Tuesday, July 23, 2013

ENnies 2013

http://ennie-awards.com/vote/

To my gaming friends; i've been involved in a lot of things, and there are a few products on this list that i have a personal connection to. first, vote for Hobomancer for best E-book, since i know the great people at Hex, and how much work and time went into the making of this book. Secondly, vote for EPOCH for best rules and product of the year, since i wrote a review for the book, and a snippet appears on the back cover of the book. vote if you love games and innovation. that is all.

Dread Cards

sorry, been a while, but i've been working and also manages to misplace a few things that are pertinent to this blog. but i'm back for now.

anyway, i made these cards as a way to put status effects into the game, as an option in case someone wanted to do something, but didn't want to make a pull from the tower. they act as a "Saving throw", like when the monsters of DND put status effects on a player after an attack. i made a rule that you can only have three status effects on you at one time, or you're eliminated from the game. adds another dimension to the game.

the status cards are based off of the heath levels in Vampire, and the types of status effects in DND. there are 13 cards. in no specific order, the cards are:

Bruised: No effect
Mauled: 1/2 movement for one scene unless helped or another character makes 1 pull for you*
Stunned: make next pull with your off hand
Dazed: after next pull, make 1 additional pull with off-hand
Bloodied: Make a complex pull [2] now
Dizzy: Make a pull now
Hurt: very next pull MUST be complex [2]
Wounded: Next pull CANNOT be abandoned
Sickened: next pull becomes complex [2] and pull with off-hand
Crippled: 1/2 movement for 2 scenes unless helped on another character makes 2 pulls for you*
Injured: add 1 additional pull to the next pull
Incapacitated: you CANNOT make or attempt your very next pull
Crossbones: Discard--Draw 2 cards--Stack Effects

some notes:
 Off-hand means not with your dominant hand, in case you didn't know. if you're naturally ambidextrous, good for you.
those with the *, when another person pulls for you, both players are at risk for being removed from the game if the tower topples. you just can't throw another player under the bus...at least, for now.

now, i intend to bring back the dead, with these cards, and knowing how well seyvoth manor ran with the dread setting. it's time to go out the garage and open an old box that hasn't seen the light of day in several years. stay tuned friends...

MK

Tuesday, May 21, 2013

Deeper into Dreadly Distractions

some of the things that i did for this game involved modification that changed some of the basic fundamentals of dread. the key one that changed was that there was another way to die without the tower collapsing. there were moments that this could actually happen, even though those moments were only a select few. there was a possibility of falling off a cliff into the rough waves below.

the second thing that i had to deal with is the fact that the nomenclature of the module was completely different, and the translation of DC (difficulty?) to number of tower pulls. i generally use a system of five, so a DC 15-20 is one pull, with each increment of five increasing the numbers of pulls. seemed to work real well for the most part. i just had to stick to my guns and tell them to make the pulls consistantly.

the hardest hurdle to deal with was the dealing of damage and the lack of any real hit points. so i decided to utilize something that i hadn't been able to in the past. something that i made out of whim more than anything, waiting for the right moment to use them...Dread Cards.

more to come on the dread cards soon.

Saturday, May 18, 2013

Dreadful Distractions

over the past weekend, i was finally able to run dread for one of the group that i tend to run with from time to time. it had been something we had been talking about for a while, so with finally having some time off on a weekend, i decided to push it forward and get the thing going .

the scenario that i ran was "A Night at Seyvoth Manor", the DND4E module that sort of reminds me of the old school Ravenloft setting for DND. now i had decided to run this as a dread game for two reasons; 1) the content is wonderful and engaging with some interesting aspects as if it was a video game, and 2) it was more of an experiment to see if it could actually be done.

so we sat at the table, and i had originally designed the questionnaires loosely so that the party could either be fantasy or modern ( see previous dread posts). the group decided to go out in the fantasy world. ok, no problem, easier for me too.

the party consisted of three characters; a mage, a druid, and a ranger. the three set out to find the two daughters of a prominent noble, and the whereabouts of the previous two search parties. they are locked inside the gates of a large mansion, and have about 4 hours to complete their task.

some great highlights:

each character died twice, proving that this module was indeed designed to be extra lethal. as each player died, they returned a little bit later near the front gates, and i added the extra touch of having a jagged hash-mark etched into their foreheads as they returned to the living.

the mage died pretty nicely, as he opened a book about art and music, and the cursed book let loose a blast of violent sound and blew his head apart. we called it " death by dubstep".

more to come on this, more details, more evisceration, and how i did it.

