Monday, June 13, 2011

Not-Roundup #5

Super belated edition, as we didn't really play anything much-- I mean, barely even Spiral Knights-- between my last post and last Thursday. Well, I've played some random hidden object games, which I have to confess a weakness for. Also, I have been thinking about game economies, and the kinds of games like Pony Island and Neopets which are, well.. pure economy games. The genre is fascinating, as it's amazing how much trading pixels becomes the entire mode of play-- and how hugely popular those things are.

Next in Pwnies-- Air Ponies.

First, Section 2 of Dungeon.

Thursday, June 9, 2011

Pwny Island, 4e Act 2: Earth Ponies

Now that I've posted the base stats and some design ideas for the pritty ponies, time to fill out the roster with powers and abilities. Each of the breeds belongs to an elemental type, because, well, of course they do. Today, we shall focus on the Earth-based ponies:

Earth Ponies: +2 STR, +2 to any one other stat.
Unicorns: +2 INT or CON, +2 WIS
Kirin Ponies: +2 INT or DEX, +2 CON
Purr Ponies: +2 DEX, +2 STR or CHA
Reindeer Ponies: +2 DEX or CHA, +2CON or STR

Friday, June 3, 2011

Session Roundup #14 :(

Okay, so I... I won't say lied, exactly, but was mistaken about my ability to catch up on Roundup posts in the intervening week. Anyway, here's what we've been up to, gamewise:

Magic The Gathering: New Phyrexia Expansion: So far, all right. Spendy in terms of mana costs, not so bad as Zendikar, and having the kinda neat thing where you can spend life instead of mana at a rate of 2:1 for some cards. Need to play a few more drafts to see what I really think, but there's some fantastically gross cards therein.

Mage: The Awakening: Last night's session was short, but really fun. First of all, went to Volchik's (my character) uncle's house to do research on an abyssal artifact received last session, and to research the Prince of a Hundred Thousand Leaves, who is apparently some sort of literary Lost Carcosa-- pieces of his book intrude on other works, and if they're all assembled, the abyssal reality which _is_ the Prince will replace our own. Horrible, sure.

But also wicked awesome.

Anyway, after that was a meeting with some banishers to convince them that they needed to help us with the abyssal, cannibal, cultists of the Prince, instead of, you know, killing us for being mages. We convinced the guys we were sitting with-- who could do absolutely nothing about the other banishers lying in ambush for us, and for whom they'd baited this trap. So Tommy (who I still think of as Tod Lowry, and is played by Stands-in-Fire), turned some of the decorative plants into a swarm of locusts, while Sequela (Four Color) controlled the shadows in the room to help us escape, and I went Incognito. Also, I decided to mind control a handful of the locusts, which was really useful when we got to the back door and there were dudes hanging out to jump us.

"Feast, My Hungry Children!" indeed.

I have to say, I like collaborative research in Mage-- first, all the assistants roll, and their successes are added to the final dice pool of the main researcher. This is some value more engaging than researching in a library in our AE game, which was pretty much, "you ask a librarian, who asks another librarian..." and so on. But I'll get to AE in a moment.

Best moment of the game? Our Obrimos, Suryia (System Sans Setting) agreeing to hand over a couple of Mages from the council to the Banishers in exchange for leaving us be. Since we had to cripple a couple of their dudes, don't know how well this will stand up, but we'll see. Because THERE'S NO WAY THIS WILL COME TO HAUNT US, RITE?

Also, Sequela and Volchik managed to find a couple of Rotes in Volchik's uncle's library. So that's awesome.

Arcana Evolved: On Sunday, while in Hotlanta, we managed to get in some AE, which was a pretty good time-- it was a shorter session for that game, which, in typical 3e fashion, meant all of one combat encounter. To be fair, this game is also frequently bogged down by IRL stuff and child wrangling, and was also the day after the 2nd World Event of Dust to Dust, so this Kainenchen was in a whole world of pain. That all said, my habitually whiny character had very little to complain about, as we mostly moseyed through the ruins of this city towards the bizarre interdimensional library by taking advantage of the extremely low going rates on native guides-- as in, 1 gold apiece. This was cool, as otherwise, it probably would have been three or four more sessions before we even made the library. As it was, we only wound up in a fight at the door, where some mooks called their Rune Reaver boss to come and bash us. Fortunately, we made it into the library first, where we met the (miraculously) still living last guy who seriously schooled it. At which point, we decided to cool our heels for a while, and do some research, while we made plans to give it a final beat down and restore some Imperial Order to the city. Banditry = Got to Go, and such.

Who can hate that? Not this Rabbit.

