Mon, 29 Dec 2008

Tales of the Fabulous N, Part 1

I haven't been able to get in as much gaming this holiday season as either I or the kids would have liked, largely because I haven't been able to prepare things. However, we did get to play through part of the Triple Ace Games adventure The Tale of the Fabulous Four. Luckily, there were actually six pre-generated characters supplied, since there were actually six kids playing. It's set in Boston in 1915 and is about a bunch of kids who overhear some criminals planning to steal a diamond and decide to thwart them.

The roster was:

  • L.B. playing Nancy Hestletwain
  • T.A. playing Lucius Munroe
  • E.A. playing Samantha Hardcastle
  • M.A. playing Oscar Whitfield
  • T.B. playing Arthur Abrahams
  • O.B. playing Brent Hardcastle

We played through Act 1 and Act 2, though I compressed much of Act 2 because we had a very limited amount of time for the session; I skipped Scene 3 entirely, and wrapped things up completely differently.

I was definitely off my game, and six screaming kids didn't help things — for some reason I had more trouble keeping them settled down and on track than usual.

There were some good moments, though, and I think the kids had fun.

As for the adventure itself, I had a few problems with it. I suspect that if I'd had more time to adapt it things would have gone better. Oh well.

We'll probably finish this off this summer, when T.B. and O.B. are back visiting.


Thu, 18 Dec 2008

Dead Men Tell No Tales, Take 2

The usual GM in my adult group wasn't available this month (for very good reasons), so I ran the “Dead Men Tell No Tales” one sheet for Pinnacle Entertainment Group's Savage Worlds based game Pirates of the Spanish Main for them. I had a lot of fun, and they seemed to enjoy it.


Mon, 01 Dec 2008

Fudge

I really need to run more Fudge games. Fudge Bunnies & Burrows in particular.


Fri, 28 Nov 2008

Actual Play: Dead Men Tell No Tales, Part 3

I finally got to finish the Pirates of the Spanish Main one-sheet “Dead Men Tell No Tales” that I've been running for the kids.

E.A. and L.B. were both here for this one, so the roster was:

  • T.A. playing Isaiah Kestrel, Captain of the Lady Faire
  • E.A. playing Alice Pettigrew
  • M.A. playing Scarred Jack
  • L.B. playing Phelicity Gujon

Note

Spoilers!

Because we've had to split the adventure up over three sessions, and they'd finished the last one the skeletons, and I wanted a big start to this session, I told the kids their PCs had been arguing about what to do with the treasure and hanged lady for about an hour. They spent a few minutes talking about it, and then I had them make Notice rolls to avoid being surprised by the skeletons, reanimated after an hour. They picked up a few wounds in the fight, but managed to finish the skeletons off. T.A.'s bad luck with initiative cards and low rolls continued, though not as badly as before.

They then tried to figure out how they could free themselves of the curse and the skeletons, and decided the lady needed buried, which they proceeded to do, right outside the mine entrance. I had them make Strength roles to avoid becoming Fatigued, which a couple of the characters failed. And that finished out another hour, and a few minutes later the skeletons attacked again. M.A. failed Scarred Jack's Notice roll, so he didn't get dealt in the round, and got hit by the one of the skeletons. T.A. forgot to have Isaiah boast the first round, and ended up owing me a bennie. Eventually they killed the skeletons again, and decided, since the curse obviously hadn't been lifted, that they needed to bury the hanged lady in a cemetery at the church in town. Meanwhile, the weather was working up to a storm.

So, they dug the lady up, but in doing so T.A. and L.B. failed enough Strength rolls to fall unconscious (remember that the curse has been aging them rapidly), and they knew if they left the unconscious characters there they would be killed when the skeletons reanimated, so M.A. and E.A. had Jack and Alice pile the hanged lady's body on Isaiah and dragged them to the town. Unfortunately, part way through digging the new grave, E.A. failed Alice's Strength roll and fell unconscious. Jack was able to get her most of the way out of the grave, and finished burying the hanged lady with the six skeletons only 20 yards away and the zombie pirate captain only 60 yards away. (Apparently, the zombie pirate captain had been chasing them for days across the bottom of the sea). Unfortunately for our heroes, the rest of the crew, who'd been left on the sloop offshore, picked this moment to come ashore. Upon seeing the sorry state of their captain and officers (and failing their Spirit rolls, they were overcome by greed, whacked Jack on the head with the shovels, stole the map from their unconscious captain, and set off for the treasure.

The PCs awoke to a hurricane (which I'd earlier rolled using my weather die from Flying Buffalo), and found shelter in the church crypts. I actually wanted to end the adventure there, but the kids insisted we continue.

After a few days the weather finally subsided and they immediately headed back to the mine to look for the treasure. It was gone, except for a bent half-farthing piece that had been overlooked in a crack in the floor. At this point they were all suffering from Fatigue from not eating or drinking for days, and so they went back to the town to search for water. When T.A. failed a roll to avoid Fatigue, I ruled he'd gone delirious, wandered out on the dock, and falling into the water, to be washed out into the bay. L.B. had Phelicity swim out to save him, but by the time she reached him T.A. had failed his swimming roll and was drowning. Phelicity swam down and brought him to the surface and back to shore, but he had died. Luckily, M.A. tried to resuscitate, and failing the first roll spent a bennie (the last bennie among the group) to reroll, and aced well enough to overcome the –4 penalty from drowning and the –2 penalty from being untrained in Healing, and saved Isaiah.

At this point I pointed out Isaiah's consistent bad luck, loosing the treasure, loosing his ship, and Jack's comparative good luck, and like proper little pirates they voted Isaiah out as captain and Jack in. After that Jack climbed some palm trees and found some weird fruit so they could eat. I decided that the island had no living creatures at all, due to the curse, but that they could find enough edible plants so they wouldn't starve for the weeks it would take while they built a small boat (with both oars and a sail) from timber scavenged from the houses in the village to take them off the island to begin their search for their traitorous crew and their treasure.

And that's were we left them.

Since this actually ran pretty long, once all sessions were considered, I gave them all 5 XP. Not wanting T.A. to be too discouraged, I let him trade his “Captain” edge in for something else. I didn't let him buy off his “Cocky” Hindrance, though. (:-) Judging by everybody's reactions, I've got a Pirates of the Spanish Main campaign to run now. I can already see how to work the “Smuggler's Song” one-sheet in as the next adventure.

Reflections

Add Wound Penalties to Fatigue Penalties and things really start getting grim fast.


Tue, 25 Nov 2008

Actual Play: Dead Men Tell No Tales, Part 2

I ran another session using the the Pirates of the Spanish Main one-sheet “Dead Men Tell No Tales” with the kids.

Note

Spoilers!

