Monday, March 3, 2025

The Tales of the Valiant Temple of Elemental Evil Campaign Details

 


Well we are 22 sessions into the campaign now and the party is at 5th level. That's despite using individual per-session XP. One character is lower but he's only showing up about every third session so that's how it goes. I wanted to share some thoughts about how the game is going.

First up - how we run: We get together on Saturday nights and run about six hours. Now the first hour or so is eating and catching up so we actually play more like 4-5 hours. We play in-person, sitting around a table, moving miniatures on a battlemat when useful, typically rolling real dice. 

This campaign started in July of 2024 and while the goal is "weekly" we do have occasional skips when the DM (me) has other obligations but I've made this a priority so I keep those to a minimum. I have things 2 out of the next 3 weekends so we will likely only have two sessions in March. If a player can't make it we just play short. With 8 players though, "short" means 5 or 6 players most sessions - we almost always have one or two out - and it's very rare that we cancel a game due to lack of players. I'd say we would have to drop under 4 available to really consider that and it almost never comes up. We did have a long pause at the end of the year when I lost my dad but we've been rolling pretty steadily since then.

People ask about keeping a game going for the long term and honestly it's not that hard to find the plan: commit to running a game and stick to it. Now actually executing it can be challenging, but it has to start with that commitment from the person running the game. Individual players will miss here and there but if the GM is available then things can happen. I probably have enough on this to make a whole new post so let's leave it there for now.


As far as the system we chose for this one I am very happy with Tales of the Valiant. It feels like 5E+. My players are also very happy with it and they too feel like it's a step up from 5th in both the mechanics and what their characters can do within the framework of the rules. I have used 2014 Monster Manual monsters, new monsters from the adventure itself, a whole bunch of creatures from the Monster Vault (the ToV monster book) and a few from Kobold Press' Tome of Beasts series. It's seamless. That said I like the newer critters better as far as having interesting options before and during a fight so I use them most of the time.

For the adventure we are playing through well it's the TOEE - it's a big old-school dungeon with traps and secret doors and exploitable fragmentation amongst the enemy factions. Now are my players exploiting this division in the ranks? No ... but they could if they wanted to. Hommlet makes for a nice base area where we have had quite a bit of interaction with the locals and the wizard is planning to build a tower himself and supplant Burne as the official resident mage*. Nulb has not seen as much action but I suspect some see it as a future opportunity while others are probably looking to make it the target of some kind of war crime as a warning to the Temple, Hommlett, Verbobonc, or possibly all three - time will tell. 

One of the other fun things about this adventure is dusting off my wandering monster skills. traveling the countryside near Hommlett? Random encounter checks! Pushing through various temple dungeon levels? Random encounter checks! Taking the road to Verbobonc? Random encounter checks! It has been fun using the tables provided in the adventure and tuning them up to keep things both thematic and at least somewhat challenging. 



That leads into my one concern about the whole thing and that's that my party is very strong in a fight - and there are theoretically 8 of them. Now this is an old-school module and was not rewritten into 5E's encounter balancing numbers based on a 4-person party so it is meaner - if the old one had 8 bugbears in a room on the first dungeon level then the new one has 8 of them there as well. BUT ... they wipe the floor with most of the things they encounter unless it's a very nasty batch. They have old-school numbers with new-school power levels so it's not quite as even as I had hoped.

I did some of this to myself by giving them more access to magic items than just "what they find in the dungeon" via a traveling merchant I used to use in the old 3E Return to the Temple campaign and also by being able to go to Verbobonc to seek out magic item crafters and a bit of a market. Most of it is checking for a few random items when they seek them but ToV does have rules for crafting - as did 3E and 4E - so I want to give them some options to play in this area. Even then, the strongest items have come straight out of the adventure itself so it's not -all- my fault.

The two hairiest fights so far happened when a)they pulled the inhabitants of 4 rooms all at once by making noise at a bad time and b) the fight for the Water Temple which had multiple lighter creatures and a juggernaut fighting in melee while some clerics stayed back and cast at them. A serious fight means that usually the greatsword-wielding fighter (no shield) drops, then the paladin may or may not go down, then the ranger switches to melee and the cleric wades in with his staff of striking and the wizard and bard start pulling out the big spells like haste or fireball.

Part of the challenge here is that even though I went through beforehand and figured up all of the XP available in the adventure my party ended up going in through a side entrance and punching their way into the dungeon starting in the middle instead of starting at the top and working their way down like most people would - theoretically at least. So they were immediately in some tougher encounters than I had expected but I pulled no punches and their larger numbers helped them power through. We've had no permanent deaths though we have come close a few times.

