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Author: Bryant

Making Pogs

This isn’t my technique; I’m stealing it from John Harper’s posts on Story Games. But it’s cool.

What you do is this. Buy the following items:

  • Mod Podge. This is the glue and the finishing surface. The gloss version is working for me but you may want matte.
  • Bag of circular cut outs. “Cut outs” is craft jargon for “little piece of wood.” You want the 1″ diameter version.
  • 1″ paper punch. That one is cool because it’s easy to see what you’re punching — other models are top-down, so you have to contort a bit.
  • Little dinky foam brushes. For the Mod Podge. I hear you can use cotton swabs for this too, but I’m a geek, so I like specific tools.

You can get all this stuff at a craft store locally, which is faster than Amazon, plus no shipping charges.

OK. Now print out some pretty pictures on (preferably) your color printer. Use Photoshop or Gimp or Preview or MS Paint or whatever to resize the graphics down to around 1″ big. Save paper; print a bunch of them on one sheet. They’re 1″ big, so you have plenty of room. Copy and paste for multiple kobolds. I’m thinking I’m going to add initials to my kobolds to distinguish the soldiers from the minons and so on. You don’t need to use cardstock or anything.

Punch out the circles with the paper punch. This is way satisfying.

Splortch some Mod Podge on the surface of a cut out. Use a brush so your fingers don’t get sticky. You can use a fair bit — it doesn’t seem to need to be a thin layer. Medium, maybe. Splortch splortch. Stick the paper circle to the cut out; smooth it out so there are no bubbles. Splortch.

Wait a few minutes for it to dry. You’re supposed to wait like an hour or so, I guess. I get impatient. I also sort of bend the edge of the paper down to match the bevel of the cut out.

Splortch some more Mod Podge on top of the paper. Use the foam brush to smooth and thin it out. It’s gonna seal the paper in, make it less delicate, and in theory make it look like the paper and cutout are one. Mod Podge seems to be really prone to textures; the foam brush appears to be key here to keep it smooth and, you know, glossy.

Let it dry more.

If you’re very ambitious, print out duplicate pictures with a red tinge to them, and stick those to the other side of the cut out so you can flip it over when it’s bloodied. This seems like a lot of work for something you could do with a red poker chip, though.

N.B.: real crafts people call this decoupage. When you go to the crafts store, you’re gonna see a bunch of wooden boxes and random objects next to the cut outs (which is a good way to find the cut outs, actually). Those are for the same purpose. I find myself tempted to do a decoupage box for dice and such like, with a lot of Larry Elmore art glued on.

Megadungeon Mapping

If I’m going to draw maps, I want them to be old school maps. Black lines, graph paper, no shadows, no textures. You can pretend this is because I am unartistic if you like; you will be correct in large part. Still.

Just about nothing does good old style maps. Dundjinni is really oriented towards neat battlemaps. RPG Map Maker is unpolished and is a paint program rather than a draw program. Map Tools is nice but is also more of a paint program, I think.

So OmniGraffle. You can set up a nice old school graph grid and you can include that grid when printing or exporting images. Snap to grid is easy. If you do everything as lines, it’s not too hard to add a hole in a wall. I figured out how to do round rooms. Caverns and river lines may be hard, but I’ll cross that obstacle when I come to it.

Megadungeons

I begin to have a sneaking suspicion that my tabletop gaming inclinations are back. In full force.

The old school D&D guys (you know, the people playing first edition AD&D or blue box D&D or whatever) are way into the megadungeon concept these days. Big massive dungeons with dozens of levels and hundreds of rooms that can contain an entire campaign. Or multiple campaigns.

And when I say “way into,” what I mean is 30 page threads about dungeon mapping and design considerations. I’m talking an entire forum dedicated to megadungeons. There’s some serious thought going into this stuff — people theorizing, diagramming dungeon layout to determine the linearity or lack thereof of a dungeon, so on and so forth.

Plus maps! Hardcore.

I am reminded that when I was sketching out Tarnished Brass in my mind, I was trying to come up with a rationale for a dungeon crawl, although it promptly got all political on me. 4e makes a better system for a dungeon crawl than Reign, though.