E.A. couldn't attend, but L.B. could, so she played Phillipe Gujon and Alice Pettigrew, and out of deference to her dislike of playing “boys”, it was revealed that “Phillipe” was actually “Phelicity”!

So, the roster was:

  • T.A. playing Isaiah Kestrel, Captain of the Lady Faire
  • M.A. playing Scarred Jack
  • L.B. playing (as her main character) Phelicity Gujon and (as her secondary character) Alice Pettigrew

We picked up a couple of days from the island on the map. Not liking the look of the decayed dock, they anchored offshore and left the crew to guard the sloop. On shore they found everybody 50 years dead. They easily found the mine, ignored the skeletons wrapped in pirate flags, and were shocked to find the lady hanging above the treasure in the depths of the mines. And of course, they were then attacked by the six skeletons wrapped in pirate flags.

T.A. was plagued by poor initiative card draws and low rolls, and earned the unhappy nickname “Captain Slowpants”, and eventually ended up “Captain Slow-anything”, much to his dismay. Eventually, however, they managed to kill the skeletons, and that's where the game ended. (We only had a short time to play.)

Reflections

We played in my living room around a low, 2 foot diameter table, keeping dice, tokens, and cards on the table and character sheets off. We didn't bother to user miniatures. I used gaming stones to represent wound and shaken statuses, and check track of the skeletons just by removing the d6 that I rolled for their fighting attacks, so there was no book keeping. I thought that all worked well.

(My bones and joints, on the other hand, did not work well when getting up off the floor after a couple of hours of play.)


Sat, 15 Nov 2008

Actual Play: Dead Men Tell No Tales, Part 1

Some of the kids and I played through about half of the Pirates of the Spanish Main Savage Worlds one-sheet “Dead Men Tell No Tales” this afternoon and evening, before and after supper. This is one of the free downloads Pinnacle Entertainment Group did for the game.

The roster was:

  • T.A. playing Isaiah Kestrel
  • E.A. playing Alice Pettigrew and Phillipe Gujon
  • M.A. played Scarred Jack

Note

Spoilers!

They found the dying pirate with the chest manacled to his foot, and after he died opened the chest and found the treasure map, and decided to head for the island. Along the way they found and boarded the decaying pirate ship, from which they deduced had come the dying pirate. They had a hard time with the zombie pirate captain wildcard, who had the luck of the initiative most of the time, ending up with the Joker three times, and the high card of the draw most of the rest of the time. The zombie wildcard incapacitated Alice with one blow that ended up doing five wounds at a whack, and things were looking dire. However, the zombie pirate captain's luck with the iniative cards finally left him However, E.A., rolling for the crew extras who showed up after hearing Alice scream as she went down, aced an attack roll, then aced all three of the damage dice, and then aced at least one of the rerolls, putting the wildcard down decisively. After that M.A. had Scarred Jack try an untrained Healing roll and aced it big time, so most of Alice's wounds got healed and M.A. wants Jack to learn Healing for real now, which is neat. After they returned to their ship the other ship collapsed and sank. They decided to continue to follow the treasure map, even though a storm came up. Alice was unconscious for four days. After couple of days it was obvious that they and their ship were suffering from the curse, and that's were we had to leave the game.

Lots of fun.

Reflections

I should have looked up all the details of the edges and hindrances and wrote them on the kids character sheets, and on my copies, before the kids came over for the game. I had to do it while they were there, and of course they wanted to get on to the gaming. However, I knew we'd be looking them up in the middle of game if I didn't.

We also need to play more often so I can keep the details in mind better. Maybe next weekend.


Sat, 01 Nov 2008

Actual Play: Tomb of Terror, Part 1

I ran the first part of the Savage Wolds fantasy one-sheet “Tomb of Terror” for the kids after we got done with farm work.

Note

Spoilers!

Around the table, starting with me as the GM at 6 o'lock, going clock-wise:

  • M.A. played Gar IronHelm;
  • E.A. played Merula Lanus;
  • B.B. played Marcus Two Hands (when he wasn't helping out with baby C.A.);
  • D.B. played Ramel Ramelson; and
  • T.A. played Fox.

We got through the first encounter with very little difficulty, largely because I forgot the very important surprise packages the zombies had that should have gone off when they died, and then nearly had a TPK when I set them all off at once. They got to where they could hear the next encounter when we had to quit.

Maybe we can finish this at Thanksgiving.


Sat, 11 Oct 2008

Buggin': Protect the VIP's daughter

I ran a short game of Buggin' with L.B., T.A., E.A., and M.A. Their bugs were at an opera premier (in a suitably rustic setting: the opera house was made of thick grass stalks covered with leaves, with doors of bark fragments) when some thugs tried to abduct a young lady VIP bug. They, of course, prevented it.

There's more to the story, but we didn't have time to take it any further. We'll pick it up again later.


Wed, 01 Oct 2008

Actual Play: D&D Rushing Valley

My current local gaming group met again today for the first full session of play of the Rushing Valley Campaign, a new low magic, real people D&D campaign, as a group of friends just becoming adults. Lots of fun.

Here's the actual play report.


Sat, 23 Aug 2008

Actual Play: T.A.'s Savage Worlds Game, part 2

This was the second, and concluding, session in T.A.'s Savage Worlds game. L.B. was in from Kentucky and B.B. and D.B. were down from Morgantown, so along with T.A., E.A., and M.A. we had a full table. Moreover, M.B., who is B.B. and D.B.'s much younger brother, also wanted to play. He's a bit too young to understand how the game works, though, so it was a bit frustrating for him and the others. We worked through it and it turned out ok.

T.A. GMed. E.A. played Eureka, the healer. L.B. played Alisia, an archer. D.B. played Surt, the combat mage. I played Loki, the sneaky guy, sharing him with M.B.. M.A. played Ragnar, the wizard. and B.B. played Fritz, an archer.

We decided we had gone back to town after the previous session and picked up a couple of friends. We easily finished off the rest of the goblin clan, picking up a couple more invented-on-the-spot magic items. We continued to have it in for the dire wolves, and Ragnar exploded a couple of them with his magic. The villagers were glad to be freed from the goblin raiding and gladly paid us as they had promised.


Sun, 17 Aug 2008

Actual Play: T.A.'s Savage Worlds Game, Part 1
Background

T.A. has been coming up with maps and ideas for roleplaying games for a while now, and earlier this week while we were talking about RPGs he said he had a Savage Worlds game he wanted to run. I suggested we do it today, Saturday, in the afteroon, and that's what we did.

