Critical Hits

The Journal of Gamer Culture

Dark Sun Heats Up

We are fortunate enough to have received copies of the Dark Sun Campaign Setting and the Dark Sun Creature Catalog today, and as usual we’d love to share anything and everything that we can with you guys!

My initial impression of the Campaign Setting book is that it provides a great introduction to the world and setting of Dark Sun for new players but also a very nostalgic and interesting read for those returning to the world of Athas. The Thri-kreen race is something that I’ve always planned to use in my own games even outside of the Dark Sun setting, and this holds even more true now that I’ve seen the racial write up. After just a cursory look through the Creature Catalog I am now completely psyched to start playing in a Dark Sun game and face every single one of the fiendish beasts that resides within it!

Earlier today I offered to answer questions via twitter (@Bartoneus) and here are some of the questions I was asked and the answers I provided (names were removed for privacy and simplicity): [Read the rest of this article]

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Chatty’s Gen Con 2010 Schedule

That's what I look like, don't mind the Hawaiian shirt-wearing tourist leaning on me.

I’ll be at Gen Con for my 3rd straight year, my first as part of the Critical Hits team.

Here’s my official schedule for those who hope to catch me:

Wednesday:

4 AM: Leave Montreal

5 AM: Play Nice with the US Border guard going into Vermont

8AM (ish): Fly from Burlington, short layover in Chicago O’HAre

2 PM (ish) Land in Indy.  Book at the Hyatt, crash for 1 hour or so.

Early evening: Pre-Drunken D&D party: Boardgames, meeting with friends, etc. Location to be disclosed once we get there. (check Twitter).

8 PM: Drunken D&D: Dave and I will DM 2 simultaneous groups of 6 players through the fiendish dungeon of Miller the mad wizard.  The games’ location to be disclosed on Wednesday afternoon. An audience is encouraged as they’ll get to participate!

Thursday:

11 AM: Doing a very special interview for Dungeon Master Guys along with Dave and NewbieDM

1 PM: D&D 4e tips Seminar (Westin-Causus).  Chris , Dave: The Game and I will share our wisdom about running 4th Ed.  The room is already sold out but drop by, we may be able to squeeze you in. And we’ll record it for later sharing!

2 PM: Playing in Chris Sims 1st “Welcome to Dark Sun, Bitches” game.

7 PM:  I’ll be one of the RPG bloggers playing in StupidRanger.com‘s Roleplaying Therapy for the Severely Disturbed at the Westin-Causus room. This you gotta see: We’ll try as hard as we can to break the DM.

11 PM: Mouse Guard, I’ll be showing the game to a few friends, I’ll announce where if you are curious to see how it plays.

Friday:

11 AM: Wil Wheaton’s panel, I have a nerdy-cool question all ready for him. :)

2 PM: Playing Free Market with Luke Crane.  This is a new Sci-Fi RPG created by Crane and Jared Sorenson.   I’m sooooo looking forward to this. Playing with Luke is quite a cool experience, he’s enthusiasm incarnate when he GMs. I thank my good friend DNAPhil who invited me!

8PM: Ennies Award, we’ll see if Critical-Hits wins “best RPG blog”. Plus its a cool evening to meet industry peers.

Post Ennies: If we win: party! If we lose : Party and gaming! I’d love to do a Magic the Gathering Draft at a bar!

Saturday:

I left this day more open to meet with people and do unplanned stuff, like an official Magic Draft if I didn’t get to do one before.

10 AM-noon: I’ll be signing copies of the One Page Dungeon Codex (Color and CD versions) at the Tabletop Adventure booth (booth #530) hell, I’ll sign  printouts of any of my posts if you want! :) Come and chat!

8 PM: Media meet and Greet (Union Station) where bloggers and podcasters will mingle and drink.

Sunday:

Wide open, usually a grand tour of the exhibit hall and chillin’ because I’ll be dead tired by then.

Dave vaguely mentioned running a game of Fiasco. I’d love to try that.

4 PM: Fly back home.

On my “must buy” list:

Free Market (if available)

Happy Birthday Robot

Savage Worlds Explorers Edition (used?)

Zombie Dice/Cthulhu Dice

Eureka

Additional copies of Mouse Guard for my players

See you there, see you then

For those going to Gen Con, I look forward to meet you/see you again.  For those stuck at home, I will be blogging about it, if not during Gen Con, right after.

5 days!

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The Dungeon Master Guys, Episode 4

Some genres should probably not be mixed

Episode 4 – that’s some kind of milestone! Longer than a fiscal quarter (unlike what Dave may think a quarter is), shorter than a full year anniversary, still something worth celebrating. Our last episode before all three Dungeon Master Guys (Dave the Game, Chatty DM, and Newbie DM) head off to Gen Con in Indianapolis.

