Friday, August 13, 2021
Spearpoint! A 13th Age mini-arc for deviant dwarves
Wednesday, August 11, 2021
Half-Right: a new social game
A few weeks ago, in the brave land of maskless tabletop gaming, Fire Opal ran an eight-person playtest of a fun new card game. Everyone playing was meeting between one and six people for the first time, so as we ate pre-game tacos in my game-garage, introductions sparked in various pieces of the table while esoteric conversations built in others. I noticed that one particular conversation wasn't making sense to anyone else. I can't remember whether the participants were surprised that they were being obscure, or not, but I know I suddenly had the idea for a game we could play as we ate.
Half-Right: Each player tries to come up with a question that they think half the people in the room will know the answer to, while the other half will have no idea or get it wrong.
Normally you're counting yourself as one of the people who knows the answer, certainly that's how the two successful halvings played out in our game. I suppose that if you were hardcore you might be able to come up with a question that you don't know the answer to but that you suspect that half the room will know!
Yes, it works better with an even number of players. I guess with an odd number you score a small win if half-rounded-down players know the answer and a big win with half-rounded-up. Better suggestions?
As the number of players grows, I suspect that getting close to half is worth some glory. In some groups, I imagine it's possible that no one will succeed, meaning getting close will be doing well. Obviously the game changes drastically the more people understand each other. It's not simple.
Our first game of Half-Right featured two successful interpretations of the group, a few near-misses, and a couple hilarious whiffs which no one but the questioner knew the answer to.
Follow-up: Now that I've typed it up, I'm aware that others must have invented/played this game before. It feels like something that could have been part of my social inheritance, but wasn't. Let me know if you have played the game before or if you find peoples who did.
Also let me know which name you prefer, Half-Right or Half of Us. I've gone back and forth.
Friday, July 30, 2021
Dice Miner: a three-dwarf variant
I’ve been enjoying the new Dice Miner game from Atlas, designed by
Joshua DeBonis and Nikola Risteki.
We’ve mostly played great three and four-player games. Our two-player games have also been good, but we haven’t played entirely by the rules. For two-player games, I’ve got a variant.
In two-player games, don’t play with the same dwarf the entire game. Instead, each player draws three random dwarf tiles at the start of the game and shows them to their opponent. Each player secretly chooses which dwarf they’ll play in the first, second, and third rounds, stacking their tiles in order. At the start of each round, before pouring out the mountain dice, players reveal which dwarf they’re playing that round.
You end up playing dwarves that don’t get chosen as often when players can choose from the entire pool. You also get to figure out new strategies, because the order of your characters can influence the dice you want to acquire.
The same rules should work for three and four-player games, though we haven’t tried that yet.
With three or four-players, you could also treat the three tiles you’ve drawn as part of a draft. Everyone chooses a dwarf and passes the remaining tiles to the left. In a three-player game, people could start with 4 tiles, so they’re still making a choice for their third tile.
Our godson's Scout, Treasurer, and Brewer somehow finessed my Warlock, Alchemist, and Elder Dragon |
Tuesday, March 9, 2021
2nd Book First: The Two Towers
Thursday, January 28, 2021
Wrestlenomicon: Cultist Rules
I’d always hoped to add servitors of the elder gods to the game, cards that would have the same card backs as Cultists. When we started the Kickstarter, I presumed that new Cultists would be a project for the future. But the future arrived during the KS. Shane and Dennis found a way to add The Dead to Hastur’s Cultists and recruited the Deep Ones for Cthulhu. Kurt handled the art, I did some mechanics, and ta-dah, mission accomplished. But maybe I missed a step: I didn’t adjust the Cultists paragraphs on page 13 of the rulebook to account for these KS-exclusive cards. Some people have asked about it.
So here’s a rewording of the rules to account for the new Cultists. I’m going to phrase these rules to reflect the way I use the Cult tile, which is different than how the rulebook recommends using it. I’m also not going to use the terse style that saves space in a rulebook. This will be wordier.
Cultists
Cultist cards are in a separate category from the other cards in the game, distinguished by their own card back to prevent them being mistaken for cards that are part of your normal deck and your normal hand.
Before the game, shuffle your Cultist cards and place them face-down as a separate Cultist deck on your Cult tile. Use as many Cultist cards as you have available for your god. (For Kickstarter backers who bought everything, Cthulhu will have 8 standard Cultists, 5 Willing Sacrifices, and 5 Deep Ones. Hastur will have 8 standard Cultists, 5 Willing Sacrifices, and 5 The Dead. If you’ve ended up with fewer Cultists than that, don’t worry, just use what you’ve got.)