His sister E.A. and brother M.A were the only ones of the kids around, and they both wanted to play. We decided to play outside, at a small picnic table in the shade, on top of a large blanket so dropped dice would be easy to find. (T.A.'s idea, and a very good one.) It took a while to get everything set up, and the kids were a little impatient; I can't blame them. But we finally got going. I brought up my Savage Worlds GM Screen and my Flip-Mats and dry-erase pens. E.A. and I got an extra benny each for shuffling cards, and M.A. got a benny for helping set up the table.

T.A. had made several pregenerated characters, so we had a good selection to choose from. E.A. went for a healer again, M.A. picked a wizard, and I picked out a theif and combat mage. E.A. came up with a name for her character, Eureka, but M.A. was stuck, so I asked if he wanted help, and he did. We ended up naming his wizard Ragnar, so I stuck with that for a theme and named my thief Loki and my fire-themed combat mage Surt.

T.A. had made a map of a cavern/dungeon and decided on the monster stats and locations, but beyond that hadn't written anything down. He had thought about what he wanted a lot, though, and had it all in his head.

Play

T.A. told us that our characters had seen notices posted that a small, nearby village was seeking adventurers to help with deal with goblin raiders. A short time later were were talking with the headman of the village, who after some talking promised us 50 gp each in advance and another 50 gp each after the job was done. A short time later we were headed out to the trail the goblins took after their raids.

The trail eventually lead up to the base of a hill and an cavern entrance.

E.A. aced Eureka's Notice roll as we snuck into the entrance and noticed something weird about the wall. It turned out to be a secret door, leading down a short passage and through another secret door into a room with a giant spider just settling down for a nap. Luckily, Loki had eased the 2nd secret door open quietly, so Ragnar tried to cast a Bolt at the spider. Unfortunately, M.A. rolled snake eyes (ones on both his Spellcasting and his Wild Die), and woke the spell up. Next round he spent a benny to get rid of the shaken and aced his Spellcasting roll, aced the damage roll, and so much for the spider.

After that we worked our way through a guardroom and a kitchen, each with goblins and dire wolves. As it turned out, the guards had screamed loud enough for the cook to hear something, but we sent in Ragnar in rat form and he saw the layout of the room and reported back to us. We burst in the door, catching the dire wolf with it and stunning it. The cook died fast, but the dire wolf took forever to kill due to some really lucky rolls. We had it stunned at least 3 times, but could never land another until Surt got the Joker, took a multi-action penalty to cast the spell smite and attack in the same round and aced his Spellcasting roll, killing the dire wolf with one massive blow. He immediately set about skinning the wolf, to take the hide back and have it tanned. And that's were we stopped.

Reflections

T.A. did several neat things. Whenever a PC made a really good search roll and found something magical, T.A. rolled to see which PC the magic item would best suit, then made up a nifty magic item on the spot for that character. The healer got a Staff of Healing that couldn't be used for attacking, but would give the healer a bonus on any healing related roll. The combat mage ended up with a longsword that added a bonus to the damage for his Smite power. Later, when Surt wanted the hide of the dire wolf that he finally killed after it had given the party a long fight, T.A. said that when it was tanned it would give him +1 Armor to attacks from the back. Neither the rolling for who the magic item would suit nor the making up the magic items on the spot was anything he'd seen me do, but it worked well, he came up with nifty magic items that weren't overpowering, and it was neat: no boring “you find a +1 sword” here. In some ways I think it was very “Old School”, in a good way. (I'll talk about “Old School” some other time.)


Sun, 27 Jul 2008

The Tactile Fun of RPGs

I've found that, for an abstract game that can take place just in your head, there can be a lot of tacticle fun to RPGs. Rolling dice and moving miniatures are the obvious ones, but there are others. Gaming tokens (glass “stones” ) are used by many games and gamers, either as a component of the system or informally by the gamers for marking various things. Some games, like Savage Worlds, use cards. Miniatures terrain, whether three-dimensional, printed tiles, or simply drawn or a battlemat, adds a lot, and not just to the visual aspects of the game. Cards that represent character states, like buff and condition cards for D&D, or the effects of spells, or cards that have monster or spell stats, are also neat and passing them around adds to the fun of the game. Drawing maps for the games, drawing a scene out on a battle map, and making handouts can all be tactile fun, and then handing out the maps and other handouts to players so they have the fun at looking at them and passing them around and pulling them out when they suddenly realize what they're really showing them.

All of these things can add a great deal of fun to RPGs.


Thu, 24 Jul 2008

D&D always had "mook" rules?

James Maliszewski points out that D&D always had “mook” rules:

Under OD&D, a fighting man can attack a number of times equal to his level when facing foes of 1 Hit Die or lower. This rule carried over into AD&D in modified form, with multiple attacks being allowed only against foes of less than 1 Hit Die.

I'd completely forgotten that, if I ever knew. That's tremendously interesting.


Wed, 23 Jul 2008

Eternal Nazi, Take 2

I got to run the “Eternal Nazi” one sheet for Savage Worlds again, for adults this time.

It went ok, I guess. It ran much longer this time, probably for several reasons:

  1. I added a new encounter to it.
  2. It was the first time the players had played Savage Worlds, and to complicate things they were each playing two characters.
  3. I was not at my best. (Too little sleep, too much stress elsewhere in my life.)

I think I'm going to run this for yet another group, so I'll discuss the specifics of my changes to the adventure then.

The new maps did make things a little more interesting, although the design of one did provide a great deal of advantage to the PCs. I'll have to rethink that.

I should really sit down and come up with some better tactics for the BBEG.

I was not at my best, so I kept forgetting the simpliest things, and I know I actually made a couple of serious errors with the rules. You'd think that since I've been playing Savage Worlds for a while I would remember. In my defense, I was using a couple of sections of the rules that I'd only used once before. Still, I need to get more rest before I GM something!


Sun, 20 Jul 2008

Gaming Weekend: 2008/07/20: Toon & Savage Worlds
Actual Play

On Sunday we continuing the weekend of gaming, with L.B., D.B., T.A., E.A., and M.A. attending again.

Toon

First, by request I ran a session of Toon. I set it in the “Old West in Space” and the toons had to rescue the kidnapped daughter of the richest toon in town from the bandit chieftan Big Ape, the “Fastest Banana in Space”, and his bandit gang of monkeys, who were hiding out in an abandoned asteroid mine still inhabited by mining robots.

Savage Worlds

Second, I ran “The Eternal Nazi”, a Savage Worlds pulp one-sheet for them. Like many of the one-sheets, it didn't come with a map, so I made one a couple of nights before using printable PDF tiles. The kids had fun, but I can see why Kator the Ape Boy wasn't in the most recent pregenerated pulp characters download intended for use with “The Eternal Nazi”: as the sole melee-only character he was at serious a disadvantage.

