Hi! I've been out of town on vacation for a few weeks which explains the crickets chirping on my blog. I've got a couple substantive posts brewing, but in the meantime enjoy this new release from NASA concerning the creepiest planet yet discovered:
"Planet TrES-2b reflects back less than one percent of the light it receives, making it darker than any known planet or moon, darker even than coal. Jupiter-sized TrES-2b orbits extremely close to a sun-like star 750 light years away, and was discovered producing slight eclipses in 2006 using the modest 10-cm telescopes of the Trans-Atlantic Exoplanet Survey (TrES). The alien world's strange darkness, however, was only uncovered recently by observations indicating its slight reflective glow by the Earth-orbiting Kepler satellite. An artist's drawing of planet is below, complete with unsubstantiated speculation on possible moons. Reasons for TrES-2b's darkness remain unknown and are an active topic of research."
Monday, August 22, 2011
Tuesday, August 2, 2011
SoCal Minicon 4 - Photos and Recap
DM Telecanter cackles as player misfortune manifests in a tower of Jenga blocks.
Ha ha! A great weekend! SoCal Minicon 4 was damn awesome. It was twice as big as last year and everyone I talked to said they had a blast and want to come back in 2012. We had a few people this year fly in from back east and the midwest, which amazes me.
The first game I played in, on Saturday morning, was Steve Perrin's SPQR game. SPQR = Steve Perrin's Quest Rules - it's essentially Steve's house version of Runequest. The table was full of great players. For the first ~45 minutes or so Steve explained the historical background of his imaginary continent with the aid of large and heart achingly lovely hand drawn maps. It was great. I love grand introductions to sessions when they're done right. The adventure was an overland journey to locate a wizard's tower and I played a naive, claustrophobic, agoraphobic farm lad on his first foray. I spent a few pleasing hours in the game, which included a battle against three manticores who were trying to eat the party's horses. Sadly I had to drop out of the game early and leave the minicon for the day because of a family matter. I hear the group made it to the tower before dinner time. Nice work!
On Sunday morning I played in Telecanter's fine fine Swords & Wizardry session. If you read his blog (and you should) you know he is prone to frequent strokes of creative genius. This tendency of his was well on display in the session. The set up was that the party members were all infected by The Red Plague while staying in an inn, and so were inclined to set off together to the Redoubt of the Red Wizards to find a cure. The Red Wizards were reputed to have created the plague perhaps ~100 years earlier, you see. A sticky bit was that the plague causes infected souls to become hypersensitive to stress and anxiety. So sensitive, in fact, that if a victim is pushed too much she will go berserk. The brilliant game mechanic for this fragile state of sanity was Jenga. Whenever violence or other major stress happened in the session a player would have to draw out a Jenga block. Clockwise around the table the draws went. Every melee round. Every curse uttered. Every gasp of frustration from a player. We all knew if the blocks fell the party would go insane and all would be lost. BRILLIANT FUN! We spent much of the session acting like a bunch of plague-ridden Marcel Marceaus in a freezing cold invisible dungeon being attacked by crawling bones, ticks, and hoodoo stranglers, so there was lots of Jenga action. Of course we got a firehose in the face of all kinds of other creative telecanterian strokes, some of which I recognized from his blog writing. Clerics drawing bones (dominoes) for prayers, apologizing assailants, weird homespun ensorcellments. Halfway through the game Mobad declared aloud that it was the weirdest dungeon he's ever played in. A beautiful game, great fun, a privilege to play. (We won, too!)
For the Sunday afternoon session I ran a game of Dungeons and Dragons. Because a couple of the players had previously played in my Orccon Asteroid Crypts of the Xylbocx Starcult game I decided to make this session a direct continuation of that adventure. I'm a bit conflicted about how much I want to talk about the content of the session. I might like to run it again for another group so I don't want to give too much away. The location the players explored was the CACODAEMON TRANSLUCENT PLANETOID. This thing is a great spherical cyst of a few miles in diameter bearing a giant luminescent cacodaemon embryo at its center, much like a small sun lighting a small hollow world. On the inside shell of the cyst were some localities settled by various interests for various reasons. The adventuring party eventually ended up spending much of the session exploring the Cacodaemon Cyst Yolk Mine where hobbit miners drain and condense embryonic blood of the cacaodaemon from the gelatinous white yolk. (The cacodaemon yolk forms a small mountain range on the inside shell of the cyst.) I was privileged to have a group a super fun players and I want to thank them all for playing in my game. I am flattered that Telecanter wrote up a short recap of the session HERE.
