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Thursday, August 13, 2009

[RPG] James Hargrove's UWoM (p)review-

The following is an unsolicited (p)review of Urutsk: World of Mystery (Autumn Garden Vol. I), as blogged by James Hargrove, author of the Simple 20, and the ZIP! game systems (among others).

Friday, July 24, 2009

Urutsk: Petal Thrones For The New Millenium?

I stumbled across this the other day and committed to blog about it when I had some free time, so here I am. The brainchild of Kyrinn S. Eis, Urutsk is a strange, alien, fantasy world that isn't easily compared to simple medieval analogues such as Greyhawk or The Forgotten Realms. Characters play mutated humans (the product of eugenics) in a strange world populated by giant bugs and other beasties more befitting a Science Fiction novel than Medieval Europe.

While Urutsk isn't yet finished, the naming conventions of the setting, the mechanics, and the flavor text all combine to create an offering unlike anything else to have risen from the Old School Renaissance. Urutsk isn't just another clone. It manages to be fresh, exciting, and new — while also harkening back to the strange, alien, wonder of TSR's second oldest role playing game. If you get a chance, you simply must give Urutsk a look.


I chanced upon the post and was rather cheered by it.

Thoughts?

Wednesday, August 12, 2009

[Gaming] SO's 3.5 and Rackham's AT-43-

Goodbye-boy was in his last session of my SO's 3.5 game, and I must say, she put us through our paces. This was her fourth session of her first real GMing run, and it was pretty cool.

* 3.5: Wolf-shifter Elf and my this-that-and-everything character scout up to the outskirts of 'Gaehile' > sp? < (Wilderlands of High Fantasy), and my PC remains somewhat hidden while he goes back to fetch the rest of the party. Hobgobs detect me, and a fight erupts, a horn is sounded, reinforcements arrive as the party enters this alleyway. Classic error on our part. We slog through the first wave (my remarkable hits were met with crummy damage) and soon we are really taking hits left and right. Two party members each break to either side and flush out the Hobgob archers pincussioning us as their better armoured buddies stop the rest of us in our tracks. We eventually waste the first wave and move a bit just as the reinforcements begin to perforate my PC to within 3 of unconsciousness. The fight really engaged us, and she felt pretty good afterwards. --We said our fare-thee-well's to 'Ray', and headed for the other LGS.

* AT-43: Bought about $100 of 3 for 2 deals, and now have four of the (5?) faction Army Books. I purchased the Twins and Urod for my Red Bloc faction after using them in our intro-game a couple of weeks ago; picked up the MedTec set (2 busty nurses, and a doctor, plus a few cargo boxes as dressing); and purchased my SO a King Buggy flying vehicle for her Karman Gorilla faction.
--We played, and I had the twins piloting Urod alongside my much liked UNA Wing Troopers (Jump Packs) in a joint anti-Ape mission. Since this was our first unsupervised game, we had to dig around and find rules, making it a 3+ hour experience, but some of that was purchasing stuff, etc.
---I won this one (Urod with the Twins is a really tough cookie) with only two UNA troopers lost, to her entire force killed and the Buggy 'esplowded'.

* Thoughts on the two combats: While this is an 'Apples-to-Oranges' comparison, I'd say that the flexibility of the RPG, especially one in which the non-combatants Wizard was forced to crossbow a lot, and my 'not-a-meleer' only affected one Hobgob with Colour Spray, and thereafter missed with Acid Splash, and hit for 1 HP with Ray of Frost, reinforced the fun chaos of largely uncoordinated fights (arising from the on-the-fly stop-gapping and 'flanking'), while demonstrating how crazy it is for goobers like PCs to be doing the business of grunts and grogs.
--AT-43, for the variety of gear/attacks/movement capabilities the units possess, illustrated how deadly tight clusters of troops can be when 'bad stuff goes down' in their area. Fortunately, SO's last-stand AoE attack against my troopers wouldn't have been able to wipe them out due to the 6cm Command Radius and the standard wargamey rule that the Commander is the last figure to die, even with a drift, but still, it could have been messier. Likewise, Eligibility for Cover saved my UNAs (minus one) while my propitious Overwatch took out two of her damned dirty stinking apes pretty early on.

:: Which do I prefer?
--Lemonade. No, seriously. I like running in a more martially-informed RPG crew who are also quick-enough to adapt to new circumstances and be able to operate as meaningful detachments for as long as necessary, or conducive, before shoring up again and pressing on.

The Troll combat from last Friday, in which I got to illustrate the grogs' more tactical understanding (holding the chokepoint with a heavy flamer, while coilstock archers were harrassing the caster and his guard, made the PCs' defending those elements with melee support a really nicely oiled death machine ('skill + chance' as another blog has mentioned the wisdom of Ken St. Andre).
--I am hoping that as the SO GMs more, and plays AT-43, more, her playing tactically in my game will be a natural outgrowth.