Those inclinations I mentioned earlier seem to be very retro at the moment. Although neo-retro. I keep wanting to take old school gaming and put fins on it so it can go faster.

RPG Toolkit Meme

Unexpected, but here it is.

What follows is a list of RPGs which, in my limited and human judgment, are frequently used as (or maybe just recommended as) rules toolkits: i.e., the mechanics are used or tweaked to run games in genres or settings other than those presented in the rulebook. For some games, like GURPS, that’s sort of a gimmie.

If you like a system, but you just use it for the setting(s) it was written for, italicize it. If you like a system and it’s one of your go-to tools for running games in random settings, bold it. If you like the game world but don’t care much about the system, leave it alone — you wanna identify the systems that you can practically teach from memory.

Copy to your own blog and repeat as desired. If there’s a game you’d bold that isn’t listed, add it. (I like Unknown Armies a ton, but it’s not one of my generic systems, so I wouldn’t add it.)

Fantasia '08

Sadly I’m not going again this year, for good reasons involving schedule and finances, but that’s OK. It will not stop me from considering the lineup at length.

The ticketing is wild this year. The festival starts this Thursday; tickets go on sale tomorrow. The schedule only came out like Friday. Make your decisions quick. I’m thinking next year I just choose a week and trust in fate for the movies. Or go for two weeks. Mmm, two weeks.

Here is the volume. Here is the pump. Here is the dance floor. Do what is right.

Weekend Entertainment Pursuits, Part III

I also played some D&D 4e. Tom runs a nifty game, plus it’s always fun playing with new peeps. Rock on, teenage love triangle, rock on. I’m trying to decide if my Felix is crushing on Geoff. It seems likely.

That link there is a good description of the game and I agree with all of the points made therein. As I mentioned earlier, it’s a remarkably movement-oriented system. Most of our fights were in clear space, and by the end of the game I was just moving thirty feet every turn, because I wanted to tag enemies with my Curse and you can only do that to the closest enemy. The one fight where my back was to a wall, that made me sad. Playing a Warlock is like playing a GEV with a howitzer bolted to the top in Ogre. Zip zip zip. BOOM. I very much regret the failure of my 5d8+1d6+6 bomb single-turn attack sequence.

It feels like D&D. Lots more powers, and much more to do, but it’s a d20 and you roll it and you hit things and do damage and move six squares and take attacks of opportunity and flank. The changes just sort of supercharge it in an alarmingly Hong Kong actiony sort of a way. Also, there are still weird little side cases that make you go “hm, not sure how that should work. Please send lawyers, runs, and FAQs.”

Cian, who I mentioned in comments a few posts back on the LJ side, was a cleric with a side business in being an archer. I spent a lot of feats and points on that, because I was expecting to get very bored if I was just a healer. I knew I’d run out of spells and I wanted to be effective in other ways.

If I was using 4e for him, I wouldn’t need to screw with any of that. He’d have a lance of pure holy light zapping out of his fingertips on demand, a million times a day. There is nothing bad about this. I like that I don’t have to spend feats to avoid boredom.

It is lacking in out of combat skills, albeit not to the degree that detractors claim. Also I don’t know if I like skill challenges. We did one and it felt a touch artificial. The old ad hoc system that Jeffwik or someone described based on an early leak, where you did whatever you wanted and rolls just applied? That seems better. I think Tom was running ours sort of like that, but since we were not RP-focused we were a bit slow to get into that mindset.

That, however, was my only beef. I have already created a spreadsheet to assist me in choosing 1d6+3 rolled against Will vs. 1d10+4 rolled against Reflex. It is a good system for the crunchy side of me, and it is simple enough to be fun for the non-crunchy side of me.

Weekend Entertainment Pursuits, Part II

Wanted sucked rocks. Here’s a list of the good:

  • Set pieces: the skyscraper assassination, the sunroof bit, the keyboard across the face.
  • Angelina Jolie’s performance, which was surprisingly nuanced and subtle, especially at the end.
  • The Russian thriller-verging-on-horror aesthetic: the knife fight in the denoument.
  • Timur Bekmambetov bringing in his Russian homeboy Konstantin Khabensky to play a supporting role.
  • Curving bullets.