In this episode:

  • Newbie DM talks about railroading
  • Chatty DM gives some tips on how to keep players focused at the table
  • Dave the Game outlines how to run a flashback adventure
  • We answer two reader emails: one about mixing genres, and the other about “monster math” in paragon and epic 4e games

People/Things mentioned in the show:

Music:

Sponsored by:

The Dungeon Master Guys, Episode 4 (34 mins, 32 MB)

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Sunburn is the Least of Your Worries

Right now, I’m caught up in general work and Gen Con preparation, and you benefit. I’ve decided to kill two proverbial birds with one metaphorical stone. I’m using my blogging time to prep for Gen Con! Did I mention you benefit? My minions shall return in a couple weeks.

At Gen Con this year, I’m running a few D&D game sessions set in Athas. This Dark Sun game, known affectionately as Welcome to Dark Sun, B!#@&s!, is a version of the campaign opener for my Dark Sun playtest campaign that started when I still worked for Wizards. It’s still going strong. I’ve been making pregenerated characters, refining my encounters, and having a good time. I’m showing my work and, well, here it is.

The benefit is that this is somewhat of a Dark Sun preview. It also includes the characters, in a form I’m experimenting with. I have some caveats for you, though. Some of what you’re going to see here works according to my house rules, some is my creation, some is reskinning, and some is bona-fide Dark Sun content. I’m not going to tell you which is which. You don’t have to wait much longer to look in the Dark Sun Campaign Guide and find out. My aim was fun characters for the players to use. They’re not totally finished, either.

I’m hoping this fires you up for Dark Sun. My players and I sure have been enjoying it.

The Hook

King Kalak is dead. Tyr is free. Slavery is illegal. Life goes on as usual in the city’s seedy underbelly, and rumors persist that a slave-trading underground still exists. As an auxiliary unit of the Crimson Legion, your party of ex-gladiator slaves and other unusual folk is investigating the problem. Asking around, you’ve already tracked some disappearances to the Cracked Jack, a watering hole in the city slums, and a gang known as the Red Hands. It’s as good a place as any to start.

The Cast

Part of this content is based on the characters, most of whom still live, my friends created for my Dark Sun campaign. Another aspect of my challenge and my content comes from Sarah Darkmagic. I designed these characters and their stories to work without much gender bias. The players will be able to take as much or as little as they want from the stories to form party relationships. They’ll be able to name and personalize these Athasian heroes. I’ve done some for the sake of easier writing.

Malamac
You’ve been a disappointment all your life, to yourself and, you thought, your relatives. Born into a family of dwarves closely tied to the ancestor spirits, you never showed any ability to tap the spirit world. Everyone else could, at least to an extent, even your younger brothers.

When your folks finally settled in the mining town of Kled, they and your siblings became heavily involved in unearthing an ancient site thought to be a dwarf city of old. You took the chance to make yourself scarce. Instead of helping with the pet project, you took to roaming the road with traders.

Your mother and father must have uncovered something in those ruins. The templar, Veermas, who oversaw the Kled excavations for Tyr, accused your family of blasphemy against Kalak. The death sentence was swift.

You were away at the time, but the templar’s agents caught you on the road. They beat you and, thinking Veermas would never know, sold you into slavery. Surely you’d die in the arena, anyway.

Only you didn’t. Your amicable ways won you a few friends in the pits. Then, one day, when you were cornered, standing over Iaran’s unconscious, pale, and changing form, you cried out to your ancestors. They listened. The power came. Iaran returned to normal, and you both lived another day.

When Durroth came to lead your gladiator band, you saw a kindred spirit. The wrathful spirits around the mul spoke to you. You taught Durroth to tap into this primal force and gained another friend.

Joining the Crimson Legion seemed natural after Kalak’s fall. Your family is dead, or so you suppose, and a new family exists here in Tyr. A hunger for vengeance gnaws at you, though. Perhaps a trip to Kled can quench that thirst. Is Veermas even there anymore?

And what was it that happened to Iaran in the arena that day? Is Iaran human or not?

Iaran
Firstborn in House Kliethra, a small merchant house, you spent your early years used to more than the commoners of Tyr hope for. Your mother, Ayleen, doted on you, and your father, Klellen, spared coin when he could not spare feeling. That was most of the time.

Neither he nor you knew that you were no child of his. Your mother, as neglected by your father as you were, had indulged herself with a gladiator named Graxus. She and he shared numerous secrets, but Graxus kept one.

That secret revealed itself as you approached young adulthood. First, your skin and eyes went pale. Then your hair turned white. Finally, your features became plainer, less distinct. Most thought you afflicted with some disease.

Klellen learned the truth from an old sage. The old man told Klellen to watch you sleep. He did. Before his eyes, you took your old form and others besides. You were a changeling, one of the strange mutants the weird magic of the world causes, or so the tales went.

