Showing posts with label zines. Show all posts
Showing posts with label zines. Show all posts

Monday, July 14, 2014

Mail Call! And more!

I just got back from my trip to Western New York and a pile of envelopes awaited me when I got in the door:




While I was on my trip, I swung by a store called Two Kings Gaming. The reviews I read suggested that customer service was rather low on their priority list, but I figured I had nothing to lose.

The store mostly caters to Magic : The Gathering, and Warhammer 40K, but they do have a decent selection of out of print RPGs (primarily D&D, but some other systems). 2e is probably the one they have the most of, although 1e and 4e weren't too far behind. Oddly 3e seemed to have very little. As nothing beyond 1e really interests me (except 5e), and I have all of the 1e stuff I care to have, I wasn't holding out much hope of finding anything. 

To my surprise, I found a copy of Holmes D&D for sale, tucked into the rack with the White Dwarf back issues.

My copy of Holmes is rather pristine, so I have been considering buying a "reading copy." I couldn't find any price, so I took it up to the counter expecting to be ignored (based on the reviews I had read). Instead, I was waited on immediately, and even better, although the price was $24(way overpriced), they sold it to me for $10 (much more reasonable).



Next time I'm up in WNY and I've got some time, I'll head back to Two Kings Gaming to see what they might have gotten in.

Wednesday, July 9, 2014

Pop-Up Tabletop Gaming Zine Library : An Idea So Crazy, It Just Might Work

August 29, 2014, through September 1, 2014 is DragonCon - a huge convention that turns a handful of hotels in downtown Atlanta into a mini-city full of geeks and nerds of all kinds. 

This year marks the third time I will attend (I only moved here 4 or so years ago, so I don't feel too badly about that) and for the first time I will try to participate beyond being a consumer (literally buying crap or as a player in other peoples' games). As I've mentioned before, I am going to submit proposals to run a few sessions of b/x for the gaming track. 

But, the idea that came to me the other day, and one that means quite a bit more to me, is that I will setup and run a pop-up tabletop gaming zine library!


Not exactly!
 (image from: http://smallforbig.com/2011/08/diy-pop-upfold-flat-cardboard-playhouse.html)

What do I plan to do?

  • I will bring my tabletop gaming zine collection with me.
    • I may also bring a small pile of non-gaming zines with me, just for variety, as long as they are at least tangentially related to nerd-dom
    • It will be some kind of display - working out the details now.
  • I will setup here and there around DragonCon  (most likely I will be in the open gaming room, since there are oodles of open tables) between gaming events and panels that I am attending for people to browse, borrow, and read zines during their down time, with the request that they return zines before they walk off (or at least leave them on the table where I'm seated).
    • Anyone with a convention badge is free to use the pop-up zine library.
      • Borrowing is limited to 1 zine per person at a time.
      • Yes, there is a chance some of my zines will disappear. I'll take one for the team.
  • I will have basic materials for people to create their own 1-page, aka "pocket mod", print zines (paper, pencils, erasers, pens, Sharpies, scissors) and possibly offer brief lessons to anyone interested in simple binding for print zines or even making their own custom notebooks (3-hole and 5-hole stitched bindings).
    • These might be special "scheduled" time slots.
  • I will advertise the pop-up library, including my location and schedule with signage, as well as online via Twitter, Tumblr and Instagram
  • I will distribute bookmarks, flyers, samples, etc. for 6 Iron Spikes & a Small Hammer, and for anyone else who wants to provide me with material, via the pop-up library or by direct request at the con.
    • I will not leave promotional materials on tables around the con - it's against con rules.
  • Anyone local, or coming to town for the con, who might want to collaborate on this, let me know.

Hopefully, some people will at least stop by out of curiosity. If I manage to get one person interested in checking out zines generally, or tabletop gaming zines specifically, I'll consider it a success.

Friday, July 19, 2013

Somewhere in Western New York

This weekend, I've taken Young Lord Shadowmoss to visit his grandparents (my parents), his aunt and cousin. Among the toddler clothing, children's toys and such, I stashed my dice, my Ever Expanding Dungeon "tool kit", Bushido RPG,  sketchbook, a novel and my kindle. 

Sadly, I left behind my newest acquisition, More Wargaming Pioneers Ancient and World War Ii Battle and Skirmish Rules by Tony Bath, Lionel Tarr and Michael Korns Early Wargames Vol. 4.

At 2/3's through, all I can say is, is there anything published as part of John Curry's History of Wargaming Project that isn't a good read? I may never use the rules within but i love the anecdotes and play reports from an era gone by. 


