Wednesday, December 14, 2022

Mini Hooks for Fantasy Campaigns II

 Continuing on with mini hooks to use as ideas in your fantasy games...

11. A young child has returned to town with a few small gems he found in a hollow tree trunk in the woods outside of town.

12. The local witch living close to town has appeared in the town square warning of bad omens for the times ahead.

13. An eerie wolf's howling can be heard at night ever since a caravan of entertainers recently set up camp outside of town.

14. During a lull in the town's holiday celebration, a woman comes through the crowd with the local constable and points toward the PC's while proclaiming loudly "That's them!".

15. Small bands of soldiers have been turning up in town with no explanation for their arrival.

16. One of the Priests runs from the local temple screaming "We must renounce this faith!".

17. A bump has risen from the ground in the town square and has slowly gotten bigger over the last week.

18. A very large feather from what must be a gigantic bird has floated down and landed right on the entrance to the city.

19. Several townsfolk claim their fortunes have been read by one of the vagabonds performing in town and have turned out to be true.  One of the PC's is the most recent person to visit them and have their fortune read.

20. A recently reclaimed tome believed to be of great magical power whose pages turn blank if you read the words aloud.

More to come...

Monday, December 12, 2022

[Miniature Monday] Fixing Bent Weapons

 

If you've done enough browsing for miniatures, you're bound to have come across one with a bent sword, spear, axe, or some other item.  I bought a few that were slightly bent but I was able to fix them with a tiny clamp placed on the item for a few days.  That wasn't an inconvenience at the time because I had other miniatures I was in the process of completing.  I did, however, decide to find a better method for the next time I bought a bent miniature.

On another trip to one of the local gaming stores, I was browsing through their selection of miniatures and found two packages with three kobolds in each package.  The only problem was that one of them had a bent sword (see the picture on the left) and those two packages were the only kobolds in stock.  I decided to buy them all so I wouldn't have to wait for more to arrive or worry about trying to match colors if I didn't paint them all at once.

I did try the clamp trick on the sword when I got home.  I let is set overnight but that didn't work.  I visited some forums and other sites to find a simple trick to fix the bent sword.  I put a coffee cup with water in the microwave and warmed it up for one minute.  Then I dipped the sword into the hot water somewhere between 20-30 seconds.  I tested the sword to find it pretty flexible, so I positioned the sword into a straight position (see the picture on the right) and held it under cold tap water for 20-30 seconds.  I placed the miniature in my painting area to see if the sword would remain straight.  That was a month ago and the sword has remained in place.  As you can see, I still haven't painted the miniature, but its time is coming soon.  Just like books, there's never enough time to read them all.

I only have experience with the Reaper Bones miniatures and other lines made from similar material.  I haven't even tried to paint a metal miniature yet, but I do have a few I bought for a trial run.  I don't even know how they paint in comparison but that's an experience for a later time.  

Friday, December 9, 2022

[Fan Film Friday] Prelude to Axanar

I was under the impression that Paramount didn't allow the Star Trek: Axanar fan film to continue after they raised so much money on crowdfunding.  Apparently, I missed the announcement that Axanar is coming soon. To see what Axanar has to offer, watch the Prelude to Axanar fan film.






Wednesday, December 7, 2022

Mini Hooks for Fantasy Campaigns I

I like to keep a list of random hooks that may lead to adventure ideas in my fantasy campaigns so I thought I would share some of them here.  Maybe they will help some others come up with ideas to expand on these or ideas of their own. 

1. Strange lights have appeared in the nearby hills outside the city the last 3 nights.  These lights have showed up at the same time and last for one hour.

2. The cat population on the city streets has become noticeably higher in the last week.

3. The local crypt has been violated. The all evidence points to something breaking out of the crypt rather than breaking into the crypt.

4. A local group of youths have returned from a hunt with an abnormally large egg.

5. Graffiti from a long dead cult has appeared overnight on a local temple or church.

6. A local youth known for exaggeration has returned to town frightened.  He babbles on about an army of monsters passing in the nearby woods.