I love the challenge. :)

Monday, August 10, 2009

Fluff Placement- (Poll closed)

Thanks for your input on the Setting 'Fluff'. :)

Sunday, August 9, 2009

[Playtest Campaign][Gaming] Two Games in Two Days-

Well, the short version is that the farewell-boy lost one character, but that character became an intelligent short sword, in the possession of his other character.

The party, minus Delver/CiCi's player (I played them) covered four sub-levels (a subterranean tower of sorts), down to a port with cryo-sleep bays (five occupied, three intact), and learnt a bit more of the history of Qerzyk.
--They are now faced with the option of leaving with an Abbekqorru spaceship captain and his two surviving human crew (one male, one female), or finish their prescribed mission from the Kherstic League to prevent the ship from departing the sea-cave port facility.

During their delve, they faced a horribly-'virulent' fungal plague (almost lost a PC to it twice); two armed Trolls with a Human-Troll spell-caster; a psychic artefact that contacted an Outer Leviathan who possessed the character who was killed (the same guy who'd previously telepathically contacted the Aelbaan and had lost his prior body), before the party members who were able to resist his Empathy-induced fear-effect, killed him.
--They found heli-coil ammunition canisters for bullpup weapons of the Ancients; 5 space-suits; four small fire-extinguishers; 15 'bullpup pistols' not really designed to fire from those larger heli-coils (much lower reliability: Fumble on a 01-05); and sundry items like disinfectant wipe pouches (hundreds of them), and spoiled concentrated rations, and partially-decayed utensil + spices packages.
---

I was in P_Armstrong's Saturday-night Skype B/X game, and had a good time.
--We had 6 characters (five players), plus Mr. Armstrong hosting the Gametable and Skype connections.

* Harpy: Vanquished in one Round, and a positive contact gained in Shewolf.

Next game scheduled for a fortnight.

Friday, August 7, 2009

crawls back into sarcophagus

After only six hours of sleep, I went with my business partner to the outdoor range for longarm shooting, only to find it occupied by IPSC folk. Traffic on 595 was lousy and I asked to be dropped off at home again rather than shoot pistols indoors. I'm soon down for a cat nap.

Today, I'll be equipped with my trusty polyhedral dice and a few choice maps, in the hopes of wowing folks with the game.

Have a good Friday/etc.
--Catch you later.

Wednesday, August 5, 2009

[Blogosphere][Gaming] Gardens of Delight- (updated)

While I have cut away a few of the blogs that either didn't speak to me as I well as I had hoped, or those whose degrees of inactivity were simply of too great a period for my hope to sustain further interest, I am subscribed to-, and read 35 or so in number.
Your humour, interests, passions, and rants often inspire my commentary (however tangential or insipid) and more than occasionally, I find myself creatively inspired.

Reading Ryan's Save vs. Poison, today, I was inspired to define Blue Lotus flower in gaming terms in a comment.
--Here I present it, and a few other botanicals (over the course of the day) in Urutsk gaming terms:

* Blue Lotus-
:: is both a vasodilator (good for the menfolks) and a relaxant.

Usage: Smoked, or ingested decoction/infusion.
Critical Test: Health at +2 to overcome effects; otherwise (45 minutes - Physique score) duration per dose.

-1 on Initiative
-1 on Certitude, Reasoning, and Balance Tests
+1 per die damage suffered from Edged weapons due to increased blood flow
+2 on Leverage and Constitution Tests
+1 on Resolve, and any sort of 'creativity' Tests

:: Blue Lotus flower, by itself, is a mild relaxant and generally improves the mood of the smoker or imbiber, without having a deleterious narcotic effect. It is also used in an aphrodisiacal application (and often in conjunction with other preparations) for males due to the increased blood flow that it enables.
:: When used in conjunction with other botanicals, increases their overall effect by roughly 20%, largely through the vasodilation action.
:: The smoke is a slightly musty and rather dense affair, while the teas or wines made with the leaves have a pleasant, if herbal taste.

25 dct per 1.5 oz. of dried flowers


* Five-frond-
:: is a moderate relaxant, and a mild hallucinogen.

Usage: Ingested (also as decoction/infusion), or Smoked.
Critical Test: Health to overcome effects; otherwise (45 minutes - Physique score) duration per dose, although the potency of the plant may impose a higher Threshold, or increase the duration. Ingesting the plant requires 2 to 3x the normal amount to be smoked, but does impose a 22 or higher Threshold, and depending on the amount ingested, can extend the duration of the effect for hours.