Dust to Dust World Event II: Return of the World Event: This world event was a thousand times smoother than the first one, which doesn't mean that it went perfectly by any means. Getting things that are basic setting information across to players is a huge challenge, and one we certainly don't have a good answer for yet. I suppose it's mostly a good thing that we're, you know, not a con/salon larp, and so not actually coming up with a bunch of pre-gens all the time. That said, everyone seemed to have a really wonderful time, so yay to that! We got to test a couple of different totems, and more higher level ritualism, which is _really_ dependent on the efficiency of the rituals in play. Not that any player could know that off the bat.

But, well, it is to find out!

Thursday, May 19, 2011

Session Roundup #13, part a

A week late, but I wanted to go ahead and get through this, as there is Mage and DtD Website Updates tonight, so the chance of my getting a Roundup done this evening after the game is exceptionally slim. So this will be a two-part Roundup, to make up for last week's total lack.

Last week, there was Eclipse the between-meal-minigame, and then Eclipse the actual LARP. Shieldhaven has a breakdown of the first here, where he talks about the pros and cons of this way of running between game events.

I've been chewing over the subject since the thing started steamrolling. The playerbase saw a report of some serious evil dudes attacking the Fringer planet of Taranis, and I'll admit to being one of the players who went, "Hey, I have a whole military division just cooling its heels! Can I do something!?"

And I was super jazzed when Plot said, "sure! Do it!"

This was a hugely experimental and neat thing to do on the part of plot, and will probably go much more smoothly next time (I'm certain that there will be a next time), but permit me to break down some of the sticking points along the way, and how they went.

Thursday, May 5, 2011

Session Roundup #12

A very quick check in, as I am near to passing out. We played a session of Mage: The Awakening, No Justice Like Mob Justice tonight, as run by the Wonderous Clever Shieldhaven, you know, like you do.

Learning Rotes is going to be a really good thing for us. We're all still operating on 100% improvised spells, and doing pretty well, though the bar for success is high. I blew through really _all_ of my willpower, adding dice to various things I wished to do. Mostly pulling info out of people's conscious thoughts, and a tiny bit of psychic assault. By the way, heavy Stamina was completely the way to go, because I keep spells running all the damn time.

This time, we were investigating the disappearance of an acquaintance of Ikarafox's character, Saint. Well, we could have been chasing down Banishers, but changed it up at the last minute. There was... too much to explain, but it involved a running joke about chickens, shark-ghosts (though not really), and an Abyssal cultist cannibal (really). It ended... maybe well? Well right then. We'll see if Four-Color's character, Sequela, and I wind up arrested for murder or not. We'd just better hope that the security cameras caught the part where the janitor with the crazy teeth jumped on Stands-In-Fire, then tried to eat my character's face after he'd hit her with just a little bit of psychic bashing damage...

Ah well.

Seriously though, good times.

Also, I ought to have commentary on the Portal 2 co-op, now that we've finished it, but that'll wait for a more awake time.

Sunday, May 1, 2011

Pwny Island, 4e-- act 1.

So, I didn't mention this in my last Roundup, but I've been playing Pony Island quite a bit also, as an Attention Eater for my normal workday. And there was a forum thread about a player who wanted to run a one-shot D&D game, 3.5e, using the pony breeds as the races. Which made me want to do the same for 4e, since it seems to me that reskinning races is a lot easier in 4e, ultimately. There are some serious complications here as far as playability, which I'll lay out in the initial.

Here's the complete list of pony breeds and their PI stats. PI was kind enough to supply base Strength, Intelligence, Agility, and Charisma scores for all of their breeds; which track pretty well to potential D&D bonuses-- except that WIS and CON are out in the cold. I'm going to attempt to convert the stats given for each race into reasonable bonuses based on a) the PI base stats as much as possible, and b) expected 4e classes. All ponies will be medium sized creatures, and there are some races, that while I list them here for completeness, I'm likely to leave out of the final conversion (ie, all of the aquatic breeds). Anyway, if you would like to read the descriptions that I'm going to be working with, you can look here