7. A small group of Orcs has surrendered themselves at the gate seeking asylum.

8. A caravan has entered the town rambling about a magical flying disc of silver that sat down nearby in the woods.

9. Mounds left behind by a large burrowing creature have started popping up close to town.

10. A local Priest has started acting strangely and appears unkept after studying a newly reclaimed lost tome of knowledge recently turned in to the local temple by a group of explorers.

More to come...


Monday, December 5, 2022

[Miniature Monday] Dungeon Door

 

I've always wanted to try painting some scenery such as doors, tables, altars, etc. for use in my games.  I commonly see this type of scenery at one of the game stores but it's usually a set of several pieces.  I've avoided picking any of those up because the price and contents are both a larger commitment than I wanted to make on a trial run experiment.  I left without purchasing any scenery.

On the next visit I was browsing through the miniatures, and I found a package with two doors.  I don't remember exactly how much it cost but the price was right, and two doors is a small commitment.  I bought the package of doors, and I painted them when I got home that day.  It went really well, and I like the results.  I'm definitely buying more scenery such as some tables, an altar, and some bookshelves to start.  

Friday, December 2, 2022

[Fan Film Friday] Dylan's New Nightmare

If you're a fan of A Nightmare on Elm Street movies, a new fan film is coming that might catch your interest.  Dylan's New Nightmare is a fan-made sequel to Wes Craven's New Nightmare.  The film is set 25 years after the original and features Dave Mcrae (as Freddy) and Miko Hughes (Dylan Porter) in the cast.  Dave is probably the best choice for a new Freddy that I've seen so far and Miko returns to the role of Dylan 25 years later.  Keep your eye on this one.  It looks good!



Wednesday, November 30, 2022

[Palladium] Exceptional Attributes House Rule

I've been in the mood to play some Palladium Fantasy lately.  Like many of you, the first thing I'm doing is looking at potential house rules for any game I'm going to play. I'm not opposed to the use of exceptional attributes in the game, but I've always wanted to tweak the rule.  Instead of a roll of 16-18 granting a guaranteed D6 bonus to the attribute score, I've always wanted to change it to a possibility of a bonus. I've tinkered with several different ways to do this but until I recently posted at The Ruins of Murkhill about it I hadn't been happy with the ideas I previously attempted to use.  Thanks to The Perilous Dreamer for suggesting the modification to my original idea.  The house rule is detailed below.

Exceptional Attributes: A roll of 16-18 during attribute generation grants the possibility of an exceptional attribute.  A roll of 16 gives a 10% chance, a roll of 17 gives a 25% chance, and a roll of 18 gives a 50% chance of an exceptional attribute.  If the exceptional attribute roll is successful, you roll another D6 and add the score to the previously generated score.  

I think that will work.  It's easy to implement and it makes the exceptional attributes more rare and truly exceptional.  I haven't tested it out in play yet, but it sounds reasonable.  I may look at the attribute table in general to see if it needs to be modified as well.  Have you done anything like this with Palladium? Did it work? Any suggestions?


Monday, November 28, 2022

[Miniature Monday] DIY Gelatinous Cube

I'm still painting miniatures to help scratch the old gaming itch; maybe I'll be fortunate enough to get a group together sometime in the near future.  As I continue to learn new methods and try out new tips, I have dipped my toe into crafting a miniature as well.  To avoid any confusion, I am absolutely not casting a metal miniature or anything similar because that is outside of my skill set and my artistic ability.  My miniatures are painted for tabletop use only and will definitely not win any sort of competition.  

I didn't set out to craft a Gelatinous Cube or any sort of miniature at all - it just happened.  I was picking up some groceries and remembered that I needed to buy some new ink pens.  On my way to that particular aisle, I passed by a shelf with some crayons, markers, and related stuff.   For some unknown reason, the package for the Crayola Model Magic caught my attention.
  