I think this was actually the first time I've used modern weapons in Savage Worlds. It went ok, although I did forget each shot on auto-fire counts as three bullets expended. I think I'll add some grenades to the PCs gear the next time I run it, suggest the PCs other than Buck pick up some of the germain submachine guns, and up the number of extras with the big bad.

Reflections

I was trying out some new technology (for me): using printable PDF tiles from Skeleton Key Games (SKG) for the battle mats. I especially like the SKG tiles for a couple of reasons. First, the tile graphics in the PDF files can be easily extracted (just right-click and choose copy) and munged to produce custom tiles. Secondly, the tile sets include thumbnail catalogs of the tiles, which can easily be extracted and added to the tilesets of programs like DungeonForge. This makes it a lot easier to design the map layouts to begin with (virtual tile flipping replaces physical tile flipping) and makes it easy to produce small scale maps for reference for laying out the tiles on the table by exporting the maps from DungeonForge as .PNG files and adding labels with the tile numbers with the GIMP. (This is especially useful when using wilderness tiles!) On the printed tiles I wrote the tile number on the back, again to make things easier when laying them out on the table.

Overall the tiles worked pretty well. The worst problem was that the tiles tended to curve up at the edges, a common problem with cardstock printed on inkjet printers: as the large surface area of ink dries the edges curl up. This didn't prevent their use, and curling them in the opposite direction before laying them out helped, but I think I'll try laminating them and see if that helps. My first map designs using the tiles were not as interesting as I wanted, but the tiles themselves looked good and worked pretty well. The kids occasionally dislodged the tiles a little, but that was easily fixed, and once while dealing initiative cards I accidently slide one under the tiles, which got a laugh.

After we played I redesigned the maps to give a more dynamic environment, since I'm planning on running “The Eternal Nazi” for another other gaming group. I got a couple more of the SKG sets, and used GIMP to make three custom tiles. This let me make a much more interesting environment. Part of the problem I had with designing the map in the first place was inexperience with the tiles, but part was because the tile sets I had were heavily slanted towards fantasy, and I was constructing something more out of the “lost race” pulp adventure stories, set in the 1940s.

One thing that I'd like to see is a bunch of tiles with items that could be dropped on top of other tiles, like piles of metal barrels and so forth.

DungeonForge has a couple of annoying bugs, but it's free and works well enough, as long as I remember to save often and not put tiles against the edges of the map.

Note

Todo: I'll try to edit more actual play details into this post when I've got a moment and my notes are handy.


Sat, 19 Jul 2008

Gaming Weekend: 2008/07/19: D&D

Well, I certainly got in a lot of gaming this weekend!

Today was D&D: my nephew D.B. D.M.ed the concluding session of our run through the Wizards of the Coast adventure “Scourge of the Howling Horde”. Great fun was had by all. I especially enjoyed being a player rather than D.M. Kids attending were L.B., D.B., T.A., E.A., and M.A.

Note

I'll edit more actual play details into this post when I've got a moment and my notes are handy.


Tue, 08 Jul 2008

Savage Worlds Test Drive V6

Version 6 of the Savage Worlds Test Drive has everything you need to learn how to play Savage Worlds in 13 colorful pages (not counting the front and back covers, but counting the full-sized character sheet.)


The Kids

The kids I game with get mentioned a lot. Right now they're my daughter and niece and nephews. I'm really lucky to have such a great bunch of kids around to play games.

L.B.
is my daughter.

My brother C.P.B. about an hour away, so his kids get to play regularly.

B.B.
is in his mid-teens and is the oldest of the bunch, which means I've been experimenting on him the longest. ((:-) I hope it hasn't hurt too much. (:-))

They have a much younger brother, M.B., who doesn't play roleplaying games yet, but will before too long, I hope.

D.B.
is his younger brother, and at 11 is the next oldest.

My sister C.I.A.'s kids live on the family farm, next door to me, and along with my daughter get to play the most.

T.A.
is the oldest boy.
E.A.
is his younger sister.
M.A.
is their younger brother and is the youngest of my regular gamers. He can't read yet, but has fun playing anyway.

The new baby boy is C.A., and I'm already looking forward to when he joins the gaming group.

My brother N.A.B. lives far out of state, and so his kids only get to play on summer and winter vacations when they come and visit the family farm.

T.B.
is N.A.B.'s oldest son.
O.B.
is his younger brother, and has played Buggin' with us a couple times, and will play the other games more as he gets older.

I'm going to try online gaming with a map tool and either a chat inteface or a voice interface when the kids are a little bit older, so the ones that are farther away can get to play more often.

I've run a lot of games for the kids; Fudge Bunnies and Burrows, BESM Dungeon, Toon, Buggin', D&D, Savage Worlds, and perhaps others.


Hack-n-Slash and Dungeon Crawling

I find, when I've got little time or energy, that it is very easy to fall back to hack-n-slash and dungeon crawling as the default types of adventures to present for my players. Admittedly, these days I'm running mostly for kids who are happy to play in the intersection of those styles. Actual “roleplaying” happens mostly as the result of serendipitous inspiration from in-game events (witness the cuirbouilli armor).


Mon, 07 Jul 2008

Minimizing Gaming Baggage

I generally carry way too much stuff around to games. I'm trying to minimize it all, and here are some ways I've found or will be trying.

If you are running a system that doesn't focus on battlemat-oriented tactical play, or the evening's adventure doesn't require that style of play, you don't probably don't have much to carry to the nights game: maybe just a single rulebook, your notes, and your dice.

If you are using a battlemat and miniatures, you can cut down on what you have to carry around.

  • Just the core rulebook.

    Just needing to carry one small rulebook makes things much easier. Savage Worlds: Explorer's Editon and Big Eyes, Small Mouth score high here, as does Rules Cyclopedia D&D and, given the pamphlet size and low page count of the three core books, Original D&D.

  • Use flat paper figures and separate bases.

    I've never been one for painting miniatures, unfortunately, but I have found that part of the fun of many roleplaying games is moving miniatures around on a battlemat. (The kids like them too.)

    Now that color printers that print on cardstock are cheap, paper miniatures are practical and good looking. But how do you transport them? It's great that they're way lighter than metal or plastic miniatures, but if you actually cut out and glue up the common triangle-from-the-top and triangle-from-the-side they still take up a good bit of space, too much to take on a business trip, for instance, and they're easily crushed. The “T”-from-the-side paper miniatures can sometimes be folded at the crossbar of the “T”, but they tend to get bent when carried together. If you don't glue the paper minatures you can carry them flat, but using paper clips to hold them in their triangular or “T” shapes it is just too fiddly and time consuming.