Earth Pony (your basic, no-frills pony): [IN: 7 | ST: 10 | AG: 6 | CH: 7]
Flutter Pony (flier): [IN: 5 | ST: 5 | AG: 12 | CH: 8]
Pegasus Pony (flier): [IN: 7 | ST: 8 | AG: 5 | CH: 10]
Unicorn: [IN: 11 | ST: 5 | AG: 5 | CH: 9]
Fairy Pony (flier): [IN: 6 | ST: 3 | AG: 9 | CH: 12]
Dragon Pony: [IN: 12 | ST: 12 | AG: 8 | CH: 2]
Winged Unicorn (flier): [IN: 11 | ST: 8 | AG: 5 | CH: 10]
Wishing Pony (flier): [IN: 12 | ST: 5 | AG: 8 | CH: 15]
Valkyrie: [IN: 13 | ST: 6 | AG: 13 | CH: 2]
PhoenixPony: [IN: 8 | ST: 4 | AG: 12 | CH: 10]
Kirin: [IN: 14 | ST: 6 | AG: 6 | CH: 12]
Purr Pony: [IN: 9 | ST: 9 | AG: 14 | CH: 8]
Reindeer Pony: [IN: 9 | ST: 5 | AG: 13 | CH: 13]
Mountain Pony (flier): [IN: 6 | ST: 13 | AG: 13 | CH: 8]

Aquatic ponies, either left out or for another type of campaign:

SeaPony: [IN: 6 | ST: 6 | AG: 10 | CH: 8]
ShellPony: [IN: 8 | ST: 12 | AG: 4 | CH: 6]
MerPony: [IN: 8 | ST: 4 | AG: 11 | CH: 10]
MerDragon (flier) : [IN: 10 | ST: 10 | AG: 10 | CH: 10]

Right out of the gate, we've got an issue with with fliers, because the ability to fly is Just Plain Better. Although this is a subject of considerable obnoxious debate, Fly speeds are the shit, as are potentially avoiding attacks of opportunity by flying over someone's head. Also, the chance of making the game just unplayable for non-flying PC characters, because they can't follow their flier friends, is a worry. There are certain types of campaigns that you can have with a party of fliers that you have a harder time with, using non-fliers. Earth Ponies are pretty much the humans of the world, and making them competitive will be something of a trick.

Secondly, there's how nothing in D&D is really designed for quadrupeds. I am getting around that by assuming that a Pony Game would be ponies only, and so all armor/items/etc exist in a pony-friendly version. This will be harder to justify for weapons like swords, axes, bows & crossbows, et al, unless they are mounted on the armor somehow. Ponies have the advantage of having things like hooves, teeth, and (in some cases) horns, which can be easily weaponized. Anyway, I'll deal with Pony Itemization in a later post.

I'll be using some of the ideas and versions of the powers shown for the Gritaur, here. Specifically, I am thinking I will grant flying races the following power (modified from Sabelkatten's Gritaur racial of the same name):


Take Wing Flying Pony Racial Power
With a powerful thrust of your wings you launch into the air to find a better spot from which to engage your enemies.
Encounter
Move Action Personal
Effect: Until the end of your turn you may fly your speed +2. If you don't end your turn on solid ground, you glide to the ground without taking falling damage.


Thursday, April 28, 2011

Not-Roundup #4 -- Also, Changeling-Stylez.

So, haven't played much of anything for the past couple of weeks apart from Spiral Knights and Portal 2. I have a couple of larger projects in the works for this blog, both of which I've mentioned here and there, so we'll see if any of those actually get done.

In the meantime, I will post instead: The Kingdoms and basic synopsis for the Theoretical Changeling: The Lost game I've been considering and considering:

Players are all Changeling-types who live in a place of a Thousand-Thousand Kingdoms, all embodying some sort of idea. Seven of the Kingdoms are available to players, as they tend to be clustered in groups of seven neighbors, even though they don't all get along. For purposes of meshing with Changeling, the Kingdoms are all located in what is more-or-less the Hedge, with Arcadia, or Avalon, as an adjunct realm, and The Kingdom Right Proper, or the mortal world, on the other side. Belonging to a Kingdom will be more-or-less analogous to belonging to a Court in the Changeling rules.

More or less Below the Kingdoms are the Shadowcities, which are reflections of things in the Many Kingdoms, and in the Kingdoms right Proper, though among its many other differences, Arcadia casts no shadow.

The Adjacent Kingdoms:

The Kingdom of Thieves -- inhabited by sneak-thieves, traps rogues, confidence men, gamblers, ragpickers, safe-crackers, card sharps, Marks who've been conned into living there, and assassins. They are exactly what you expect, for the most part, and when talking to Marks they call their Kingdom Innisfreigh. They are best aligned with the Kingdoms of Masks and Manikins, are neutral with the Kingdoms of Mendicants and Wrights, and don't get on at all with the Kingdoms of Knightly Vows and Locks and Eyes.

