I wrote a while
ago about new house rules I was going to implement for Jousting
in my GPC game. Well, I finally got to
test it out this past weekend as my group found themselves at the Roman Tournament. Three characters entered the joust and all
three managed to make it to the 4th round before being
defeated. Not to toot my own trumpet, but
I think the new rules worked rather well.
At least one contest was decided by a single point. A few NPC knights were forced to retire due
to injuries, thanks to some crits by the Player Knights, but for the most part
this joust has quite the sporting feel.
I was a little disappointed that we didn’t see a PK vs. PK joust, but as
we’re quickly coming to an end of the Conquest Period, I’m sure that will show
up soon. I’d love to hear of any other
experiences with these rules, or if anyone has any other variant rules for
doing jousts.
Thursday, April 18, 2013
Jousting for Glory
Thursday, April 4, 2013
Nuts
Yeah, it's that kind of day. Enjoy. :)
Thursday, March 21, 2013
Hello, Computer
So I was
thinking the other day about typing. I
have a device at work that is a touch-pad and allows for input by pressing on a
flat space. The issue is that there are
no “home keys” on it, so I have to look at it to be sure I’m inputting the
correct item. Now, I never learned how
to properly type, I use at most 4 fingers at a time, but I know my mother took
typing classes in high school, and it really good at it. Of course, most kids today type only using
their thumbs, so there’s no chance of them even knowing what “home keys” are.
The way my
mind works I immediately jumped to Star Trek 4, where Scotty, a man from a time
period where standard keyboards are obsolete, is able to type faster than
anyone. Why is that? Shouldn’t he be the slowest typist, not the
fastest? Even if he does know how to use
a keyboard, when’s the last time you saw a qwerty-style input device on Star
Trek?
Yes, this is
the kind of stuff that gets stuck in my head.
Aren’t you lucky that I can share it?
;)
Thursday, March 14, 2013
Pendragon Materials
A question
will often come up about what materials (read: books) are required to play
Pendragon. I am by no means an expert,
but I have bought or seen pretty much all the available books out there and
here is my take on it. It depends. Yeah, it sounds like a cop-out, but it really
depends on the type of campaign that you and your players want to be a part of.
All Campaign
Types:
·
King
Arthur Pendragon – Core Rules. The
only “must have” book on this list to run the game. Whether this is the most recent rules (version
5.1, as of this writing) or another set, a basic rule book is needed. If you don’t already have one, I would
recommend getting the latest one, as all the other books build on this.
·
The
Great Pendragon Campaign: While not really necessary for all games, I would
recommend getting this simply for the background information. It won’t hurt you to not have it, but it
certainly helps a great deal to have it.
·
Gamemaster
Characters: Useful even without the GPC, since it gives you the stats of
major NPC’s in the various game periods.
No, these stats are not in the main rulebook.
·
The Book
of Knights and Ladies: Advanced character generation for all game
periods. There are also now new skills
for each culture, which can be quite useful in game play.
Court Heavy
Campaigns:
·
The Book
of the Manor: Want to micro-manage your manor? This is the book for you. Not a necessity for all campaigns, but it
does add nice flavor to the winter phase.
Beware; there is a decent amount of number crunching in the advanced
rules, but worth the benefits, especially for the skill checks.
·
The Book of
the Entourage: This will help you flesh out your player knight’s followers
and how useful they are. Worth it, in
this author’s opinion, just for the random wife table.
Battle Heavy
Campaigns:
·
The Book
of Battle: Want to run a large scale battle? This is the book for you. If you don’t want a lot of combat in your
game, you can easily skip this. Version
2 is fairly streamlined, but still has some crunching for everyone at the
table.
·
The Book of Armies:
A must if you buy BoB. Many useful
armies, even what battles they are used in.
I used this recently for the Roman Campaign and it proved its worth
immediately.
You will
note that RPG Now has several bundles available, so if you haven’t gotten any
of the books you should be able to save some cash. Keep in mind, though, that there may be a
newer version of a certain book in these bundles, so you’ll want to do your
homework first.
Thursday, March 7, 2013
It’s Alive!
Yes, boys
and girls, one of the most anticipated* Old School RPG projects is now out
there and ready for purchase. Of course,
I’m talking about Adventures
Dark and Deep, the system that answers the question “What might the world’s
most popular role-playing game have looked like if Gary Gygax had been allowed
to keep developing it?” Developed by BRW Games’ founder Joseph Bloch, ADD has been thoroughly
researched and play-tested over a number of years. How do I know? I am not only good friends with Joe, but I
was part of his home playtest group.