    So, what I recently started doing was cutting out and gluing together just the front and backs. This gives me flat, stiff standups that can be easily stored in an envelope, but that together with separate plastic bases provide nice good looking 3d miniatures. The plastic bases themselves are sturdy and can be transported in a small bag; even a hundred of them can fit in my computer bag without taking much space. And the flat standups in an envelope travel easily without being crushed or bent.

    • At some point I should try counters, like Fiery Dragon's Counter Collections, which have the complete D&D 3.5E SRD monsters covered.
  • Put all needed opponents/monsters on index cards.

    I recently got a printer that can print directly on cardstock and 3×5" cards, and I love being able to carry around the opponents and deal out just the ones I need for the current encounter. It greatly reduces papershuffling in the middle of encounters, too, and cuts down on the amount of junk on the table between you and the players. And you can carry them on in a shirt pocket on a pinch.

    • Don't forget stock opponents.

      Having a collection of stock opponents to fall back on really helps. Sometimes just shuffling the 3×5" cards gives me ideas.

  • Flip Mats and dry-erase markers for battlemats

    I got two of Steel Sqwire's original Flip-Mat™ battlemats. They've got 1 inch squares on one side and 1 inch hexes on the other side, and they fold up flat to 8×10 inches and unfolded are 24×30 inches. Two of these fit in my computer bag without bulking it up noticably, and work wonderfully with dry-erase pens. (No more stains from wet-erase remains!) The only problems is that since they fold, they have creases, and don't lay pefectly flat. However, I've used these with paper miniatures and unless someone slaps something down in the middle of mat or really jars the table things are pretty stable and the miniatures don't fall down.

  • Printed Cardstock Tile Terrain instead of battlemats

    I recently bought a bunch of PDF printable terrain tiles from Skeleton Key Games. They make nice looking terrain and they are all standardized shapes that I can print on cardstock on an inexpensive inkjet printer and cut out. Since they're all the same size and shape they stack flat and since they're cardstock you can easily carry them in a standard 6½x9½ manilla envelope, and two or three envelopes easily carry enough for an evening's play. The disadvantages are that tiles sometimes curve, which tends to lead to the tiles moving around more as they're laid and played on.

    As a side node, the various tile sets published by Wizards of the Coast for use with D&D, Star Wars, and the associated miniatures battle games have a great graphical appears and are very heavy, sturdy solid cardboard (not corragated), so they make a great battlemat. Unfortunately, they're all different sizes which makes it difficult to pack them compactly, and the thick cardboard which makes them so stable in play also makes them surprisingly bulky. (And I can never figure out easily if I've actually collected up all the pieces after the game.)

    2008-08-20 01:29:26: I'm still undecided as to whether these are slower and less convenient than the Flip-Mats. They do look neat, though.

Stones/bennies/chips/status chips, playing cards, etc.

Sat, 05 Jul 2008

Actual Play: The Secret of Smuggler's Cove

Saturday after the 4th I ran another Savage Worlds game for the kids. This time it was The Secret of Smuggler's Cove, lightly adapted for the Savage Worlds: Explorer's Edition.

Attending were:

  • L.B., playing Amy and Josiah
  • T.A., playing Billy and David
  • E.A., playing Catherine
  • M.A., playing Devlin

Note

Spoilers!

The PCs in this adventure are all kids, and T.A. wasn't any too happy that none of the characters had any weapons more effective than a slingshot! Still, they all had fun with the first two sections of the adventure. In the first they raced small sailboats, and they managed to split the characters up so that all the characters run by the two boys were in one boat and all the characters run by the two girls were in the other boat, and each had fun taunting and distracting the others. I ran it as a chase and let good taunts and distractions affect the Boating rolls of the two captains, and I let every success and raise on the Boating roll move the boat one range increment forward [1], which may not be strictly by the book, but did allow for dramatic changes in position. The girls won on the last Boating roll, and then it was time to eat a picnic lunch. They observed the thug hide the map and papers, dug them up, figured out the notes were in German, reburied them, followed the man who picked them up back to Rydel Mount & figured out that he was the gardener, headed back home (very, very, late), saw the Gypsies cooking fire beyond the old Roman fort & traipsed over to see what was happening.

Note

This is a timewarp post.

[1]I think the actual rules move a range increment only for a success and the first raise.

Fri, 04 Jul 2008

Actual Play: Return to Alusia
Introduction

One of the games I ran over the holiday continued a Savage Worlds adventure that I started at Christmas 2007. The adventure is set in the Frontiers of Alusia sometime during the later stages of my original Frontiers of Alusia DragonQuest campaign, but set away from the scenes and characters of that earlier series.

Prehistory

In December 2007 I was looking for an adventure to run for the kids at the family get-together at Christmas. I'd been looking at my notes from my old Frontiers of Alusia campaign and decided it would be neat to revisit Alusia since my brother, one of the players in my original Alusia campaign [1], would be in for Christmas and would probably be playing with the kids. Of course, instead of using DragonQuest or GURPS, the systems I'd used in the original campaign, I wanted to use Savage Worlds, especially since I was giving all the kids who were old enough copies of Savage Worlds: Explorer's Edition that Christmas. I decided to reuse an The Tomb of Aghyar, an adventure I'd written for another group that had adventured for a short time in my version of The Frontiers of Alusia, and have my original group's characters feature prominently in the city's gossip but not actually appear in the adventure.

I took the map I drew for the original adventure, added some more rooms, worked up Savage Worlds stats for the opposition (borrowing from Noble Deceit for some thieves guild types), and printed out copies of the pregenerated characters from Against the Orcs and Noble Deceit for the players to choose from, and off we went. It went well, my brother was pleasantly surprised when he figured out what was happening, and everybody had fun being chased by the Thieves Guild, figuring out where the tomb was located, and finally venturing into the tomb it self. As is not uncommon when playing with the kids we didn't finish the adventure that evening, and so had to wait for the next time my brother and his family were in town to continue it. My nephew from out-of-state repeated mentioned how he was looking forward to playing “those games with dice” when he came back for the summer.

Revamp

Fast forward to the summer 2008 visit. The night before we played I decided to remap the dungeon and redo the encounters to add a bit more zing. I was interested by D&D 4E's increased emphasis on encounters with more dynamic aspects, having followed some of the Internet discussions and read H1 – Keep on the Shadowfell, and wanted to see what I could do with Savage Worlds to make encounters be more dynamic.

Wizards of the Coast sells Dungeon Tiles, heavy cardboard [2] tiles with pretty dungeon and outdoor scenes marked off in 1 inch squares. They've also released similar tiles in the D&D Basic Game sets in the past.

There is a browser-based Javascript program called Dungeon Tiles Mapper that lets you design dungeons by dragging and dropping the pictures of the tiles from all those sets onto a grid. It lets you print off pictues of the dungeons you've created along with a list of the tiles needed to build it.