What plans your father then hatched for you. Would you be a spy for the house? An assassin? Whatever the case, you had to be trained and kept out of the public eye.

Your mother wanted none of that for you. She took you from House Kliethra, and through Graxus’s contacts, got you out of Tyr. It was then that you learned who your true father was.

Klellen’s wrath knew no bounds. You heard that he killed your mother and Graxus, or had them killed. You remained beyond his reach.

You spent your teenage years with a nomadic tribe that wandered the outskirts of Tyr’s territory. Chandra, one of the nomads, became like a sister to you. Olbast, an old mul, became a surrogate father. He and a man named Iaran taught you how to fight and fight dirty.

Slavers bearing the Kliethra banner came out of the dark one night as your tribe camped. They killed many and took several prisoners. You, in Iaran’s form, were among these.

The next months were filled with spurts of blood and the roar of the crowd. You did the best you could, but you would have died had Malamac’s power not come to the fore.  Another gladiator slave, Tcha-ti, became part of your fighting group. Durroth later joined the circle as a trainer and combat leader.

When Tyr’s slaves were freed, you followed Malamac’s lead in joining the Crimson Legion. But what happened to your tribe? Might living in the city anew attract the attention of Klellen Kliethra? Would you or your blades mind if  he did?

Given your changeable physical nature and past losses, is anyone among your trusted allies someone you see as more than friend? Or do you fear future pain too much to make any such strong connections?

Durroth
Bred for battle they say. Halfbreed they call you. You knew no parents except the gladiator masters and their whips. No siblings had you besides those who shed blood and sweat with you on the merciless training grounds. Unlike many of those brothers and sisters, you survived.

Your owner and master, Lutus, was cruel. He wanted only ruthlessness and strength, and your flesh to rent to admirers for a time. You learned to show no affection for anyone you didn’t want to have to face in the arena and slay. Intuition and fierceness won you countless bouts in which skill did not, could not, save your foes. Brutality became your reputation. “Devastator” they named you.

Devastated might be more true. Grief broke a part of you. Hopelessness threatened your soul. That’s when you began to see and hear them.

You endured because, as you now know, they had always guided you from within the wind. Spirits angry, fierce, and eternal. Before they revealed themselves in full, you supposed your mind had broken with your heart, all the juices of your brain having leaked out your eyes when you were alone in your night-shrouded cell.

Now you have no more tears. Like the beast spirits that swarm about you, you have no desire but to protect you and yours. They lend you their aspect, and you willingly give them expression through your body.

You were brought into Tyr’s grand stadium to train and oversee a few slaves who had shown themselves to be able fighters. The teacher became the student, however. Malamac, awakened to a family legacy of spirit talking, gave a name to your fearsome companions. You helped Malamac live through the arena. Perhaps Malamac gave you back your life in silent thanks. He has said that the spirits work in such mysterious ways.

When Kalak died, you paid little heed. But when the new king’s edict freed the slaves, you followed Malamac. Freedom is strange to you. You have never made your own way, your own decisions. On the face of it, a focus on ending slavery seems to drive you.

The truth is you need a distraction. Malamac stirs feelings within you that you thought were dead, and with them arise old fears. What now?

Tcha-ti
Months ago, you wandered the deserts near Tyr alongside your clutch mates. Your pack revered the primal majesty and severe judgment of the wastes, as well as the simple creatures that endure there. Among your clutch mates, and under the pack’s influence, you meditated the Scorpion Way. You honed your mind to be as focused and quick as the scorpion’s, your body to be resilient and fast. You strike quickly, and then move out of harm’s way.

When dra slavers ambushed you three months ago, you were not fast enough. Your attackers dragged those who survived the battle away in nets. All of you were forced to fight in the arena of Tyr for the amusement of the dra crowds. You were the last among your clutch mates to survive this brutality. So it is, the will of the desert, the Scorpion Way.

Then you were placed among the dra—those creatures that look and act somewhat like people but have no carapace and little knowledge of true ways. Malamac, Durroth, Iaran, these arena warriors became your new clutch mates, protecting you upon the blood-soaked sands as you protected them. In the gladiator pits, you witnessed Malamac’s awakening to the whispers of the ancestors. You saw Durroth emerge from darkness. You watched Iaran come back from the path of death.

Then King Kalak was assassinated. You found freedom and another road to walk for a time. Your new clutch mates and you joined the Crimson Legion as auxiliary troopers. New people joined the clutch to hunt hidden slavers in Tyr’s slums.

You long to be back out in the wastes, but the dra are showing you a new aspect of the desert’s eternal voice. What does this maze of stone have to teach you of the Scorpion Way? Who among your clutch mates is strong and wise enough to lead you?