While I have gotten more and more away from Class & Level games in
my old age, I can say that Joe has done a bang up job on this one and I highly
recommend it to anyone who is a fan of 1st Edition Dungeons &
Dragons, or any of the retro games out there that emulate it. Well, what are you waiting for? Follow the links and check it out!
* Most Anticipated by this
author, at any rate.
Thursday, February 28, 2013
Incredibly Well Done
I recently
had a chance to re-watch “The Incredible Hulk” (no, not that
one, although I did like the movie).
No, I mean the TV
show with Bill Bixby
and Lou Ferrigno, specifically the pilot
episode. I was quite pleased with the
level of writing involved and how well the translated the premise to a
believable show that both adults and children could enjoy. There be spoilers ahead (although I don’t
know if revealing information about a 30+ year old show counts as a spoiler) so
be ye warned.
The episode
opens with a musical montage of scenes with a man and a woman, obviously
husband and wife or in some other kind of relationship, going through a variety
of life events. Overall, they seem to be
happy. The montage comes to a close when
they are involved in a car accident, the man being thrown from the car (remember,
seat belts were still optional in the ‘70’s).
The car lands on its roof and flames have started to appear. The man can’t get the door open, no matter
how hard he tries. Finally, he wakes up
in bed, alone. He has had a nightmare.
In case you
haven’t guessed it by now, that man is Dr. David Bruce Banner. We learn that his wife, Laura, died in that
car accident 11 months ago and since then he has not only bee having nightmares
(for which he has seen a psychiatrist multiple times) but he’s been obsessed
with his research. That research is
trying to find out why certain people manifest incredible strength in times of
desperate need and, more importantly to him, why he didn’t. Banner and his partner, Dr. Elaina Harding Marks, examine blood
from people they have interviewed about these occurrences. They use an electron microscope, boosted in
power by the resident tinkering maintenance guy, to see the DNA (yeah, we’ll
just gloss over that bit of mis-science) and discover that they all possess an
abnormal sequence.
Banner feels
relieved, since that means he couldn’t have saved his wife after all, but Marks
points out that they don’t know that he doesn’t possess the same
abnormality. Of course, testing Banner’s
blood reveals that he does have that abnormality. In fact, it’s larger than all the
others. So why didn’t Banner turn the
car over? That’s right, gamma rays. Banner discovers that during each instance of
incredible strength, sun spots had been producing a high amount of gamma
radiation. Banner’s car accident
occurred during a low point on the readings, hence no strength.
As any good
scientist would, he decides to experiment on himself by exposing his body to a
high amount of gamma rays. Since Marks
has gone home, and is not answering her phone, Banner does this all on his own,
not noticing that tell-tale tape on the dial that indicates that tinkering has
been done. He turns the gamma ray
projector all the way up and turns it on.
Since he’s alone, he doesn’t see the “Danger” light flashing. (One would think that there would have been
some kind of alarm sound as well, but maybe the maintenance guy took that
off-line.) After the exposure … nothing
happens.
Frustrated,
Banner leaves for home, walking out into a downpour and heading for his
car. On the way home he gets a flat
tire. While changing it, the tire iron
slips and he hits himself with it. This
makes him angry. Cue
transformation. The car, the focus of
the Hulk’s anger, is flipped down into a ravine and he runs off. He apparently wanders in the woods until
morning because the next scene is in the daylight. The Hulk, much calmer, runs across a little
girl fishing in a lake. He approaches
her, hoping to make a friend, but she screams for her father and gets into a
boat to row away. The boat tips and she
falls in. Unable to swim, or just too
scared, she starts to flounder.
It is at
this point that her father returns to the campsite and sees the Hulk pushing a
tree over on to his daughter, although we know he’s trying to save her. After shouting for him to get away, the
father pulls out his rifle and shoots the Hulk.
Now he’s done it. The Hulk runs
towards the father, a wound on his arm, while the daughter grabs a branch of
the felled tree. When the Hulk reaches
him, the father goes for a swim as well, being thrown 30 yards into the
lake. The Hulk runs off and, eventually,
calms down and changes back into Banner.
Banner shows
up at Dr. Marks’ apartment in his tattered clothes, explaining what he did and
how he blacked out on the way home. She
is, understandably, upset at his recklessness.