Seeing that I began to realize that I may need to do some tweaking. Really, I started doing this from the beginning and it takes three paths:

  • I started using later monster designs right from the start. These are generally better than the early 5E "bag of hit points" style monsters and have started to find their way back to 4Es ways of making things interesting. With the Monster Vault pretty much replacing the Monster Manual 1 for 1 I have a good supply of opposition.
  • As they have pushed into the temple dungeon proper I am keeping in mind that this is more of an organized facility than a random set of monster lairs - noises and alarms will draw a response. One of the signature features of the temple is the competition among the 4 temples and the ways players can exploit the factionalism to avoid being overwhelmed. Well, my players do not seem concerned about being overwhelmed and are not at all concerned with infiltration or deception thus far so I'm going to play it as more of a rivalry between the elements than open conflict. That should lead to some challenging escalations as they plunge ahead.
  • I have also, somewhat reluctantly, started digging into the encounter design math given for ToV. I find most of these systems terrible as they fail under scrutiny almost immediately. 3E was bad pretty much from the start, as was 5th edition. 4E's encounter design was the best in my experience but even it was not always great. An overland trip to Verbobonc gave me the chance to try it our with some wandering encounters on the road, culminating with a pair of dragons and ... I am withholding judgement for now. I want to see how it works in the dungeon environment and it really only aims at a "challenging" encounter with some guidance as to harder or easier around a calculated benchmark. I am somewhat skeptical that a thing like a dragon can be reduced down to a single numerical rating when it comes to danger factor but I will give it a try.


Bottom line we are playing regularly and consistently, my players are having fun, some memorable characters are developing, it's a classic D&D  module, and I am enjoying it quite a bit myself. I can see that it may be quite a challenge to keep things interesting for another 5 or 6 levels but I am looking at that as a positive. Barring some unforeseen complications I expect we will finish this adventure this year, probably this summer or fall. I have given some thought to what might come after but for now I am going to aim to finish this one up right.


* Of course he also refers to the other PCs as his "minions" and ranks them, offering the occasional opportunity to move up in his rankings so it is in character.

Monday, February 24, 2025

Adventures in 3D Printing

 

So I finally got one. I've been talking about doing it for years and the wife apparently heard too much and decided to push me off the ledge as a birthday gift. With as much miniature work I do it's a smart move in general but the details ...

My main interest with them is printing a lot of the "extra" stuff like terrain, or custom bases, or different parts to use with "real" miniatures. Being able to print whole figures - indeed whole armies - is certainly a good option to have but it's not the priority.

A couple of weeks I am no expert at any of it but let me share some of the early challenges I have run in to in case anyone else is considering the option.

  • If you mainly want to do figures you may be better off with a resin printer. They look more complicated to me involving toxic fumes and some kind of curing process after you print them but they do it without the layer lines you get with the other kind of printer.
  • The other kind of printer is a PLA printer which uses stuff that looks like fishing line or weed eater string which it melts and squirts out into a shape layer by layer. The upside is that they seem to be easier to manage and I suspect plastic is more generally applicable for some things than resin but for the tiniest of things like miniature figures you do get some lines that will show. 
  • The basic input - besides a spool of plastic string or a bottle of resin - for these things is a 3D model that you have probably seen discussed somewhere as an STL file. There are tons of them out there free and paid and it's pretty easy to find something you might be interested in. I signed up for One Page Rules monthly Patreon a while back in anticipation of doing this someday and they put out a big batch of STL files each month supporting various armies for their games. For a few bucks a month it is -way- cheaper than buying regular miniatures and each set includes some custom bases in various sizes, movement trays, etc. 


Now I knew a little bit already about the types of printers and I knew I would need STL files. I had some of those so once I got the printer hooked up I'm good to go right? Well ...
  • The part you don't hear about so much until you wade in is the slicer. This is not a Star Wars NPC - it is the program that you use to translate the STL file into code your printer can use. Now each printer comes with one from the manufacturer and there are several that are not tied to any particular company. These are often a) free and b) generally thought to be better than the in-house slicers. I am sticking with the basic one for now but I can tell you it's a whole new thing to learn. This is a complex piece of software that will let you tweak all kinds of things but learning what all of the different fields and settings and their values mean is an uphill climb.
    • At the basic level you open the slicer, import the STL you want to print, hit "slice", and it exports a g-code file somewhere, and then you send that file to your printer and print it. I've done this with some bases now and it works just fine because it's basically a flat square or rectangle or circle with some still flat-ish details on top so it's pretty simple. 
    • The pit I fell in to is "Supports". This can be an absolute nightmare and is still blocking me on some models. Supports are those line-y framework-looking things you see on some 3D prints and while they exist for a reason they are a huge pain a lot of the time - at least at this point in my journey. 
      • You can often get STLs in "unsupported" or "pre-supported" versions. Pre-supported means you don't need to change anything about the model - like adding supports ... until you do. Which is "sometimes". Depending on the model. Insert eyeroll here.
      • Unsupported is for rugged do-it-yourselfers who prefer to add their own supports without the clutter and possible screw-ups of whoever did the pre-supported version. Basically if it has wings or arms outstretched or weapons out it's going to need some kind of supports to print those out and it's really just a question of do you trust the creator of the file or do you want to do it in your own slicer. 
      • My determination at this point is that both are a pain in the ass. The promise of clean pre-supported models is great but I've found the reality to be decidedly mixed and they are usually intended for resin models only. The idea of doing it myself is also attractive except that I don't know what I'm doing at this point and end up with more support than actual model sometimes.
    • The actual printing on this latest wave of devices is pretty easy. Most of them are network-capable now so you can send files to it directly from a PC in another room and some have a camera so you can watch it print in real time without ever going in there. You can also use a device like an SD card or a USB drive to to manually transfer files. The printers work, the PLA spool just feeds right in ... the physical part works great. The results depend mightily on your model and slicer results and that's the part I am still fighting regularly.