Elyna
You were born in the Warrens, the slums of Tyr, to a clanless elf woman and human man you never knew. Among the free laborers and gangs of the city, you learned the ways of want and of taking. The streets took your birth mother before you had seen ten years. You were clever and sly, and tough for a small, underfed thing. Your imagination contained sounds that could hurt and influence when unleashed. What a criminal you might have made.

One day, running the Iron Square markets with your mates, you spotted a good mark. She was richly dressed and wouldn’t miss a few baubles. You went for her purse, and without looking she dodged you. You hummed that little tune you knew, the one that made people forget you for a moment. She simply said, “Stop.”

Freedom ended that day, as did privation. Your new mother, Gyd, took you into her house. She tutored you in the Way, the arts of the mind. The tones in your head became fine as blades. Gyd also showed you the weave of the arcane, a source of other fine sounds. You learned to weave this secret art—for it must be kept secret—carefully and slowly, so that it appeared to be another trick of the Way.

You never forgot the streets of the Warrens. Suffering, apparently, never forgot you. The templars raided Gyd’s estate just after you had come of age. They slew your mother and all who opposed them, and then they burned the house. You still don’t know why.

Kalak perished while you were still held in the slave pens, drugged and awaiting sale. All slaves were freed. During this process, your history and skills with the Way became known. The newly formed Crimson Legion recruited you as a liaison officer.

Your first task took you back to the Warrens, looking into underground slave trade. The mastery of sound places you in a unique position among the warriors you serve with. How does it feel to be back to your roots? Does compassion stir within for the lowly who still suffer in Tyr’s streets?

Taewyn
You were born to privilege in a second-class way. Your mother, Nans, was the mistress of Hurus Dericles, a Tyrian noble. You are, technically Hurus’s firstborn, but you have never lived within House Dericles.

Hurus looked after you and your mother well enough, though. You always had what you needed—food, shelter, entertainment, and education. Hurus kept no secret about his mistress. Nans hid behind Hurus’s reputation for protection.

You learned much Hurus did not know. Your mother was a wizard, an enchantress of some skill. She liked Hurus well enough, but she also used him. As his mistress she enjoyed much of the privilege of nobility, but little of the responsibility or scrutiny. With Hurus’s money, she could practice her art and teach you.

Hurus’s wealth also bought you tutors in the Way. Nans emphasized the importance of practicing magic carefully. Knowledge of psionics helped you learn to disguise your powers.

The cushy life ended when Kalak perished. Hurus died in the upheaval, supposedly the victim of vengeful slaves. You know that your half-brothers did your father in, because they also tried to have you and your mother killed. They succeeded at half that task.

Now you’re in hiding in Tyr’s Warrens. You crave the power to burn your brothers to cinders and claim your father’s estate. For the next little while, though, staying alive will do.

Might you be able to find some allies in the city? Your mother always promised to introduce you to her “alliance of peers.” Who might they be?

Closure

Well, there you have the rough story for the beginning of my Dark Sun campaign and its characters. If you see anything you think I need to fix, email me (link in my bio) or comment. We’ll see how my Gen Con players like the introduction to Athas. If you’re at Gen Con, I hope to see you, too.

I’d like to give special thanks to my Dark Sun players, Adam Wojtowecz (Iaran), Brandon Lee (Korrin, halfling storm sorcerer), Cal Moore (Tcha-Ti), Darrell Dunning (Durroth), Ed Robillard (Corvas, deva avenger), Jonathan Pumphrey (Thomm aka Taewyn), Robert Howard (Malamac), Spring Pumphrey (Voston, half-tarek rogue). I might have changed your characters to suit my evil purposes, but you were the inspiration. Also thanks to Tracy Hurley, Sarah Darkmagic, for the idea for Elyna, whose name belongs to a special NPC in my home game.

Logo from Art Crash 2010, by Jared von Hindman of Head Injury Theater.

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Mouse Guard Chronicles, Session 2, Players’ Turn: The Spurce Connection

You can see this session’s GM’s turn here.

Player’s Turn Summary

The successful but banged-up patrol hobbled back to Lockhaven to recuperate from their injuries under the ministrations of the Guard’s healers.  On their way, they stumbled upon 2 surviving Scent thugs caught in the Flashflood and Jasper ran to their help, rescuing  Garrow the Merchant and the huge Thug otherwise known as The Big Cheese.

Once in Lockhaven, Edgar delivered a report to one of his guard captain uncles and asked about his enemy’s recurring involvement with Scent smuggling.  Finn tapped into many of his war buddies, now turned Inn keepers to try to find a contact involved in storage and transport of Scent and he found one in Sprucetuck.

Malcolm also tapped into his contacts to to find his old friend the Tavernkeeper, known for his many shady dealing.  As luck would have it, that contact was last seen in Sprucetuck too.

And so was Edgar’s enemy…

Table Chatter and GMing highlights

Retcon for great justice!