Speaking of, I'm thinking I'm going to have to put a wargaming zine out sooner rather than later. Something that eschews the aesthetics of the glossies for the low art, photocopied look of the old newsletters, and with a broader coverage than Lone Warrior (which I do love to read and get tons of ideas from). I would love it if it was just people sharing their ideas, what they're up to gaming wise, etc. Like the forum in Lone Warrior but not just solo gamers. 

Isn't that what blogs do? Yes, but I happen to love the feel and look of dead tree periodicals. And, not everyone wants to write a blog but they could probably send an email with a few paragraphs about what they're gaming lately, or some idea they had, or a problem they've encountered.

More to come - right now it's just a brain storm.

I just finished reading Never Unprepared : The Complete Game Master's Guide to Session Prep A lot of GM's undoubtedly have their own systems and I imagine some of them are very good. Mine was not. So far, with the help of this book, I feel like my prep has taken a turn for the better.

I've only run 1 session using the ideas within (I ran session 5 of my New Year, New Game USR campaign, a post on that to follow soon), but I feel like i was well prepared without being overly so. True, my player's thought of plenty of ways to turn a lot of what I did into scrap paper, but even so, I felt I was better able to roll with the punches thanks to the suggestions within. 

There's a 16 page preview here

I'm working my way through the related campaign prep book now and it's got some great ideas too. 

Friday, July 12, 2013

FYI My New Blog Up

I decided to set up a new blog for my zine and zine related activities, as they don't all tie into gaming and such.

It's Bucket of Spiders. Which is also the name of my Etsy shop where I also sell the zine.

Posting will probably be far less frequent than I post here.

No need to follow it if it's not your thing - my gaming posts will still appear here.

And if you want to order the zine, clicking the link above on this blog for Six Iron Spikes & a Small Hammer will take you there.

Monday, July 1, 2013

July is International Zine Month

Although the official governing body escapes me, July is International Zine Month.

If you follow the link above, you'll see a suggested list of activities for creators and readers alike.

There really doesn't seem to as of yet be a centralized distributor handling a wide array of RPG zine titles (Microcosm , a zine/alternative press publisher, carries CRAWL! but, to my knowledge, so far that's the only one they're carrying. Noble Knight as of this writing has two issues of The Manor.) so you might think you're on your own for supporting the RPG zine scene.

Think again!

Rended Press keeps an updated list of RPG print zines which generally speaking, can be ordered directly from the person or people responsible for their creation.

Topping that list is one I just learned of:  AFS, which looks like quite a tome with its comb bound 56 pages. This one tops my list of zines to buy this month. At $7.50 (USA, incl postage) it isn't cheap, but look at it. LOOK AT IT! I can't resist it.

Erik Tenkar announced a submission call for The Unofficial OSR Zine in Mid-June, and while it may not be ready for a bit,  its an opportunity to get something published without producing your own zine.

Speaking of, just today, Tim Shorts of Gothridge Manor, Boric G of the Dwarven Stronghold, Ken Harrison of The Rusty Battle Axe, and Sean Robson of Tales from the Flaming Faggot have announced the formation of Pulp Mill Press with an open call for dedicated to swords & sorcery short stories in the classic style. If I understood that style, I'd try my hand at it, but alas, I don't think I really do.

Finally, If you're a zine creator or want to be, IZM coincides with The 24 Hour Zine Thing wherein you try to make a 24 page zine in 24 hours. I'm signed up. I have no idea what my zine will be about (you're not supposed to think about it before hand). Odds are against it being gaming related, but you never know what will happen.

The  first challenge is figuring how I can schedule 24 uninterrupted hours.

Friday, June 7, 2013

Hot Off the Presses

I've announced it pretty much on every social media platform I use, but not here yet - my apologies if you've had to see my many other postings about this. Last night, the first 5 copies of 6 Iron Spikes & a Small Hammer came together.

Here's the obligatory blurry cell phone pic:


I had planned to get them done at a copy shop, but that was a bust - the shop closest to my house turned out to be a woman with a photocopier selling Georgia state lottery tickets and cigars, among other things.

I ended up using my housemate's Laserjet copier/printer/scanner. The copier feature worked great, but I need to buy toner if I'm going to go this route since it's not my printer. I'll make 5 more tonight, so I have a nice even 10 to bring with me to the Atlanta Zine Fest tomorrow.

Once I'm ready to start mailing to people, I'll put up info on how to get a copy.

Making a zine has been on my list of "Things I Want to Do" for almost 20 years - it feels pretty awesome to have finally made it happen. Of course, now I'm hooked. I do plan to do put out a second issue, but I'm not sure when - probably in the fall sometime. Writing hasn't even begun yet. 

