Tuesday, September 27, 2011

In Praise of Castles & Crusades


As I've mentioned in some recent posts, I've been dabbling in some Classic/Basic D&D (to use the terms interchangeably) and retroclones, with the idea that I may want to someday run a Classic D&D game. I have been feeling an urge to play Basic D&D, which I never really did back in my formative years. I've been yearning to do it up, with race-as-class and the rest of it.

But I have to say, as I've read through the original rules sets and their clones, I've found myself doing a lot of house ruling in my head. I've been trying to fight that impulse, and taking the advice of Philotomy to "play it for what it is." I've found that a lot of this mental house ruling stems from my good experiences playing Castles & Crusades.

It should be no secret to anyone who reads this blog that I love C&C. It is elegant. It is modular. I've been thinking that if, say, I want the race-as-class experience, I can use C&C for that. I can just restrict the races and classes that players are allowed to play (and not have to worry about pesky level limits to boot, something I'm not quite sure if I like). Ultimately, I have no fear that I can use C&C to emulate any era of D&D play. And frankly, I don't think it's harder to teach someone to play C&C than teaching them to play Classic D&D. In fact (at least for me at this point in time), it might even be easier to teach C&C to new players.

But still, there seems to just be something about the thought of actually using, say, the Moldvay Basic rules. But what is that something, exactly? Is it just the "bad" type of nostalgia that makes me want to play Basic D&D? Is it just the appeal of the "street cred" or gravitas that seems to come from playing the actual, original editions? Or is it something else?

I assume others out there have experienced this pattern of thought, this questioning of systems, this wondering if one is motivated by a dark form of nostalgia. If so, how have you dealt with this affliction? Please, let me know how you have fought with this questioning, this Gamer ADD, the rose-colored glasses.

In the end, I return to my old adage that any gaming is good gaming. I try to remember that I have a good bit of gaming going on almost every week, and I should be thankful for that. Because there are a lot of gamers out there who do not have the current luxury of being able to game even once a week, such as I do.

Again, I'm not anywhere near giving up on C&C and the current campaign I am running using those rules. But there's still something lurking in me that is thinking about running one-shots using Classic D&D rules. What is the impetus of this impulse, I ask you? The questioning continues...

Behold Cardhunter!


Another day, another lazy blog post. Has anyone heard about Card Hunter? If so, is anyone else intrigued? I'm not really a video game player anymore, as I don't have the time to devote to it. And I much prefer table-top gaming, of course. But I might be able to get into this, as long as it supports casual play.

Monday, September 26, 2011

Another reason why Daffy is the best Looney Tune

Come on, admit it. We all know Daffy is the best. He's the perfect foil for Bugs Bunny, and the far more interesting character. If you needed another reason why he dominates, check out the following. Simply awesome.


Thanks Daffy (and the powers-that-be behind this great bit of animation) for the mainstream nod to our little hobby. Yeah, I'm claiming this video for roleplaying. You got a problem with that?

Friday, September 23, 2011

Love the DCC Art, But Still Conflicted

A little while ago, Al over at Beyond the Black Gate posted a link to a Goodman Games forum thread regarding their upcoming modules for the Dungeon Crawl Classics RPG. And I have to say, I think they look awesome just from a pure art perspective. They definitely capture the old-school feel, and they make me excited to play. Check out the following (the first one is my favorite...what is that thing?!):







Now, that being said, pretty pictures aren't changing my mostly skeptical opinions of the game. In fact, pretty much the only thing I completely like about DCC so far is the art. The rest of the game, well...there's some interesting concepts in there. But it's still just another fantasy heartbreaker.

UPDATE: I just found this link that finally gives more details on the modules associated with these covers. I also checked out the Goodman Games forums to read through the DCC topics. I have to say that I do find myself impressed with how Goodman Games seems to be taking the gamer playtest input they are getting quite seriously. It seems that they will actually make some significant changes to the game based on the feedback.

Sunday, September 18, 2011

Paragons of Waterdeep: Session 6

Apologies for the long time between session posts. On a good note, this session was more than a full house! We had Player Wes back from a long stint at a summer gig that kept him away from the table. And GM Rich, the founder of the group, was in town and sat in on my game as a player (he took on the role of one of the NPCs). In addition, Jamie Albrecht of For a Fistful of Coppers fame stopped by to get in on the action! As you can read on his blog, he recently moved into the South Jersey area. I invited him to join our gaming goodness and sure enough he jumped right in with gusto!

I don’t have much time to do a huge recap, but I’ll try to hit all the major points. So, when last we left our merry band, they had found the secret location of the tower of an ancient elven wizard named Kurthrad the Artificer. Not long after their discovery, a being with the body of a lion, the wings of an eagle, and the face of a bearded man stepped out onto the tower’s lowest balcony to confront them.

