Welcome new Readers!
Post Publication Edit: As today’s traffic is already rising sharply, My good friend, and sometime blog contributor, PM reminded me that I should tell you that it’s not impossible the site goes down a few times, each for a few minutes, during the day.
The Blog’s template is a bit buggy and some php scripts can run amok and use up the host’s server over my alloted CPU limit. When this happens, the blog goes offline for 1 minute and comes back after. Sorry for the trouble… we’re working on hacking a new theme…
Following Johnn Four’s publication of his Weekly newsletter, a lot of new readers are dropping by to have a look.
Welcome to my overly chatty abode!
I usually post 4-6 articles a week, mostly on RPGs, sometimes on unrelated geeky stuff.
I have 2 post formats. The usual articles run between 700 and 2000 words (Average 1000) and I have mini-posts (500 words or less) when I have Gym days or am running low on time.
Like most bloggers, I love comments and am usually quite quick to read them and answer.
I will point you toward a recent post of mine that points to a sample of the 20o odd posts I did so far on this here blog.
This week on my menu is an Adventure Prep post (since we have a game on Friday), a Trope post (I hope one or both Daves chime in with their selection) and a couple of mini posts on some Fluff or Crunch I’m pondering on.
Enjoy….
I might be in the wrong buisness here…
Yup… as predictable as a specialist role player’s choice of character, this trimester’s Magic the Gathering Pre-release tournament was upon us this weekend.
I originally started writing this at 7h00 am this morning before going to the tournament, but my wife ran out of coffee. I therefore put on my husband Superhero suit and went to get her some of Tim Horton’s as all our grocery stores are still closed before 8h00 AM on a Sunday morning (I’m a tea person myself, but I live but to serve, plus she was giving me a whole gaming day to myself!. Thanks luv!).
So by the time I got back, the kids were up and wanted to get some daddy time before I left. I never got to write that post about how Magic the Gathering had slipped in my hobbies’ priority list, (behind D&D, the blog, the forum and Wow) and how I was, once again, totally unprepared for the tournament.
Good thing I didn’t write that piece because I managed to win the tournament again…
I’m starting to wonder why I write about RPGs…. Maybe, I should try out to be a featured writer at StarCity Games or something.
This post is my stab at doing a tournament report. Sorry to all RPG fans, I swear I won’t do more than four times a year…
I went to pick Yan, my Magic the Gathering partner-in-crime, at 8h30 AM on this blistery cold January morning.
We drove on to Carta Magica, Montreal’s main DCI sanctioned store. As Sundays are the second Pre-release tournament days, the attendance was light (24 participants).
We registered and got our foily Promo card. Stef joined us and the Old Geeks Squad was complete!
The tournament was to be a 4 rounds, sealed deck (i.e. you build your 40 cards deck with the 90 cards given to you) event. The prize structure was very simple: Win all 4 rounds, get 10 booster packs (150 cards), anyone else got 2 booster packs (worth about 4,50$ each).
We got our cards and were allowed 30 minutes to build our decks (I since then merged my deck in my card pool so I won’t go into the nitty-gritty of my deck construction).
For those who actually care about these things, here is my deck building strategy:
- I open all cards and sort them by color without reading them.
- I look at each color pile and sort the cards in ‘Playables’ and ‘Not-playables’ sub piles.
- I look more closely at each ‘playable pile’ and look for BREAD cards (Bombs, Removal, Evasion, Assistants, Dregs).
- I chose the 2 best colors and think about ‘splashing’ bombs/removal of a third color (I usually do this if the card pool can’t support only 2 colors).
- I remove all colors I don’t use and all unplayables
- I re-sort all cards by mana cost to create a Mana Curve (A graph-like representation of the number of cards at each casting cost… hint, you want a thick middle and thin ends)
- I select the best 23-24 cards, making sure I have 16 or more creatures (as Magic Sealed decks are usually won with creatures)
- I re-sort the deck by color and I count the Mana symbol of each color.
