Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Thursday, January 26, 2012

Secrets Of The Chill Master Revealed!

So where was that mystery passage from?

Guesses have included: Roberto Bolano, Gabriel Garcia Marquez, Carlos Castaneda, and Thomas Pynchon pastiching one the above.

Actually it was from Terevaldo Roberto Flechero L'unares' second novel.

Now Terevaldo Roberto Flechero L'unares is not merely an author of fiction, but (Borgesially enough) a fiction himself: an imaginary author whose work appears in the Vampires supplement for 2nd Edition of the horror RPG Chill.

Which is to say that passage was actually written by either Gali Sanchez or Drake Mallard, the authors of said sourcebook.

More to my point today, this passage pretty much encapsulates 2nd ed Chill.

On the one hand: it's kinda good, isn't it? Like it isn't maybe mad genius, but the ideas and execution are not just at "frustrated novelist" (which is like what you're called at 0-level if your class is Game Designer) but actually maybe even buzzing hummingbirdally up near "actual novelist".

I mean, it could give you genuine nightmares. And I love the bit about the transistor radios.

On the other hand: What the fuck does all this humid glitterball poetry have to do with a game, Chill Vampire Sourcebook?

And therein lies the glossy black vein of pre-White Wolf retropretension that is Chill 2e. Copyright 1990 and looking every inch of it. If, in looking through it, we can undeniably ascertain that it is not only Retro (now as it was not then) and Pretentious (as anything subtitled "A Scary Game For Scary People" could not hope to not be), but also Stupid, then we will know that Chill is perfect.

-Cover: Color pencil drawing of threatening version of masky Montreal opera clown in blue and orange instead of the traditional purple and pastel. Beneath ransom note.

-I like the layout of the table of contents: it reminds me of the menu for an upscale Washington DC restaurant where they have wrought-iron chairs out on the patio and an awning in racing green and all the drinks have olives in them.

I mean, fuck off if you want to know which of the 43 pages under "character generation" contains the 'taxi driver' career, but it looks nice.

-Quote from some made-up author named "Robert Davidson" who is not HP Lovecraft about the nature of fear. (Not-being-Call-of-Cthulhu is a major theme of Chill. As is Vampire The Maskthingy not existing yet.)

-Another aspect of Chill: artists who are almost Bill Sienkiewicz but not. More than one. Though one of them has a side of not-exactly-that-Hollywood-caricature-guy-who-works-his-daughter's-name-into-everybody's-face next to his Sienkiewiczwich.

-Beginning of the book: "If you've never played a roleplaying game, or if you haven't read the 32 page Introductory Insert in the back pocket of this book, you'd better stop reading now." (emphasis fucking mine). 32 pages is half of Vornheim. 32 pages is longer than Vault of the Drow. 32 pages could get you introduced to most of Western philosophy and all of Greek cuisine and still have room for house ads. Anyway fuck me because this pdf doesn't have it. But boldly I soldier anyhow...

-"Now that you’re ready to begin, you’ll probably want to know what’s in this CHILL book. Well, hang on to your. .. dice! We’ve got brain worms. We’ve got gorillas. We’ve got scientists, yetis, and monkeys. Thieves, mystics, and reporters. Gazelles, bears, and alligators. And, of course, flies, rats, mummies,werewolves,vampires...you name it!"

First: "hang on to your...dice!" Hah, we fooled you! You thought we were going to say "hat"!

??

Second: Isn't this suddenly sounding like a Hellboy RPG?

-"The second section of this book contains the mechanics of the game: both the players and Chill Master (CM) should read up on..."
Yes, that's right, if you're running this game, your players have to call you The Chill Master. Which is ok by me because that's what everyone calls me anyway.

This guy is totally The Chill Master.