And, in the meantime, I've got some ideas for some non-gaming related one-shot zines.

Thursday, May 16, 2013

Playing a Module Solo : Faces Without Screams Session Summary

Since this is a module that's freely available, I'm going to do my best to withhold spoilers and refer to rooms/encounters by their number in the module. You can download it and follow along if you like.

That said, if you think your GM is going to run this for you, close your eyes!

[Lacking a suitably leveled character, I rolled on up. I decided the PC's level would be determined by the roll of 1d6: 1 = 5th lvl, 2-3 = 6th lvl, 4-5 = 7th lvl and on a 6, I'd roll another d6, if that one was 1-3 then 7th lvl, otherwise 8th lvl.

I rolled a 4, so I would be 7th level.


For stats, I rolled them in order with 4d6 and dropped the lowest. I figured since the PC had made it to 7th lvl, he was probably somewhat exceptional. Once again, I'm using Labyrinth Lord:


STR: 16, INT: 11, WIS: 10, DEX: 11, CON: 16, CHR: 14


HP: 46, AC 9. Coin, weapons, armor, etc. are irrelevant for this adventure. I rolled his name on a random table: Mirthby.


According to the intro, the PC starts with half HP. Already this isn't looking good!


I started with the same setup, no alteration.]


Mirthby carefully picked up the severed arm [Does the Face Cutter notice? Mythic. Unlikely - he's busy - 81. No] and slowly snuck up to attack the gruesome cutter. [Do I surprise him? Using Labyrinth Lord's / B/X's surprise resolution, I roll 1d6 and get a 4. No]

The body Mirthby was shackled to scraped across the floor, surprise was impossible. The cutter spun in his direction and snarled.

[Combat - handled by Labyrinth Lord. I always declare what I'm going to do by typing it out before i roll initiative each round. On the first round initiative, he won 6-5]

The cutter slashed with his blade and caught Mirthby on his forearm as he tried to block the incoming weapon. The battle ensued for several rounds and the maniac was bloodied badly. Mirthby shouted for him to surrender.

 [The Face Cutter was down to 6 HP, and I wanted to give him a chance to surrender and maybe shake him down for some info. I checked with Mythic GME, Does he surrender? Very Unlikely. I roll 37, No.] 

Defiantly, he spit the blood from his mouth and glared in Mirthby's direction.

[I won the initiative and knocked him down to 2 HP and offered him a chance to surrender, yet again. I decided at 2HP he might be more willing to consider the option and set it to 50/50. 67, No] 

Mirthby pounced on the villain, raining blows upon his skull until the hulking brute was a crumpled shell in a bloody pool on the floor. To add to the ignominy of his defeat, Mirthby claimed the creature's,(something so demented could not rightly be called "man" he thought), loin cloth, a chain from its waist, a key, his knife and a small rolled up tube of parchment, which as the Fates would have it, appeared to be a map of his prison.

[The map was not in the module for the PC to find. However, it is a device in order to facilitate solo play and, to my mind, it doesn't ruin the game any, as the map may not be accurate. ]

After freeing himself from the dead man shackled to him by hacking through the ankle of said dead man, Mirthby unlocked the cell door and ventured out into the dungeon beyond, grabbing the torch as he passed.

[At the first intersection, I asked Mythic, is the intersection as it appears on the map? I set the odds at 50/50. 30. Yes.

I had no intention of exploring, my goal was to find my way out - and one exit is indicated on the map, so I asked Mythic, does anything clue me into which direction to go? This seemed Unlikely, so the "No." result was not unexpected.

]

Mirthby passed by an intersection - it was just as the map described. He quickly moved to the next intersection, where again it matched the map. His heart began to race as he thought of his impending escape.

[At the next intersection, I again turned to Mythic GME - is the map correct?50/50.30. Yes

Any inkling that I should go one way or another?Unlikely. 70. No


The next intersection was not as indicated -50/50 and I rolled a 90, i.e. No.


I decided, for simplicity's sake, that meant it was just further ahead.]


At the first sign of a discrepancy between the map and the dungeon, Mirthby's heart stopped briefly. Thankfully, it seemed the  map was just slightly different. Perhaps it was based on someone's recollection and not one created by engineers.

As he turned to make his way to the exit, a foul creature covered in bones, like so many spines, roared out of the shadows.

[I ask Mythic if the encounter occurs as written - 50/50 seemed a little too indulgent, so I said the odds were Very Likely, and indeed it was.


Roll for surprise for #3 on the map - I roll a 2 and I’m surprised by Moultock


Moultock charges and attacks - 2, miss.


I decide to fall back and see if I have any luck at the other passages, but first I have to win the initiative.