I will press on though. I had a flash of insight while running my D&D (er ToV) game the other night: monsters on demand. There are numerous files out there for all of your typical D&D monsters and while I have a lot of miniatures for that kind of thing there are times, especially when running a published adventure, that I need more of them. The Temple has one room where I need something like 12 gargoyles. Now I have some gargoyle minis but I do not have a dozen of them. But now, knowing the party is nearing said room, I could crank some out in an hour or three and have them ready to go next session - possibly even with a basic paint job. It's a dream worth fighting for ...

 I will post more on this down the road as I figure more out. Once I have some better things to show I will share some of the early disaster prints for comedic value. Onward!


Thursday, February 20, 2025

Godzilla 1985

 


It's hard to believe it's been 40 years since this one came out - especially considering I saw it at the theater as a teenager. It's special to me for a few reasons: It was the first one I got to see in a theater, the first one I saw at the time of release, and it actually got attention in the press as a big new movie coming out. Prior to this we pretty much had to catch them as Saturday afternoon special features on local independent stations as even getting them on VHS tapes was not easy early on. 


This however, was a big new Godzilla. Prior to this one the last new G-movie was released in 1975 and barring the occasional re-release - which my parents would not take me to - it was a TV-only thing. Now it was big-screen time and it quickly became apparent that there were some differences:

  • Most of the action scenes take place at night and this gives a very different feel to things. It's a different look and this version of Godzilla emerges from the ocean in the dark and lays waste to your city in an apocalyptic-looking scene of ruins and smoke lit by fires  as he stomps his way through. It gives them a chance to use the lighting as something other than bright happy daylight like most of the prior movies.
  • In the city many of the buildings are bigger than Godzilla. That's not something we really saw before and it adds to the massive scale of what's going on. The city sets themselves are just ridiculously detailed and the amount of moving parts and the lighting is just incredible.
  • More attention is paid to the human story, really to the story overall, as a definite effort is made to have a coherent narrative of problem arises, devastation continues as solutions are pursued, a major battle is fought and lost, but then one solution comes together and science saves the day - for now. The main group of human characters is kept small so when they end up in danger it actually matters - we have a reporter, a sailor, his sister, and a scientist ... and possibly Raymond Burr depending on which version you end up watching. It's a solid approach that will be used again in some of the future movies. No aliens, secret aliens, government conspiracies, or time travelers here. Just humans threatened by a force of nature.
  • The cold war does make a guest appearance via the U.S. and the Russians and some questionable stances here end up prolonging the problem but it's nice to see a nod to the time in which it was made without going to an outside solution and it directly address the "why don't they just nuke it" question in a satisfactory way.

One of my favorite elements of the movie deserves a separate callout: the Super-X:


Now we had all seen Japan's obsession with giant robots before in various incarnations, most notably Mechagodzilla and Jet Jaguar in the earlier movies, but this was a different take. This little over-armored-flying-Volkswagen-bug-tank-thing was both awesome and hilarious as Japan's secret super-weapon takes on Godzilla and goes toe-to-toe with him in a running fight through a burning city at night in one of the best battles in the entire series. In fact it pretty much wins!


But after knocking him out with some special missiles the Soviet screw-up takes effect and brings him back to life and you can feel the desperation in the crew and in the observers as the tiny defender vehicle fights a losing battle that can only go one way now that it's one special trick has failed. The second part of the fight is great but leads to the end of the valiant Super-X.

(Someone else must have loved it too because we do eventually get a Super-X2 and a Super-X3!)


We do get a nicely done resolution though as the other scientific solution is implemented and leads Godzilla to a  nearby volcano and drops him in - Japan is saved but ... it is Godzilla you know.

