Friday, September 30, 2011

End of September $3 Sale

Creative Mountain Games is having an end of month $3 sale on select titles here.  Offerings include:

Lurch is a basic beer and pretzels game based on board games like chess. It uses a standard eight by eight square board and fold-up miniature figures, pawns or markers, to denote the individual units. The Basic game is simple, and there are Advanced rules to increase the complexity for seasoned players. There are also over two dozen additional scenarios to add replayability and fun to the game. An additional section explains ways to use the game within your roleplaying game as well. This game is complete and includes Basic Game Rules, Advanced Game Rules, over two dozen Alphabetized Scenarios, dozens of paper miniatures and markers.


Playouts are layouts to be printed and used at the game table during play. In this PDF, you will find a small keep. It is four stories high with a sub-level that includes storage space and cells for prisoners or beasts. Consider the staircases somewhat fudged for use with a five-foot equals one inch grid. One could claim this keep has a garrison from one dozen to three dozen guards, if one considers the beds as bunk beds and assumes that those on duty give up their beds to those who are not. The artillery is somewhat downsized from the great siege machines and meant to be akin to spear-throwers. The final two pages include a blank background and Playouts bits in case you wish to add to the keep, change a few things around, or build something of your own in the same style. This small keep is perfect as a roadside toll collector, a starter-stronghold for up and coming PCs or even as a wizard’s tower of sorts. A GM could also claim it has long since been abandoned by civilized folks and now must be scourged of evil creatures.


This series of five encounters make use of a cunning 3rd-level Kobold Barbarian and his trap-making ability in a woodland setting near three small communities.  This new 18 page pdf features high-resolution Playouts (maps to be printed up for game table usage) for five separate encounter areas plus a bonus blank map with extra bits and pieces so that you can design limitless additional areas in the same style, or to expand the areas already detailed.


Can you steer your ship by the albatross? Do you dare to wear the Boar's Tusks of Goblinoid Slaying? Will casting the Shark's Feeding Frenzy on your companions save their skins?  This 32 page pdf takes many real world superstitions and gives you tips on how to use them in your game. Nearly one hundred Magic Items, Spells, and Advanced Creatures are included.


Need a quick cohort, some ready-made bodyguards, or even a main villain? Will adding a few details and adjusting the gear or wealth save you time when someone shows up without a PC ready?  Your time is valuable and this batch of NPCs will save you hours of busy work. Just add a tad of flavor, print one out, then plug and play away!   Grab a FREE 20th-level version of the Human Fighter NPC in the Demo. The eConic Characters Human Fighter NPC is for you!  (Demo is "locked" but product is not. Plus, the product is form-fillable!)


Need a quick cohort, some ready-made miniature thugs, or even a main villain? Will adding a few details and adjusting the gear or wealth save you time when someone shows up without a PC ready? Your time is valuable and this batch of NPCs will save you hours of busy work. Just add a tad of flavor, print one out, then plug and play away! Grab a FREE 20th-level version of the Halfling Rogue NPC in the Demo. (Demo is "locked" but product is not. Plus, the product is form-fillable!) The eConic Characters - Halfling Rogue NPC is for you!


Here is the indispensable PDF of forms that will grow even more useful with time. These sheets were built with adaptability in mind while not sacrificing a compactness that makes tidy record keeping a cinch. A two-sheet solution for non-casters is the first thing to greet you. That is backed up with a single blank spell sheet that can be used for young spellcasters, multiclass characters, or on its own as a spellbook, for when a GM wants to easily hand over a captured tome treasure. All of the base spellcasting classes then have their own sheets with room to add researched spells or new ones introduced to the campaign by the GM, of his own devising or from additional sources. You'll also find summoning lists for Nature's Allies and for Monsters. Just use the sheets you need and expand your character with additional sheets as needs be.  If you do not have the full version of Adobe Acrobat you can now save filled in forms with Adobe Reader 7.0 or newer! This is the best and easiest way to keep your character records.


What do a twenty year old wrecked ship and an exquisite musical instrument have in common? You will have to catch up to a certain bard to find out but there may be other old secrets that need to be dealt with before all is done! This finely crafted adventure is geared for characters up to fourth level and easily added to any campaign setting. Players will love this adventure, which will have them guessing and keep them on their toes. Packed with vivid NPCs, The Whispering Woodwind is a chase to right that which has gone terribly wrong...and there are plenty of surprises along the way.