Anyway, I download the program and spend some time fiddling with it. It has some quirks and some outright bugs, but overall it is very useful. I was able to make a more interesting dungeon layout pretty easily. I then spent some time rethinking the encounters, looking for ways to make them more dynamic.

Actual Play, Part 1

The first room I changed the least. I already had an WC ooze and a fire trap, but I added a vicious bug swarm in a pile of skulls in one corner near the entrance. When they looted the pile of skulls they disturbed the swarm and after a couple of rounds where the two looters failed to stop the swarm and the swarm failed to damage the looters, everybody moved away to the other side of the room while one of them used fear to send the swarm scurrying. Of course, in the process they moved into the area of the ooze, which was actually dispersed under the dirt floor of the room. It oozed up through and around their legs, and they had to make Strength rolls to break free while the ooze got to try to completely envelope one of them and all had a chance of being damgaged by the acid ooze around their legs. They managed to break free, and one got off a lucky shot with their crossbow, acing their Shooting roll and then acing the damage roll so high I ruled that the shot hit the plum-sized brain of the creature and killed it outright. After that they searched the room, avoiding the depression left by the ooze erupting from the floor and the acidic liquid left by the dying ooze, and finally found a secret door out. Unfortunately, the rogue set off the trap on the door, a fire blast, and caught fire and fell back into the remains ooze, setting it on fire in turn. Now they had to hurry to rescue him and leave the room before the burning ooze rendered it unihabitable. They left through the new tunnel, which lead a few feet to a a shaft down to another short corridor that opened up into a larger room.

That's where we broke for lunch.

Actual Play, Part 2

After lunch we switched play to a different house (mine, just next door), and one of the younger players, M.A., wanted to play. I had a character sheet he could use [3], so on the spur of the moment I added a mystical column of light in the next room as a prison where the adventurers would find the his new character.

That room was much larger, but I'd set it up with with a pool in the middle that took up much of the room, and around several of the walls were a number of alcoves. When I added the mystical column of light, I put it on a short circular pedestal on a square base in the middle of the pool. The PCs could easily jump (not even requiring a roll) from the six-inch tall lip around the pool to the base, but could only balance and move around the base with difficulty. An early experiment with poking the column of light with an unlit torch destroyed the torch and revealed that the rather-more-viscous-than-water liquid in the pool was very caustic. Cautious investigation by T.B.'s combat mage revealed the proper method of manually disabling the mystic column, and after some careful manipulations by T.A.'s rogue, M.A.'s new PC, a paladin of the Holy Light, was with the group.

While improvising a description of his cuirbouilli armor during the initial get-to-know-you conversation the serendipitous juxtaposition of my description of a design on his armor and a aced Smarts roll by L.B., who was playing a priestess of the Holy Light, inspired me to add to the new paladin's backstory that he was the last living paladin of the Holy Light, imprisoned here in agony for, his captors thought, all eternity as punishment by the pirates who destroyed the last stronghold of the order of the Paladins of the Holy Light, and who it was thought had killed last Paladin of the Holy Light. L.B.'s priestess informed the rest of the group of the paladin's identity and his importance, and several of the players immediately assumed the paladin would set about reforming the Order of the Paladins of the Holy Light. M.A. thought all this was neat. (He's 6, BTW.)

During all of this the PCs had dispersed around the room, and it was at this point that they finally noticed that the liquid in the pool had become very agitated, with waves as tall as a man, and suddenly it was flinging globs of acidic gloop at them. Several were hit, some were injured, and one had his precious chainmail damaged by the gloop. Luckily, they had the example of the earlier ooze remainds catching on fire and had plenty of oil, and proceeded to set the gloop pool ablaze, which quickly killed it, to my dismay. [4]

Just before the beginning of the glooping, B.B.'s fighter made a Notice roll and figured out that the dusty cobwebs in the alcoves at both ends of the room concealed leathery corpses. He wanted to start stabbing the corpse in each alcove before moving on to the next. Knowing that this would simply bring the corpses out to fight him as he moved toward the alcove I decided it would be better to charge a “Divine Inspiration” tax and take one of his Bennies and tell him it was a bad idea, so they didn't end up fighting the eighteen zombies at the same time as the Wild Card gloop.

However, as soon as they opened the door out of the room, the eighteen zombies came out to attack. Since B.B.'s fighter had noticed the corpses earlier and warned the others of the alcoves' contents I gave them a Notice role with a bonus, so they had a round to decide where they would be when the zombies actually attacked. Most lined up at the end of the room with the door out, but D.B.'s dwarven fighter moved back halfway through the room, planing to get a first shot at the ones coming from the other side with his crossbow, then switch to his axe.

It was M.A.'s paladin's turn to shine: he got the Joker for initiative early in the fight and proceeded to ace his Fighting roll and really ace his damage roll. I decided that the return of the Last Paladin of the Holy Light to the world and his almost immediate return to the fight against Darkness was such a momentous occasion that he had been inspired by the Holy Light and began to glow and his sword, swung for the first time in over 200 years, cut through the heads of the three nearest zombies even before they had completely left the alcoves. The paladin retained the glow and a small bonus through-out the rest of the fight. B.B. remarked that his fighter was inspired by this, and slightly later in the fight when he aced one of his rolls I ruled that he picked up a slight glow for the moment. At the end of the fight B.B. decided he wanted to become a Paladin of the Holy Light as well.

In the mean time, everybody else had been whacking at the zombies. D.B.'s dwarf was doing wonders with Sweep, keeping a significant number of the zombies from attacking the others from behind. T.A.'s rogue was stabbing away Two-fisted with his knives and both of the girls (who had independently and without me knowing at the beginning had picked two female clerics with Pacifist; I might have suggested one or the other take one of the other female pregens without Pacifist had I known) were quite happy to be taking out these unatural creatures.

T.B.'s combat mage had been plagued with really bad rolls all night, and he was getting perturbed. I had actually missed pointing out a couple of bonuses he should have got that would have made one or two of his earlier attacks hit, so I gave him a small bonus on his last attack roll, which got him a hit with raise and with the extra d6 of damage he aced a couple of his damage dice and got to totally disintegrate the last zombie, which made up for the bad time he had earlier.

With the zombies truly dead and the gloop still blazing, it was time again for some quick looting and then out the door to the next encounter. Unfortunately, we had to end things there, to be resumed at Christmas 2008.

Remarks

In hindsight, switching houses in the middle of the game was a bad thing for the game [5]: we lost a lot of time moving things and setting up again. On the other had, it did help get rid of distractions. I think in the future at this big family gatherings at the farm I'll just plan to have gaming set up at my house, and we can just migrate people there when it's time to play.