- I chose the breakdown of the17 lands I add to the deck based on the color break down I get.
- This gives me a 40 or 41 card deck.
Today, I noticed I had a few very good white (Including quite a few bombs, flyers and removal) and Black (a lot of removal) cards. So I made a Kithkin, Shapeshifter, Elf, Goblin deck (This collection is very creature focused).
I won’t give you a play by play account of the tournament but I will relate a few ‘high’ points:
My first opponent was worried and fidgeting. I told him chill out as he had no idea if I was any good as we had never played against each other. He responded ” Well you might not remember but I played against you before… and you beat me to a pulp”…
Oh…
I must confess that I felt bad about that… (but also strangely flattered that I register on other players radars).
For what it’s worth, as I was playing against him (and beating him to a pulp again) I recognized his mannerisms and remembered him… kinda…
While playing my 1st opponent, I realized that my deck was an engine of destruction filled with far more synergies than I had seen during deck building. I felt that I might be able to take it to the top.
My second opponent was my good friend Stef. I really hate playing against buddies as we know that one of us will walk away without the prize. I’m more experienced, and more rules-obsessed, than Stef and I usually win in sealed deck games against him.
He won the 1st game (I kept a bad starting hand and he outplayed me) but I took the next two rather easily.
My third opponent was a very good player, and he exploited a mistake I did (I attacked with my star (but very fragile) creature into a blocker I forgot was there) and took the 1st game fair and square. I dispatched him rapidly in the second game.
The third game was excruciating for all as we were both down to our last lives (the goal of the game is to deal about 20 points of damage to your opponent).
It came down to a few key decision and it became clear that there was no room for mistakes. He made a slight one by sacrificing the wrong creature at the wrong time and I took the match by a slight margin. Relief!!!!!!
When the last round was called, only 3 players had perfect records, Yan, myself and another player. This meant that one of us had to be paired to a played that had lost one game already (and therefore had no chance of taking the big prizes).
Yan and I were both looking forward to dish it out against one another. We had faced each other off in prior tournaments but only in the early rounds. We had already agreed to split the prize 8:2 just to let the loser walk off with 4 boosters.
We weren’t paired together, I got paired down with the player who lost 1 round. My opponent was a much younger and less serious player than the one I had faced previously.
However, at that point in the tournaments, after three 50 min rounds, my mental faculties were frayed by the stress of losing, hunger from a missed lunch hour, and the mental efforts of staying focused for so long. I lost the 1st game, severely weakening my hopes of walking with the prize for a second time in a row (something that had never happened in 20+ tournaments).
I took a quick breather, re-focussed myself and proceeded to trash my opponent in the following two games.
I was very happy to win all these cards. I won’t buy any of the new collection as 12-13 boosters is what I usually buy from each.
It might all be a freakish coincidence that I open crazy good cards two events in a row. I might also have attained a level of play where my deck building skills have matured and I am finally able to avoid some key mistakes.
There is also the fact that Morning tide (the current collection) and it’s predecessor Lorewyn are Creature heavy sets, a theme I like a lot and am comfortable with.
Finally, there is the fact that I don’t care about my performance as much as before and maybe that’s the key.
Honestly I think it’s a little of all that.
So I’m magicked out for a while, and will lay down the competitive cards until next Spring.
I think I might look into joining a Gen Con event after all.
Thanks for sticking around, back to some RPG goodness tomorrow night.
Movie Review: Cloverfield
Possibly the best way to start this review is to say: go see this movie. Cloverfield is produced by J.J. Abrams of Lost and Alias fame, and also the director of the upcoming new Star Trek movie. The inspiration for Cloverfield is that America has never really had an equivalent to a Godzilla-style story; Abrams supposedly came up with the idea while shopping with his son in Japan. Abrams is credited saying:
“…we need our own monster, and not King Kong, King Kong’s adorable. I wanted something that was just insane and intense.”