Initiative: Me:4, Moultock:2. W00t! ]


Was that the tell-tall scrap of metal chain links on stone? A thought occurred to Mirthby, perhaps the creature probably, probably, could not give chase. A strong believer in the motto: "Those that run away live to fight another day" , Mirthbay took a tactical retreat until out of sight of the horrid thing.

[I backed to first intersection and headed north, on the map, to the area labeled 2.
I ask Mythic if it's the room as described and set the odds at 50/50, 57, No.

It seemed logical to me that whomever made the map, might have gotten the notes flipped around, and I asked, is it room 4 instead? I give this a 50/50 chance and got a Yes.


As I began to read the description, i thought "Screw that noise." I would never send a character into a room like that alone. ]


As he stepped into a large chamber, the flicker of the torch light caught the sickening visage of many bodies hanging from the ceiling. Nothing good comes from playing around corpses, and Mirthby opted to try the south passage.

[I ask Mythic if this room is in fact room 2 and set the oddds at Somwhat Likely  - because it might just be a flip flop. 62. Yes.]

As he approached a strange door, covered with eerie faces, they began to shriek and howl. "What IS this place, " thought Mirthby, as he backed carefully down the hall to try another passage, hoping nothing was coming after him now.

[ Uh, screw that room too! I did check to see if the Quasit would appear - I figured he'd cause me all sorts of trouble: 3. Nope.

Head back to what should be room 6 - is that as described? 82, no.

Is it room 5 instead? Somewhat likely, 34 Yes.


This room was a challenge - first I had to figure out what to do about the saving throw - apparently, S & W has one saving throw? 

I decided that a Save vs Spells would be appropriate, given the loss of Wisdom for failing.

I roll a 2. and lose 1 Wisdom. Not good.

I also decide to ask Mythic if the scene is set per the module : Is the paper and pen on the table?50/50, 27 yes ]


With little hope of getting out by way of the mapped exit, Mirthby decided he'd have to risk going into one of the other rooms. This one seemed as good as any - until it wasn't. With a sickening click, Mirthby knew all too well that he was locked in. He approached the small table and looked at the paper on the table - and then glanced around the room. With a shrug, he picked up the pen and wrote "Thank you?"

[The next problem is how to tackle the puzzle, which I'll only vaguely give away hear I hope: it involves asking questions to find out where an item is hidden - without the item, you can't exit the room. 

I decided to write my questions out and roll up the responses, first using Dungeon Words.]

Beneath his line of text appeared two words: “Mouth Ectoplasm”

Perplexed, he wrote "Can you let me out of here?" and received a longer message, although no more helpful:  Howling Spores Menhir Toll

[This was going nowhere fast, and I only had a limited number of questions. Because the puzzle replies are supposed to be helpful, I switched to Rory's various Cubes because I could interpret them in a light that wasn't completely hindering.

My plan was to build a case for Mirthby solving the puzzle. On Question 5 I received the following reply: Darkness locked Silent ]

His" hand scrawled quickly, "Is the key hidden in here?"

[I rolled a one word reply. I decided to go with a simple yes or no reply, but first, I had to find out if the reply was truthful or not. I asked Mythic and set the odds to 50/50. I rolled a 50 Yes.]

It appeared to Mirthby that he might actually manage to make it out of here. 

[I proceeded to ask questions to find out where it was located, which would allow it to be something other than as written in the module.

On question 9, I got a reply that affirmed a direction to look, but to make things fair, I put it in Mythic's hands to decide if I had done enough to merit trying to find it. I set it to Likely, because it took 9 questions and I had a reasonable idea of the location and succeeded.

Figuring the exchange took a full turn, I had to make a save vs. Spells. And failed. Again!

I then  decided to roll a 1d4 to see how many turns it would take to find the item. I rolled a 4 which meant Save vs Spells 4x. And I failed all 4 times. Well at least he was getting out the room. Although with a WIS of 4. ]

Although Mirthby was sure he knew exactly where to look, it took the better part of an hour for him to find it. 

[As a result of finding the key, the PC is granted a boon. I decided to use it to try to force my way past that creepy Moultok, so I can make for the exit. 

Tim helpfully noted in the GM's intro that if the player wants to try something, have them roll a d6, and if they get a 4, it succeeds. I got a 3.]

For the second time, Mirthby tried to head north to the exit, the creature was still there, as he expected.  The plan Mirthby had formulated went south. The creature was not amused.

[Roll initiative: I get a 6 , he gets a 2 and i retreat and wait until the beast retreats and then run past to the door at the end (which will now be room 6)

I save vs poison / death for door, 11, save!

and find myself suddenly in Room 7]

Mirthby picks himself up from the floor. He hears her talking. He doesn't care what she is saying - he swings his chain menacingly.

