I have a new piece of art by Lee Moyer hanging on the wall above my computer monitor to inspire work on 13th Age. It came in especially handy while working through Chapter 8: THE DRAGON EMPIRE with the editor.
The top-right piece in the photo above is the map for 13th Age, captured during a rare moment of sun in Seattle. I'm overjoyed to have the map above me. Printing the big version was worth it. It won't be in the book at this size but who can say what the future holds?
As to the rest of the art currently on my work-wall, I suspect many of you will recognize one or two of the other pieces but I'm not sure how many people will recognize all four from what's visible.
Saturday, June 9, 2012
Thursday, May 24, 2012
+4 Amulet of Mighty Fists
Once upon a time in Elysombra,
toward the 2/3rds mark of Jonathan Tweet’s epic 3e campaign, I switched from
playing Sigurd, the dwarf fighter who’d taken a level of cleric to better
understand Primus’ will, to playing a half-dragon gnome psychic warrior named
Dzhay who maintained an illusion of looking like a jailbait Pippi Longstockings
until she tore someone’s throat out with her camouflaged silver-dragon teeth.
Dzhay plundered the Psionic Handbook and came out loaded for
war. For this, and for abandoning Sigurd, and for somehow talking the
notoriously stingy DM into gifting me with a full load of good magic items, I
achieved campaign infamy.
Which did not lessen the second
time our party got gacked trying to destroy a particular naga-infested Temple
of Evil. We’d been hit by overwhelming
barrages of empowered fireballs and lightning bolts, some cast by nagas and
some cast by our own frickin’wizard, who’d had
the courtesy to ask whether Dzhay could take a hit from a fireball but
did not entirely listen to the answer. The answer had been no, not so much, and especially not with a disintegrate spell on the way from the nagas.
So Dzhay was toasted and Jonathan
gleefully turned to determining the fate of the magic items she had been
carrying. Old school baby! First I rolled saves for the stuff she used, then I
turned to rolling for the items that she kept in her backpack. When I mentioned
that it looked my +4 amulet of mighty fists
had been destroyed, Mark Jessup, playing the party’s abused but beloved
monk, Ta-Wei Shek, nearly spit out his teeth. “You have a +4 amulet of mighty fists? And you keep it in your backpack?”
“Yeah, the enchantment I get from
[one-or-the-other-of-the-cheezy-and-near-permanent-psychic-warrior-tricks-I-was-using]
is better…Uh-oh.”
“Augh! Augh! +4 amulet of mighty fists! Do you know what Ta-Wei is using? A +2.
Augh! Augh!”
Guilty. Guilty and oblivious. And
in no position to correct the error.
This, and other slights and
fiascoes, eventually led Mark to utter the despondent war cry we forever
associate with his flamboyant yet strangely ineffective characters: “I’m 76 hit
points you don’t have to lose.”
Although to be fair, in the final
act of our heroes’ mortal existence, Ta Wei-Shek climbed the head of the world’s
greatest red dragon, Vaerm, and punched her in the brain, no +4 amulet
required.
Wednesday, May 23, 2012
Doom!
When Lee Moyer and Keith Baker
started their Kickstarter for the excellent Doom that Came to Atlantic City boardgame, I felt there was something missing. A
few things, actually. Despair. Desperation. The mounting pressure of inevitable
torment.
But now that the game is meeting
and exceeding its stretch goals one-after-another, now the torment arrives. As
I seek to work with Lee on the art for 13th
Age, he is called upon again and again to reach deep within his withered
septum to scrape another pewter benefit out onto the Kickstarter ladle. Let it
be so.
I love this game. In a previous
incarnation I no longer clearly recall, I contributed ideas to the game that
its creators deemed worthwhile. Don’t let that put you off. It is more fun than
capitalism and less destructive to your friendship circles than the OC
(Original Cults). Although it appears to be a luck-based move-around-the-board
adventure, there’s quite a bit of skill involved in actually winning, as the wins-to-losses ratio of
the verdammt Keith Baker has proven in games I have been privileged to lose.
Wednesday, May 16, 2012
At the Sign of the Happy Harpy
We had an amazing
family vacation for two weeks just as I was turning over the 2nd
playtest draft of 13th Age.
We spent two weeks in Turkey, starting with four days in the carved rock of Cappadocia,
where I typed the new echo spell notes for the wizard listening to the night call
of the muezzin bouncing off a fortress rock named the Castle of Uchisar. Then we
drove south and west along the coast, hiking in ruins and swimming in the
Mediterranean before catching aflight to Istanbul for a final four days of
museums and bazaars.
In Kalkan, we
stayed in a sweet hotel that we thought was named the Harpy Hotel. But half its
logos and signs said the Happy Hotel. Which was it? Well it started as the Harpy
Hotel. As witnessed by the Harpy Stele at the nearby ruins of Xanthos, the
local harpies were conceived as benevolent spirits, winged women who took the
souls of dead children to heaven. Huh. Dead children, well, I guess that’s the
human condition. Heaven is good, at least.
But every week a
hotel guest mentioned that as far as they knew, harpies were monsters. Eventually
the hotel acknowledged its PR error. The owner’s name includes a Turkish word
for happy, so the new name is a double-entendre
that most guests won’t realize.
As we were
checking out I decided to take one last look at email since it seemed likely we
wouldn’t have access that night. I had a surprise present, the first 13th Age monster tile I’d
seen from the Diabolist, sent over by Lee Moyer who’d finished the tile from
Aaron McConnell’s rough pencils. And yeah, the moment we were checking out from
the Happy/Harpy Hotel, Lee sent over the harpy.