It's just a well-done movie. If you have any interest in Kaiju films it's definitely worth watching as it (eventually) kicked off a whole new wave of Godzilla films that ran into the 90's and are pretty decent as a group. It was a ton of fun to know it was back after a ten-year gap - even if it took another 4 years to get the next one and as far as I know most of us could only see it on HBO when it did arrive, not the theater.


My only caveat for this is right up there: you do need to have some love for Kaiju films. It is still a man in a rubber suit stomping around a (awesome) model city even if it does have a decent story and better effects than prior entries. It's not Minus-One: if someone doesn't like this genre this one will probably not change their mind. 

That said I love it - it's one of my favorites and it has me fired up enough that I will probably work my way back through the series and I'm sure I will end up talking more about it here. 


Wednesday, February 12, 2025

One Question Answered on the Marvel RPG Status

 


Apparently Marvel has announced - or at least is taking orders for - a new sourcebook on the Avengers. Good! That should cover a lot of ground and combined with the X-Men book that's already out and the Spider-Man book coming soon that really just leaves the FF as the last of the big four classic groupings not covered. 

Tuesday, February 11, 2025

The 2024/5 Monster Manual Kerfluffle

 


Yeah ... yeah ... so they took orcs out of the Monster Manual. Drow too. It's the "50th anniversary of the game" edition and they took two pretty significant D&D monsters out of the monster book. 

Now I've read massive discussion threads online about how this is good or bad and watched some takes on YouTube as well. I've seen WOTC's sort-of-stated position that "if it's a playable race in the PHB then it's not a monster in the MM" which is just a ridiculous take. Let's look at why:

First up there is a set of generic NPC statblocks in it which are pretty much human. The suggestion is that one can just reskin those as an orc commoner or wizard or whatever. Except that there is nothing provided to further customize them by species such as orcs, say, seeing in the dark, or being tougher than a human, or perhaps going berserk or hitting harder in some way.

So what are we trying to do here?

If the point of the book is to provide the numbers a DM needs to run opposition for their party of player characters then there should be ready-to-go stats for all of the typical D&D monsters. I shouldn't have to make calculations or edits or apply templates for the typical common versions of these things. If this is a great approach then why not use it for other beasties too? How about a single "dragon" statblock for each age category and then just reskin it by saying what color it is and changing up what kind of damage the breath weapon does? You could do the same thing for giants and many demons and devils as well.

Except the point of the monster book is to provide a variety of interesting things for players to encounter. Quite a bit of time they will end up fighting but not always. But if they do end up opposing each other then mechanical differences matter a great deal - even if it's not a straight-up combat. Does this thing have a high save vs. charm abilities? How about AoE damage spells? Does it get by with a higher armor class or is it a huge block of hit points?  Does it have any special senses? Immunities? What is it good at? What is it terrible at? All of this matters.

Taking iconic D&D "monsters" out of the core D&D monster book is a terrible decision made for no solid reason. 


Secondly I saw some discussion of how the tastes of modern players are different than they were years ago which is why Orcs are a playable race - players today, mainly younger players in this discussion, expect different things in their fantasy. Sure, that's fine - we've had half-orcs in the game from very early on and it's not a huge leap to just go full-orc. That doesn't concern me a great deal. But D&D is it's own fantasy "thing" at this point with its own settings and assumptions and expectations and one of those is that orcs are a very common low-level opponent and Drow are a pretty common mid to high level opponent. Adding in some new player options - sure. Taking DM options away? Why? How does it make the game better? I have yet to hear how this makes for a better game.

World of Warcraft is often cited as an example of how players have come to see orcs as a playable race. Sure, they are in that game and that spilling over into D&D really isn't a huge problem. But if one plays an  Alliance character you will be fighting orcs in great numbers in the game. So why do we only get one part of that situation and not the other?


Next up I believe that organized intelligent races as enemies are hugely important to a D&D campaign. Sure, the big monsters are cool but infiltrating the underground Drow city full of a variety of dark elf types is a huge challenge. Orcs, Drow, Goblins, Bugbears, Giants ... all of these should have multiple statblocks reflecting different roles in whatever civilization they have - not fewer, and not "zero". Sure there can be a basic Orc Warrior entry but then there could also be Orc Berserker, Orc Ambusher, Orc Fire Wizard, Orc Priest of X, Orc Necromancer, Orc Greater Chieftain, etc. Drow could have similar takes and specialists. This has been a concept going back to AD&D even if it was often "for every 50 orcs there is a boss that fights as a hobgoblin and for every 100 there is a big boss that fights as an ogre". 


Third edition pretty much went back to one entry per monster but then had a bunch of templates you could add to these statblocks for the weird stuff but it also had a the option for adding class levels to monsters which opened up a huge number of options by turning the PHB into a monster options book as well. Now granted, you had to do the work ahead of time but on the upside you could end up with the Fiendish Orc Priest of Gruumsh who had a magic item he could use and 7 levels of cleric so it was a lot of fun with a bit of prep. 