As we set up and started to roll for condition recoveries in the player’s turn, I realized that there were restrictions about the order of conditions a PC could recover from. Thus, a mice must recover from Hunger/Thirst before Anger before Tired and so on for Injury and Sickness.  So a player can’t decide to keep the less problematic Anger to focus on healing an injury.

That meant that all my players had to spend 2 checks each to attempt to recover from their more serious conditions and success was NOT guaranteed.  I could see that some of them wanted to take the story in new directions and were disappointed with that state of event.

So I invoked rule 1 of RPGs (fun over rules) and retconned my earlier call, making Edgar/Finn Injured and Malcolm/Jasper Angry. I dropped the second imposed condition and the group’s mood instantly bounced back! (I even got some positive feedback for that call the next day over IM).

Yay!

Northland thawing

You might recall I mentioned that Maze froze up a few times during the GM’s turn.  Well he thawed up nicely during the player’s turn where he set up a great scene and got to rescue 2 of the NPCs who bullied them to spew out the positions of other guard patrols during the GM’s turn. This, along with a discussion I had with blogger Sarah Darkmagic about agile and comfortable DMs who freeze up when they become players gave me an insight.

In the Players’ turn, the only problems to resolve are mostly created by the players, who likely have the solution worked out,  much like if the player was his own GM.  I’m beginning to suspect that what really breaks minds in Mouse Guard is that constant dichotomy between being a classic player (choose a skill, roll for success) and being co-GM (describe the scene, including the elements needed to make the skill you use make sense) at the same time.

I’ll be watching Maze’s journey as it unfolds over the next few session. He’ll likely post his thoughts on his blog as well.

When the GM gets Fiasco-ed.

As the turn unfolded and players told me about the scenes they were setting up, it became evident that they were pushing to send the game toward a new plot.  Alex sought his friend out, an old tavern keeper with the same criminal background as his.  He tried to locate him on the map of the territories and I asked for a Circles test to allow Alex to set where he was. I also explained the Enmity Clause of circle tests where a failed test allows the GM to create a new enemy instead!

Yan: Really? Oh man I wanna roll a Circles test too!

Malcolm located his friend and placed him in Sprucetuck, home of Scent manufacturing.  We had a potential ex-con in the city laying the first brick of my players’ fiendish plans.

PM played out a scene in Lockhaven where Edgar informed his uncle about the Scent dealings (thus accomplishing his goal).  He then totally pulled an awesome, plot-defining quote on us that blew my brains out:

Edgar: Uncle, have you had news of that weather watcher scum (Edgar’s enemy) we’ve been chasing for so long?  I think he’s once more involved with Scent smuggling!

Priceless!

When PM tried to place his enemy in Spructuck, I decided to gently stop him, judging he’d held to the narrative long enough for his turn.

Of course, that’s when Yan made the finishing move.  After moving the party to Sprucetuck (I allowed liberal moving over the whole territories during the player turn) he had Finn and the patrol go tavern-diving through his old war contacts to find someone important involved with the shipping and storing of the Scent chemical.  His circles test provided him with one such mouse, a mid-power mouse in charge of overseeing shipping of the Scent to Lockhaven and other guard patrols .

Phil: According to the rules, you get to name him now.

Yan (Making a very French “I have no fucking idea” facial expression): I don’t know… huh, Liam I guess.

PM: No way! That’s my enemy’s name.

Chatty: You guys are shitting me!

Yan: Absolutely not, I had no idea!

Chatty: Well then it’s settled, Finn’s new contact is Edgar’s enemy, that ought to be interesting!

So that the next adventure is obviously going to be about elucidating who’s stealing the Scent powder and why. I’d be a complete jerk to do otherwise.  But that doesn’t mean I have to play it as straight as they are driving things to be now, right?

All in all, that was a great Players’ turn and an awesome game.  Once again, a 10 minute prep session delivered a very satisfying 4 hours adventure.

We should pick the game up again after Gen Con.  Chances are this Summer campaign will become the monthly geekout day game once fall rolls back and I settle on a new RPG/campaign with the new gaming group.

Thanks for reading.

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San Diego Comic-Con 2010 Sunday

Fulfillment Room

Our first stop of the morning was the fulfillment room, where you go to pick up swag using tickets they give out at panels. I ended up with a leather Spartacus: Gods of the Arena armband, a Thor t-shirt, and a Cowboys and Aliens t-shirt.

11:00 Archaia: Jim Henson

I actually caught only the tail end of this panel. We were going into the room for the next one, but we did hit a major announcement: Archaia will be developing one of Jim Henson’s scripts they found in the Henson Company archives. Nobody even knew about it outside the Henson Company. It’s called “A Tale of Sand,” and it’s from the beginning of Jim’s career. He was working on it from the early sixties to the early seventies. It’s very existential, and shows Jim struggling with ideas that would shape his later career. They’ll be turning it into a graphic novel to release in summer or fall of 2010. Jim will never get the chance to make the movie he would have made, so they’re presenting it in a different format. Lisa Henson is supervising the process.