[Initiative. i roll 1, she rolls 2.

Here is the exact transcript of the battle:

She casts hold person.

I roll save:12 i need a 12. WOOT!

Strike her with chain: she has an ac 4, i need: 10 and roll 2

Round 2 initiative: i get a 6, she gets a 1

i roll 12, hit. for 3, she’s down to 27

she can’t cast a spell this round now and instead moves back to gain some distance.

Round 3 Initiative: I get a 3, she gets 4

Magic missile: for 12 points

I attack and miss

Round 4 Initiative:  i get a 5, she gets 2

I hit with a 20, for 2+2, she’s down to 23

I roll on my critical hit chart and she can’t move or take an action and +2 to hit her next round

Round 5 Initiative: i get a 5, she gets a 6 and can‘t move or take an action

I roll a 6, that’s 8, + 2 to her defense and i hit. for 3, she’s down to 20

Round 6 Initiative : i get a 5, she gets a 4 ]

Battered and struggling to stand, Mirthby can see she is barely phased by his efforts. With every ounce of strength he can muster, he lashes at her with the chain, stolen from a dead man what seems to be ages ago.

[I miss]

The chain crashes into the floor - an earth shaking blow perhaps, but wasted. 

She is not phased. With a whisper and a raise of her hand she finishes the incantation she had begun. Bolts of harnessed Mana blast from her hands and unerringly find their mark.

It is the last thing Mirthby will ever see on this plane. 

[She casts magic missle 2nd time:for 11 points and I’m dead ]

Monday, May 13, 2013

The Mini Manor: Faces Without Screams : Review for Solo Gamers

Tim Shorts, of Gothridge Manor, very kindly sent me a printed copy of The Mini Manor, a mini-zine/adventure he created for Swords & Wizardry Appreciation Day. The module is entitled Faces Without Screams, which, as you might guess, is full of awesomely demented and disturbed encounters (i.e. not for the faint of heart).

The adventure runs for nine 1/4 size pages, plus you also get a new race, spell and five new magic items. The map is inside the cardstock cover.

Although it was written for Swords & Wizardry, I'm not terribly familiar with that system. I do, however, know Labyrinth Lord well, and so I opted to use those rules instead. Other than some questions about Saving Throws that occurred, the conversion took no effort other than saying "I'm using Labyrinth Lord." I suspect the same is true of other similar systems. Tim even includes both ascending and descending AC, which saves time during an encounter.

In his intro to the adventure, Tim notes that a character should be at least 5th level to have a chance of surviving. He's not kidding either - you start with half of your HP, no armor and no weapons. A low level PC will have the life span of a house-fly if you cut their HP in half! As I have no characters in my Ever Expanding Dungeon that are higher than 3rd level, I opted to just roll one up for the purpose of playing - no way was I going to wait!

Normally, the problem with playing modules is that depending on the layout, it can be difficult to avoid accidentally learning something as a player that, in a GM run game, I would not otherwise know. Although as a dedicated solo player, I'm used to finding ways around this, the less I have to do on this front, the faster I can get into the experience of playing.

Tim has not yet set out to present a module for solitaire play, however, his previous adventures in The Manor, particularly "The Salt Pit", in The Manor #1, have been unintentionally solitaire-friendly. In "The Salt Pit", the PCs had some in-game foreknowledge of the layout of the salt pit, thanks to the NPC, plus Tim highlighted the GM portion, so it was easy to avoid reading it until necessary. In "Faces Without Screams", he takes a different approach.

"Faces Without Screams" is written in the second person, thus giving it the feel of a paragraph solitaire, like those for Tunnels & Trolls. Even better, from a solo perspective, there is little GM information that would impact a player's choices in an encounter. 

The major exception to this is room 5,which is a role-play heavy room and a trick/trap that requires a player to figure out the solution. As written, it is difficult to work out a method of solo-play. I finally decided to use Rory's Story Cubes to supply the responses of 1d4 words. I built a case for my PC discovering the correct answer, but then, to make it official, I asked Mythic GME if I had done enough, and was fortunate with my dice roll. Although i still was reduced to a Wisdom of 4 before I made it out of the room - a Pyrrhic success if ever there was one.

Maps are always a problem with modules, and in this one, the PC has no foreknowledge of the layout. but the player has the map staring at them. What to do?

I turned to a suggestion I learned on SoloNexus and treated the map as an in-game object that my PC acquired in the first encounter, with the possibility it wasn't accurate. Adding it to the first encounter fits pretty well without any deus ex machina feel, and it really doesn't impact the set up in any way - you're still up a creek without a paddle.