The Dungeon Tiles make nice looking dungeons, but are tedious to organize; finding the right tiles takes too much time unless you can do it before the game, and they are surprisingly bulky. I still haven't figured out if I've lost any of the tiles. I need to try some PDF tile sets to see if it's more convenient when I can just print out as many tiles as I want on cardstock, instead of having a limited number of much thicker tiles.

When playing with the kids, I tend to let really high aces do things that are just plain cool, like letting a damage roll that aced with enough raises to do a half-a-dozen wounds if the PC had been attacking a Wild Card to instead take out several side-by-side Extras, and/or add some cool special effects, like the glow and bonus for M.A.'s paladin, the much shorter glow for B.B's fighter, and T.B.'s combat mage's disintegration of the last zombie.

I also tend to be fairly lenient with bonuses if I realize I'd made a mistake in an earlier round that could have made an earlier attack a success, retconning those earlier misses into “you spent a couple rounds getting this attack set up right, and boy did you hit it this time!” It's not going to do me any good to not recognize my mistakes and hide behind the letter of rules and send a kid away from the table unhappy. All but one of the kids I play with regularly is 11 or younger, and we often don't get to play more than once month, if that. If I was playing with adults or older kids, or we played often enough that even the younger kids had the rules down perfectly I'd be stricter.

Savage Worlds doesn't have all of D&D 4e's mechanics for dynamics, such as special rules for shifting and pushing and pulling, and I didn't really do anything particular in these sessions to do that with Savage Worlds other than trying to have more terrain obstacles and have more than one opponent per room. Things seemed to be pretty dynamic in play. I think the things that Savage Worlds does have still let you do dynamic things easily, though with more recourse to GM judgement.

Note

This is a timewarp post.

[1]The original campaign was based only on the original The Frontiers of Alusia supplement, which was just the original map and some the terse descriptions that accompanied it.
[2]These are real cardboard, heavy and stiff and about one sixtenth inch thick.
[3]Several of the Savage Worlds Savage Tales adventures come with pregenerated characters and figure flats for the characters (as well as the monsters for the adventure) so back at Christmas when I'd quickly put this adventure together I just printed out the sheets from a couple of the adventures and let the players pick which ones they liked the best. That left me with several from new players could pick.
[4]Perhaps using an ooze and a gloop that both could burn as Wild Cards in nearby rooms was not a good idea...
[5]It was still a good thing overall, since it got most of the kids and their commotion out of the house with most of the adults, so the stess levels for those adults went down.

Sat, 28 Jun 2008

Actual Play: Buggin'

Another of the roleplaying games I played over the July 4th holiday was Buggin', . This game had T.B. as a scorpion named Scorp; T.A. as Dragon the dragonfly; M.A. as a pillbug, Bill the Pill; my borther A.B. and his youngest O.B. teamed up to run Bob the cyborg grasshopper [2]; E.A. as an Aunty the Ant; and L.B. as Maria the bee. Several of these characters had been played in earlier games of Buggin'.

The characters, having done some troubleshooting for the local ant colony in the past, were assigned to find out why communication with a neighboring ant colony had stopped. They escaped an Ant Lion trap, lots of fun was had with the ant lion throwing sand at the PCs and the flying PCs trying to rescue the non-flying ones who'd fallen in the trap. They made a new trail around the trap and moved on. They found the neighboring ant colony deserted, passed through the strangely rectangular rooms and corridors of the lowest levels, found the huge cubic room and black floating rectangular monolith, climbed up the ledges and across the bridge and passed oddly through the black monolith, to find themselves huge jellyfish-like creatures floating in the upper atmosphere of Jupiter, where they set about building cities for new homes, along with lots of other jellyfish-like creatures.

And then they woke up, and found themselves back to normal and remembering the Ant Lion trap as the only problem with other colony. And then they woke up, and they were Jellyfish Colonists on Jupiter again. And so forth.

Some of the kids thought this was funny, and others thought it was just strange. M.A. thought it was really neat.

L.B. was very worried that those characters would be constantly flipping back and forth between being Jellyfish Colonists on Jupiter whenever they went to sleep, so I assured her that it was just for this one game.

Remarks

I find that Buggin' is less work for me to run than Toon. The system is simpler, a character sheet and the character creation rules all fit on one page of paper [1], and I don't have to worry about making things funny, since the genre doesn't require humor (although the players usually add plenty of it themselves). It's usually pretty easy to come up with adventure ideas on the fly, since the genre is ubiquitous in TV and movies; I'd still find an adventure generator useful for inspiration, though.

Note

This is a timewarp post.

[1]... which is a goal of the 1 Page Game system used in Buggin' and the other 1PGs from Deep7 and its partners.
[2]In the very first Buggin' game I ran N.A.B. created a grasshopper, Bob. During the course of the game he lost his arm. At the end of game the ant colony “repaired” him, and he ended up with a cyborg arm. He also ended up with a pair of Frankenstein bolts on his head.

Fri, 27 Jun 2008

Gaming during the Week of the July 4th Holiday, 2008

My brother who lives out of state usually comes in from out-of-state twice a year, once during the summer and once at Christmas. One of his sons is old enough to play Savage Worlds these days, and since I'd given him, along with rest of the kids who were old enough, their own copies of the Savage Worlds: Explorer's Edition I wanted to make sure we got to play some roleplaying games while they were in town, especially Savage Worlds.

Running for kids is a lot different than running for adults. One of the kids is in his middle teens, but the rest of them are under 11 and one is 6. They're very enthusiastic when they're interested, but if things slow down the younger ones (literally) wander off until things speed up again. They also have sometimes have a little difficulty switching between the neat stuff that is happening and the mechanical stuff we're using to make the neat stuff happen, which can make things take longer than it should. They all enjoy it, though, and it's definitely worth doing.

Sometime I'd like to make some character sheets specifically for the younger kids who don't read very much yet, with pictures of, for instance, their sword and the dice they need to roll to attack and do damage with it.

One of my nephews is very into a particular collectable card game, and we didn't get a chance to play it this summer. Maybe at the Winter gathering.

Note

This is a timewarp post.


Sat, 21 Jun 2008

Actual Play: Toon

We got to play Toon a week before the July 4th holiday week.

Part 1: Character Creation

On Staturday the kids made characters while I used one of the Toon Adventure Generators to generate some adventure ideas and looked for interesting NPCs in the Toon books. T.A. created a helpful ghost named Jim and took ghostbusters as his natural enemies. I'd rolled the location to be a haunted house, so I told L.B. and E.A. they were ghostbusters and gave them a ghost trap and proton guns, and told T.A. that he was one of the ghosts haunting the house, a former sailor, “Salty Jim the Ghost” [1]. T.A. was worried that L.B. and E.A. would spend the whole time ganing up on him [2], so I told him that they would initially be at odds, but later they would have to cooperate. E.A. created Tanny the Ballet Bunny and took gardeners as her natural enemy, so I added a garden and gardener/caretaker to the haunted mansion, although they didn't get used very much. L.B. created Nicole the Chameleon. I decided they be facing an alien invasion and the Dough Boys would be the minions of the aliens.