12:00 Spotlight on Dennis O’Neil

Denny O’Neil made huge strides in comics with his work on Batman, Green Lantern/Green Arrow, and other titles. This entry will be abbreviated, since my pen died mid-seminar!

Moderator: Scott Peterson

Scott was assistant editor to O’Neil in 1991. He remembers when an A-list painter was in town and they went to dinner. They had a great time till the painter said Denny’s work changed his life. Denny’s midwestern roots won’t let him accept praise, so Peterson really looks forward to this panel.

Peterson got many of his questions from other comic creators.

Q: From Chuck Dixon. Your heroes are human, with failings. Are you just drawn to those types of stories, or did you incorporate that side to make superhero comics more believable?
A: All heroes used to be the same. They had this Midwestern Boy Scout version of virtue. It just seemed natural to add some complications to that.

Q: From Chuck Dixon. When you were doing this, did managers see it as a stunt?
A: I don’t think they really knew what they were doing. They didn’t become aware of it until we started getting a lot of press.

Q: From Paul Levitz: When you were editing Levitz, he learned that his dialogue had a lot of extraneous words in it. Do you think you focused on that sort of thing due to your background in journalism?
A: Working as a reporter is the best training you can have as a writer. It teaches terseness. For comics dialogue, you have to sound colloquial and use 35 words per panel, give or take 10. Theater work also helps, teaching you to write with your ear. I always tell people to read their dialogue aloud after they’ve written it.

Q: You often take things away from your characters, from powers to gadgets. It’s sort of zen. Do you think this has anything to do with your interest in Eastern philosophy?
A: I was aware of it, just barely, back then. I have a formula for superheroes. One, what is this about? Batman was affected by his parents’ murder, Flash runs fast, etc. Two, if this guy really existed, how would he have to be. Gaining powers doesn’t change your nature.

Q: We did a count of editors at DC. There were 40, and 38 were Jewish or Catholic. You were raised a devout Catholic. How do you think that draws people into comics?
A: Louise Simonson says from an early age we’re told fantasy stories on an epic scale, and they’re about good and evil. We learn myths from age 5. It had to have shaped our zeitgeist.

And, sorry, that’s all I’ve got! He later covered stuff like trying to write feminist stories before he really understood what feminism was about (the “Harpies” story from GL/GA, for example).

Exhibit Hall

I went to the exhibit hall for the rest of the day, picking up a few things. I caught one of MC Frontalot’s performances at the Penny Arcade booth. I stayed until the hall closed at 5:00. And that was San Diego Comic-Con 2010 through my eyes!

Complete Comic-Con 2010 Coverage:

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San Diego Comic-Con 2010 Saturday

When you go to Comic-Con, you’ll want to spend some time in Hall H, the giant room where stars come to talk about huge Hollywood projects and show off the biggest stars at the show. This year, I went all day Saturday.

11:45 Warner Bros

Moderator: Geoff Boucher

Green Lantern

First, Green Lantern writer Geoff Johns came out to introduce some footage. It showed some effects shots, including a green fist coming from GL’s ring, a shot of Oa, and Tomar-Re. No shots of GL costume. Then they brought out some of the cast and crew. [Read the rest of this article]

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Mouse Guard Chronicles, Session 2, GM’s Turn: Scented Storms

Prologue:

Guards Malcolm, Finn, Edgar and Tenderpaw Jasper are sent to find the whereabouts of a lost patrol.  Failing to reach them on time, the patrol made the gruesome discovery that a predator ate most wayward guards while they were trying to trace a path through a new stream. Before our heroes could react, a fox jumped them but was fortunately chased away.

The guard then found the source of the stream, a newly built beaver dam over which they negotiated safe passage for all mice of the territory. Noticing the increased numbers of beaver families nearby, the patrol surmised that another dam had likely caused a stream to deviate and wash away part of the Scent Border to the Wild Country.

The patrol travelled to Port Sumac where Finn tapped Malcolm’s criminal contacts and secured some additional Scent chemicals…

Mouse Guard Canon Caveat

I accidentally and purposefully changed aspects of the Mouse Guard universe, particularly that pertaining to the Scent Border actual physical form in the comic books.  My stance on Canon is very loose (pun intended) and echos my friend Chris’ so bear with me.

GM’s Turn Summary (for those who’d rather read about the story, not the whole game)

The Patrol left port Sumac with a shipping of Scent chemical with the firm intention of locating the breach in the northern border and sealing it up before more predators entered the territory.  Before they could find it, they were waylaid by a group of thuggish mice who wanted to get their paws on their shipment of powder and learn the whereabout of other Scent-laying patrols.