At intersections and when I came upon a door/room, I asked Mythic GME whether or not it was as shown on the map. If not, I could switch in one of the other rooms (determined by a die roll), move a corridor a few squares further ahead, etc.

The result of Tim's twisted imaginings and the solitaire mechanisms was a tense and surprising game in which, beat up and with significantly less Wisdom,  I made it to the "big boss" encounter and . . .  I'll save that for a full session write-up next post! I'll also show in more detail how I handled room 5.

In the meantime, go and download Faces Without Screams for free from RPGNow, get your dice, roll up a character and play it! 

Wednesday, March 20, 2013

On Editing

As mentioned previously, I've been working on a zine. The writing is done and I'm wrestling with edits.

Every time I think "there, that's what I want",  I find something that was clear to me but that I don't explain and thus it might not be clear to a reader (I do that here often enough that I'm not surprised this is the case).

More commonly, I find words that aren't exactly what I want, or sentences I think can be said "better." By better, I mean, more efficiently and grammatically correct, per Strunk & White's The Elements of Style. Often, as this blog bears witness, I don't concern myself with such things but this is going to be in print and I can't go back and fix it easily later.

At some point soon, I'll just call it. You can edit forever, but it's a case of diminishing returns. 

Longer ago than I care to remember, as a teaching assistant in my first grad school attempt, I taught remedial English composition. The goal was to bring students with a less than stellar writing background in high school up to the standards of the university. 

I loved teaching that class. Unfortunately, for my students, I was heartless when it came to their papers - I would send them back for countless revisions before I'd pass it as acceptable. At one point, my mentor in the teaching assistant program said to me while holding a stack of the papers I had covered in questions to guide the student to a better paper, "These are good enough." And I learned an important lesson, one that I have since heard phrased as "The best is the enemy of the good."

OK, maybe I learned it intellectually, since I have to reach a point of frustration when painting miniatures before I'll say, "it's good enough." But, at least, in writing, I can let go a little sooner.

And, I'm rapidly approaching that point with this issue of my zine.

In any case, for your visual "pleasure", a mock up of the first issue of 6 Iron Spikes & a Small Hammer I did last week:


I'll release it into the wild sometime in the next two or so weeks.

Monday, March 4, 2013

One of Those Updates Where I Lump Stuff Together

In addition to contemplating the death rates in The Ever Expanding Dungeon, I've been working on a couple of other projects, one of which I've mentioned before, and one I haven't (at least not on here).

The first is the Great Northern War project. The Kievski battalion is coming along, albeit slowly.

I haven't been happy with the last few painting session results.

Part of it is my brush - I switched brushes between the last batch and the start of the Kievski unit. The feel is dramatically different than the Army Painter brushes I had been using (which I was trying out to see if they were any better than my usual brush choices).

The bummer is that I have used this brush (well, not this specific brush, but this brand, model and size) before, for my USMC and Japanese infantry last year, so I like them, but it's taking more time than I thought to get used to them again.

The frustration is hindering my enjoyment and I'm tempted to order another set of the Army Painter brushes (they fell apart after the 4th regiment was finished).

The second project is taking a lot of my spare time, and hence the (relative) silence here.

When I was contemplating what I wanted to do in 2013, generally speaking, not hobby focused, I realized that I really wanted to make a dead-tree zine.

This has been something I have wanted to do since I first encountered zines in the mid-90s with titles like Dumpster Diver, Dishwasher and the very well known, incredibly long-running Cometbus.

A feeble attempt was made in 1996, which I had dubbed Bored, but it never saw the light of day because I was bored and the content reflected that, i.e. not very interesting reading for others.

I continued to collect zines and even incorporated them into projects when I was in grad school for my MSLS. The idea of publishing one never died, but I could never figure out just what the focus would be.

Until I stumbled upon the RPG zine renaissance last year and became totally inspired.

So yes, I'll be putting yet another game-related zine out there, hopefully by the end of May.

It will likely have a "punk rock" or "lo-fi" asthetic, cut and paste with scissors and glue, hand bound with dental floss and illustrated crudely, as that's what I like and feel expresses what i want to express, but hopefully the content will appeal to people even if they don't like the way it looks.

As I plan to give it away for free (at least a limited number of copies),  I'm not worried about the effect on sales.

Oh, and Saturday night, I finished painting up the MDF for my new wargaming setup. They might need a second coat, but frankly, I'm too anxious to push some plastic or lead across them to do that!

