Monday, August 28, 2006

Gaming Sunday

I was prepping a (hopefully) cool module for yesterday's game in an attempt to make Mike Ferguson's visit to our gaming group as good as possible. When an email from him the night before said he was regrettably unable to attend, I lost a bit of momentum. The adventure as conceptualized was a mystery/dungeon crawl but, at the time, I wasn't overly happy with my lack of details. So, at my brother Scot's suggestion, I decided to put that module on the back burner and think up a full-on jaguar-folk adventure. (The jag-folk being the bad guys of the planar campaign and nearly TPKing the group in the previous battle.) I didn't want to use the jag-folk in Mike's intro module since they really wouldn't resonate with him (or his PC). This was 10:30pm before the day of the module.

The end result of some intense thinking and scribbling? Not a bad time! Pressed for a comfortable amount of prep time, I utilized the stats of the jag-folk warriors seen last time as well as the same leader. What the heck, the players wouldn't know the difference. I also came up with a half-assed plot involving the jag's kidnapping of a transmuter who was pressed into service to fashion a magic item that would (and did) overpower the stone golems protecting the Protectorate's headquarters on Sigil (how's that for a run-on sentence?). The party managed to find the plot, beat the cats and even discover how they control the oft-fought cat-headed obsidian quasi-elementals--an ancient pact with an elemental lord named Kosh gave the jag-folk warrior caste a handful of "elemental wells" to summon the creatures from. Did you follow that? Eh, guess you had to be there.

To sum up, you needn't always be overly prepared to run an adventure. I had my bad guy stats, a map stolen from Necromancer Games' Fane of the Witch-King, and a loose thread tying points A-B-C. Sprinkle in some of my wacky NPCs, simmer for 6 hours with players, and you've got a recipe for some gaming goodness. Serve with pizza and enjoy!

Saturday, August 26, 2006

Yet Another Temporality Review

This one from the aforementioned Dr Who yahoo group. I did point out that the book is now for sale in print but this review is again for the pdf (although there is, of course, no difference in content). Anywho, let's get on with the review...

"As someone who regularly picks through d20 and OGL content in searchof rules to reuse or repurpose, Temporality is an invaluable resource.For the other 95% of gamers who don't care what is, or isn't, OpenContent (and just want to play the damn game), Temporality is an invaluable resource.

The author has tirelessly ploughed through dozens of different products to pull together a near-definitive time-travel compendium. At 159 pages, my print-out is impressively weighty, and well set-out so as to be of use to player and GMs alike.The first ten chapters set out what players need to know, and offer some well defined concepts which sit comfortably together as background for time travel in the world of D&D. How time and time travel work, though realm- and plane-based, work well within the D&D context, but also share some basic similarities to how they might function within a d20 modern environment.

In Doctor Who terms (remembering its the angle we tend to be coming from) there are some clear analogies - 'the Continuum' is the Vortex,' Havens' are E-Space/CVEs, and 'shifting' is a method of time travel very close to the way a Tardis travels. The laws of time and the temporal mechanics, while not how I might have set them out, are clear and consistent enough for even the most anal retentive gamer.

The concept of renouncement - giving up years of one's life to relive that time again - is one of my favourite issues explored in the book,and establishes a trend: the best bits of the book tend to be the new and original elements. New prestige classes - the Fated and theTemporalists - also work well, with the latter providing an excellent variant class that would work well for the Dr. Who seen in the 60s movies. Except for the emphasis on the arcane. The focus on dealing with time primarily through magic rather thanfeats is a strong reminder that the book is - first and foremost - a fantasy resource. Much of the compiled content fits the spells/monsters/items stereotype, and my greatest disappointment was that only two new skills were presented. There ARE some interesting new feats (mostly relating to reincarnation, which gets a chapter all to itself) useful, perhaps, for ancestor-focused time-travel adventures.