The movie is filmed as if through a hand-held camera that has been recovered in New York city, and focuses on a small group of friends and the events that unfold around them. Many people may avoid the movie assuming it will be too scary based upon the trailer, but rest assured it is light on the scary and intensely high on action, suspense, and drama. The story is incredibly simple and stays grounded firmly in reality as far as any monster movie could, while all of the acting is spectacular and you really become attached to the characters.
One of our big concerns was that the camera would be too shaky trying to emulate a hand-held kind of style, much like the Bourne Supremacy which had us feeling sick after walking out of the theater, so we decided to sit further back in the theater and this really seemed to help. A few minutes in we didn’t even notice the camera anymore except for the few times it was emphasized by the camera-man falling down or being knocked over. One of the funniest aspects to the way the movie is filmed is that the character holding the camera is named Hud (short for Hudson), a nice joke that only a small percentage of people who see the movie will really get as it references the heads-up display (HUD) that you see in first-person videogames. [Read the rest of this article]
Chatty’s Review: Silvervine, Character Generation

Last time I tackled the games 1st chapter and the mixed feelings I got as a first impression. Now it’s time to tackle Character Generation.
This post is massive (more than 2000 words), impatient readers are invited to skip to the conclusion at the bottom….
One of the core philosophies of the Silvervine RPG will be to allow the exact character you want to design with minimal constraints such as character classes or arbitrary restraints.
In order to do so, Silvervine takes an hybrid ‘point-buy’ + dice rolls approach. The great majority of character variables like Attributes, Skills, Combat abilities and powers (called Focuses) are purchased with points, while some others are acquired with dice roll (World specific bonuses, number of known languages and ‘starting money’).
The chapter starts with a character generation example where we follow a player called Melissa create a Feychild (a race: think cross between fearie/elf ) Swift Conniving Unlucky Gunner (Archetypes).
At first read, this part of the chapter can be confusing as it discusses the numerous mechanics behind Char Gen without going into details. I needed to read through it twice without going deeper in the chapter to understand it enough to grasp the core ideas.
I would suggest that the example be broken up and added to each sub-section of Char-gen (as a sidebar or boxed text maybe) to strengthen the concepts shown.
Anyway, on with the actual meat of Character Generation.
Rolling on the Archai Chart
Character creation starts by rolling on the world-specific chart (called the Archai Chart) to determine a few things:
- The character’s Elemental affinity, which comes into play if he/she becomes a caster.
- The character’s birth date in the Settings Calendar.
- The potential blessings (various bonuses in attributes, free skills, powers or spells) that the (I assume) divine Archai can bestow to the character
I must note that while a player rolls this up front, the actual goodies gained are conditional to spending character points (the equivalent of 15 points out of 275). I find this a bit odd that one must learn a rather clever but complex series of dice roll, only to get bonuses conditional to actually spending points to get them…
I’d consider giving them to all characters for free (15 points out of 275 is 5.5%, probably not that significant)
Select Archetype
The player then thinks up a character archetype that would function in the game’s default setting (called Cyrus). The setting appears (from my reading this chapter) to be an anime-inspired Steampunk-sprinkled (Guns and Airships) fantasy world featuring the classic races (Human, Elves, Orcs, Dwarves) mixed with anthropomorphic Animals (Furries!).
The chosen archetype, in the form of adjective, adjective title (or variation thereof) serves to guide a player’s choices through the very numerous skills, combat abilities, focuses and equipment that make up the bulk of this chapter’s (100 pages). It also serves as a way of introducing your character to the other players.
This is a rather clever and simple idea that I like. In that sense, my McWod character would be a Schizophrenic Shy/Megalomaniac Detective Gunner.
I’m stealing this idea!