Thursday, February 14, 2013

The Manor #3 and a Solo Gamer's Thoughts

It's been some time since The Manor #2 arrived in my mailbox and I had grown quite antsy waiting for issue # 3.
The Manor #3, cover by The Happy Whisk

Zines, of course, aren't generally produced with any regularity or schedule - it's the rare one that ever sees a 2nd issue - I'm speaking here of the broader "zine scene" and not specifically the recent abundance (OK, that's maybe a stretch of the term) RPG related zines, which seem to at least hit issue 2 before they evaporate.

So, when Tim Shorts announced issue 3 was, in fact, ready, I immediately placed my order for a physical copy.

For those of you who prefer them, a PDF is also available on DriveThruRPG . The print option includes a coupon code for a free download.



But, please, spend the extra $1.00 and get the hard copy.

It's only my opinion, but as I see it, the physical nature of a zine is as important aesthetically as the content. I do not feel that way about most books or serials.

In any case, I think I placed the order Friday and I got the download code a short time after.  I didn't have any time to pick up the PDF before Tuesday, which is when the print copy arrived. On top of that, although I was able to give it a quick skim, I spent the bulk of my Tuesday evening helping Lady Shadowmoss make invitations for the bridal shower she is throwing for her friend.

As an aside, may I never have to see pink card stock again.

Last night, I had significantly more time to spend with The Manor #3. After a good read-through, I set about playing the included adventure. But, I'm getting ahead of myself.

For your money, you get: an adventure for low-level characters, a fun NPC, two silly jokes that actually made me laugh out loud, a poem about black dragons and a new class for Blood & Treasure (although you can easily mod it for your preferred system).

For the most part, I'm going to talk about the adventure, but I do want to address something about the poem.

According to Tim's introduction, including poetry in his zine is controversial, but he made the decision to print it anyway (if you missed the umber hulk poem in issue 1, go get it). Zines are labors of love and since it's his zine, I think this was absolutely the right decision.

Besides, without it, there wouldn't be a reason to include the bad-ass dragon illustration.

I'll step off my soap-box now. (Admittedly it wasn't much of a rant, but I needed a segue.)

The majority of the issue is dedicated to an adventure entitled, "Mine of Rot & Disease."  It's stat-ed out for Swords & Wizardry, but I have been itching to give Searchers of the Unknown a try and opted to go that route.

And, of course, I ran it solo.

From a solo perspective, I would have liked to have had either the player facing info or the GM info highlighted in grey, as Tim did with issue #1's short adventure, "The Salt Pit" (see my review). However, the entries are consistently organized with player information first, immediately  followed by GM info. While it's not ideal, it's easy enough to work with.

Given the layout, I first thought I'd run the game as a GM and use Mythic for the players, but part-way through, I opted to use the general method of the SoloNexus 9Qs of "Be the Players" , "Be the GM" and alternate. To prevent the experience from becoming a writing exercise, and to keep it game-y, I used Mythic for decisions on both sides, with PC characteristics to aid in decision making for the PCs.

I'm not sure how it happened, but by the end, I was playing the PCs and Mythic was controlling the GM side of things. Apparently, that's my natural inclination.

The party may have been better off with Mythic!

They didn't get past the 2nd cavern in the mine before they had to abandon the mission and get a severely injured comrade back to the village. That was after facing 4 skeletons and 5 zombies. The former they overcame easily, but they fled from the latter, using burning oil to aid in their escape. On the way back they encountered and dispatched a lone zombie - a random encounter.

Tim notes the adventure is for total of 6-8 levels. I had 4 characters, three were 2nd level and one was 1st, for 7 levels total, and basically, they got nowhere. I suppose they could have left their fallen comrade and pressed onward, but their personalities, Mythic, and I all thought otherwise.

So, at first blush, at least, this adventure is a tough challenge for a small party, even if they meet the suggested level rating - better suited might be a larger party of primarily 1st level characters. As my PCs in my own solo game tend to die with clockwork regularity, this is quite acceptable and part of the fun - but I couldn't run this for Lady Shadowmoss, with her new school sensibilities.

Tim does suggest a cleric would be helpful, and with plenty of undead, it's probably a good idea for the party to have or hire one. SotU does not have clerics as a class in the original version - they tend to temples, they don't go off exploring - so, my party did not.

Looking ahead (since I am the GM too, after all, even if Mythic ultimately controls the NPCs), I see that there are two fairly significant foes to face. Here, the higher level characters will be at an advantage, provided they have the HP. I'll be surprised if my small party of mostly 2nd level PCs survives to the end, considering only 1 has double-digit HP.

They'll make a trip back in regardless, as Tim promises states there's a related adventure to follow.