The Kingdom of Masks -- Also known as the kingdom of Artifice, the Masks are liars, actors, dramatists, dancers, puppeteers, stage-duellists, quick-change comedians, tightrope walkers and acrobats. They are best at seeing things that are hidden, and understand lies better than truths. They get on fairly well with the Kingdom of Thieves and the Kingdom of Mendicants, they do frequent business with the Kingdoms of Manikins, somewhat less with that of the Anvils, and are violently opposed to the Kingdom of Knightly Vows and to a slightly lesser degree, the Kingdom of Locks and Eyes.

The Kingdom of Knightly Vows-- also known as the Kingdom of True-Spoken words. The Knights are Chivalric lords, paladins, champions, honest courtiers, statesmen, judges, keepers of records, poets, and idealists. They represent the perfect ideal of a Kingdom of Paragons, and deal fairly with those about them. They mislike deceit, save in service to an oath. As one might imagine, this puts them at odds with the Masks and the Thieves, and aligns them just fine with the Watchmen and the Mendicants. They have a great deal more use for the craftsmen in service to the Anvil than the makers of Manikins, but don't seriously object to either.

The Kingdom of the Anvil-- Also known as the Wrights, these are largely craftsmen, smiths in metals and workers in wood and stone. They build things for use-- they are carpenters and tinsmiths and blacksmiths and architects, makers of tools and builders of castles, miners and lumberjacks, sculptors and shapers of clay. They are very workmanlike and dream on grand scales. They are kin with the Kingdom of Manikins, though they consider them less useful than they. They have no real alliances or enemies, though they frequently receive custom from the Watchmen, the Knights, and the Thieves. Though in the case of the latter, they always check their purses after. They have little use for the Mendicants.

The Kingdom of Manikins-- Inhabited by makers of little crafts and clockworks, they shape things into man-shapes. They are scientists and theoreticians, inventors of gadgets, locksmiths, clothiers, dollmakers and toymakers, builders of simulacra, alchemists, witches, scroungers and carvers in wood and stone, they make idols and fetishes of straw, feather, and clay, the latter medium they share with their siblings of the Anvil. Like the Anvils, they have no real alliances or enemies, though they have a particular friendship with the Ragpickers of the Thieves. They welcome the patronage of the Kingdom of Masks and betimes the Mendicants, welcome the protection of the Watchmen, and are generally ignored by the Knights.

The Kingdom of Locks and Eyes-- Those who dwell here are called the Watchmen, and they are the vigilant protectors of the Kingdoms at large. They are spies and police officers, private investigators, clerks, builders of traps, marching soldiers and honest guardsmen, vigilantes, seekers of security, builders of walls, commanders of fortresses, and other seekers of justice. They are very good at ferreting out wrongdoing and, as one might imagine, are fundamentally opposed to the Kingdom of Thieves. Their best allies are the Knights, and they tend to offer their services to the Mendicants, the Kingdom of Manikins, and the Wrights, though in the latter case it is largely in trade. They don't really get the Masks, and as such, do not trust them at all.

The Kingdom of Mendicants-- Also known as the Kingdom of Seven Tongues, it is a Kingdom of superstition, myth, and many, many temples. Here might be found supplicants, pilgrims, lay brothers and sisters of a number of Orders from every Kingdom, oracles, tellers of fortunes, mystics, readers of cards, casters of runes, bishops and cardinals, acetic monks, vestal virgins, sacred prostitutes, storytellers, lore-keepers, dervishes, Ecstatics, revivalists, and other worshippers of one god, faith, tradition, superstition, word, or another. They are also the keepers of what little Lore which belongs to the Kingdoms alone, the Rules of Other Worlds, of which there are Seven. Every Kingdom has something to serve here, and something that makes them a bit uncomfortable. They frequently operate on gifts and offerings, which is pretty much all right with everyone but the servants of the Anvil, who trend against superstition, and dislike parting with the work of their hands except to receive coin.

The Kingdom of Shadows-- Beneath all of the Realms except Arcadia, where the Faeries live, there lie Shadowcities. That said, the people of the Kingdoms do not themselves cast shadows, by and large, when light is shone upon them. Only mortals cast shadows. In the Kingdoms, Shadows dwell in their cities when their light-halves in the mortal world are asleep, or away from light. There are ways to sever a Shadow from its light-half as well, but this "freedom" for the Shadow often leads to other, more unfortunate vulnerabilities. In many kingdoms, severed Shadows are kept as indentured servants.

Arcadia, where the faeries live-- The term fey or Faerie in the Kingdoms refer only to what in the Changeling rules are called 'True Fae'. These beings dwell in Arcadia, by and large, although they frequently come into the Kingdoms for revels, or to conduct business, or whatever other reason takes their fancy. They are ruled by one queen with two faces, called Mab on the dark side and Titania on the light side. She has seven daughters, seven sons, and any number of consorts.