Fourth edition went with my favorite approach to this by including no less than 7 statblocks for orcs alone: Orc Drudge, Orc Warrior, Orc Raider, Orc Berserker, Orc Eye of Gruumsh, Orc Bloodrager, and Orc Chieftain, tactics for each type, sample encounter groups for various levels, and a list of results for an Orc Lore check at various DCs!

But sure, just taking them out is much better. 

(Drow have 4 entries + bonus info in MM1. They get more later. Goblins get 7. Hobgoblins get 7. Humans get 6)

The 2014 5th Edition Monster Manual carried this forward with 4 distinct statblocks for Orcs and Drow. Goblins were down to 2 and Hobgoblins had 3. 


So yes, this is a weird direction to take. As a DM more mechanically distinct representations of a type of monster give me more options to work with when placing that monster in my campaign. That helps me differentiate "a patrol of" vs. "a camp of" vs. "a city of" as my players journey around the setting. Having some other ways to adjust them as well like templates or level adjustments or size adjustments just enhances those selections, and even if I don't intend to use goblins in this campaign, reskinning is only made better with more complimentary types - those 4E goblins made a mean band of gnomes if the PC's got on the wrong side of them. 

Give me more monsters - not less, especially in the "Monster Manual" that so many campaigns will be based on. Taking them out means that if I want to run old adventures (like I am doing) using the 2024 rules I have to either sub in another statblock (hopefully not one I'm going to be using in the same adventure), make up my own entirely (seems kind of stupid to have to do this for orcs of all things), or I have to fall back on the 2014 version since this edition is Totally Backwards Compatible. This feels like a lot of effort for something as common as "orcs"  in a D&D campaign - because they should have just been in the MM to begin with.

Finally, The idea that being a playable race should mean no entry in the monster book is just a strange take. No other game does this. 

  • In Runequest I'm pretty sure you can play a Troll via one of the supplements but you will also likely fight them at some point. They are one of the signature races of Glorantha and have been detailed pretty extensively as a culture for over 40 years but they are also still opponents to be fought. 
  • In Pendragon you play knights and you will also likely fight some knights. 
  • In Traveller you can find character creation options for almost any intelligent race and you can also find statblocks for them to be used as opponents. 
  • In Star Trek you can play as a Klingon or a Romulan or any number of aliens and you will often end up fighting any of those plus other Federation species! 
  • Even Paizo, who gleefully included goblins as a playable race in Pathfinder 2E, have a "goblin" entry in Monster core - with multiple statblocks to boot!


(Honestly, think about how many times Klingons end up fighting Klingons in the shows and movies.)

Again, no other game takes this stance because no one feels like it is necessary or improves the game. 

Yet here we are. Thankfully Tales of the Valiant does include a couple of entries for Orc in the Monster Vault (Drow too) so we will just continue using that for this campaign.




Wednesday, January 29, 2025

Status of the Marvel Multiverse RPG?

 


There are a lot of great superhero RPGs out there right now:

  • Mutants and Masterminds is still chugging along. There aren't a ton of new things out there but they've been doing adventures lately which is about the only thing the game hasn't thoroughly covered.
  • ICONS is another mature RPG that is still cranking out new material.
  • Champions is not one I hear much about anymore but it is still producing things like .. .character creation cards? I'm not sure I get that but I'll have to take a closer look.
  • The Sentinel Comics RPG is one of the newer entries in this category and the latest thing there is the new version of the starter set which is probably a good thing but I wish they were doing more! I'll have to cover it in another post but this is a very promising game that just needs a little more attention.
  • Absolute Power is the new version of Silver Age Sentinels. It's been out for a year or two now and has decent support so if you think a BESM approach to supers is interesting it's worth a look. This one is probably worthy of a separate post as well.
All of the above games are currently in-print and have pretty solid support beyond the basic rules but there was one potentially giant new entry in the field in the last couple of years that many of us were interested in - the Marvel Multiverse RPG, published by, well, Marvel itself. My own account of a tryout game is here and I thought it was worth considering as a real option. 

For Marvel we saw the main rulebook come out in 2023 along with a starter adventure and  since then we've seen an "Adventure" - Cataclysm of Kang and an "Expansion" about the X-Men. That's decent enough and there is one other announced book coming which is the Spider-Verse Expansion. There was also a set of Marvel Dice and a short Deadpool adventure that came out around the time of the movie last year.