-2 on Initiative
-2 on Reasoning, and Balance Tests
+1 on Certitude Tests and Experience Critical Tests
+2 on Resolve, and any sort of 'creativity' Tests

:: Five-frond is a medicinal plant with multifarious applications, raging from pain-reliever to diuretic, as well as calming the digestive tract and increasing appetite. It is also used in many spiritual applications, whether directly ingested or inhaled, or in incense.
:: Virtually every Human ethnicity and Humanoid tribe uses Five-frond in some capacity, from the simple recreational relaxant, to the complex alchemical concoction.
:: It has an extremely low toxicity level to its effective dosage strength, and it is virtually impossible to suffer physical toxicity effects. However, even mild dosages of highly potent plants can induce a profound and varied array of psychological effects upon the user. These may be benign or even beneficial, or may be a terrifying and nightmarish mishmash of confused images and deep-seated fears represented in iconic plays of the imagination. In general, the less experience one has with this plant's effects, the more extreme the effect (one way or the other), while habitual users (recreational or shamanic) often feel they gain deep insights through the use.

5 cct per 1 oz. of commercially grown and cultivated dried vegetative buds (ubiquitous growth throughout Urutsk's temperate or warmer climes, or cultivated indoors in Arctic northern climates. The Black Crown has enormous hot-house production fields under Black Glass enclosures in the vast undisturbed frozen north.), otherwise, free.


* Hkraff Leaf-
:: acts as a vasoconstrictor, a stimulant, and a relaxant, based on speed of intake.

Usage: Chewed, Smoked, or Snorted.
Critical Test: Health with 22 Threshold to overcome effects; otherwise (30 minutes - Physique score) duration per dose.

-1 on Certitude, Reasoning if dosage missed, until next dosage
-1 per die damage suffered from Edged weapons due to decreased blood flow
+1 on Resolve (-1, instead, if dosage is missed)

:: Hkraff is an unusual botanical in that it offers very little benefit (or perceived benefit), until the addict is under its sway.
:: While it can be used as a stimulant, by taking in small, sharp breaths (or bumps of it nasally), if longer draws of the smoke are inhaled, it instead acts as a whole body relaxant.
:: The third usage, most popular with work crews, soldiers, and long-haul merchants, is that of a slow-release 'chew' placed between gums and lip, usually of the lower palate, with the toxic juices produced in the saliva, spat out.

:: Ingesting dried Hkraff leaf, will act as a purgative within (1d4 + Constitution) minutes.
:: Eating the green plant has limited nutritional value, but is most often prescribed medicinally to act as a diuretic and anti-inflammatory.

:: Those who have become chemically dependant upon Hkraff find themselves increasingly more irritable as the span between dosages increases. If the individual is a highly irritable or nervous one before Hkraff usage, the intensity of their mood will only increase as the supply in their system decreases. This fact alone makes 'kicking the habit' especially unpleasant for the afflicted.

:: The first time, and every time thereafter that Hkraff is taken into the system in an non-purgative or low-dose medicinal application, the individual must make an unmodified Health Critical Test, or become addicted.
:: Treating Hkraff addiction is generally best accomplished through the use of Catnip or Five-frond, with the substitute gradually increased and the Hkraff gradually reduced and finally eliminated entirely.

5 ct per 3 oz. of dried leaves, shredded


* Klahs-
:: is a powerful medicinal with strong hallucinogenic effects.

Usage: Ingested (pill formulation) or Insinuated (via needle or actual syringe).
Critical Test: Health with 25 Threshold to overcome effects; otherwise (3d6 days - Physique score) duration per dose.

+1 on Initiative
+1 on Certitude, Reasoning, and Balance Tests
-3 on Leverage and Constitution Tests

:: Klahs is a rare compound formed of three different fungi (one subterranean, and two high-altitude lichen). The formulation is difficult to achieve due to the rapid decomposition of the fungus.
:: When administered through insinuation, the subject begins to feel the psychogenic effects within the hour if the resistance Threshold is not met or exceeded. This results in what seem to be optical illusions and auditory hallucinations. In reality, these symptoms are cursory Psychic effects as the subject's brain is being altered, and new neural connections are being formed. At the end of the first (few) doses, the subject becomes increasingly synesthetic (experiencing multiple sense feedback to stimuli, such as hearing light, or smelling colour, etc.).
:: After roughly seven successful treatments (as the formulation rapidly breaks down and must be prepared every other day or so), the subject gains 1d3 beneficial mental aberrations, and 1 detrimental physical aberration (the total value of which is not to exceed 2,400 points, if the construction method is employed). Ingested formulations require roughly two to three times the number of doses to achieve the same results, although the first few will produce considerable, and long-lasting hallucinations along with the synesthetic effects.
:: When the initial treatment has run its course, the subject will find that the beneficial aberrations must be maintained through future daily doses. Without this regimen, the beneficial aberrations rapidly diminish, and they are left with a feeling of psychic vacancy, as well as an exaggerated awareness of their gained detrimental aberration, effectively raising the Threshold of all actions by a cumulative +1 per day. Should no further doses be received for over one month, the subject usually either dies, or takes their own life.
:: If doses are administered again after a span without it being in the subject's system, it will take up to three days for full restoration of the beneficial aberrations, with the least powerful of them being restored first, and so on.