He shows her his gunshot wound and she tells him that it looks like it’s
been healing for almost a week. While
he’s there, a reporter, Jack Magee, knocks on the door looking for an interview
with Dr. Marks. He sees Banner in a
mirror and, seeing as how he works for a tabloid, he figures he’ll follow them
and see what juicy details he can find out.
Thinking
that they are alone, Marks and Banner head to a remote laboratory, part of the
same institute for which they work, where a deep sea lab module has been tested. Banner wants to recreate his transformation
under laboratory conditions, so they know what they’re dealing with. Marks just wants to try an x-ray cure, but Banner
resists. He locks himself in the lab and
tries to recreate all the circumstances of that night, while Marks monitors his
vitals from outside. It doesn’t work
and, frustrated, Banner tries to sleep.
He has the same nightmare as the beginning of the episode and
transforms, destroying the lab module.
Marks is able to get a blood sample (apparently smashing the inch thick
glass cut the Hulk’s hands up) and calm him down, reverting him to Banner.
It is
eventually discovered that Banner has absorbed 3 million Gamma Units (whatever
those are), not the 200,000 he had intended.
This, combined with his DNA abnormality, has created the Hulk. They decide to try the X-Ray cure, and so
return to the main lab. While they are
out, Magee breaks in, after having failed to obtain entry while the doctors
were there, and hides in a storage closet.
Of course, the cure doesn’t work, so Banner and Marks return to the
remote lab to plan their next move. When
they arrive, Magee overhears them talking about their “friend”, which he pieces
together with the damaged lab and Banner’s wrecked car, and concludes that the
Hulk is an artificial being that was created in the lab and hence escaped.
When he
exits the closet to confront the doctors, Magee knocks over a bottle of acid,
which flows over to some broken bags of chemical compound. Banner escorts the reporter out, warning him
that “you wouldn’t like me when I’m angry.”
Marks, still in the lab, smells the acid and yells for Banner, just as
the whole lab explodes. Banner leaves
Magee and tries to get in. He transforms
and rescues Marks, who he then carries off to the woods, past a stunned Magee. Marks dies of her injuries, but not before
telling the Hulk that she has always loved Banner. The Hulk leaves the body and runs off.
Magee prints
a story recounting how Banner and Marks were killed by their own creation, for
which he is berated at their funeral by a laboratory colleague. Banner is shown, over his own grave, ready to
begin his journey to cure himself. It is
left unsaid, but I presume that the reason he can’t return to the institute
would be that he would then have to explain what happened to him, and why he
was using himself as a guinea pig.
Overall, I
think that this episode holds up very well.
The changes from the comic are all very well done and help to lend more
believability to the story. Banner is no
longer an aloof scientist not caring what his research brings about (such as
the gamma bomb), but someone who genuinely wants to find the answer to why he
couldn’t save his wife. The Hulk is no
longer invulnerable, even though he does heal quickly, making for more tension
in those scenes. All of my memories of
the series are from when I originally saw it as a child during its original
run, and the variety of repeats during the years, and I am quite pleased that
the show holds up extremely well. Yes,
there are some fantastic leaps and bad science, but no one was going to watch
The Incredible Hulk expecting hard science fiction, so I can forgive them.
Labels:
Bill Bixby,
Hulk,
Hulk TV,
Lou Ferrigno,
Marvel Comics
Wednesday, November 21, 2012
The True Meaning of Brotherhood
As most of you know, I’m a native and current resident of the great state of New Jersey. As such, I was among those affected by Hurricane Sandy, to the point where our residence was rendered unlivable. We’re all fine and now have a new place to live (thanks to my wife annoying the heck out of the real estate agent who was assigned to work with us), so there’s no reason to go into that.
What I would like to talk about, however, is the 3 weeks that we were without a home of our own. My wife, 4 year-old daughter and I (the dog was being boarded) descended upon the Philadelphia apartment of my good friend and Fraternity Brother, Kurt. For three weeks he not only put up with us invading his single life, but cooked us dinner and helped with the clean-up/recovery at our old place. There aren’t many people in this world that are anywhere near as generous or patient as Kurt, who treated us like family.
Many people accuse those that join fraternities as trying to buy friends, or the like. But when you have someone that offers you a place of stability in an extremely chaotic situation, you see just what kind of people you have joined up with. Kurt and I took an oath (at different times, mind you) to treat all members of Triangle as brothers. As a Heathen, I take oaths very seriously and I have to say, Kurt has upheld his in spades.
So I want to take this opportunity to publicly thank him and salute him for being a pillar of brotherhood and a man of unimpeachable character. Wassail, Kurt!
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