Recently though I saw new copies of the core rulebook show up at a local Half-Price Books. Not one copy, but multiples. Now Half-Price is a pretty regular stop for my wife and I - there are quite a few of them around DFW - and we hit them whenever we are out and about. Over the past few weeks I've seen multiple new copies in multiple stores in the area. That's not a great sign for a new game as that means they are remaindered or whatever the official industry term is and sold off as a bulk lot. It happens from time to time but being fairly aware of what shows up on the RPG shelf in local used bookstores sometimes things jump out like this. So I am concerned about how the game is doing - I decided to check around online.

The MMRPG D616 Facebook group used to consistently show up in my FB feed as a group with "10+ posts a day" as recently as last year. Now it's down to "5 posts a day". Well ... 

The MMRPG Reddit group has slowed from maybe around 5 posts per day to roughly 3 per day. Not as dramatic as FB but it does seem less active. 


There is also a starter set that was supposed to be coming out from Gamefound that has been delayed from September-November to "early next year" which is ... now. It funded in February 2024. It's causing some friction. Beyond that there were some other accessories mentioned like GM screens and maps and power cards and more dice  - all of them seemingly tied to some of the supplement books. None of them have appeared or seem to have release dates. None of that is good. 


I wonder if some of the accessories are being held up or "reassessed" due to sales numbers maybe not being what they were expecting. The lack of announced books beyond the Spider-Verse book also does not feel great. I know a lot of this is anecdotal and I'm not trying to jump too far to conclusions - it's been a fairly slow-grow game line but it does seem to have gotten really slow here of late. I've been watching these things for a long time and what I'm seeing here is not positive. 

Let me say that I hope I am wrong about the direction things look to be heading. A thriving Marvel RPG could be a great way to both bring in new players and pull existing players away from D&D as their only game. I hope that we are just in a slow period where a company new to RPGs (Marvel) is working with a new partner on accessories (CMON) and things are just taking extra time. If that is the case I'd love to see a new Avengers book or Fantastic Four book announced - there is a FF movie coming out after all - for later this year. I'll be crossing my fingers as I watch for the next update on this game.

Friday, January 17, 2025

Top Ten Anticipated RPGs for 2025

 


EN World does this every year and I usually try to comment on them. I'm running a little late but I thought it was worth bringing up. The list and discussion is here.

10 - Starfinder 2E: Well I own a PDF of 1E but that's it and I've never run or played it so while I'm very aware of it I am not feeling a ton of anticipation. The straight up fantasy-in-space thing just has never really been my thing despite a love for Rifts and 40K and the occasional D&D/Gamma World crossover back when. I'm not sure why but I think a lot of it is the setting - expanding outward from their fantasy planet while leaving a big gap in recorded history as far as what happened to the place just does nothing for me. Maybe it's topo generic-feeling. So many other interesting settings out there that mix magic and tech - this one just never clicked for me.

9 - Alien Evolved: Another new edition of a game I haven't played.  We don't do a lot of horror here and if we did I'd probably lean more towards something like Mothership but I haven't done anything with that one either so ... no real anticipation here either.

8 -13th Age Second Edition: Well I did the Kickstarter for this one so yeah, I'm interested. Some genres just click with you and D&D-style fantasy will always be one of those for me. I liked 13th Age when it came out but I never ran it. I will make room to at least give it a tryout this time as I like what I see in the previews. It's just different enough to make it interesting. So yes, "anticipated" for sure.

7 - Coriolis The Great Dark: Well if you either haven't heard of it or weren't paying attention to it ... at all ... it's hard to say you were anticipating it. I've heard the name over the years and after perusing the Kickstarter page it looks interesting. I'm getting Expanse vibes from it and that's not a bad thing. I'm just not sure my players would choose it for "dark exploratory sci-fi game" over say 40K Wrath and Glory. It was not "anticipated" but I'll keep an eye on it.

6 - Dolmenwood: I did the Kickstarter here too so yes, it's definitely anticipated. It's another OSR thing but it has what looks to be an interesting setting and a lot of support material. I think it's a sandboxy campaign one could finish, to some degree, and not just another generic fantasy world. It's a big forest with specific inhabitants and an English folklore-y background and that approach and the art really pulled me in - all of the art on this post is from Dolmenwood.


5 - Discworld: I love the Discworld series of books and I've been reading them since the 80's but I've never felt compelled to make it an RPG setting. Even when the GURPS version came out I didn't really feel the need to get it, run it, or play it, and that is still true today. I don't think anyone could run it the way Pratchett wrote it and it's just not going to feel right in my opinion. Humor is a huge part of these books and running a comedy RPG that everyone at the table finds funny is damn near impossible in  my experience. I've been very aware of this new edition as a big time Kickstarter but I have no interest in it as a game.

4 - Draw Steel (the MCDM RPG): I became aware of this one only after the Kickstarter had run and I will say I am interested in seeing how it comes out as a lot of the descriptions of the rules look really interesting. For something that originated with D&D it looks like it's dumping or changing a lot of the core D&D concepts and I do wonder how that will go over with people who came in with 5E. I'd say it's "anticipated" here now.