There were many other sessions besides the three I was involved in. Here are pictures to prove it! (Many of these pictures were taken by Chainsaw, as credited).
Chillaxin' between killing imaginary monsters and purloining imaginary gold pieces. (R-L): Shaman, Grodog, Anna. (Photo: Chainsaw)
T. Foster's game. (CW from L): jallison, Cimmerian, Wheggi, Bedivere, Anna, T. Foster, Shaman (standing), grodog. (Photo: Chainsaw)
Steve Perrin's game. (CW from bottom left): Deanna (blue shirt), Cyclopeatron, Steve, grodog, Marcus, Telecanter. (Photo: Chainsaw)
Perrin's game: (L-R): grodog, Marcus, Telecanter, Cyclopeatron's nose. (Photo: Chainsaw)
Perrin's game.
Joseph Goodman running Dungeon Crawl Classics. (Photo: Chainsaw)
Grodog running Castle Greyhawk.
Telecanter's game: (CW from bottom left): socalcanuck, William, Telecanter, Marcus, St. Yossarian, Summerisle, Mobad (black hat).
Thursday, July 28, 2011
Old School Hack at SoCal Minicon!
Just a few updates on this weekend's Minicon in Anaheim:
1. Nick had to drop his Saturday evening Stormbringer game due to work obligations.
2. Kirin Robinson is stepping in to run a Saturday night session of his Old School Hack game! This is a Red Box-inspired D&D retroclone that looks pretty awesome. Sign up now!
3. A seat has opened up in Steve Perrin's Saturday morning game.
4. A handful of seats are open for the Sunday games run by Grodog, Telecanter, and Bedivere.
If you want to RSVP for a game please email me through my blogger profile!
See you soon!
1. Nick had to drop his Saturday evening Stormbringer game due to work obligations.
2. Kirin Robinson is stepping in to run a Saturday night session of his Old School Hack game! This is a Red Box-inspired D&D retroclone that looks pretty awesome. Sign up now!
3. A seat has opened up in Steve Perrin's Saturday morning game.
4. A handful of seats are open for the Sunday games run by Grodog, Telecanter, and Bedivere.
If you want to RSVP for a game please email me through my blogger profile!
See you soon!
Tuesday, July 26, 2011
Southern California Minicon This Weekend! (UPDATES)
I'm getting pumped for the 4th Annual SoCal Minicon this weekend in Anaheim!
Click here to view the up-to-date SCHEDULE and PLAYER RSVPs.
Click HERE for various event details and directions.
There are still a number of player slots open on Sunday July 31:
Allan Grohe (Grodog), an authority on the Greyhawk setting, is flying out from Kansas for the minicon. On Sunday morning he will be running an AD&D Greyhawk session. There is still one seat open for this game.
Telecanter is running a morning Swords & Wizardry session. There are still two seats available.
Greg (Bedivere) is running an afternoon AD&D game of his Puzzle Tower, for which four seats are still available.
EMAIL ME THROUGH MY PROFILE if you want to RSVP!
See you this weekend!
Click here to view the up-to-date SCHEDULE and PLAYER RSVPs.
Click HERE for various event details and directions.
UPDATE (July 27):
Nick can't make it due to work issues. Therefore:
(1) The Saturday Stormbringer game is cancelled.
(2) A seat has opened in Steve Perrin's Saturday game
(1) The Saturday Stormbringer game is cancelled.
(2) A seat has opened in Steve Perrin's Saturday game
There are still a number of player slots open on Sunday July 31:
Allan Grohe (Grodog), an authority on the Greyhawk setting, is flying out from Kansas for the minicon. On Sunday morning he will be running an AD&D Greyhawk session. There is still one seat open for this game.