:: The above listed modifiers are essentially permanent, once the Klahs has effected aberration.

1,500 to 4,500 ct per dose, based on availability of the insinuated formulation, or one-third that price for the pill form.


* Shaz-
:: is both a vasoconstrictor and a euphoric relaxant.

Usage: Ingested brew.
Critical Test: Health to overcome effects; otherwise (45 minutes - Physique score) duration per dose.

-1 on Initiative
-1 on Certitude, Reasoning, and Balance Tests
-1 per die damage suffered from Edged weapons due to decreased blood flow
+1 on Leverage and Constitution Tests
+1 on Resolve

:: Shaz is a fermented drink made from the roots and stalks of the Ylurn plant. It has a bitter, smoky flavour, and produces a thick 'head' of foam at the top of the mug.

:: Shaz has many different names, and uncounted local variations, including additional ingredients and varying potency. It is only slightly alcoholic in content, as the fermentation of the vegetative matter catalyses a secondary process which prevents wholesale conversion of sugars. The effect is relatively similar to alcohol inebriation, but with the added euphoria found in more exotic botanicals.
:: Shaz and its derivative blends are the usual first offering in make-peace meetings between potential rival groups.

:: Shaz is easily as psychologically 'addictive' as alcohol-abuse, but is less likely to result in morose imbibers. Sadly, it is equally impairing to motor-skills as well as the imbiber's judgement.

5 dct per 20 fl.oz. serving

Tuesday, August 4, 2009

[General][Gaming] "But You're Wrong, Steve. You See, It's Only Solitare"-

It is confirmed that Wojo/Vysh' s player is moving upstate for better employment. :)
--I hope to have his last session, this Friday, be memorable for him.

Part of my Classic-Play years were spent listening to a LOT of Jethro Tull, and as I type this, Chequred Flag, off of the Too Old to Rock 'n' Roll, Too Young to Die album, is just ending, and Warchild is beginning.
--Not only do certain albums/songs remind me of certain times and games, but they seem to re-activate centres in my brain with the same sort of creative energies present then.

My mother, of all people, reminded me that I ran a lot of Call of Cthulhu (two or more years of 36-hour sessions each weekend), far removed from the 'right way' of dealing with the Mythos, but a method that kept even the more jaded GMs and picky players coming back.
--What was I doing then that worked so well, and had I lost it in the meanwhile?
---Happily, no, I still have the mental film projector playing in my mind, and am able to articulate it in 'real-time' keeping the PCs on their toes as much as Indy was forced to be back in Raiders, while keeping them totally off-kilter as regards what's around the next turn.

It's not in the holy writ of mouldering and soft-drink stained folio sized booklets, kids. Rather, it is in your noggin and in your heart. Loving the scenes you are describing. It seems to me, that unless you love the game you are running, you cannot expect your players to give much of a good golly about it, either.
--Formulae, charts, and reconstituting a 'lost art' through philosophising the perceived intent of other, now departed, game-players turned 'pros' is a deathtrap, in my worthless opinion.

So, what do I have planned for Friday? I can't tell you that, because now a few of my play group have the URL to this blog, but I can tell you that I am already thinking of the to-be-published Adventure Locations and how they are going to be set up, and even what they'll look like, whether I digi-paint the covers myself, or I continue to utilise Peter Mullen's excellent artistic tallents, or grab the talents of other great artists available in the Classic-Play community and elseswhere.
--To that end, I have made a contact of a local printer and wargamer, and need to discuss the technomantic page layout-look I am seeking for in Autumn Garden Vol. I. I'll need to get my Wacom digital tablet to communicate with my PC again, and then give this guy my roughs rendered in the various art programmes I've fiddled with for over a decade.

Furthermore, I have found a means of securing an actual boxed game release venue ready for brick and mortar stores, as well as selling them out of my home. This prospect, filling a boxed set with custom dice and up to date catalogue and other bit-inserts, thrills me with the same sort of giddiness that I felt when a really cool game caught my eye on The Compleat Strategist, Davie, Florida store when I was a wee cur in my tender teens.
--Likewise, cardboard figures have now progressed to the point where custom artwork can result in game-specific runs, Print on Demand, so that's pretty toe-curling (except my freshly broken one, that is).

Time for chocolate! :D