3 - Daggerheart: Never heard of it, don't know anything about it. Looking at the web page doesn't tell me enough about how it works, what it aims to do, or how it's different from the endless supply of other fantasy RPGs to make me want to dig into it beyond that. So no, not anticipated.

2 - Cosmere: I am certainly aware of this one after the Kickstarter hype but I haven't read enough  Brandon Sanderson to care. I can't see much about the mechanics but it looks like it uses standard RPG dice. Yet another fantasy RPG ... I don't have any attachment to the books so I'm going to give this one a pass. Not anticipated here.

1 - Legend in the Mist: I know City of Mist has had gained some attention  - lord knows I see enough ads for it online - but I haven't played or run it, don't own it, and the modern urban fantasy thing is just not my genre. It looks fairly FATE-y or Apocalypse World-y and that's fine but this new version says it's a rustic fantasy using a similar system and ... just not my thing man. I would probably play it if I encountered someone excited about running it but this is not a game I'm going to drive with my players. So no, not anticipated here. 


Things not on this list that I am anticipating:

  • d6 System Second Edition
  • Ashes Without Number
  • Deadlands: Abominable Northwest
  • Savage Rifts: Europe
Among others. There are definitely games to look forward to this year and if tastes vary as to which ones well, hey, that's part of the fun of this hobby. 

Tuesday, January 7, 2025

RPG Stuff

 


Yeah I'm still running that. We did take a break while I was dealing with the other stuff but we have started back up and Session 16 will happen this weekend barring extended weather complications. They actually made it into the Temple Proper last session in a way I have never seen before. There were several highlights (including an illusion that fooled everyone for a bit) but nailing multiple party members with a lightning bolt -twice- was particularly enjoyable. If the old bounce-it-off-the-walls rules were still a thing they would have been in serious trouble. The players take on it is available here. I am looking forward to the next visit as they try to figure out where they are and what is going on in the temple.

Beyond that I haven't done a whole lot else. With one game running every weekend there is not much need for active development on another. I offered to split our time between two games (alternating weekends) if it would make scheduling easier for some of my players but it was universally rejected - they want to stay focused on the one game. So for now that's what we do.

I have gotten some Kickstarter stuff in and there is probably more on the way but for now it's mostly being set aside for future use.


Friday, January 3, 2025

The Circle of Life Swings Back Hard

 


I had started working on some posts last month after taking a break and then things just started to come up.

My father had been fighting cancer for several months. A year ago everything was fine - especially considering my parents age. Then as the 2024 progressed it went rapidly downhill. Over the course of six months we went from "something is wrong" to "cancer" to "hospice care" and a hospital bed in the living room as he could no longer climb the stairs. Then in early November he lost consciousness for a few days and left us on a Saturday morning. It's not an easy thing even when you know where things are headed. There's "this is going to happen" and then there is "it's happened" and crossing that boundary is big. I don't just mean myself here - my mom had to deal with this and after being together for over 60 years she gets to contemplate going on alone. It's a hard thing. 

Yes, my parents got married a long time ago and stayed together for the whole ride - more than I have managed to do - and that means I have had both parents my whole life and my kids have had all of their grandparents their whole lives until this year. Now in 2024 they have lost both grandfathers which is not a great thing to look back on.

The main outcome of this day-to-day has been that mom needs more help with things, particularly all of the things dad used to handle around the house or with the cars or with the technology side of things. That mainly lands on me and so there has and still is some adjustment to how to handle those things and there are still all of the other things to deal with too - accounts and stuff and what mom wants to do with the house and the rest of her life. These are all new experiences but I'm trying to make it more of a positive by looking ahead to how I (well, me and the wife so "we") can try to make it easier down the road for everyone ourselves. I don't have to like it all but I can at least try to learn something from it.


Now for the "circle of life" part

So when dad passed that morning I had let the kids know earlier where things were going and Blaster came back with "we are at the hospital". My son got married a while back and they are expecting and yes, the universe decided to go poetic and so later that night, about 12 hours after my dad departed, my first grandbaby arrived.

I had been hoping dad would hang on long enough to meet his first great-grandkid but but he didn’t quite make it. I like to think there still might have been something as they passed each other with one arriving and one departing but that might just be me thinking about it too much. Insert spiritual passage/song lyric/Star Trek quote of your choice here as a lot of stuff crossed my mind that night.

It made things complicated for Blaster too as he couldn’t be there for the end while he was dealing with the beginning across town. Lots of mixed emotions all around that day.

The ray of sunshine here has of course been baby Nickname As Yet Undetermined who reminds us all that life goes on and the future is still out there. He picked a complicated day to arrive but he made it here happy and healthy and we are all very glad for that.