Choose Race:
The players then gets to chose between over 20 sub-races roughly divided in Human, Elves, Animalia Orc and Independent (Dwarves, Ogres and FeyChylde) categories. Each has a set of abilities modifiers and focuses available at half cost.
This is one of Silvervine’s key differences from Gurps and BESM. The race were not designed to be purchased with character points (called experience points here). You chose one and you get its abilities ‘for free’.
I like this from a crunch perspective as it makes me feel like races are not just rubber suits you tack on human bodies. This is probably due to my being raised on D&D.
While I haven’t read all of the race entires (each one comes with a very detailed setting’s specific background), all races seem balanced (playtest should address this).
I particularly like that racial abilities are all put together at the end of the various fluff writeups for easy reference.
In fact, I’d go one step further and move the rather voluminous fluff (that doesn’t really help character generation) later in the book and replace it by shorter (1 paragraph) description beside each set of racial mechanics and a page reference to the race’s full background later in the book.
Assign Attribute Points
This is where the player spends a certain number of points (different from the experience points used later in Char Gen) between the different attributes. I’ll go into more details in the next post that’ll focus on Game mechanics.
I must point out two things here. First, the fact that players use a different pool of points for attributes than experience points here can create some confusion for those learning the system. It’s a rather minor point but it’s a complexity that might be challenged.
A possible solution I have would be to unify both point pools and tell players they get 500 XPs for attributes and 275 XPs for everything else, including additional attribute points. (Extra attributes are worth 50 XP each).
Second, at this stage of the rules, the player is not reminded of what attributes are, so it becomes necessary to go to the next chapter to learn them and get to know what values are considered average.
Aside: As I write this, I’m thinking that if the main marketing model for that game is going to be PDF, I think that Bookmarking the document and creating internal reference links to jump from one section to the next should be implemented (it’s probably planned). It’s a lot of work, but adds a tremendous value to a PDF product.
Choose Basic Profession /Field of Study
The player then gets to chose a free ‘job’ or ‘Field of study’ that represents the character’s “day job” before he/she became a PC.
This allows the player to get a bonus (an extra die roll) whenever this past knowledge can be applied to any task or challenge the character faces.
This is a nice idea, I just wonder if I were to chose ‘Ex-Military’ would I get these bonuses in combat?
Spend Initial Experience Points
This is the meat of the chapter and weighs in at a massive 60 pages (Which I must confess I haven’t read completely) and covers the following aspects:
- Purchase additional Attributes
- Purchase additional HP (initial HP are derived from attributes)
- Non-Combat Skills
- Combat Skills
- Fighting Styles and Combat techniques
- Focuses (Bonuses and Powers)
Non-combat Skills are arranged alphabetically and each have a paragraph description and an experience cost varying from 15 to 35 points per skill level (there are 5).
A rapid scan of the skill shows that what drives the cost of a skill is not so much it’s impact on the game (as a Point-buy system’s balance should strive for) but the perceived effort to learn the skill.
For example, Biological Sciences, a skill not that often used in a fantasy game, costs 35 points, more than twice that of Foraging at 15 points. I’d suggest putting skills which have a more pronounced effect in the game (or a wider application) to cost more.
All skills are defined in a vague enough way to be easily applied in many situations. This is a very good approach to allow exotic and numerous use of skills.
Actually, this is as good a time as any to mention that Silvervine seems to be torn between the flexibility associated with a loose, simple game and the excruciating details to cover as wide a range of concepts as possible. I think that simplicity could also be achieved in skill selection by combining a lot of those in one skill.
For example, I’d easily see Foraging, Fishing, Hunting, Knowledge (Nature) and Tracking into one single skill called Woodman’s lore or something.
Similarly I’d combine all sciences as less expensive Knowledge skills.
I urge John and is friends to pay particular attention to skills no one takes during playtest and challenge themselves to fit those into the ones taken by playtesters.
