Sunday, May 2, 2010
Sunless Citadel: Session One
Discrepancies?
Saturday, April 24, 2010
Once more unto the breach...
I think it'll suit us just fine. I'd prefer to have some bigger picture elements intertwined with this adventure, so perhaps I'll come up with a few this week before our game on the 1st.
Friday, April 9, 2010
My past in gaming, the TLDR version...
If you read this blog, you can skip the previous three long-winded "Fond Memories of..." entries unless you really want to indulge my blather. The important points are enclosed herein.
The Follies of Youth
I recall little actual play from this time beyond flashes of characters and regular ogling of the artwork in any and all of the D&D material available to me. I drew a lot of monsters. I loved monsters. Monsters and bad guys. I really liked Vampires.The Palladium Sessions
We were always more improvisational with our play, and didn't rely on much beyond the core info. Some of our adventures got so intense and personal that we'd get quite emotional. It was intoxicating and addicting. I experienced my first death of a beloved character. It was heartbreaking, but it was so well built up and handled by my friend who was DMing that it only made the whole experience richer and more gratifying.
Ravenloft's Creeping Doom
I relished the rollercoaster of dread and fear that I was able to create. It was a whole new way to enjoy the game. The power and wealth and renown we had built up was largely useless and irrelevant. We weren't there to conquer, we were there to survive. It challenged us at every turn and we had a fucking blast. There were a lot of close calls, some tough choices, and some steep prices to pay.
Dark Sun's Bright Glare
We were taking part in something bigger than ourselves. Bigger than a dungeon crawl, or a quest for a reward, or a flight for survival; the face of the world was changing in a big way, and we were there, we helped make it happen.
The Twilight of TSR
The problem was that with every new product TSR put out, for every interesting new story hook or idea they proffered, the grand scope and mystery of the setting diminished and lost its luster.I didn't want to find out from them how uninteresting or perfectly boring some of the mighty Sorcerer-Kings of Athas were, and I especially didn't want to have the Dragon of Tyr end up so blasé. "His name is Borys? Gee-willickers!" My visions of the enigmatic Nibenay and the fiery Hamanu were vastly more intriguing.
In Ravenloft, the culmination of Hyskosa's Hexad was so disjointed and underwhelming that I don't even remember what it was. My cadre of colorfully spooky NPCs and their schemes resonated much more powerfully, but when I had entwined them in all of this material, my excitement as a DM unraveled with it.
The games became little more than fodder for artwork.
Epilogue/Prologue
Perhaps therein lies my gradual disenfranchisement with Dungeons & Dragons and why the OSR seems so thrilling.
Thursday, April 8, 2010
Fond memories of glory and wanton slaughter: Part Three - The Last Crusade
College.
Off I go to art school in LA (okay, Valencia) while everyone else stays up in Oregon.
I don't think the Geeks up there continued with D&D. I'm still friends with them, but we're not too close, and after one of them flipped his lid during a game of Monopoly (long story), I've kept him at arm's length.
The Freaks, hell, they didn't even continue with school, much less any RPGs. They all dropped out and had lots of problems for lots of years. I'm still vaguely in touch with them (who isn't vaguely in touch with everyone from their past these days?), but we don't really talk or reminisce or connect.
Some of my college buddies had grown up with D&D, but none of us had played in a while.
Planescape came out.
I was intrigued. I absolutely loved the artwork. I bought most of the books. I made a few characters, I started to plot a campaign of such grand scope that it would ultimately alter the nature of the Blood War and the Lower Planes. I made some of my best character designs to go along with it. Some of my new college friends made characters. I made a Tiefling (of course) Necromancer (of course) Dustman (of course) named Hierlev.
We might have had one brief play session, maaaaybe two. School and drugs and girls and Los Angeles were intervening.
I got a computer. I played Warcraft. Diablo. Starcraft. The Playstation came out. The Xbox came out. The Playstation 2 came out. The Xbox 360 came out (I haven't really dabbled in the PS3). World of Warcraft came out (nor did I dabble in Everquest)...
Ten years after pen & paper games have dropped off my radar, I realize that there is not only a 3rd Edition of D&D out, but it's been out for several years and there's a new 3.5 Edition. I buy the core books out of curiosity and hastily try to learn how it works by making a character.
I am horribly confused.
The class changes look neat, the skill changes look neat, the prestige classes look neat, but I can't quickly put it all together, and the artwork isn't very interesting, so I put it on the shelf next to my antediluvian Ravenloft and Planescape schwag.
Five years later, I hear there's a 4th Edition. I get the itch. I do some research online.
Whoa. What the fuck does OSR mean and why is everyone going off about it?
Oh.
Neat!
I actually take the time to read through my 3.5 books. They make sense.
The online community and volume of resources is incredible.
I call up my friends and ask if they want to play.
I start a blog.
Fond memories of glory and wanton slaughter: Part Two - The Geeks
The Geeks and I played D&D.
2nd Edition erupted onto the scene during this period. We gobbled it up. We each made one character and started a campaign where all of us took turns DMing. We started in an amorphous realm of our own cobbling, but soon we settled into the Forgotten Realms. We toyed with Battle System a couple times, but straight RPG was more to our liking. My Necromancer (pattern emerging...), Jack of Shadows (still one of my favorite books) grew to be quite powerful, as did the other members of our group.
A couple years into the campaign, one of the player's character died. I think it might have been in Undermountain.
Jack of Shadows was the one that killed him.
I turned him to stone when he stole something important from the rest of us. We demanded he be cooperative and he ran. I blasted him in the back.