Tuesday, April 30, 2013

Fallout Journal #12: Guns of Effin Anchorage

so i delved into the "Operation: Anchorage" DLC. unfortunately, i have been sidetracked with new work. but i digress.

i jumped into the simulator chair and loaded the simulation of a war long forgotten. instantly, i'm on a cliff-side working with some chap who pretty much spouts off all sorts of pseudo-patriotic  drivel like "this one's for uncle sam! and "take that commie!".   It's kind of annoying, really

now i thought i was going to get some sweet gear, but so far it doesn't appear to be the case. i have found that this section of the game plays more like a Call of Duty rather than Fallout, with bright red pickups for ammo and weapons, which glow and also make an irritating chime when nearby.

the story so far is this. i've infiltrated a facility high up on the cliff and took out three cannons that were shelling anchorage mercilessly, then i instantly "respawned" in HQ to go over the three-part attack needed to overtake the enemy. it involved disrupting an armored vehicle factory, a large mining facility, and then the final attack on the actual Chinese base.

oh, this sounds fun...

Sunday, April 14, 2013

Super Dungeon Full Circle.

a small reflection point on something.

it amazes me how some things tend to pick up on certain vibes in your life and the ongoings at certain points within that life. (does that make sense?) much like a tattoo, everyday objects can be tied in with some of the most dramatic moments of our lives, and will always carry the memory of those moments. a memento of past events, good and bad.

such is the point with super dungeon explore,  a game that i have had for almost a year now, and marks the beginning of one of the hardest years of my life.

i was gainfully employed at an automotive parts supplier outside of town, but had left the company in a fit of rage because i was forced to pick between family and my career. it was not my best moment, but i wasn't going to let the company dictate my life.

i went with my daughter to a gaming convention that weekend, something we had been planning for a while, and it was there that i purchased SDX. i perused it, and it was a cool buy, but it was shelved due to a deep depression and marital issues. so, it sat unopened and unfulfilled in my garage.

the game returned to me later that year in the late summer, when i went to gencon to fill an obligation that i refused to let fall to the wayside. i talked to my buddy josh, who had mention that he had seen it there in the dealer room, and was interested in playing it despite the hefty price tag. this only reminded me that i had the game, and that i should eventually play it.

we met up later in November, and i wrote up a little review here, but again, the box returned to the garage waiting for another play. this time due to money and lack of motivation.

at the beginning of this month, i became gainfully employed, and i was able to close one of the ugliest chapters of my life...by being able to purchase the "Von Drakk Manor" expansion for SDX.

its time to play again, old friend. lets dust you off.

Friday, April 5, 2013

Fallout Journal #11: Enclave and Outcasts

i decided to push a little further in the main story and go after the GECK . i headed to Little Lamplight and entered vault 87. i went in strategically, sweeping room to room with the largest guns that i have. i'm getting real sick and tired of dealing with mutant overlords. it took me a few frag mines and mini nukes to get through to where i needed to be.

 I found Fawkes, a large intelligent mutant, and decided to outfit him with my minigun and all the ammo for it. we carve a path of destruction (after several deaths and freezes) and he gets me the GECK since it lies in a highly irradiated chamber. unfortunately, he doesn't want to join up with me. (HEY, i'm EVIL! AND GIVE ME BACK MY MINIGUN!)

i don't even attempt to kill him. just a good choice at that point.

i walk out into a main room, get knocked out by the Enclave, and get sent to Raven Rock

after some torture, i think, i get released and i am granted some one on one time with President Eden. i shamble through the facility, taking shots at everything that moves, because they're gunning for me too. i make sure to pick up that last bobblehead (PLING! Trophy!) and i get some fame-to-monitor time with the president.


now i was really, REALLY, tempted to join up with the Enclave, but i needed a few more speech challenges won, so i told him that he's a bit mis-wired and needs some down time. he agrees, and decides to take the whole Enclave down with him. i take off, fight my way out of the facility, and head outside, where Fawkes is gunning down people with a gatling laser.

hmm...should i, or shouldn't i?

nah...more to do.

i head off to find the outcasts base, and head into the large facility there to take on Operation: Anchorage. i don't think they really like me, since i'm evil and wearing the Enclave Armor, but they are willing to work with me. plus the place is unusually clean and reminds me of Oz and the Yellow Brick Road. 

i'm hoping to pick up some sweet armor and some good weapons too in this part of the game. time to see if i'm up to the task.

until next time...please standby.