Neither player starts with any
Cultists, but some cards can grant them to you. When you gain a Cultist, draw
the top card from your Cultist deck and keep it on the edge of your hand of
cards so that it doesn’t get mixed up with the rest of your normal hand of
cards. Given that there’s not a lot of text on the Cultist cards you’ll need to
refer to often, my method is to turn them upside down so I don’t confuse them
with the cards that are officially in my hand. You could even just turn them backside up so that all you can see is the Cultist card back. Because a Cultist card
doesn’t count as a card in your hand, you’re just holding it with the rest of
your cards to keep track of it as an available resource. If you feel like
setting it somewhere else, go ahead! There’s no limit to the number of Cultists
you can accumulate.
When you sacrifice a Cultist,
place it face-up into a separate Cultist discard pile. You should have room on
your Cult tile for both the Cultist deck and the Cultist discards. If you ever
need to gain a Cultist and don’t have any left in your deck, reshuffle your
Cultist discard pile.
The full rules for each type of Cultist are printed on that card. In other words, if the Cultist in your hand is one of The Dead or Deep Ones, you won’t be able to use it for the standard Cultist sacrifice.
When you use a standard Cultist or one of The Willing Sacrifice bonus art Cultists, Cultist sacrifice works like this: When you advance an attack on your track (using Momentum), you can sacrifice one or more Cultists you’ve gained earlier to move that card an extra space for each Cultist sacrificed. (If you move multiple cards due to exclamation point momentum, each Cultist sacrificed moves a single card.)
At the moment the Willing
Sacrifice cards don’t accomplish any more than the normal Cultists . . . aside
from the possibility of making a mid-game sacrifice of a loved one (or the
first friend I played D&D with) who strongly supported our Kickstarter! But
when the game has expansions down the road, we’ll find a way to add some zing to
the Willing Sacrifices.
Tuesday, January 12, 2021
The Adventurers' Lament (13th Age Campaign Character Summary)
I've been running two 13th Age campaigns. The campaign that's been more active is a Thursday night game with two of our teenaged godsons and a couple good friends. The game has been a delight, mostly because of what the PCs bring to the table. This is the first time I've run a game in which a character uses icon relationship advantages to prevent other characters from the learning the truth about their icon relationship advantages!
The players named the campaign 'The Adventurers' Lament' during the first session. I'm not sure what they'd had time to lament by then, but it hasn't gotten less appropriate. They started at first level headed towards The Strangling Sea and the NPC summary below covers events up to their long-awaited level-up to third: in-and-out of the Stranglesea; into a running battle with the forces of the Lich King and the Crusader; into a network of elven teleportals (under attack by the Lich King) that eventually took them to Axis and the warrens beneath the Crown of Axis amphitheater. The players say I don't let them level up enough, and I respond by saying they knew what they were in for when they chose the name of the campaign.
I suspect that the summary may not strike readers as a document from a second level game. I use 13th Age to get characters involved in seriously dramatic events from the very first session.
I started the list to keep track of a storyline that was generating complications faster than it was resolving them. The current version of the NPC Summary lives at the bottom of the campaign's google drive doc. While I'm using the Zoom-swoop method for battles, we use the google drive doc to write session notes, record the worst puns, and track initiative.
The summary got rolling in October. For fun I'll probably keep the summary semi-updated in this post.
The Four PCs
Butters: ‘Human’ necromancer who was thought
dead for decades after an unfortunate fireball accident (probably not an
accident) while fighting for the Emperor. No longer has his original
spellpowers, the extended experience with death has taught him necromancy. An
old acquaintance of another PC somehow ended up providing Butters’ skeletal
companion; see Billy. Butters provided the campaign’s tagline by proclaiming that this time around he was going to be 8.3% less evil. But subsequent actions have
caused the GM to reduce that percentage a couple times, and raise it once, so
that it’s presently hovering at “7.8% Less Evil.” [[1/9/21 update: Down to 7.6%]] The other PCs don’t know that
Butters broke a tentacle off the statue of the elder god, Glark, in the
Stranglesea, and is transporting it in pockets and other unsavory places, but
given the weird flying fish and the bizarre friendly acknowledgements by
worshippers of dark gods, they would have figured it out if Butters’ player
hadn’t been using skill checks and icon relationship advantages to keep them in
the dark. [[Lucas Pina]]
Gherophy: Gnome bard who pretty much screams
instead of singing. He glows golden when rocks are placed against his skin, and
spent an unhappy childhood being used as a glow lamp in the gnome burrows,
which were not happy places. Despite the fact that he’s known as the Golden
Gnome, or the Glow Gnome, he has improbable stealth skills and increasing
advantages from the Prince of Shadows, who knows a trick in plain sight when
it’s disappearing. Gherophy isn’t an active problem for the other PCs, as
Butters sometimes manages to be, but he regards damage as something that other
characters are supposed to take, and takes cover accordingly. [[Robbie Myers]]
Bromach: One half of the game’s ongoing
existential question: “What, Then, Should a Dwarven Warrior, Be?” Bromach’s
answer involves rage, a sharp sword, and staying drunk enough that you can’t
even hear the would-be orders of your would-be dwarven exemplars. Bro grew up
in the wildlands among the timberwolf nomads and married above his Charisma
score to a (probably) elven woman he calls the ‘queen of the nomads.’ When
they separated because of Bromach’s tendency to sell the artifacts of the tribe
to pay drinking and gambling debts, she cursed him with a unique problem:
inanimate objects in his vicinity wake up just enough to trash-talk him.