I have to look at 2024 as a year that is not my favorite one for sure - but had a very wide range of good and bad and one of the most emotionally complex days I've experienced.

Now we start the new one and hopefully we find a more upward trajectory as it goes on.

More to come for sure and more of the usual stuff coming soon.

Friday, November 1, 2024

The I-Took-A-Month-Off Update Post

 

It wasn't really planned but it ended up working out that way. No particular crisis, just fell down the priority list in a busy month. I do plan to do more here in November and December to finish the year strong. 

That said last night was our 3rd Halloween in this house and years 1 & 2 we had all of one trick-or-treater each year. We do live out in the country a bit and the houses are spread out and there are no street lights so we just assumed that was normal. Then last night we had at least twenty! So it almost turned into a crisis. Had to pull some reserves out but it ended up OK. We do a lot of outside decorating so maybe that has some kind of cumulative effect and it finally came together this year.


The Temple campaign continues - I stopped posting about it here but we have not stopped playing. I will start catching up on session reports next week and link over to the Obsidian Portal report for each one as reading the players' take each week has been a lot of fun. I do love having a steady, regular campaign with a real commitment from the players so it's a good thing right now. 

I have picked up some new RPG stuff - rulebooks and supplements here and there. The revised Necessary Evil set came in, as did the anniversary edition of Night Train for Deadlands so the Kickstarter stuff is feeding that need but I am trying to maintain focus and not get distracted with other games.


We haven't been playing much in the way of miniatures lately but of course that hasn't stopped me from reading rules and acquiring figures. Last month the big 40K focus was all the new Blood Angels stuff  so I am amassing a nice new pile of Primaris Blood Angels that I will be working on for the foreseeable future. I've decided to treat them almost as a separate new army - combined with the Primaris stuff I already have - and see what I can do using that mindset. More on 40K stuff next week.

My dissatisfaction with the current state of 40K in general did send me off down a seemingly inevitable path: Exploring One Page Rules and Grimdark Future. This is a set of rules (and figures) that have been developing for around 5 years now as a lighter (and cheaper) replacement for 40K. The basic rules are free, the army lists and builder are free, and the bigger Advanced Rules document is all of $4.99. The rules are solid, the army lists re-create every 40K faction (including Knights) and add some new ones as well and they also have 3d printer files for a bunch of alternate figures for these armies too.

Now I admit the OPR/GDF fanatics showing up in every damn 40K group or forum over the last few years had me rolling my eyes on an almost daily basis. When someone in a 40K forum asks about a particular army or rule problem they have encountered I don't need three people telling them to  go play OPR games - it got to be really irritating and I think it's bad behavior to evangelize one game every time someone mentions a different game. The answer to every 40K rules question is not "go play Grimdark Future" and this habit amongst some of its players put me off of the whole thing for quite a while. 

But ...

Seeing my Space Marines losing units this codex ... seeing my Orks losing units to Legends ... knowing my beloved Grey Knights are rumored to be getting a revamp next year, and then seeing the Blood Angels losing multiple unique characters ... I felt like I had to take a look at other options. Having done that now I have to tell you that it is a very very good option indeed. I won't get too into it here but I will talk more about it next week too.

Oh look they decided to combine the 4 books I bought a few years ago into one and add in the minor powers as well - maybe I'll pick it up down the road.

Now besides the 40K and 40K-adjacent stuff I also got into a WW2 mood and decided to revisit my Flames of War stuff. I had been working on a North Africa Mid War setup with British, Americans, Germans, and Italians, but I just wasn't feeling it. With a couple of books about Soviet tank units sitting on myself I started looking at what I had and ended up working on T-34s and KV-1s for a mid-war eastern front army. It looks like I have enough Germans to make a decent opposing force for them as well but getting the Russians built and painted is the priority right now. It's going to take some time but the numbers are still smaller than most of my 40K armies so I'm going to prioritize it and see how much I can get done in November. 

I also picked up the new 3rd edition rulebook for Bolt Action. Haven't read it yet but I have some starter sets sitting around and for this game I want to focus on the Pacific option and finally build those Marine and IJA forces sitting on the shelf now. This will probably come after I get the FOW stuff at least built and basecoated so it may be next year but reading the rules and sketching out a force for each side will give me some non-paint work to do. 

Boardgame-wise I picked up the 40th anniversary (!) edition of Axis and Allies which I will likely manage to play sometime soon. Other than that I added a few wargames that I likely will not get to play anytime soon but hopefully that changes. The occasional eBay deal plus GMT's annual Fall sale plus some of their P500's fulfilling now as well mean I have to find some new shelf space this month. It's not a terrible problem to have but it's a still a problem on some level.

So there's the catch-up talk - steady RPG time, continued work on old miniatures while checking out some new stuff and some new wargame stuff as well. More on all of this next week!