The combat skill section is organized with basic fighting skills (Unarmed, Melee, Ranged, Firearms) and martial arts-like fighting styles. The styles regroup a series of maneuvers that a player buys as a bundle. Alternatively, you can pick and chose individual maneuvers for a higher cost.
For example:
Fisticuffs
(A barroom brawl)
Cost: 20 exp Req: 1 Level Hand Fighting
- Jabs (Hand Fighting) (5)
- Strong Block (General) (10)
- Uppercut (10)
- Speed 1 (Hand Fighting) (5)
Each individual maneuvers are then described (Fluff and crunch).
There is also a 2 page section that tackle ‘Modular weapons’ which appears to be a sub-ruleset to allow building multi-purpose weapons.
All these sub-systems make me realize that when compared to other already marketed games like Gurps, D&D and BESM, Silvervine seems to be aiming to be a Role Playing game that includes material that is usually made available in additional Sourcebooks (and accounts for the page count).
It’s like Silvervine contains the material found in the Gurps basic sets, Martial Arts, Magic, High Tech (low tech weaponry) and Supers.
That’s a lot of material to absorb all at once.
Actually, I’m a bit overwhelmed by it all and would be hard pressed to create a character using it.
A Silvervine Lite version, bundled with a demo adventure and pre-made characters could be a great way of introducing the material.
Another way of tackling this could be to have some of the game-world specific skills and fighting styles be bundled later in the book (or seperately if the decision to seperate engine and setting is ever made).
Following fighting skills are Focuses which are powers ranging from the ‘Mundane’ (Alertness) to the Supra-natural (Demon Bashing Weapon) including classics like flight, natural armour and Reputation, each with various costs.
Much like skills, the palette is very varied and has a lot of cool looking things. All available by default without having to, in theory, ask the GM.
(This reminds me of Robin Laws’ observation that RPG is the activity of having men shop for Superpowers without having to leave the basement)
Acquire Languages
Players then roll based on mental attributes and determines the number of free languages (on top of those you can buy as a focus). I find that this sub-system somehow jars with the whole point-buy system used to up now. I’m not sure what this random element adds to character creation. It’s like you can devise a rather smart, xenophobic Barbarian and by the luck of the roll find out he’s a ployglot.
It’s very minor but its the only Point-buy game I have ever read that has such a system for initial language acquisition.
Acquire Equipment:
Equipment are bought with another resource called asset points. Asset points are determined by a die roll based on the Profession. (Once again, creating a semi-random sub-system different from the experience point mechanic used in most of the rest of Char gen).
Asset points are an abstract way of dealing with cash and allow the purchase of adventuring equipment (Weapons, Armour, non-combat gear, etc). I really like this in games where loot does not play a key role.
Armour are described in detail and can be purchased abstractly or be built by levels and Add ons (lighter, Stronger, full coverage, etc) using the game’s currency (this means you need to trade some asset points into cash). These add ons reduce penalties (probably explained in the combat section) or add bonus dice to protection. It’s clever but I wonder if this can be broken by optimizing the choice of armour level and add ons to max min it’s effectiveness. Another pointer for playtesting.
Like I said for attributes, I’d think about making equipment purchases with actual XPs (with or withour dice roll) to unify Char Gen under a single core system
Conclusion:
So far, Silvervine seems to deliver on one of its core philosophies: Fully flexible character creation.
I’m pretty sure that it covers most if not all archetypes of the Fantasy Kitchen Sink genre and that’s preety cool.
Reading through it makes me want to try it. However, I’d want to generate a character with someone who knows the system to guide me through it (or get a pre-generated one and a demo adventure) as the game’s learning curve is made higher for the sheer amount of options it offers.
When compared to Gurps and BESM’s character Generation, Silvervine shows itself as being a more complete game than the core books of both other games.
However, I believe it could gain from some additional streamlining in it’s mechanics and maybe be packaged in such a way to separate it into basic and advanced character options.
Thanks for reading this massive post!
Getting back in the game!