And the bad:

  • That’s not a plot, Timur.
  • That’s not an American accent, Wesley.
  • Blurred choppy confusing action sequences. And I like fast cuts.
  • Misogyny to beat the band, lovingly preserved from the original comic.
  • No wasting Terrence Stamp, please.
  • What the hell? The rat bit? That makes no sense.
  • Come to think of it, the weird recuperation pools kept changing, too.
  • After all that talk about how assassination can be moral because it saves lives, the train? Excuse me?

The scales balance poorly. There were way more blurred choppy confusing action sequences than there were excellent set pieces. If the action had been all good, I might have forgotten about the lack of creamy moral center. However, none of the victory conditions were achieved. Pity.

Weekend Entertainment Pursuits, Part I

In the order I feel like talking about them.

On Sunday, I bought Guitar Hero: Aerosmith. This is my first guitar game! It is in a sense a trial run for Rock Band, or rather Rock Band 2, because I won’t play Rock Band on a console that doesn’t give me downloadable content and we only have a Wii at present. It seems prudent to find out if I like the genre before getting all ambitious.

Aerosmith rather than the main game because again, I’d feel cheated out of downloadable content and also I happen to dig the Aerosmith a lot. I’m from Boston. Suck it up.

So it’s cool! It took me like an hour to figure out that Easy mode is dead boring, which is why I was getting bored. I went off and tried Medium mode and that was much, much better. The game cleverly makes you play through the opening bands first at each venue, so you don’t get to wallow in Aerosmith immediately. This works for me.

The narrative is pretty clever; this is completely a game for fans. You start out at their first show, a high school venue, then move on to Max’s Kansas City (where you play the song that refers to playing at Max’s Kansas City), and so on. Between each venue, there’s a video with band members talking about how their careers were progressing and so forth. I, um, skipped those.

Other than that it’s a guitar game and I’m the last one to this particular party. I do find myself wishing the guitar was more prominent in the mix, but moving to Medium helped there as well. Fun. If the fun persists, there will be Rock Band 2 someday.

4e Character Sheet

After too much time spent poring through forums for D&D 4e character sheets, I wound up with this one, which worked out great in play. The form-fillable version, by some new Adobe magic, allows you to save your filled out sheet. Handy.

The landscape one found here is also very nice — much more compact — but not form-fillable. Plus I really liked the power card holder on the previous one. Yeah, I assembled it. Rubber cement and scissors and all. It’s handy.

Oh, yeah. Five hour one shot, four combats, a smidge of RP. We were focused on system. It’s a quick little combat system. It feels like D&D to me; you’re rolling a 20 sider and doing damage. Certainly PCs are way more sturdy early on. Still and all, rolling d20s, rolling damage, all that fun stuff.

Combat was really mobile. Lots of shifting and hitting and movement. I kinda wanna play Sunless Citadel in 4e to compare and contrast. Maybe I’ll go write up Cian now.

The Branch Office

This is just another one for the hopper.

The system and setting is Over the Edge, with a minor setting tweak; the D’Aubainnes are not quite as powerful in international terms as they are in vanilla OtE, so they need to worry more about maintaining a delicate balance between the USSR, China, and the United States.

The campaign framework: there’s a United States consulate located in The Edge. The D’Aubainnes are not currently allowing the United States to have an embassy in Freedom City, although Russia does have one. All PCs work for the consulate, whether they’re American citizens or local employees. Preferably mostly the former, I think. Obvious archetypes: the consul himself, who could be a bright young kid looking to make his name at State, or a cynical veteran, or someone being punished for a screwup elsewhere. The CIA rep under cover as an agricultural attache. The press attache/PR spokesman/cultural activity organizer. (“Hey, kids, wanna learn baseball?”) The US citizen who sought and was granted asylum in the consulate but can’t return to the States for complex legal reasons. The local working as a secretary.

PCs deal with the interesting and diverse problems that US citizens bring to them; I’d have a lot of room to drive stories. Also plenty of room for the PCs to drive their own stories. I’d expect plenty of espionage stuff. Mystic shit depends on the degree of player desire. Some horror, of course.

Influences are Charlie Wilson’s War, The Quiet American, etc.