After a heated but peaceful argument, the patrol, hyper focused on its mission, left with their precious cargo but informed the thugs where to find other patrols, letting the ruffians learn the hard way that not all guards were as sociable as they were.

The patrol managed to discover the spot where the border had been washed away and proceeded to spread the concoction while the weather turned nasty.  Sadly, when they finally managed to complete their task, the whole patrol was caught in a flash flood sweeping two of them away. They were recovered by their comrades but were badly hurt in the process.

Fortunately, the newly applied scent, spread over high ground, held perfectly. Mission accomplished.

Table Chatter and GMing highlights

The Prologue

As we started the game, I knew something was wrong with my friend Maze. He offered to prologue the last session, a game mechanic where a player summaries what happened in the last session in exchange for a tangible reward (in his case, recover lost points of his Nature ability).

However, he froze up (here and later during the game) and delivered what I must sadly describe as a half-assed summary of what happened in the game 3 weeks before.  Mark my words, I don’t expect a Toastmaster’s performance from the exercise, but I couldn’t help but think (wrongly so, I know) that Maze didn’t feel like making the effort or that it wasn’t relevant enough for him to do so.

Mouse Guard requires a lot more effort from players than D&D and it’s spiritual offshoots. I’m beginning to think that it is a strong factor in establishing the game’s learning curve depending on any given gamer’s background tackling the game. Fortunately, the exercise alternates from game to game, so I’ll see how others go at it. I suspect it’s a classic case of Chatty’s inhuman expectations again.

The mission and goals

This time around, the mission was dead simple: Re-establish the broken Scent Border

The players chose the following goals:

  • Malcolm (Alex): Don’t let the patrol get caught by predators
  • Finn (Yan): Re-establish Scent Border
  • Edgar (PM): Send word back home that scent chemical is being traded by the underworld
  • Jasper (Maze): Help at least one mouse in distress near Scent Border

All great goals including one that would end up leading the game in a direction set by the players during their turn.

The Argument Conflict

As planned, the PCs were supposed to track the beavers’ dam and deal with its effect on the environment. When the PCs failed to find the disrupted Scent Border (I ruled that it was invisible/subtle to find precisely, contrary to the comic) I went with one of my planned twists and had “scent pirates” waylay the party.

While Yan was ready to fight the band of mice thugs, Alex pipped in to address the situation diplomatically.  I made the conflict into an argument, which is one of the hardest conflicts to run for everyone because you have to roleplay, usually in character, based on the actions you chose.

I divided the teams in 4: Two teams of guards (Finn/Edgar, Malcolm/Jasper) and 2 of thugs (Merchant/Bandit, Muscle/Bandit) and everyone chose different goals:

  • Finn vs Muscle: Who keeps the powder?
  • Malcolm vs Merchant: “Tell us where the border is” vs “Tell us where the nearest patrols are”

The conflict went better than last session but introducing the “Roleplay arguments as a fight” mechanics gave my players a few headaches.  Working out the difference between a feint and a manuever were in the context of an argument was already hard enough… having to find roleplaying descriptions for each action was quite exhausting for many.

I had the time of my life!  At one point I even delivered a good enough line that some players looked at each other and said “huh, I’d agree with that”.

In the end, Finn’s team won instantly (My feint killed by their attack) while the Merchant nearly completely beat Malcolm’s team.

It’s Science!

I think that the scene that broke my player’s mind the most, but also opened the way to what the game is really about, was when I described the last obstacle: laying down the scent chemical.  I announced that it would be a Science obstacle.

At that point Maze dejectedly said “but what does science have to do with pouring powder on the ground” and Yan, engineer that he is, explained that the way he saw it, the job should be about working the soil to prepare a proper binding matrix for the powder and then working out how much powder to pour and fixing it to the matrix and so on…

(Or something engineer-sounding like that, don’t ask me, I’m a Microbiologist-Project Manager)

That’s when I smiled.

Chatty: That’s EXACTLY what I meant about a science roll!

Yan: (Cough) asshole (cough)

See, the game is all about the players telling the GM how things are going to be done. Succeeding means that’s what happens and the game world grows a little bit. The greatest thing though is that failing doesn’t automatically mean it doesn’t grow… it just means it doesn’t grow as the players planned.

As simple as that!

Swept Away!

The science roll was failed, but by then, I wanted to finish the GM’s turn soon so I introduced the game’s last twist and described how the Mice made sure to finish the job properly, even though a huge Spring storm struck (a weather-based twist).  The storm triggered a flash flood and everyone had to roll to resist being swept away. That’s when both Yan and PM decided to go all out for failure to score extra checks on the player turn.  Both ended washed away, crashing into trees and rocks.