Usually it’s mockery. Every once in a while it’s helpful information, which
indicates to Bro that his wife actually does want him to survive. Which is
sweet. [[Miguel Friginal]]
Dhomnin Light-Braid: The other half of the
Dwarven Debate. Dhomnin isn’t a paladin. He just acts like one, a tendency that
got more pronounced when he was gifted with a golden spiral helmet from the
Great Gold Wyrm that helps him point out the unwise or unsavory actions of
others. See Chuck, below, for the main evidence that Dhomnin has a different
class. Despite not being a paladin, Dhomnin is frequently said to be the highest
Charisma dwarf in the world. It’s probably not true, but he did mediate a
famous dwarven feud and survived long enough among the Cold Ones, a tribe of
lizard people, to become a two or three time winner of their annual Games.
(Honestly, the GM forgot Dhomnin’s actual One Unique Thing: which is apparently
‘having healed the Black Dragon of a mortal wound.’ So Dhomnin has performed
some diplomacy tricks on the GM as well!) [[Tim Baker]]
The NPCs
Ataya: The multiclass librarian/rogue/sailor who
helped the PCs escape from the Stranglesea, with information if not magic or
swordplay. The PCs have agreed to help her a bit as she travels with them, she
has messages to lost-sailors’ families to deliver. She may be more adventurous
than she’s letting on, but she steers clear of the combat scenes.
Billy: Butters’ skeletal companion. Apparently a
friend of Bromach’s in life. Apparently dead as a result of drinking a
‘healing’ potion provided by Butters. Butters says “It was an accident!”
Provides a bony ear for Bromach’s (drunken) meandering musings. I believe
that’s why Billy has been termed an ‘emotional support skeleton.’ Bro may or
may not realize that Butters hears it all. Billy now also flames.
Byornnolf-Broddi: The feud that Dhomnin is sort
of famous for having mediated. It was a Jedna’s Folly problem. Not well known
outside those parts.
Captain of the Stonehammer: Not much of a
sailor, or a repair expert, but all-dwarf, and determined to fix his ridiculous
boat even though that’s pretty much impossible. He’s not so much going down
with the ship as slowly strangling with the ship and everyone on it.
Choralinthor [slain]: Elder faun in the service
of the Elf Queen; probably a spellcaster, who left the PCs to fight in the
portal battle alongside the elves. // To everyone’s surprise, slain during the
running battle in the portals. Not that the PCs saw the body themselves. But
there *really* isn’t any obvious reason the elves would lie about it, since the
rest of the interaction was played straight.
Chuck: Dhomnin’s fierce monitor lizard
companion. The visible sign that Dhomnin really truly is a ranger, though
mostly the PCs think that Chuck has a friend who is a dwarven paladin. Or
something. // The party sublimates their affection for each other by lavishing
their affection and nurturing on Chuck.
Edgar O’Dun: the necromancer (now rogue?)
previously known as Ser Vant
EKKYON the Forgettable DEMON [‘killed’]: Not
sure why this undead demon with a giant axe is on the list since the PCs killed
him already during that horrible battle ‘guarding’ the teleportals. He did say
he’d be seeing Bromach again, but undead demons always say that kind of thing
as you “kill” them. “
Elyssa: Former paladin in training who had no
taste for weapons and armor. Seconded to learn from the Archmage’s people, so
she’s one of the more talented magicians in the service of the GGW in Axis, at
present. Helping the PCs track down the elemental troublespots that have been
throwing Wyrmblessed off its Axis. The GGW’s people presented her as something
of a non-combatant but that was almost certainly a cover story. No one had time
to think about it at the time, but in retrospect the stunt she pulled with the
force bubble and the wizards’ duel with the would-be elemental saboteurs marks
her as a couple notches above the PCs’ level.