I had my laptop in
hand as we checked out and showed the art to the concierge, saying “You know
all those people who turned the harpy into a monster and made you change the
name of your hotel? I make games. I’m part of your problem.”
For those of you reading
this entry for information on 13th
Age instead of keeping up with my synchronicity highway vacations, here’s the
scoop on our monster tiles. Preparing the art order, I mulled over the fact
that our monster selection for the 13th
Age book deliberately sticks close to d20 norms. Therefore most of our
monsters have been extremely well-illustrated multiple times. And recently.
What were we going to add? Did our audience really need another monster-format illustration
of a gnoll? An otyugh, even? There had to be a more interesting approach. So I
turned to the strengths of our setting: what if the monsters could be
represented by control glyphs created by the Archmage? That way the monster illustrations
would be different and say something useful about the world. Maybe I’d put together a card game using the glyphs. Maybe the game would correspond to a game played by wizards.
I talked the idea
over with Lee Moyer. Mr. Value-Added, I call him. Once Lee began experimenting
with the glyphs, he suggested that we rank the monsters with icons they might
be associated with instead of giving the Archmage all the credit. Of course! Each monster or monster type
appears on a form of tile, stone, gem or plaque associated with one of the
icons. The Diabolist’s tiles are all shaped like the harpy tile, a shape you'll recognize from the icon's illustration. On the
Diabolist’s other tiles, instead of a harpy you’ll get a hezrou or dretch or
balor. But the Elf Queen’s tiles look nothing like the Diabolist’s tiles, ditto
for the High Druid and each of the other icons associated with a few of the
monsters.
Lee nailed this
project. We’ll share more monster tiles soon!
Tuesday, April 24, 2012
Kill Tokens: short play variant for Epic Spell Wars
Epic
Spell Wars awards victory to the first player to win two Last Wizard
Standing tokens. But playing with four or five players, it can take five to six
games for the magic second win, and that’s too long a game for some people.
If you want to play a set number of games and come away with a definite
winner, or you suspect the game may have to end early, try this variant rule.
Every time you play a spell (or use a treasure, however you do it) and
knock a rival wizard out of the game, you win a Kill token. One spell kills
three enemy wizards? That’s three Kill tokens. If the game has to end before
someone has won two Last Wizard Standing tokens, break the tie between people
with one LSW token apiece by counting Kill tokens. If that’s still a tie, heck,
I say let them tie. (Haven’t had a tie yet…)
The play pattern shifts a bit in a good way. Players recognize that
getting a kill may end up helping them win, so there is more point to going out
in a blaze of glory.
You
don’t score a Kill token for taking yourself out, but if you can take yourself
out you prevent a foe from getting the kill.
Monday, April 23, 2012
Bravo for the Lords of Waterdeep
Lords
of Waterdeep deserves the acclaim it’s getting in the boardgame world. For
detailed reviews, see Boardgame Geek and elsewhere on the net. Rodney Thompson
and Peter Lee created the design in their free time before selling WotC on the
idea. The published game lives up to their original vision.
I've played LoWwith friends who know little about the Forgotten Realms and in a couple cases nothing about D&D. They talk of the adventurers in the game as ‘orange’ and ‘black,’ the colors of the cubes, instead of calling them fighters and rogues. When I asked my brother if he was going to finish a quest one turn he said, “Well, it looks like I’m going to Discover a Hidden Temple of Laugh-Out-Loud-th.” But even people playing the game as a series of actions designed to acquire cubes of a certain color and cash them in for victory points enjoy the game immensely.
I’m looking forward to playing more
games soon. And I’m OK with that comment about winning too often coming back to
bite me on the VP track.
Friday, April 20, 2012
Three Evil Overlords
Yesterday morning I decided to take advantage of the buy-15-and-you-finally-get-1-free card I had from Starbucks. I rolled on down the hill to the drive-through, made the order, pulled up to the window and reached for the postcard where I'd thrown it in the passenger seat. "That's odd," I thought. "There's a 13th Age postcard in here. I thought I only had one of those. Great! It must have fallen out of Jonathan's stuff and Lisa found it when she cleaned the car." The card was something we put together for Jonathan when he was on panels at Norwescon. The wonderful art by Aaron McConnell and Lee Moyer shows two of our evil icons, the Diabolist and the Lich King.
Beat. Beat. Beat.
"So where's my Starbucks card?"
Beat.
"Oh."
Yeah, I was a few sips of caffeine shy of firing on all neurons and I'd grabbed the wrong treasured postcard from the special spot behind the Fokker DR-1 triplane model on my desk.
So as I floundered for my wallet to pay for coffee with a Starbucks Gold card instead of a postcard, I told the barista I'd grabbed the wrong card.
"Well that looks really cool! What is it?"
Turned out I could *almost* have traded the 13th Age postcard for coffee. The barista and a friend working beside him play a lot of tabletop games, mostly Pathfinder and Warhammer. Next time I'll find out which Warhammer armies they favor.
Beat. Beat. Beat.
"So where's my Starbucks card?"
Beat.
"Oh."
Yeah, I was a few sips of caffeine shy of firing on all neurons and I'd grabbed the wrong treasured postcard from the special spot behind the Fokker DR-1 triplane model on my desk.
So as I floundered for my wallet to pay for coffee with a Starbucks Gold card instead of a postcard, I told the barista I'd grabbed the wrong card.
"Well that looks really cool! What is it?"
Turned out I could *almost* have traded the 13th Age postcard for coffee. The barista and a friend working beside him play a lot of tabletop games, mostly Pathfinder and Warhammer. Next time I'll find out which Warhammer armies they favor.
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