Since all PCs shared help in the challenge that sent two of them in the soup, I called for Edgar and Finn to become Injured and Tired while I made the other 2 Hungry/Thirsty and Angry. I’m still at the level of establishing how much pressure you need to apply on PCs and I clearly recalled Luke gleefully telling me how broke, hurt and exhausted he left his players’ PCs after Burning Wheel games… this is echoed, to a lesser extent in the Mouse Guard rules.

Turns out that was a bit too much… stay tuned…

Freezing up.

As mentioned earlier, Maze, usually a very creative and social person, froze up several times during the game, at loss with how to interact with the game’s mechanics and how to grab narrative control and yield it effectively.  The game ground to complete stops a few times while he became more and more flustered about how to play a given action or how to describe helping out with a given skill check.

I noticed that we didn’t help much because some of us soon swooped in with advice and pressured him to “unfreeze”. Luckily, it just so happens that Rob Donaghue posted a blog article about dealing with player freeze which basically boils down to telling other players and GMs to:

  1. Shut Your Pie Hole.
  2. A Little Patience Won’t Kill You.
  3. Back Their Play.
  4. Don’t Assume. Ask.

This one is a must read, go NOW! Heaven knows I’m making it my session’s Lessons Learned and shared it with all players.

Up next: The Player’s take ownership of the game!

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Last Day to Vote in the Ennies / GenCon Contest Winners

GenConAs I write this, there’s only a few hours left to vote for Critical Hits for Best Blog in the 2010 Ennies. We would really appreciate your support voting us as #1 and telling your friends to vote for us as well. When the clock ticks over to midnight EST tonight after Sunday, July 25th, it’ll be too late, so please don’t delay any more, no matter who you’re voting for.

And in other Gen Con news, we’ve selected our winners in our Gen Con contest. The “can’t go to Gen Con” winner selected by die-roll is:

Randy Hurlburt who said

I can’t go to GenCon because I will still be at the Pennsic War that weekend. I’ll miss rolling the dice, but at least I will still get to bash some heads, up close and personal-like.

And our two winners selected to receive a badge for Gen Con, once we’ve verified that they still need it, are:

Ben who said

I want a ticket to go to GenCon so I can take my 7 year old daughter – kids get in free! The gaming world needs new young fans, and GenCon is the perfect place to fuel her imagination for years to come. It would be a great road trip for the two of us.

and Dave Nummer who said

i want to go to to GenCon because frequently my people gather to share stories and regale one another with tales of their cunning and prowess on the battlefield of life. despite my 22 winters on this plane, i have yet to gather great stories of glory and honor of my own. i believe that GenCon holds these stories and tales that i so desperately desire. please let me go back to my people as a hero.

Congratulations to our winners, and stay tuned for more about Gen Con.

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San Diego Comic-Con 2010 Friday

Liz Smith (@Dammit_Liz) is Boba Fett.

This day was a little less busy, with fewer panels and a little more wandering in the exhibit hall. I caught the Batman: Under the Red Hood premiere with Chris Tulach at night.

12:00 IDW and their ‘Bro

Panel for Hasbro tie-in IDW comics. I went hoping to get some info on the D&D comics. There was…a little.

Moderator: Andy Schmidt

  • Larry Hama (G.I. Joe: A Real American Hero)
  • Robert Atkins
  • Mike Costa (G.I. Joe titles)
  • Denton Tipton (editor, Dungeons & Dragons comics)
  • Michael Kelly (from Hasbro)
  • Alex Irvine (writer, Dark Sun miniseries)

Transformers Ongoing Series

  • Mike: They’ll go into space, find Hotrod, bring back Decepticons, 5-part arc.
  • DRIFT 4-issue miniseries by Shane McCarthy, Alex Milne. Origin of Drift, introduction of Lockdown.
  • Last Stand of the Wreckers TPB
  • Transformers: Sector 7 (movie universe). John Barber and Joe Suitor.
  • Transformers Prime (Oct.), prequel to November TV series on The Hub. By Mike Johnson.

Dungeons & Dragons Comics

  • Denton Tipton: Aug. 11 issue #0 comes out for $1. Ongoing series (Nov.) by John Rogers (Transformers, Leverage) with art by Andrea DiVito and covers by Tyler Walpole (Wayne Reynolds for launch books).
  • Dark Sun miniseries. Writer is Alex Irvine, artist Peter Bergting, covers by Andy Brase (a friend of Brom).
    Alex: The main character is a broken-hearted mul gladiator. (Didn’t quite get the name; something like “Grupic.”) He was sold back into slavery, and believes he was betrayed by a noble woman he loves. He breaks out and escapes into the desert. There, he meets Aki, a bard/dune trader/slave hunter. They come to find the mul carries an artifact that causes people to come looking for them. They have to sneak back into Tyr.

I asked during the Q&A which classic monsters might be appearing in the two series, but had no luck getting an answer. [Read the rest of this article]

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