My only complaint about the "Mine of Rot & Disease", is that on page 5, the first sentence of the section labeled "The People of Aberton" reads, "The following villagers are most capable," but, there are none listed!

The NPCs are, in fact, present in the PDF file.

Although I recalled reading that the PDF had extra pages for NPCs, I hadn't realized they were for the adventure. A simple note to see the PDF would help avoid any confusion.

You can't go wrong spending $3.50 on The Manor #3. Even if are a joyless curmudgeon that can't see the fun in dropping Pog Nog the goblin into your game or you think a haiku ode to the black dragon is nonsense, there's an adventure w/ map, new magic items, and ideas and inspiration galore throughout.

Tuesday, July 17, 2012

Too Much Text, Not Enough Eye Candy

After all of those text-only G.A.S.L.I.G.H.T. posts, I wanted to put up some photos of some recent-ish arrivals and even better, some figs I finally got around to painting:

Zine-y Goodness
T&T: Dynamite!

Sacre bleu! After 5 years of waiting, could it be?

Oui! Les Zouaves! (from Minifigs USA)


Thursday, June 21, 2012

The Manor #1: A Review for Solo Gamers

I love zines - hand produced diy labors of love in print (I'm sorry,while I enjoy e-format only publications, where I'm from, zines are made with dead trees). In grad school, I even incorporated them into my final project for my advanced cataloging course. So, when I stumbled upon blogs talking about The Manor, produced by Tim Shorts of Gothridge Manor, I hustled over and ordered a copy.



Some Recent Arrivals
Plenty of others have written up reviews (and mentioned the Umber Hulk poem), so you won't get that here. What I want to do is look at it from the perspective of a solo RPGer.

First off, there's nothing here that's really system specific, although it does lean towards "old school" fantasy. With little effort, you should be able to adapt the stats, when given, to whatever game you use - be it Labyrinth Lord, D&D B/X, USR, Risus, whatever. Ditto for his use of the silver standard.

The included micro adventure, "The Salt Pit", is essentially a dungeon crawl, um, in a salt pit for low level characters. As a discussion on SoloNexus brought up, there are a variety of ways to play a "module" solo.

I chose to play the role of GM, letting Mythic act as a player emulator, thus avoiding the problems having meta-game knowledge might cause. Mythic threw me a curve ball right away when the party (a 1st level Magic User and a 1st level Fighter) came up with a completely unexpected way to meet the objective. It didn't matter in the end. The adventure ended in a TPK - one of those deaths caused by falling damage.

It was a good time and took maybe 2 hours including rolling up my characters in B/X- and the characters missed most of the things they could explore (due to the aforementioned falling). Played this way it was an enjoyable evening's entertainment. In fact, I'm planning to send in another party since the problem still persists.

However, Mr. Shorts has done us solo gamers a favor, perhaps unintentionally.

He has shaded parts of the descriptions - the GM's portion - for each area. Also worked into the adventure, players will have foreknowledge of the general layout of the salt pit. As such, the map doesn't provide as much meta-game knowledge as it could. You could play this as a straight up solitaire crawl - without Mythic or similar - just by avoiding reading the grey sections until you do something that you think merits it.

Of course, it might not be as smooth as randomly generating the contents/encounters, but you can just add a test whether or not the GM's notes are accurate (an idea I've stolen borrowed from J.F. at SoloNexus and the above mentioned post) by using a d6:

1 Yes and ...

2-3 Yes but...

4-5 No but...

6 No and...

Fill in the blanks however you'd like and roll.

As would be expected, the random treasure table for this adventure is usable as is for solitaire play - within this adventure and others (although it is somewhat "specialized" shall we say?)

"20 Random Forest Encounters" could easily be modified for use in a solo hex crawl. Each encounter is sketched out and once again, GM info is in grey, making it easy to avoid reading too much before deciding on your actions. Here, too, I'd make use of the test for accuracy of the GM's info  if you're playing the role of PC and not GM.

Finally, I'll mention the three adventure hooks for the included NPC.

Any one of these hooks can be played as a solo adventure, but the first, "Bugbear Boots" seems to me to lend itself to this the best. "Bugbear Boots" contains little information that the player character couldn't know in advance. Using Mythic, Rory's Story Cubes or whatever you like, there's potential here for a short adventure for a low level party.


The other two will require more modification, as some of the information your character shouldn't have -although a Mythic interrupt or altered scene could make their info moot anyway.
****
Recommendation:
If you have $3.50, I think this is absolutely worth picking up if you play solo. At the very least, you'll be supporting a creative effort that benefits the hobby. Even better, you  get at least two solitaire gaming sessions out of the material included.

For those who prefer e-publications, it's available now as a PDF as well for $2.50.