Where Chapters 1-10 present a solid, non-contradictory overview of a single type of time travel game, Chapter 11 begins to open things up, and the book goes on to consider how to bring time travel to existing games, how to base a game around time travel, and giving some thought to how a GM can deal with crossovers between D&D and d20 Modern. It would have been nice to see some more exploration of alternate temporal mechanics. There is, for example, a minimal focus on paradox. This felt like an opportunity missed, and one source not tapped into was Mongoose's Encyclopedia Arcane: Chronomancy, arguably the best TimeTravel product produced for 3rd ed. d20.

I was pleasantly surprised to find a sample adventure - Roanaoke: The Lost Colony, which again reinforced my belief that the original content of the book is best. This proved to be a high point before thebook drifts into ever-so-necessary but seen-before weapon/monster territory during the last few chapters. While I applaud the diligence needed to pull Temporality together, but finding two variant time spiders in different parts of the book screamed "padding", and made me feel that the quantity of imported content outweighed the need for quality: an original monster or two here would have been nice.

The section of enemies and allies worked well for me though, with some more original and entertaining content raising the bar above that seen in the books imports. The book's equivalent of the Time Lords' CIA, the ATO, had me thinking that one change of letter to ATF could havebeen sooo funny in a cross-over adventure. The Temporal Psychologists firmly became my all-time favourite role-playing time-travel concept, and I've already got plans to make them antagonists for a Tenth Doctor adventure.

Overall, Temporality a robust piece of work that felt very much like a GURPs product, easily worth double or triple the online cost. I've mentioned Chronomancy not being sourced, and the Netbook of Time is another worthwhile omission, but these are minor niggles. It certainly has me looking forward to a d20 Modern-focused Temporality II, but the author should rely less on imports and more on original content next time around (and should probably go and read Lawrence Miles' The Book of the War to get some ideas that really fit in with some of his ownthoughts and concepts).

At least 8/10 I reckon."

So overall pretty darned good, in that reviewer's opinion. The only thing I would really take issue with is the omission of Mongoose's Chronomancy. I hated that book's approach to "time travel" (of which there really isn't any) and wanted none of its OGC in my book because the basic premises just didn't jive.

Wednesday, August 23, 2006

Temporality Scores a Copper

After four months, my book has finally achieved Copper status on RPGNow; meaning at least 50 people have bought it. Not exactly a hot seller, but I think with all of the press releases for the print edition, it's actually helped the pdf. Don't ask me why, but Temporality now leads not only the current Dark Quest Sales but is also #1 in the d20 sci-fi section.

In a related bit of news, the moderator of a Dr. Who d20 yahoo group just dicovered Temporality and told his group about it. He invited me this morning to join the group and field questions about it. Believe or not, despite my time travel affinity, I never got into the whole Dr Who thing. Hopefully, that won't come up when I discuss the book withi interested persons in the group. One person already said they were going to pick up the pdf tonight and have a read. That's how I'll conquer the world, one sale at a time. :)

Tuesday, August 22, 2006

Still Going...

I'm slooooowly putting together BtS: Guards and Wards but am hopeful to have it finished today. That said, it may take a few days or more to get onto the market as I saw Phil is in the middle of purchasing a new home. Writing took a back seat to module making as I had to come up with a quickie scenario for our high-level FR PCs when my brother Scot was unable to attend the scheduled "Lost Vault..." adventure continuation. I used a FR adventure by Skip Williams called "Secrets of Arch Wood" from a Dungeon from last year. Not bad; we got through half of it before I really started running out of gas (and time). I also wanted to make sure and get home to see the William Shatner roast on Comedy Central Sunday night. Glad I did--hilarious!

Since my last post, another review has slipped under the door for Temporality. Nothing verbose, but here it is: http://www.rpgnow.com/product_reviews_info.php?products_id=6874&reviews_id=13780

A bit of freelancing news: A top tier d20 company recently announced an open call for freelancer resumes on the RPGFreelance group. Since my Behind the Spells is finishing up soon, I thought "why not?" and sent in my list of works and note of interest in writing for this company. More on this later.