Firigin: Cowardly but skilled inventor, Inigo’s
former partner, somewhat indebted to the PCs for screwing up so badly while
they were doing their best to guard him. Lives in a dome that has a lot in
common with Butters’ new teeth. It must have taken a lot of dead walruses to
build the dome. // Also the creator of the Stone Girl. // Incapable of
multi-tasking, as proven by the fact that Ser-Vanh was able to steal so many
gems while Firigin was distracted sending Dhomnin’s message to the Dwarf King.
Fishstick the Dread Pirate: A dread gnome pirate
apparently buried near Firigin’s place on Silver Cove. Who knew? Rusty, that’s
who. The pirate’s ghost says it owes Gherophy a favor, as the gnome who cleared
his tomb of the Lich King’s attempted takeover. That favor isn’t preventing
Fishstick’s skeletal parrot, Korthas, from systematically retrieving the gems
the PCs stole from the tomb.
“French”: Real name is Crunch, but after
surrendering this burly half-orc bandit (Dead Flowers gang) admitted that he
hoped to a) be sentenced to the gladiatorial games; b) eventually open a wine
and cheese shop. So it looks like his original name will be buried by my
original mispronunciation, by his having surrendered in the first place, and by
his newly arrived ‘French’ accent.
Galadon: The lizardman in the service of the
Great Gold Wyrm who commissioned the party to track down Inigo Sharpe in order
to fix the floating island of Wyrmblessed above the city of Axis. Galadon
fought a high-level cloaking action to keep the main portion of the Lich King’s
forces off the PC’s trail, according to Gerophy’s glowing golden dream. More
recently he’s been gifting the PCs with magical treasure of their hearts’
desires. (In Butters’ case, that turned out to be magical armor that looked
like cured human skin. It is. It’s Butters’ skin, back from when he was
recognizably human and alive. The PCs haven’t had time to investigate how
Butters’ fireballed-skin became a magic item only to turn up in an Imperial
armory decades later.) // When the Wyrmblessed rituals are complete, Galadon is arranging the force-teleport that will get the PCs back to the Stranglesea to rescue the dwarven and human survivors.
Glark: Apparently a goblin god? Some sort of
weird idol in the goblin shipwreck maybe? A Stranglesea thing? Who could say?
Who indeed? Someone who broke a tentacled piece of the idol off and keeps it in
their pocket?
Hornharrow: super weird Inigo-created potential
demon-banisher artifact, but not a magical artifact. Inigo freaked out when the
PCs found it in a cave with cultists and he wants them to get it to the Great
Gold Wyrm. (For a change, Inigo’s new plan succeeded; Hornharrow does not
appear to be the PC’s problem any more.)
Inigo Sharpe: Problematic human inventor turned
weirdass robot head. Still an inventor. Shocked sober, recently, by the
discovery of his demon-wrecking contraption (just above), which he had thought
destroyed. No longer wishes to be taken by the Crusader and cooperating with
the PCs. // Presently handed off to the Great Gold Wyrm’s people, who he
appears to be getting along with surprisingly well while fixing Wyrmblessed.
Klinkhammer: Former gladiator and owner of a
tavern near the Axis arena district, the DeeOhGee. Tavern sign: a black dog.
That’s also the name of the tavern’s signature drink. Maybe a racist. A dwarf.
Korthas the Skeletal Parrot: “Loserssssssss.”
Has been stealing back gems that the PCs had liberated from the dread
pirate’s tomb. // Update: Has now turned up
perched in Unta’s office, apparently negotiating a business deal of its own.
This was a big surprise to everyone; to Gherophy and Butters because they
thought Korthas was a dungeon-problem, and to Bromach because he’d been too
drunk in Fishstick’s Tomb to remember much (we’d played Miguel’s character for
him to give the scaredy-characters some muscle); and to Dhomnin because he has
no idea what’s going on, since he was too straight-laced to be trusted by the
dread pirate’s ghost when he sought PC-assistance.
Melinda & Keller: Wreck rats left behind on
the Stranglesea. Dear friends of Ataya. Therefore probably people worth getting
to know. If they’re still alive.
MR. X: He teleported into the middle of the Lich
King/Elven Lawyer fight that played out across the teleportals. He was
surrounded by dead undead and magical lightning that he appeared to control,
which writhed around him to strike down any undead that showed signs of unlife.