I stopped and picked up the package to read the instructions and see what it contained.  The box contained four small pieces of the modeling clay for a price of just under $5.  I imagined that I could probably craft a few easy things such as boxes, sandbags, boulders, etc. to potentially use in a game.  Again, my miniatures are for effect rather than display or competition so $5 would be a small price to pay if it didn't work out as well as I hoped.

I got home and put the Crayola Model Magic with my other supplies and then it occurred to me that a Gelatinous Cube is basically a box, so why not give it a try?  I formed the clay into a cube and let it sit for a while and noticed it still had some flexibility.  I recalled that I had a few spare bits laying around, so I added a sword, a helm, and a boot to the clay to show parts of unfortunate adventurers caught by the creature but not yet fully dissolved. Finally, I put a coat of slime green on the cube and then some blood around the pieces not yet dissolved. 

I'm pretty happy with the results.  Granted, it doesn't look as nice as a professionally produced miniature, but it cost me very little to make myself.  I still have the rest of the clay left so I will try to make some miniatures in the future.  I have plans for the slimes from the DragonQuest video game series and some oversized mushrooms as seen in the module In Search of the Unknown.  If it works out, there is a bucket of the clay available that costs twice as much but has 3 or more times the amount of the box.  

Have you crafted anything to use in your games?
 


Sunday, November 27, 2022

Posting Again...

 


It's been a few months since I last posted. It hasn't been from a lack of willingness, but we have worked an extremely large amount of overtime this year.  I've got the itch to start blogging again on a (at least) somewhat regular basis. I've got some new ideas for posts, I have some posts already scheduled in the queue, and maybe even a surprise here and there.  Who knows?  I still have a secret project I am working on but it's not yet ready for extra eyes.  Stay tuned for more information...

Saturday, June 25, 2022

Champions of ZED [An Overview, NOT a Review]

When people find out I have a copy of Champions of ZED, they always want to know about the contents of the rule book.  I answer this question enough that I decided to make a post about it at The Ruins of Murkhill forums.  I'm a big fan of the work being done by D.H. Boggs and I look forward to seeing what's next.  I'm not a professional (or even amateur) game reviewer but just an old gamer with a few few thoughts and observations. I collected the slight edits and have reproduced the updated version below.

Champions of ZED: Zero Edition Dungeoneering is a hardbound 189-page rulebook written by Daniel Hugh Boggs and published by Southerwood Publishing in 2013.  The following is not necessarily a review but may share aspects with a review.  The information below contains my observations from reading through the various sections of the manual.  Off we go…

What’s Inside?
The manual contains an Introduction, nine chapters, four appendixes, and an index.  There is no character sheet example provided in the book, but it shouldn’t be too difficult for one to be designed; honestly, a piece of blank notebook paper like the old days will serve just fine in this regard.  Let’s look at each section in order.

Introduction
The introduction is a three-page section that provides a description of the game, a quick example of play, and an explanation about the context of CoZ. The game is described as “characters engaged in the age-old war between the forces of Law and the forces of Chaos.”.  The context of CoZ explains the intentions of the game. First, a return of the worldbuilding approach dominant in the original edition but often neglected in later games. Second, to bring together the intentions of both authors of the original edition instead of focusing on just one. Third, the inclusion of an adaptation of the less used default combat method of the original 1974 rules.

Chapter 1: The Worlds of Adventure
This is a 13-page chapter.  Unlike most modern games that begin with the basics of character creation, Champions of ZED expects “the Referee and the players must have some idea of the kind of world they are going to game in.”.  The level of detail and the exact information on the game world is up to the group but the book has information and suggestions on topics including hex maps, physiographics, population centers, adventure opportunities, creature encounters, a home base, the campaign dungeon, and chance cards.  

