2012-06-21

HelgaCon V — Games I Played


Convention Overview; Playing in Kobolds Ate My Baby; Thousand-Year Sandglass D&D


Two months have now passed since Helgacon, the annual mini-convention held by my close friends up in Massachusetts. It was, as always, a most awesome weekend of gaming (I'd say the best and largest to date). I've really wanted to share some of the experience, even if I was too busy for a while, and the time seems more distant due to big changes for some friends in the intervening weeks.


You can read more about Helgacon V straight from the primary organizer on Paul's Blog -- here and here and here and here.


Friday Night -- Kobolds Ate My Baby. My first game of the weekend was warming up as a player in Allister's game of Kobolds Ate My Baby. Not something I'd played before, and we had a really good time. Fairly large group for this game, like I think we had about 9 players or so, and kudos to Allister for handling that many people quite well. (We pretty much filled a room off the porch, and had commendably quick turn-pacing revolving around the room for actions, which is my favored and most simple mechanic for that.)

Our game (perhaps this is the default situation) featured us a group of slapstick kobolds tasked with infiltrating the nearby village and absconding with something like 15 human babies for a big feast. My impression is something like Paranoia with a bunch of backup characters available when you get killed. As usual with that kind of setup (IME), the body count is really as high as initially expected -- maybe 3 of us died over the course of the game (albeit me first, about 5 minutes in). The other thing is that I kind of expected from the atmosphere that we'd be doomed to fail, but turns out that's not the case. Our game was eminently winnable, at the end we did in fact accomplish our task through a combination of running, sling-shotting through upstairs orphanage windows, cozying up to humans as pets, and locomotive-banditry. Big celebration (for us, not the humans obviously).


Saturday Morning -- Thousand-Year Sandglass. This was the third year running for BigFella's "Thousand-Year Sandglass" Arabian-themed D&D campaign using Labyrinth Lore rules. It's a great game, and BigFella always has a number of stunning set-pieces for us to fight through (and it gets better each year). Every year, Paul and I have played a pair of brothers, human fighters named Jarib with nearly-identical stats. Once again we rounded up a new bunch of compatriots and plunged into the desert sands for treasure. Once again good-humored bickering commenced almost immediately.

The opening scene had us entering an Al Khazneh-style edifice and battling lizard men. Then we met an imperious sage who clued us in to the existence of an enormous jewel nearby. Entering that part of the labyrinth, we had to fight an terrifying, sandblast-breathing lizard-creature -- which fortunately had manacles and chains by which it could be restrained via a nearby secret winch room (thanks, guys!).


Then there was a room of vats of potentially explosive material, which we avoided by flying and attaching a rope. Then there was a chamber entirely engulfed in flames -- a test of bravery, as you could walk through it unharmed as long as you showed no fear. The next room held the magical gem on a pedestal, which gave of a keening sound -- surrounded by not one opposing party, but two (one monsters, the other human), both put to sleep by the gem (as we deduced). Here was our plan: send one of our henchmen in with waxed-up ears, grab the gem, and run to the other side of the illusory flames -- when the opposing parties wake up, maybe they'll finish each other off, and otherwise a phantasmal force to frighten them in the psychic flames should do the trick. That actually worked like a charm. The final room had a genie which offered us 1-3 wishes, although with a larger foe to fight based on our selection. We took just one wish to retrieve the treasure nearby, and only had to fight a man-sized genie, not the titanic-sized one (both of which BigFella had impressive models for). One of better successes, and we all made it out alive.

One thing's frustrated me a tiny bit the last few games was that we were procuring magic items and distributing them to the newer party members in need, who then didn't have the chance to show up the next time, thereby taking the treasures out of the game. This time I asked for the Jarib brothers to take the magic cache, with the promise that anyone who joins again next time gets first dibs. Hopefully that makes sense.

The other thing that was brought up was -- common issue -- the significant number of fighter henchmen that the Jarib brothers brought to the game (four of them, mostly run by myself). Since Paul & I happened to be at the head of the table, I was acting for my character plus the henchmen as quickly as I could (rolling a fistful of d20's for the whole bunch). It was suggested afterward that maybe the henchmen could be held off until the very end of the round, so as to not steal thunder & engagement space from the other players. I think that was a great suggestion and would be happy to do that -- although I know a lot of other games would just as soon have the whole bunch over with, especially if multiple players have a crew of henchmen like that. Good to think about.


2012-06-18

A Puzzle

Here is a snippet from a certain Wikipedia article:
This allowed the exact citing of references, producing the rule, "One Author, one work (title), one piece of information" (Giesecke, 1989; 325).
My challenge to you is this: Can you tell me Giesecke's full name, and which of his works this originally appeared in? Exact citing of references, please!