He had it coming.
We had put up with a lot of his self-serving, half-drow, ranger-thief character's nonsense for a long time (he was, of course, a bit of a dick in real life). It made for a pretty incredible gaming session, and it was the beginning of the end of all of our friendship with the guy.
The campaign continued into high school.
I picked up Ravenloft on an affectionate lark of all things vampiric and spooky. I was immediately hooked.
Off we went into the Mists.
I relished the rollercoaster of dread and fear that I was able to create. It was a whole new way to enjoy the game. The other guys loved it too. The power and wealth and renown we had built up was largely useless and irrelevant. We weren't there to conquer, we were there to survive. We had our wits and each other against ever-mounting odds. It challenged us at every turn and we had a fucking blast. Feast of Goblyns and both Ravenloft modules proved excellent playgrounds of doom. There were a lot of close calls, some tough choices, and some steep prices to pay.
I haven't retread those paths in many years, but the more I think about playing again, the more the Mists tug at my quivering ganglia.
Dark Sun arose.
Psionics, oppression, and a harsh, raw world terribly out of balance? So rough you start at 3rd level and and can have stats up to 20? Okay!!!
Dark Sun was strange because we read the novels, or at least the first novel, before we started playing there. It set the pace, which was fine, but the story was closely intertwined with the first official adventure module; Freedom.
We gave it a shot.
One of my all-time favorite adventures as a player. We were taking part in something bigger than ourselves. Bigger than a dungeon crawl, or a quest for a reward, or a flight for survival; the face of the world was changing in a big way, and we were there, we helped make it happen. We went from rag-tag downtrodden slaves to tyrant-toppling freedom fighters in one adventure.
It may have been a railroad, but it didn't feel like it, and we sure didn't mind either way.
We reveled in it, we struggled to make it happen.
One of the guys did the majority of the Dark Sun DMing. Our realms play was one thing, but it was more fun as a player in the newer campaign settings to be in the dark about most everything. One DM for Dark Sun. One DM for Ravenloft. One DM for Undermountain/Underdark Realms play. If someone had a particular adventure idea they wanted to run in one of the other settings, it wasn't hard to keep it self-contained.
The Dark Sun campaign ran for a year or two. My psionicist Maralor ended up being a Senator through some curveballs the DM didn't plan for, but handled excellently. We all had a blast on Athas.
In the midst of all that, we started a new Ravenloft campaign with new characters. We tried making an all-caster group, and had a lot of fun with it, but it didn't last long.
The problem was that with every new product TSR put out, for every interesting new story hook or idea they proffered, the grand scope and mystery of the setting diminished and lost its luster.
I didn't want to find out from them how uninteresting or perfectly boring some of the mighty Sorcerer-Kings of Athas were, and I especially didn't want to have the Dragon of Tyr end up so blasé. "His name is Borys? Gee-willickers!" My visions of the enigmatic Nibenay and the fiery Hamanu were vastly more intriguing.
In Ravenloft, the culmination of Hyskosa's Hexad was so disjointed and underwhelming that I don't even remember what it was. My cadre of colorfully spooky NPCs and their schemes resonated much more powerfully, but when I had entwined them in all of this material, my excitement as a DM unraveled with it.
Perhaps therein lies my gradual disenfranchisement with Dungeons & Dragons and why the OSR seems so thrilling.
It didn't help that school and girls and visions of college and adulthood were intervening.
Fond memories of glory and wanton slaughter: Part One - The Freaks
Our love of comic books led organically into the Teenage Mutant Ninja Turtles RPG.
There was a lot of material coming out for TMNT and the rapidly-growing stable of Palladium games, but the Freaks were always more improvisational with our play, and didn't rely on much beyond the core info. Myself and one of the other guys were the only DMs (and prolific illustrators), but each player had an ensemble of characters in the same world together.
Some of our adventures got so intense and personal that we'd get quite emotional. It was intoxicating and addicting.
I experienced my first death of a beloved character. It was heartbreaking, but it was so well built up and handled by my friend who was DMing that it only made the whole experience richer and more gratifying. One of our sessions involved a Ouija board which took things to a whole new level.
My favorite character was a mutant Gila Monster named Garrison. The one who died was a mutant Alligator named Lockjaw. There were many others though, like I said.
Next, we delved into the Palladium Fantasy roleplaying game.
There is where I first came across the Lovecraftian notion of the Old Ones. They struck a powerful chord in my unconscious that resonates to this day.
We had many rich, imaginative, intense, fantastic adventures in this world, again with many characters apiece. My primaries here were a small cyclopean thief named Maximilian, a Necromancer named Shader and an Ogre named Diablo who was afflicted by the Old Ones and became half-demon. We consorted with the Gods and overthrew kingdoms, seduced barmaids and snuck down alleyways, high and low.
In high school, we tried a few other Palladium titles; Heroes Unlimited (we had a pretty lengthy and involved Heroes campaign), Ninjas and Superspies, Rifts, Robotech, Recon, Beyond The Supernatural. Rifts was a lot of fun to read about, but never much fun to play for some reason.
We gave White Wolf's Vampire: The Masquerade a few chances, but it didn't suit us. We even partook of a Vampire LARP which was totally lame because I didn't even end up getting to play a Vampire.
Shadowrun was attempted. GURPS Car Wars was given a shot. Warhammer had a chance.
Our sessions waned. The games became little more than fodder for artwork. Drugs and girls and visions of more girls and drugs were intervening.
Next: The Geeks