Chapter 2: Characters
This is also a 13-page chapter.  The opening paragraph explains that “any species of intelligent being can be used by players when it is appropriate to the setting” but also provides the Dwarf, Elf, Hobbit, Human, Orc, and Balarauk as a list of standard races.  Alignment is presented on the traditional three-point axis.  The classes available are Fighter, Cleric, and Magic-user as well as specialists such as Alchemist, Monks of the Green Robes, and Paladin.  Characters have the six standard abilities (called Traits in CoZ) with two methods to determine their scores. The chapter ends with a section on making Trait checks and Languages.

Chapter 3: Character Growth
This is an 11-page chapter.  Similar to other games of this type, characters advance by earning experience points to rise in Life Energy Levels; with these levels split into 4 tiers – Veteran, Hero, Superhero, and Lord.  Each class reaps different benefits from advancing upward.  One distinct difference in CoZ is that the Prime Requisite adjusts the experience points needed to advance rather than the character getting a bonus or penalty to the amount of experience points collected.  This chapter also covers dual class characters, 0 level characters, and aging affects.

Chapter 4: Starting the Game
This is a 29-page chapter that basically serves as the meat and potatoes of the rules with with sections on scale, travel, time, movement, equipment, hirelings, and weather among other topics.  The most interesting part of this chapter for me was the idea of Chance Cards adding “random, major events to a given area.”.  The idea is simple.  The Referee prepares a stack of these chance cards to reflect the possibilities that may occur over a certain amount of time.  The possible events could be something simple like a carnival coming to town, orcs on the move, a dragon has been sighted in the nearby mountains, or whatever else the Referee may imagine.  The area affected could be as small as the local village, the greater kingdom around it, or even a continent or the world itself.  

Chapter 5: Conflict
This is a 24-page chapter covering fighting capability, combat, fatigue, morale, and other related topics. There are two combat systems presented in this chapter, Basic Combat and Strategic Combat.  In Basic Combat, you roll a D20 and make adjustments based on the attacker’s fighting capability and the defender’s armor class and any other appropriate modifiers.  To score a hit, your final result must be 20 or more.  Strategic Combat involves a few more factors and involves consulting a chart to indicate what must be rolled for a hit.  Examples are given for both systems of combat.

Chapter 6: Magic
This is a 35-page chapter all about magic.  The chapter opens up with a list of Cleric and Magic-User spells by level.  Both classes can acquire new spells through scrolls or spell books but while a Magic-User can research new spells a Cleric must rely on a knowledgeable teacher.  Other topics in this chapter include spell descriptions, magical research, and magic items.

Chapter 7: Luck and Skills
This short chapter is only 6 pages. The opening section covers Saving Throws and their use. Rather than having descriptive names, they are labelled Type I through VI.  Feats are handled in an old school manner and are more like tricks such as landing in a saddle after dropping from a balcony or other flashy maneuvers.  Skills are also covered in an old school fashion that is tied to the character’s background rather than picking from a long list of options.  There are also several sections covering various saving throws such as Undead against getting turned, Magic, and other situations.

Chapter 8: The Underworld
This is another short chapter at only 7 pages. The contents of this chapter include dungeon design, exploration, wandering monsters, and dungeon ecology among others.  The inclusion of some "Common Dungeon Tactics" may be the most useful part of this section.

Chapter 9: Prizes
This is a 14-page chapter.  As the name implies, this chapter details treasure, magical weapons, and magical items of all sorts.  The final 4 pages of this chapter, the Afterward, offers up a designer commentary on the thought process behind CoZ.  This is a fascinating look at what the author intended and how it developed.  I used to really enjoy similar sections in games in the past and I wish more game authors would include them today.
 
The Appendixes
The final 27 pages before the Index consists of the Appendix I through IV.  Appendix I is a listing of monster statistics, Appendix II outlines critical hits, Appendix III details construction costs, and Appendix IV lays out the “alternative combat method” presented in the original rules that rose to use among many groups. 

The Final Contents
The last 5 pages of the rulebook include the Index, a copy of the Open Game License, and the list of backers for the kickstarter campaign.