Mr. X recognized Gherophy and said he’d see him again, though he didn’t
introduce himself in turn. Dark skinned, power rippling from an ivory cane.
Some type of sorcerer. Badass as Jules in Pulp Fiction and not necessarily
trying to be the shepherd.
Nameless Hungry Ghost: The entirely fearsome
spirit that nearly killed Bromach, put the rest of the PCs on their heels, and
flew away with the head of Inigo Sharpe. Luckily for the PCs, the Crusader
magicians controlling the ghost didn’t have much control over it, and when
shove came to stab the hungry ghost stood aside after being promised a
respectful burial ceremony in the wreckage of the unhealed battlefield named
Oldblood. Butters lived up to that promise, which means the ghost wasn’t
nameless to everyone, but Butters is good at keeping secrets.
Pumpkin, Teal, & Rusty: Gnome bandits. Or
gnome layabouts. They seem pretty awful at banditing. At least one of them is
now dead, slain in the hungry ghost/Crusader zombie attack, but it’s not clear
if it was the dude who wanted to be called Grim Grimkin (instead of Pumpkin) or
if it was Teal. The gnomes knew Gherophy when they were all younger and
Gherophy was being more or less tortured as a light source, so that’s not all
good.
‘Queen of the nomads’: Bromach’s ex-wife; definitely
connected to the Elf Queen. Cursed Bro with the thing that makes the gritty guy
unique: inanimate objects speak to him. Yes, often at inopportune times. Mostly
at terrible times. But there are moments when the objects appear to want him to
stay alive. Bro is sure of it. It’s just that their moments apart are more
fiery than other peoples’.
Quentin Bonerazor/Boneraiser: Bro’s new magic
sword, found in the aftermath of the battle at Oldblood, the draconic
battlefield which the Crusader’s people made the mistake of trying to use as a
bastion against the PCs.
Regna: Strangely perceptive. (GM has no idea who
this is. Players have not yet helped. We shall see.)
Rusty: See Pumpkin. But Rusty is a bit more
daring and knows where things are buried. Or maybe that’s because he was
temporarily possessed by a long-dead fearsome pirate.
Ser Vant: A glibly coined name for Butters’
‘servant,’ a former magician in the service of the Lich King who chose service
over death-by-PC. Also, Butters has promised to seek the revenge that drove our
loyal (?) Ser Vant to serve with the Lich King in the first place, against the
evil (we’re assured) Baron Von Hendriks, near Glitterhaegen. So it’s close to
Butters’ old turf, the Duchy of Turin. 11/5/2020: Ser Vant has been released from
service. We are told that he is staying to help the Great Gold Wyrm’s people
with the Wyrmblessed project. Butters counts this as a success, a reformation.
Butters is at least 60% right. The man’s real name is Edgar O’Dun, and it seems he has
left the necromantic ways behind and is now a lovable rogue.
Shiny: Gherophy’s new pet skitter lizard. Has
officially survived 1 hour in range of Chuck’s jaws, but maybe that’s because
Shiny is safe within a sack and kinda doped-up on ritual magic.
Skullface: High elf leader of the
Dead Flowers gang. Captured by the PCs in a battle that was too one-sided to be
remembered as a battle. Nearly escaped by teleporting through a trapped
corridor but was run down and taken out by a very determined Dhomnin, who won handily
by bringing both fists to a knife fight.
Stone Girl, The: The boat invented by Firigin
using Inigo’s original work. Gherophy has a real connection to her. For the
rest of the PCs, she’s just a boat, but Gherophy probably knows better.
Turin, Duchy of: Butters’ ancestral grounds,
taken from him when he more or less died thanks to that errant fireball.
Unta: She’s a former gladiator and a (rare) human friend of Klinkhammer, the proprietor of the DeeOhGee. She also has recently taken over the management of an old arena that’s trying to make a comeback, the Crown of Axis. Butters decided he wanted to invest. Unta has big plans for the PC’s investment, starting with getting them to clear out the warrens beneath the amphitheater. Mission in progress.
Friday, December 18, 2020
Carp, Dragon, Generals
This is the Chinese Garden by South Seattle College in West Seattle, on an almost deserted Thanksgiving weekend during covid.
Things to find if you click to enlarge: a giant carp called the dragon carp (from the legend that any carp that could climb the cascades at Dragon Gate on the Yellow River in Hunan would be transformed into a dragon), two terra-cotta generals, the downtown Seattle skyline, and two lions.