2012-06-16

Superhero Saturday


The Superhero Genre as Modern Urban Fantasy

Random thoughts I had one morning as a I dazedly rode the bus to school:


When I lived in the country I had more propensity to dream about D&D-type fantasy (forests and rivers and castles and caves)... In the city that doesn't happen so much any more, if ever... But I can see, traveling around New York, Brooklyn, working near Brighton Beach, as the original NYC-based creators did (Eisner, Kane, Kirby, Lee, etc.), peering around and wanting to infuse fantasy into the modern cars, trucks, sidewalks, skyscrapers, bridges, subways, planes, etc., that they saw. Not classical fantasy, but a work that necessitates something different; fundamentally modern and urban (specifically New York-based).

2012-06-14

Friday Night Book of War


Trolls and Gnolls Attempt to Cross a Stream Under Orcish Arrow-Fire

So here's a game my girlfriend and I played the other weekend.We hadn't played in a while, since (a) I've been crushed and pickled by math-teaching, and (b) my girlfriend was on the other side of the planet for an environmental art residency for a month (link). So we were blowing off a bit of rust. Nonetheless, all the Advanced Rules are in play for us, all unit types in the published BOW booklet, Optional Weather & Morale adjustments, with 300 point armies.


Start -- Opponent at the top, with red figures indicating 100 Gnoll Longbows, along with two figures of 20 Trolls and one Frost Giant. I'm at the bottom with masses of Orc Archers (330), a Storm Giant, and a Gold Dragon (charmed?). The last piece of terrain set down was that winding Stream, placed by myself in as uncomfortable a location for the enemy as possible (in particular, with that narrow and unmaneuverable strip between it and the Marsh). Weather was found to be Cloudy (no modifiers to anyone).



Turn 1 -- Enemy moved units up to the stream, after which I moved all my units on the right flank a half-move. This allowed me to get a few shots off at long range and kill two Gnoll figures (but didn't have any morale effect).



Turn 2 -- Opponent had Gnoll Longbows stand & fire, while Trolls marched full across the Stream (slowing their movement). This allowed all of my forces to launch a full barrage against the ferocious Trolls and wipe them out completely! I actually had a surplus of attack dice that got wasted because of this, but it was well worth the cost. That's a tremendous blow to my opponent's main strategy.



Turn 4 -- Now we're engaged in a long-range missile combat. Her Gnolls & Giant are standing and throwing missiles, reducing my forces (but again, morale stays good). I've pushed forward and crossed the Stream on one side, and managed to rout her rightmost group of Gnolls.



Turn 5 -- I've lost my one unit of Orcs in the center, but managed to advance on the right and kill her Giant with arrow-fire.



Turn 7 -- Having degraded her forces to a single figure, on the last turn I've launched my Gold Dragon forwards for an auto-kill, engulfing the last group of Gnolls in Fire Breath. Victory to the Orcish Mob!



Commentary -- A pretty good example of the game, if more lopsided than usual. The terrain and weather were ideal for my cheap missile-heavy strategy (specifically: all terrain could be fired over, no orcish morale penalty from sun nor missile penalty from rain), and slowing the Trolls down with the Stream was key to my being able to eliminate them. Plus, my girlfriend being a bit rusty helped me. She seems pretty fired up now to give me a different lesson next time, yikes.

2012-06-11

Failed My Saving Throw

Okay, so what's it been, nearly two months since I last posted? As I mentioned previously, I got a new full-time-plus teaching position this spring, and the avalanche of the workload just totally buried me and kept me from posting on things game related. (You may know that the first semester of any teaching gig is mega-intense, and then it gets sequentially easier.)

I just had final exams this past week, so I'm hoping I can do some at-least occasional posting here again. This weekend I went through and replied to unanswered questions in the comments here (so if you had a question from April, check back below). And, I also have a truly embarrassing giant mound of unanswered emails on gaming issues, which I'll try to respond to when I can.

Couple thoughts from the last several weeks -- Not normally a Joss Whedon fanboy, but he's provided some very fine entertainment recently. Consider: If you run Death Frost Doom through a cheese cloth and look at it kind of sideways, you get something that appears very much like the movie Cabin in the Woods.

Also: Enormous sympathies to my good friends and acquaintances who worked at now-shuttered 38 Studios in Providence. Having has a chance to visit earlier this year, the intensity and passion was tangible, and you truly deserved better. Epically tragic.


2012-04-13

OED Update (v.0.11)

New update to the OED house rules that I'll be using at several games at HelgaCon this weekend. Mostly some minor updates and language clarification (although if you look closely there's a new rule for ranged weapons; recommendations for thief skill adjudications; and a multiplier to XP awards).

Download from OEDGames.com:

2012-04-11

More Moneys of Account

The Canadian government recently announced that they won't be making pennies any more (thus joining other countries such as New Zealand, Australia, the Netherlands, Norway, Finland, Sweden, etc. who have gotten rid of their equivalents).

And thus we have a very nice, new example of a "money of account": for example, balances in bank account or credit card statements will still be shown accurate to the cents-place. But there won't be any physical representation of that value -- no coins or notes that you can carry around or hand off to someone else in that value.

Just like how this is true: Shillings and pounds were not coins!