Part 2: The Haunted Mansion

On Sunday we actually got to play. The ghost and the ghost busters spent some time trying to make each other fall down, destroying much of the foyer of the haunted mansion and turning up a plaque holding the spirit of Prof Winterbottom, the missing owner of the mansion, who in the course of a world spanning career had collected an enormous collection of weird items from all over the globe and then disappeared mysteriously. Once the initial player-vs-player slapstick had wound down I had a delivery truck crash through the front porch [3] and dump a load of cylinders of bread dough through the front door of the house, which burst and combined into Dough Boys from the Toon rulebook. The PCs then fled down a long corridor (on roller skates?) and crashed down the steps into the basement. I decided that the aliens would be extra-dimensional octopus-faced Cthulhuoid monsters called “pluggoths” named for their odd special effect of squeezing through any aperture (doors, mystic portals, etc.) as if it were a plughole only an inch in diameter. The pluggoths were using The Dough Boys to open a portal to to Earth in the basement of Winterbottom's mansion, since it was the only building with the necessary density of weirdness, and planning to launch their invasion using the house as a base. Luckily the PCs were hiding in the basement, and after the aliens did their inevitable gloating and explanation of there plans to conquer the world and suck out everybody's brains, it was up to the PCs to foil their schemes and save the world. After some entertaining efforts by T.A.'s Salty Jim using bottles from the wine cellar as simultaneously triggered cork-guns and playing on the octopus-faced pluggoths' fear of fishermen things moved on to a climax. E.A.'s Tanny the Ballet Bunny had, unbeknownst to me, taken dynamite one of her possessions and in a move echoing all those desperate Call of Cthulhu characters proceeded to set an explosive trap for the pluggoths and the Dough Boys. Unfortunately, she failed her Set/Disarm Trap roll and the resulting explosion completely destroyed the entire mansion, flinging the PCs and Prof. Winterbottom's plaque high into the air. Luckily the pluggoths and their extra-dimensional portal did not survive the blast. All the PCs Fell Down, and Tanny fell down out of the sky through the Gardener's chimney and right into his stewpot. The End.

Remarks

I find Toon to be difficult to run: I feel a lot of pressure to keep up the wacky slapstick humor we're familiar with from Bugs Bunny, the Roadrunner, or Tom and Jerry, and frankly that's hard. Moreover, I find it hard to think up things to do. Thank goodness Toon has a number of “Adventure Generators”; they really help me come up with ideas. In any case, this episode became more and more a slapstick Bugs Bunny cartoon Call of Cthulhu episode as it went on, with creepy voices and noises and villains whose ambitions were only overmatched by their slapstick weaknesses: I worked hard to keep things at a Scooby Doo [4] level of creepiness, saving only that the monsters weren't people in disguise but silly cartoon creatures. I was aiming at Bugs Bunny visuals and Scooby Doo creepyness factor, but not forgetting the Tom and Jerry slapstick and the Scooby Doo chase scene goofiness.

I wonder if Toon would be easier or harder with adult players?

Note

This is a timewarp post.

[1]T.A. wanted to make sure that his character could be other kinds of ghosts in other games, which I thought fit in well with the many examples of recurring cartoon characters taking on different roles in different episodes, so I assured him that the “Salty” part of “Salty Jim the Ghost” was only for this episode. I also gave him some temporary Shticks to help his ghost role.
[2]T.A.'s very much into hack-n-slash and kill the monsters, and like the other kids hasn't internalized Toon's Tom-and-Jerry-like “conflict between players is fun” attitude, yet.
[3]Who needs a man with a gun to burst through a door, when you can have a whole truckload of bread dough cylinders burst through and explode?
[4]The first three seasons of Scooby Doo only, thank you.

Sun, 01 Jun 2008

Summer Gamming, 2008

One of the things I'm trying to do this summer is to actually run and play more roleplaying games. I play every month or so with an adult group, though that has slowed down during the summer due to scheduling conflicts, and usually play once every month or two with my daughter and my niece and nephews, but I'd like to play or run more often.

I'd like to run a game for the kids every weekend, but I figure that will be difficult to achieve. We'll see. All but one of the kids is 11 or younger, and one who plays occasionally (depending on what game we're playing) is 6; the older one is in his mid-teens. I've been playing RPGs with them (and occasionally their parents) on and off for several years, starting with FUDGE Bunnies & Burrows. Some of the kids have played when some of they were 5 years old or even younger; at that age I have the kids roll dice and handle all the rules work myself; it works great. When I run things I generally try to keep things age-appropriate for the youngest in the group. They've all played video games and are familiar with common fantasy and science fiction tropes from the games.

Over a couple of years we've played Big Eyes, Small Mouth (2nd Edition Revised) a lot, and Bugging', and D&D some, and Savage Worlds a lot. A couple of the older kids have run D&D and Savage Worlds adventures for me, one from a commercial module that was a present and another other using dungeons built with Legos and Lego figures as miniatures. We've played through BESM Dungeon and several Savage Worlds adventures (including some of the free adventures and some of the Savage Tales pdfs) and are working our way through a couple of D&D adventures.

It's hard to schedule time with all the kids together at the same time as I have free time, and there's no telling before hand when the next time we'll be able to play will be, so I tend to run adventures as short campaigns. I've never gotten to run a long campaign. BESM Dungeon and the currently running D&D adventure The Sunken Citadel (updated for 3.5E) have probably been the longest running games. I'd like to run Evernight or 50 Fathoms for them some time.

I'd also like to run more board games: I've still never played Settlers of Catan, despite having it for a couple of years.

Note

This is a timewarp post.


Sat, 27 Jan 2001

Ben's Fudge Bunnies & Burrows Game, Session 1

Note

Spoilers!

I ran the first example adventure from GURPS Bunnies & Burrows, “The Herbmaster's Plea”, p. 94, for my nephew B.B. using Fudge. [1] He successfully rescued Rosin. Ended up in the Orchard on the way to the bean field, after a run-in with the thugs. They did manage to gather some vegetables as they fled. It looks like I named the captain of the Owsla Bayberry.

I think this was the first time I ran a roleplaying game for one of the kids. I ran at least four Fudge Bunnies & Burrows for B.B. and various of the kids and their parents.

Note

This is a timewarp entry.

[1]Which is what Steffan O'Sullivan, author of GURPS Bunnies & Burrows uses for playing Bunnies & Burrows since creating Fudge.