Thursday, August 17, 2006

Reflexology

Don't think I mentioned this before so now's a good time as I'm at a loss for other blog material (almost). I had a reflexology session tonight (as I do every 4 weeks). The woman's name is Carol and she is just the nicest person you could ever hope to meet. I always feel refreshed and at peace when I leave. Reflexology, IIRC, is a method by which the body's energy paths are flushed and/or aligned by certain pressure applications to the bottom of the feet. And after the pressure session comes one heck of a great foot massage. Carol performs a whole retinue of similar holistic "procedures" form reikki (sp?) to a simple full body massage. My session costs a mere $50 for 2 hours of bliss.

Here's some store comicness I keep forgetting to post about. Our town had a sidewalk sale (as it does every Aug) and it usually brings into the store the usual bunch of yokels who oggle the fountain (broken for a couple years now) and just generally look around our old time establishment. Sometimes though, much like during King Frost Parade in Oct, we get some real nut-jobs. The strangest encounter for sidewalk sale last weekend came by phone. An old man at the other end asked, "Do you have any shuttlecocks?" Being a badminton pro in college (OK, I only took it as a phys ed), I knew what a shuttlecock was and that we most certainly did not carry them in our pharmacy. The man, undaunted, replied, "Oh, I need it to keep my arm mobilized." (or words to that effect). "Ah, you're talking about an arm splint," I clarified. "Yeah," he said, "they're called shutlecocks."

Whatever you say, buddy. After that, I informed Loralee that it had to be time soon to go home.

Wednesday, August 16, 2006

Attn: Steve

I saw your interest in the Stormbringer book and sent you an email Monday night. This morning, that email was bounced back to me (yes, I removed the REMOVETHIS part). In any case, here was the brief reply I'd sent....

"Hi there, Steve. How's that Temporality review coming along? ;) (Sorry, had to ask)

As for the book, it's in pretty good shape. Just to be clear, here's a pic of the item we're talking about: http://index.rpg.net/pictures/show-pic.phtml?picid=200

There's some edge and corner wear but the inside is unmarked and the map still attached on the inside rear cover. However, this map does have about a 3" tear through the Marshes of Mist section. Feel free to make me an offer!"

Tuesday, August 15, 2006

RA Reloaded Redux

Much to my surprise, my Amazon.com order of RAR arrived today! It's #304 and, alas, has no golden ticket entitling me to other cool crap. Still, it's going to be my "work copy" as the corners are a bit dinged. The other shall remain untouched on my shelf. :)

Not getting much writing done today as I took a trip to Doylestown. After feeling under the weather and not getting out over the last few weeks it felt good to shop. Picked up Dragons of Faerun, 3 booster boxes of minis, and some used cds. Besides catching a bit of tv and perhaps watching some more of 24's first season (dvds loaned from brother), I must start thinking about next week's planar campaign module. Mike Ferguson (of DCC fame) is joining the group for this outing and I'd like to have something good to go (as opposed to those adventures which I half finish and then just kinda wing).

And don't forget those books up for sale below. I've already been contacted about the Stormbringer title.

Sunday, August 13, 2006

I Can Almost Taste It!

No, I'm not talking about stuffed crust pizza. I'm talking about this: http://www.rpgblog.org/photos/gen_con_2006/imgp2418.html

Take a look at the lower left section of the rack. My book!!!!!

Rappan Athuk: Reloaded

I received my copy of this mega-box set yesterday and all I can say is: Woo-Hoo! The contents include 3 booklets--one for the adventures, second for NPCs/monsters, third for Ed Bourelle-icious maps! On the back of this limited edition box set of 1000 is a stamped number (mine is #38) after the phrase "Official Killer DM" (hehe) and inside is a card signed by Clark and Bill of Necromancer Games indicating the box's limited status. The box clocks in at $74.99 and customers were told to order early since it would likely sell out quickly. I did and so did it. However, this puppy is too cool to have just one copy so I decided to order another cheaper one through Amazon (where it appears to be selling for $30 less). Whether I get a second or not isn't really important but I thought "what the heck?" It's just a neat keepsake. Even if I don't run the adventures, I have no doubt that the stats and/or maps will see use in my campaigns. (Edit: just got an email from Amazon saying it shipped--yippee for a 2nd copy!)