Along with other RPG GMing bloggers, I was contacted by Role-playing Tips guru, Johnn Four this week to contribute to his next Newsletter. Not wanting to miss the exposition of being read by so many people, I happily accepted. Heck he even offered to let us use our submission as a post for our blog!
He asked us to provide a few tips for:
“GMs who have let gaming slide away from them, who might have had a group crumble on them in 2007 and need a nudge to get back into it, who have been out of gaming and read our sites to just keep the pilot light on, and gamers who are on the cusp of re-entering the hobby”
So here are the 3 tips on “How to fall in love with GMing again” that I’m going to be sending to Johnn! Regular or long-time readers won’t find a whole lot of new as this post is basically a distillate of what I’ve been rambling about these last 6 months.
Get to know your players better
No matter how long you have known your potential players, spending a little extra effort to get to know them better is one of the best paths to provide more entertaining games.
By observing the way they react to you proposing a new campaign, the type of PCs they want to create, the relative enthusiasm they radiate around the prospect of starting a new game can give you priceless clues as to what they are looking for.
As proposed by Robin Laws in his GMing Bible book (possibly the best GMing book ever written), try to learn the types of players your potential gaming group is made of. Then try to learn what are each player’s key motivation that makes them come back game after game.
A great way to find out is to meet each potential player one on one and discuss the future game (Characters, Campaign themes, etc). However, remember that in such a meeting your role is not to describe and explain (you’ll get plenty of that in the actual game), your role is to listen carefully to what the player wants.
One trick I love doing is the Rubber Ducky Test (if it looks like a Duck and it sounds like one, that’s what the person wants). You ask the player what would be the best possible game session for him/her. Note down what they tell you in point form and create a little chart that tells you a bit about each player.
Armed with that newfound knowledge, try to design your game sessions (or chose/modify the published adventures you plan on using) in a way to give each player at least one scene tailored for their tastes. I guarantee you’ll get awesome results!
Exploit the true secrets of Movies and Television shows in your games
It’s become a trademark in my writing, but I have seen on numerous occasions that the tricks that make people react strongly to a movie, a book or a TV show also work beautifully in tabletop RPGs. I’m not talking about borrowing plots and characters from your favorite stories (although that is a classic GMing tip). I’m talking about stealing the tricks on which the plots are built on
Having a Villain aways dress in black and cackle crazily all the time only to turn heel later in the campaign and join the heroes against that bigger and badder bad guy will elicit a reaction because your players have seen theses things before.
Having your PCs climb a mountain by jumping from stones to stones falling from an avalanche will be the talk of your gaming group for weeks!
Those theatrical “figures of Speech” are called Tropes. Clichés are tropes that have been used to death and often elicit more groans than interest. (Tavern Scene anyone?)
Having a look at the TVtropes wiki is a mine of ideas for role playing adventures. I wrote about 20 articles on that very subject and it’s helped me tremendously with creating adventures in my current campaign.
Apply the Rule of Cool over everything else
Discovering this on the TV trope site changed my way of DMing.
Roughly, the Rule of Cool means that if you can manage to make a story, or scene, or NPC cool enough, none of your players will bother with the little details that are incongruous or illogical. The glow of coolness will overshadow all the rest and leave a lasting impression. (Think about the 1st time you saw The Matrix).
Switching your efforts from making an armour-plated plot line and a finely detailed gameworld to a coolness gushing session will reward you instantly at the gaming table. Geeks have a soft spot for cool things, why not sprinkle it generously.
Examples of Cool things:
Also, allow your players some access to the Rule of Cool. I’ve been surprising myself lately by telling my players who want to try dangerous or hard maneuvers “Forget the die roll, this is too cool to fail”. Believe me, they appreciate this a lot and try to come up with more cool ideas.
What about your cool tips that we could tell our Closet DMs to make them step forward and join us!
