jaunt to Pathfinder's Golarion setting. All in all, though, I'd have to say I enjoy the Realms the most.
Mind you, it's an "edited" Realms. This ain't your daddy's Forgotten Realms, in other words.
I found a kindred spirit in this respect this morning, perusing the other participants in this month's blogging challenge. I happened across The Tower of the Archmage and was interested to see that he plays in a similar Realms that we do.
All of the major figures/players are absent. If they DO exist, they are elsewhere, putting out fires. Elminster is the only one that really has been named as existing. Drizzt and his companions? Nowhere to be found, happily, although we HAVE had one player dabble with a Drow character. He did it well, and different enough from Drizzt to be palatable.
The events of the novels and the campaign settings do not effect our Realms, unless we are actually playing through one of the campaigns. Largely, we are in a Realms sandbox, and take bits and pieces from published settings as it suits us.
My experience with the Forgotten Realms in this way is one reason I do not understand people who say that they can't play in this-or-that Published Setting because they don't like the major characters, don't want to worry about canon, don't want to be stuck following the guidelines of the novels, don't want to blah-blah-blah.
Make it your own. That's all it takes. Just like complaining about a rule set--take what you want and leave what you don't. Just because it's in a book--campaign setting or rule book--doesn't mean you HAVE to use it, unless the DM and/or entire party decides to use it.
We've journeyed through Our Realms since 2000. We've gone through 2E, 3E, 3.5E, and now Pathfinder as we've traveled. We care nothing for Salvatore or Greenwood's opinions on the matter, and we certainly didn't bother with any 4E Spellplague drivel. It's our Realms. And it's going to stay that way.
Labels:
3.xE,
ADD 2E,
Beginnings,
Challenge,
Forgotten Realms,
Gaming Style,
Golarion,
History,
Introspection,
Pathfinder,
Reflections
03 September 2013
September Blog Meme Challenge Day 3
DAY THREE
What is your favorite playable class?
Some of my favorite recent Dwarven characters:
Oh, yeah.
What is your favorite playable class?
Some of my favorite recent Dwarven characters:
- Malgrim Irontomb, Rogue
- Kilvarn Dornkral, Sonnlinor (warrior-priest of Moradin)
- Thain Dorzring, Paladin
- Urdin Darjyr, Storm Druid
- Azarr Stonetower, Barbarian
- Boric Glanduum, Sonnlinor (warrior-priest of Moradin)
Oh, yeah.
Labels:
3.xE,
Beginnings,
Boric,
Challenge,
Characters,
History,
Introspection,
Reflections,
Urdin
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