In other news, I've begun work on BtS: Guards and Wards (did I mention that before?) which means there's only one other spell to choose after this. I already decided to end the series with, appropriately enough, Dispel Magic and wouldn't forgive myself if I didn't do an issue on Lightning Bolt. That leaves one more before the series ends at 36 issues. Not a bad run.

To round out this entry, how about a book sale? In an effort to make even more room on the shelves (and some $$ in my pocket), I'm giving up the following (feel free to make me an offer before they make their way to Ebay sometime this week)...
Pocket Magica (Green Ronin)
Corwyl: Village of Wood Elves (GR)
Complete Guide to Liches (Goodman-1st printing, 3.0)
Book of All Spells (Fast Forward's gigantic spell compendium)
Psionics Handbook (WotC, 3.0)
If Thoughts Could Kill (Malhavoc, 3.0)
Psionics Toolkit (Fiery Dragon, 3.0)

And for a few older items how about...
Final Challenge (solitaire module from Mayfair Games--AD&D compatible)
Stormbringer, 4th ed (Chaosium)
WGR2: Treasures of Greyhawk (AD&D)
EX1: Dungeonland (AD&D)

Thursday, August 10, 2006

Buy My Book!

Is it too wierd to continue looking at my book on Amazon.com? I decided to add to the consumer wiki there. Have a look (and buy!) Temporality: http://www.amazon.com/gp/product/0974664588/ref=pd_ecc_rvi_1/104-0848169-5847948?ie=UTF8

Tuesday, August 08, 2006

Temporality in Print!

At long last, the ultimate resource for all of your time travel needs is available to caress and fondle and...um, maybe that's just my fantasy. ;) You can pick up this book with your other goodies at GenCon or at your normal gaming venues. See the press release here: http://www.enworld.org/showthread.php?goto=newpost&t=170926

Update for today: Not a couple hours after handing it in, BtS: Cure Wounds is up for sale! Check out some cool new info for any spell with cure in the title here: http://www.rpgnow.com/product_info.php?products_id=7493

Monday, August 07, 2006

Another Temporality Review

I'm only too happy that my book continues to rate well by reviewers. Makes it worth the many months of development that went into it. Read the review here: http://www.rpgnow.com/product_reviews_info.php?products_id=6874&reviews_id=13705

Not much else happening. I'm battling some anxiety-induced acid reflux (don't ask me where the anxiety came from but I'm glad it's subsided) and think I'm just about out of the woods. I was growing greatly concerned over my condition but have finally realized that whatever I was worried about was bullshit. Life is good. Now it's time to heal.

Thursday, August 03, 2006

A Bit Of News

According to Monte Cook's site (one of the 3rd edition designers for those of you who don't follow such things), he's stepping away from RPGs, leaving the great work Ptolus as his magnum opus. I'm so glad I decided to get a copy. :)

A couple entries ago, I mentioned Christian Walker's Iridia zine. For the most recent installment (7/31), he's reviewed BtS: Dancing Lights. You can listen to the review for yourself here (just click that little "POD" symbol): http://www.iridiazine.net/issues.htm

I'm hoping to finish up BtS: Cure Wounds tomorrow before the new Stargates come on. The backstory I came up with is pretty damned good this time if I do say so myself. This issue was stumping me until I looked up cure light wounds in the 1e and 2e PHBs. Did you know that these healing spells were originally of the necromancy school before becoming conjuration in 3e? Believe it or not, this discovery spurred the backstory. Strange what can inspire you. Hope everyone's beating the heat if you're anywhere near me.

Contrary to Popular Belief...

...I'm still around! Feeling a little nostalgic for the old blogging life tonight so decided to stop in and post an update. Oh, life, yo...