D&D Miniatures 2.0 Rules Released
Wizards posted them yesterday. Many were hoping that this would preview a lot of 4E combat changes, but that doesn’t appear to be the case. Nonetheless, there were a few changes that stood out to me from the previous version of the DDM rules:
- No more morale! Previously, a big part of the game was keeping your commanders near your warband. That seems to be gone, along with morale saves for half HPs (though the 4E Bloodied condition makes an appearance) and routing rules.
- The new starter set comes with a (slightly goofy looking) Green Dragon. Definitely a good thing to get started.
- Factions are changed. Instead of alignment based ones, there are: Borderlands, Civilization, Wilderness, and Underdark. Alignment is still in the game: Good and Evil creatures don’t work together, but Unaligned work with everybody.
- Attacks of Opportunity are still around, in much of the same way as the old game. Though they are called “Opportunity Attacks” now.
- Crit rules are the same as the old DDM game (and not like the 4e crits): Natural 20 auto-hits and does double damage.
- Diagonal movement now costs only one square, ever. This is much easier.
- Charging is a bit different- it’s an attack action that grants a +1 to hit and allows a move and attack, provided you don’t move afterwards. (So basically, you use it to double move, though there may be some reason to spend the move action.)
- Combat Advantage is listed, which probably will appear in 4E. Basically, Combat Advantage rolls in a number of other conditions from before- you gain it from flanking, being invisible, etc., and it lets you sneak attack.
- More icon driven: Melee, Ranged, and Magic Blastiness all have their own icons that work differently, and clearly delineate them.
- Commanders are gone, but we get Champions instead, who have special powers that look like they’ll have to be managed carefully for what you want to do… moreso than just getting a Commander into an area.
Overall, I like the changes, but I still don’t think it’s simple enough to get anyone to play with me. It’s still somewhat complex, and has enough differences from core D&D to require me to teach a full game.
Edit: Wizards has done their own recap of the changes, along with some design commentary. Check it out.
Feeding the Geek
Short micro non-RPG geek post.
Many of the people who read blogs do so through Feed readers (there are a ton out there, I use Google Reader myself, plugged in my iGoogle page). When this blog gets accessed by this feed here it’s considered to have 1 subscriber. (BTW I’m aware that image are weirdly aligned on the feed. I think that’s because a hack was done to have them look good here. We’ll see if we can address this in the blog’s next version).
If you’ve never been exposed to feeds or feed readers, here’s a pair of links:
- The Wikipedia definition of a RSS feed.
- Google’s video tutorial of Google Reader
I like using feed readers because I get notified of new content on my reader without having to hunt each and everyone of my sites of interest (especially those who don’t update often).
At its simplest you can click on my feed here and just bookmark it.
Well for the 1st time since I activated that feed in late November, I have had more than 100 subscribers for 3 consecutive days (it’s at 108 as of Thursday morning). Wow! Thanks for sticking around everyone!
In fact, this site here says my blog is now worth between 300 and 600$. Woot, I’m calling Century 21!
There are other feed readers and I’d invite you all to share your favorite ones.
See you later tonight!
D&D: Typically Misaligned
Whenever you discuss alignment in Dungeons & Dragons, the conversation inevitably veers towards focusing on Chaotic Neutral. Alignment is a tool used to generalize a character’s personality, feelings, and outlook on life that is divided into two portions. The first ranges from Lawful to Neutral to Chaotic, while the second part goes from Good to Neutral to Evil. When these are put together in one of the nine possible combinations you end up with a pretty useful indicator of how your character should act in a game.
Chaotic Neutral (CN) usually comes up because in any group of players you inevitibly end up with one who is playing a character of this alignment, and the reason it becomes an issue is that everyone thinks you can use it to rationalize ANY action. This mistake comes about because of the first portion, Chaotic, which makes people think they can just run around changing their mood and actions however they please at the time. [Read the rest of this article]
No post tonight, Reading Silvervine!