Thursday, September 29, 2011

Wednesday, September 28, 2011

Games Plus in Mount Prospect, IL - Fall 2011 Auction

If you haven't been to a Games Plus auction then you haven't heard of them.  I know of no gamers who haven't found at least a handful of great deals there but, be warned, the prices are reasonable but you won't likely wind up picking up too much for next to nothing.  Many savvy gamers and eBayers make sure to keep the bottom feeding to a minimum.  Even the Troll and Toad folk show up regularly to replenish their warehouses.  So, there are good deals but sellers can be near-assured that if they put something into the auction and it s in good condition, they will see god value for it.  Remember, too, that you receive your "winings" in the form of a store credit.  That's how Games Plus manages to get their due without charging anyone for running the auction or placing items in it.  Think of it as recycling your old games for new gaming materials.

Tuesday, September 27, 2011

The Perception of Balance

In the first column by Monte Cook as he returned to the fold with WotC, he takes a look at Perception.  He's on the right track, it seems, though the one sentence that I think bothers me is, "And it would be horrible if a poor die roll wrecked it all."  If something needs to be found for everything to work, then either it isn't hidden or, at least, there is no roll to be made.  In some instances, it is a mistake to design oneself into a corner that requires some element within an adventure to both be hidden and also be found.  However, there is a school of thought that leads to adventure design as plot-driven or story-driven in such a way as to wind up in that corner on a regular basis.  I'll discuss character driven versus story-driven gaming another time, though, so let's look at this problem from the design perspective of balance.

Now in an old school situation, adventurers might go back and forth to a dungeon and even particular areas of a dungeon time and time again.  Things that aren't found early on can often be found on subsequent treks.  New school thinking has smaller venues, generally, and they become disposable in a manner of speaking.  An adventure location is often used just once and then the game/campaign moves on to other locations.  Sure, sometimes a home base is used repeatedly, such as a city or town, but for the most part an adventure is run and then becomes campaign history.

This plays into the mindset of the business model that a large company or corporation simply needs to follow to exist.  New products must be produced on a regular basis.  For a group to enjoy one and then move on and buy another, the experience with each needs to be satisfying, things need to be found.  In this model, hidden doors and treasures cannot go unfound, again, generally speaking, because there is not likely to be a future trek in the same place to have more chances to find those hidden things that were missed.

Because of this, if an adventure or campaign is story-driven and requires that certain elements need to be found, then there needs to be a classification of "faux-hidden."  If design of an adventure is going to hinge on one or two elements being discovered, those elements simply need to be written up as key elements that the GM needs to be advised are "crucial."  There's no need for there to be discussion of how one poor die roll can ruin the story because the designer must dictate that those crucial elements do not remain hidden.  Some might cry, "Railroad!" at this, but story-driven adventures are always going to have railroady aspects to them.  They don't develop organically through character so there is no way around it.

However, as I mentioned at the top, this also brings up the topic of balance.  Once we begin to discuss crucial and non-crucial elements we also need to have the discussion about system balance and how it relates to the relative experiences of two game groups using the same materials.  If there are multiple hidden doors or treasures (assuming the treasures are hidden on their own or beyond those hidden doors), how can any adventure run for two separate groups ensure that both groups will come out the other side with approximately the same experience and wealth?  How can a two GMs be sure that if they run the same adventure one group won't find all of the goodies while the other group comes away scratching their heads over the total lack of treasure found?

In old school systems, balance issues were largely ignored.  Sure, you had levels or some type of advancement but purchased adventures were often scaled in such a way that groups of characters could consist of, sometimes, markedly different levels (generically speaking) of power from one character to another.  In many (most?) new school systems, balance seems vital to the enjoyment of the game such that some players will complain if they notice one character seeming to pull ahead of others in power, abilities, or wealth.

So, can a system be devised that manages to maintain some level of balance without being broken if balance between characters isn't perfect?  Can the idea of balance be downplayed, not so essential (small "e") that it requires homogenization of elements within the game to the point that the flavor of a system comes off as not much more than a veneer?  These questions have come up repeatedly as I have worked on Griffins & Grottos Wargame and Roleplaying System (to be released in late October 2011).  In future blogs I’ll discuss some of the ways I have tried to make the system less of a slave to balance even as I attempted to include a variety of ways in which balance is seamlessly inherent.  Sign up to follow this blog and I'll try to keep you interested as I write more on this and other subjects.