The wizard Vorath (an NPC, but once the character of a player named Glenn, who unfortunately has had to leave the group) had the temerity to start complaining to the creature, accusing it of trying to intimidate the party. The creature promptly caused the mouthy wizard to vanish. As quickly as Vorath vanished, another man appeared not far from where the wizard once stood. This newcomer was Milo, the rogue created by Jamie from For a Fistful of Coppers. Milo had once been a part of a group of adventurers who had found the tower. All he remembers is that he and his former group had climbed down from the sheer cliffs above the tower to reach it. He has no memory of what occurred after that. So he has no idea what happened to his former companions, and he has no idea how long he’s been in “limbo.”

It turned out that the strange being had been responsible for Milo’s predicament. As the group spoke with the being (which Player Wes’ wizard Keseim identified as a lammasu), they learned that the creature had taken up residence in the tower in order to keep what the lammasu called “the horrors” within the tower. Apparently, Kurthrad the Artificer wasn’t so benevolent, and had created all manner of diabolical constructs. So, the lammasu had made a mission of keeping the contents of the tower from escaping. It has also kept intruders from entering.

After some discussion with the being, during which the lammasu repeatedly told the group that they would not be allowed to enter the tower (for their own safety and, more importantly, sanity), the being agreed to protect the group as best it could until they could leave the small chasm in which the tower stood. As it turns out, the stone portal tablet the group had used to enter the chasm could only be used once a day. The lammasu told them that the evil power inside the tower was so great that it would take all of the enigmatic being’s power to keep the malevolent constructs in the tower overnight. With that, the lammasu returned to the depths of the tower.

Not long after, the massive iron door to the tower began to open with a screech. It was apparent that the lammasu had been unsuccessful in keeping the tower’s evil totally at bay! A metallic, bull-like creature emerged from the darkness within the tower, its hide gleaming gold. During the fight that followed, the rogue Milo attempted to entangle the thing’s legs with a grappling hook connected to a length of chain. He only succeeded in getting the hook stuck in one of the thing’s front legs. But Milo made the best of things, driving a spike through the chain and then into the ground. The group then decided to maneuver the bull construct (which Keseim the wizard identified as an abraxus) around the chasm until there was enough slack in the chain to allow them to finally entangle the thing.

During the battle, the abraxus began to emit a noxious green gas. The group did a decent job of resisting the effects, but one of their centaur NPCs, Quiron, succumbed to the gas and fell to the ground choking (the abraxus also gored the centaur pretty badly).

After a protracted combat that found the group struggling to penetrate the creature’s metallic hide, the group finally managed to trip up the abraxus and cause it to fall over. Once that happened, they made short work of it. Smashing open the thing’s skull, they plundered two large rubies and an even larger diamond from the head. The gems were obviously used in the making of the abraxus, and were apparently part of what focused the magical energies that brought it to life.

After that, the party had no choice but to trust in the promise of the lammasu to protect them overnight. The night was indeed uneventful. In the morning, however, it became apparent that the lammasu could no longer protect them, as the door to the tower once again opened, and out came five animated suits of armor.

Keseim the wizard began chanting the runes on the portal stone while the rest of the group, including their welcome new addition Milo, fought off the latest wave of constructs. The portal opened after three rounds of chanting by Keseim, and the group beat a hasty retreat (they had to drag the still-unconscious body of Quiron the centaur through).

The session ended with the party gratefully once again in the hidden crevasse from which they had teleported the day before. All in all, a good session that was sort of combat-intensive, as opposed to the session before it, which had been very heavy with regard to roleplaying. Most importantly, I was running a table full of the best players I’ve had the pleasure to game with in a long time! The next session is this Wednesday! Can’t wait!

To be continued...

EDIT: I forgot to mention that at one point during the session, Milo the rogue and Kale the ranger climbed up to the balcony on which the lammasu had appeared. Once there, they were struck by a wave of supernatural dread against which they had to fight mentally, lest they go mad! They vacated the balcony not long after that experience, suffice to say...

Tuesday, September 13, 2011

"...let me whisper it to you..."


The Management apologizes for the recent lack of posting. In the meantime, we interrupt our normal programming to offer the following for your consideration (which we consider to be quite thrilling and cannot wait to view for ourselves):

The Whisperer in Darkness - Trailers

Friday, September 9, 2011

And the NON-Stick in the Mud of the Week Award goes to...

Chris at Classic RPG Realms. In this post he laments not being able to continue to run a local school gaming club for kids. Now here's a person who's not sitting in some ivory tower, simply spouting tired and mean-spirited rhetoric (do I have to mention names of usual suspects at this point?). Here's a person who has been fighting the good fight, getting out and making an effort to game. And not only actually gaming, but spreading the gaming goodness to a new generation! That's more than commendable in my book. By doing what he's been doing, he is accomplishing so much more than any pontificating loud-mouth could ever hope to achieve when it comes to advancing the hobby.

So all of the above is the reason why I've given Chris the first-ever NON-Stick in the Mud of the Week Award (I know, I haven't actually been doing this award thing every week. Mea culpa). Keep up the good work, Chris, and get some well-deserved rest!