Telecanter is running a morning Swords & Wizardry session. There are still two seats available.
Greg (Bedivere) is running an afternoon AD&D game of his Puzzle Tower, for which four seats are still available.
EMAIL ME THROUGH MY PROFILE if you want to RSVP!
See you this weekend!
Friday, July 15, 2011
boiling blood
MU. About to go first level...
Thursday, July 14, 2011
3d6 Ability Checks in 1977 (Underworld Oracle #1)
I rely heavily on d6 ability checks in my games. I like them because I can adjust the number of dice rolled to reflect the difficulty of a check, yet the rolls still maintain a bell-curved probability (SEE HERE for my previous description of this approach).
To be honest with you, I don't recall where I first heard about this method, but I think I initially read about it in an online forum a long time ago. At conventions I've seen a few other people use the method, but it doesn't seem to be common. Chris Kutalik mentioned that Rob Kuntz uses this method in his games, which got me to wondering how long this method has been around.
Well, now I know the answer is at least 34 years. I was browsing through some issues of the 70s U.K. fanzine Underworld Oracle the other night and I noticed in the first issue, from 1977, that there is a 3d6 Intelligence check described. Specifically, it is called for as a defense against a PC viewing an Apparition. I also recall seeing similar checks in later issues of UO as well.
Great! So d6 ability checks officially get the Old School Stamp of Approval and I won't have to worry about tearing up my OSR membership card anymore. Whew...
Here's the evidence:
Wednesday, July 13, 2011
YEAH! Found My 20+ Year Old Bag-O-Dice!
Over the last few weekends I've been helping my momma clear out her storage units in preparation for a big move. Some of the stuff I found included:
A bottle of human teeth
Two pistols
A sweet Witco owl
WWII Army Survival kit
1000+ NASA stock photos
A couple bags of human hair
A huge collection of Garbage Pail Kids cards
A 2-foot long slide rule in a belt scabbard
Mary Hartman! Mary Hartman! board game
My old dice bag!
Lords of light! I've been looking for this dice bag for years! My sweet momma made that little drawstring baggie for me when I was 9 or 10 years old. I lost track of the bag when I stopped playing RPGs in the late 80s, and subsequently built up another collection of dice which I use today. Here's what I found inside that old blue baggie:
This collection of dice has been frozen in time since the early/mid-1980s. They are mostly either TSR Dragon Dice or GameScience dice. A few observations and memories:
A bottle of human teeth
Two pistols
A sweet Witco owl
WWII Army Survival kit
1000+ NASA stock photos
A couple bags of human hair
A huge collection of Garbage Pail Kids cards
A 2-foot long slide rule in a belt scabbard
Mary Hartman! Mary Hartman! board game
My old dice bag!
Lords of light! I've been looking for this dice bag for years! My sweet momma made that little drawstring baggie for me when I was 9 or 10 years old. I lost track of the bag when I stopped playing RPGs in the late 80s, and subsequently built up another collection of dice which I use today. Here's what I found inside that old blue baggie:
This collection of dice has been frozen in time since the early/mid-1980s. They are mostly either TSR Dragon Dice or GameScience dice. A few observations and memories:
- That blue Dragon Dice d20 on top was my main rollah back in the day. It was the only d20 I had that actually went all the way up to 20.
- Most of my other d20s were Zocchi / GameScience dice that went to 0-9 twice, but they had a little "." or "+" next to some of the numbers to signify 11-20.
- No pip d6s. I liked the ones with the numbers - especially that groovy green one. I thought that spherical d6 was cool (got it in a trade), but I never used it.
- No d4s, although I distinctly remeber having a well-worn Carolina-blue Dragon Dice d4 and a yellow Holmes Basic Set d4. I guess they escaped from the bag along the way.
- Those blue and red d10s were from a separate Dragon Dice percentile set.
- That light red d6 was from an early printing (i.e. included dungeon geomorphs instead of Module B1) Holmes Basic Set I still have.
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