Monday, September 26, 2011

eBay Auctions on Game Books

I put up a couple dozen eBay auctions for some gaming stuff I needed to clear off the shelves.  Have a look at these -

AD&D 2E Greyhawk Adventures:The City of Greyhawk 1989

Hellfrost Player's Guide (Savage Worlds, S2P30001)

Hellfrost Bestiary (Savage Worlds, S2P30002)

Hellfrost Gazetteer (Savage Worlds, S2P30003)

Hellfrost Encounters Book 1 (Savage Worlds, S2P30009)

Survival of the Fittest Judges Guild Dungeons & Dragons

The Book of the Righteous Green Ronin d20 Dungeons & Dragons

Dungeon Crawl Classics #53 Sellswords Of Punjar PLUS Punjar The Tarnished Jewel

Dungeon Crawl Classics #31 The Transmuter's Last Touch

Dungeon Crawl Classics #11 The Dragonfiend Pact

Dungeon Crawl Classics #51.5 The Sinister Secret of Whiterock

Dungeon Crawl Classics #35 Gazetteer of the Known Realms

Dungeon Crawl Classics #29 The Adventure Begins

Dungeon Crawl Classics #48 The Adventure Continues

World's Largest Dungeon (Dungeons & Dragons d20)

DUNGEON MASTER'S GUIDE 3.0 D&D Dungeons & Dragons

Dangerous Journeys Necropolis Gary Gygax

Supers Inc RPG from HinterWelt Enterprises

House of Vega - Shadows of War - Shades of Earth HinterWelt Enterprises

Austrian Holiday (Super Soldier) Shades of Earth HinterWelt Enterprises

Circuses & Carnivals - Tales of Gaea (Iridium System) HinterWelt Enterprises

Tower of Ghosts - Roma Imperious (Iridium System) HinterWelt Enterprises.

Tales of Gaea Core Rulebook (Iridium System) HinterWelt Enterprises

Roma Imperious Core Rulebook (Iridium System) HinterWelt Enterprises

Roma Imperious Core Rulebook (True20 System) HinterWelt Enterprises

I kept the prices reasonable and included free shipping.  Good luck and good bidding!

Sunday, September 25, 2011

Third Annual Dave Arneson Memorial Gameday

More news from Tavis on the Third Annual Dave Arneson Memorial Gameday.  It's on what would have been his 64th birthday - next Saturday, Oct. 1.  In his own words, it is


. . . better than ever. It runs from 9 am until 11pm, hosted by the Brooklyn Strategist which is doing really cool outreach to kids and working to become a third space for their community. It's got an all-star roster of GMs and designers, running the gamut from original D&D to 4E and beyond, and a panel discussion with journalists and cultural critics and game designers and one of Dave's original playing group exploring his impact on the modern world. Also, beer and wine and homemade snacks.  If you are in NYC and can make it, let us know at the Facebook pages for the gameday and the panel. Wherever you are, check out the Kickstarter effort that's funding the event and see if any of the rewards appeal to you. And don't pass up the chance to remember Dave's legacy on 10/1 by rolling some dice and letting your imagination take it from there.


I wish I could make it myself.  Maybe next year.  Best of luck to the organizers and I hope everyone has a blast!

Saturday, September 24, 2011

Early Gaming Clubs

A recent discussion on EN World regarding game clubs back in the day got me thinking about my own early game club experience in Northern Illinois in the Seventies and early Eighties.  There were a number of clubs that existed and I frequented two primarily.  Both included wargaming and tabletop roleplaying games, eventually.

The first club I attended was in the early Seventies, not too long before the release of the first (O)D&D game booklets.  I had already been playing some wargames, having moved on from chess and parlor games like Monopoly, for the most part, seeking games with a bit more complexity and variety.  Some neighborhood friends had started going to the Belvidere Recreation Center, part of the Waukegan Park District, on Saturday afternoons.  It was a fairly diverse group, in that it was frequented by both younger gamers and experienced players, some of whom were military personel from Great Lakes Naval Training Center and Fort Sheridan.  I remember that we used their meeting rooms, which only needed to be reserved and didn't charge a fee for the space.  Sometimes we would be allowed to use their indoor basketball court to layout elaborate naval battles using rules from Jutland (1967) but mostly we played tabletop games.  I recall that the vending machines included Glen Rock Soda and Vitners snacks.

After a time a club formed at the Lakehurst Mall on the outskirts of Waukegan, that inlcuded players from the Belvidere club but was more RPG oriented.  By then, in the mid- to late Seventies, a lot more folks had begun playing D&D then AD&D.  Although most players like myself had regular weekly games in homes of friends, we would gather on weekends for larger games or games with other local players.  By then we also had begun looking forward to gaming at Gencon each year which was finishing up its run in Lake Geneva (expanding to use the Lake Geneva Playboy Club and Resort before moving to the University of Wisconsin–Parkside campus in Kenosha in 1978).  That space in Lakehurst Mall eventually became a dedicated space for the Chamber of Commerce, if I recall correctly, though I believe by the early Eighties most players had moved on.