Tonight, I’m going to spend the time I usually write these post to do some intense reading of John Arcadian’s Silvervine game rules. my free time/available energy ratio is pretty low right now so I have to prioritize even my hobbies…
And I really want to tackle the review of the crunchy bits of John’s (and friends) game.
Not wishing to leave you completely empty-handed, might I direct you to the following older posts of mine:
My Webcomic reading list.
My DM questionnaire (for more recent readers).
My whole Trope series (I linked to the last page).
The 4 stages of a gaming group series.
The Chatty Minion’s Forum (That has calmed down lately, but already has almost 1000 posts after 4 weeks).
I’ll be back tomorrow evening at the latest.
Phil dives in the world of Cyrus
Mini-Fluff'N'Crunch: Requiem for my Bronze Friend
That perfidious and oh so diabolical Yax has been reading all those “WotC presents” books and, through his Red Dragon comic-relief Minion Expy, has announced that our cherished Wizards on the Coast are revamping the dragons.
One thing that broke my heart a bit (the cynics will say that WotC has ripped out theirs long ago…) was the disappearance of the Bronze and Brass Dragons (among other things like draconic alignment restrictions).
Thing is, I really like good-aligned metallic Dragons. It’s part of D&D’s vestigial fluff that I grew up with.
I have been around long enough to play the first Dragonlance modules. Who remembers Blaize, the sassy brass dragon dodging Dragon Highlord Verminaard in a canyon?
I have read the Draconomicon cover to cover. Twice
My current pet NPC is a Bronze Dragon named Plantagonox!
You can guess that this not a design decision that I shall embrace enthusiastically.
However, instead of whining and throwing a tantrum, I’ll make an homage to my soon-to-be-lost Bronze Dragon by channeling my disappointment into creating the 1st unofficial D&D Bronze Dragon 3.5e-to-4e Conversion kit (Sorry Greywulf!)
If you love good dragon like I do, don’t forget to Bookmark this post!
All of this done totally outside of the 4e OGL of course, since it’s not available to mere mortals yet.
Nemesis Aside: Even though I helped my Nemesis so HE could have it! Glad you’ll make it to 4e Mr. Baur, our Gen Con confrontation shall happen, once I’m done with Yax!.
So we take the 4e Copper Dragon stats who, if the 3.x thematic concepts are retained should have the following defining crunch and fluff characteristics:
Copper Dragons
Crunch:
- Size: Small (Did you know that Dragons come in 3 size, based on Wyrmling size?)
- Breath Weapons: Line of Acid, Cone of Slow gas
- Special abilites: Earth-themed Spell-like abilities
- Special Movement: Spider Climb ability
- Special Immunities: Acid
Fluff:
- Habitat: Warm Hills
- Personality: Incorrigible prankster
- Typical Alignment (because now metallic dragons can be evil, another archetype blown!): Chaotic Good
And we change them for the Bronze Dragon’s
Bronze Dragons
Crunch:
- Wyrmling Size: Medium
- Breath Weapons: Line of Lightning, Cone of Repulsion gas
- Special abilites: Alternate forms (Animal, Humanoid), Detect Thoughts, Water-themed spell like abilities
- Special Movement: Water Breathing
- Special Immunities: Electricity
Fluff:
- Habitat: Temperate Hills
- Personality: Curious observers and eager mercenaries for good causes
- Typical Alignment : Lawful Good
I’m now much more comfortable with hacking D&D to fit it to my (or my player’s) tastes. I won’t hesitate to start doing it as soon as 4e is ‘out of the box’. Since I find Bronze Dragons cooler from both a Crunch and a Fluff perspective than the copper ones , I am going to keep them in my game!
By the way, the the Bronze and Brass dragons will be replaced by Iron and Adamantine ones… which makes me ponder…
…
…
Does anyone else see it?
The 1st one who does and comments about it gets to choose the next tropes I tackle… or something…