-Like Cthulhu, skills are on an easy-to-grasp 0-100 scale. (Knowing you have photography at 45% tells you a lot more than having photography at +3. +3? Is that good? Is it like Lois Lane good or William Eggleston good?) Unlike CoC and its Chaosium Basic Roleplaying ilk it also has ability scores (strength, health...) on the 0-100 scale. While this has a pleasing surface simplicity and many a CoC or Runequest player mayhap has wondered why their system didn't do the same thing, the gears grind a bit when you do it this way, as we shall soon perceive...

-The basic abilities chosen seem pretty well picked for a horror RPG--Dexterity is like fingeriness and Agility is like jumpiosity and then Luck, Perception, Personality, Stamina and Willpower. You can instantly think of situations in horror movies where any of these things matters. No "intelligence", which I do hope is a nod to "player-skill-not-character-skill"

-Willpower is a depletable stat, like hit points. This is not quite as nice as Sanity Loss in CoC but the idea has legs.

-Some dipshit named 'Rax' who is, I believe, never identified is periodically quoted talking like Eddie from Iron Maiden and going on about lickspittle and mantasting and generally failing to scare me.

-The crippling late-Silver-Ageness of the system comes into play with skills: first of all, the base number for each skill is often some derived crunch nightmare of mixed ability scores (Climb is the average of your agility, perception, stamina and strength f'rinstance), second of all the system doesn't have just pass/fail, with fumble and impale for rolling really high or low, it also has a degrees of success system: Low Medium High Colossal.

Dig the madness--"T#" stands for "target number" (usually like 45 if the skill is at 45):

The following chart summarizes results of Specific Checks:

L result =T#through (T#-tens digit) +I
M result = tens digit through (T# t 2) + 1
H
result = T#t 2 through tens digit + I
C result = I through tens digit

And on top of that, the target numbers are variable to begin with. So you don't just go "you have to pass a check at minus 20", but "you have to pass a check at minus 20 and then get higher than an 8th of the tens digit plus a 4th of the twelves digit and fuck is this math really easier than just going HEY THE BETTER YOU ROLL THE MORE INFORMATION YOU GET OUT OF LITTLE SALLY ABOUT THE BAD DOLL THAT TRIED TO STEAL HER HAIR, JUST GM IT YOU FUCK"


-Oh and why is it bad to have the ability scores on the same 0-100 scale as the skills in this here modern skillheavy system?

"Using The Skill List:
The CM must be familiar with the following list of (like 80) skills to prevent players from using simple Ability Checks to allow their characters to perform actions that require skills"

So while yes, it is as crunchily satisfactory as a Snickers to have your Martial Arts score actually related to your Strength and Stamina scores (unlike in CoC)--actually getting all that math to work together is harder than it might seem. Either character generation is long and mathy (Runequest), skills are always higher than associated ability scores and quickly reach superhuman (any "+1" system), or some other weirdness. Skill-based systems claw at the soul.

-The lack of a straight-up Intelligence stat makes the ability-derived skill system a little wonky, too, like your Art Criticism skill is derived from Perception and Willpower. Though, honestly, having done a bit of it I can see that: must...look at..terrible...Felix...Gonzalez...Torres...sculpture before..deadli...zzzzzzzz.

-Almost every skill has a special spell-like mechanic attached to it. The bowfire rates are under the bow skill, f'rinstance. Explosives have an even-odd result on top of the degrees-of-success result. Okay, I like that one.

-So anyway point is clunky.

-The scariness advice in the GM section is excellent, though. Every Halloween somebody asks me how to write a scary adventure, it's all here: Isolation. Mystery. Reversal. Tease. Fuck with sensory information. Unexpected sound effects.

-(Well almost all, here's another tip: Find an emotion adjacent to fear--dislike, anxiety, disgust, confusion, etc.--and worm your way in from there.)

-Interesting/surprising highlights in the (basically unarguably classy and extraordinarily tasteful and loaded with stuff like Dracula and Rosemary's Baby) recommended reading/viewing section include:

WILLIAM GIBSON (?)
ANY UNIVERSITY ABNORMAL PSYCHOLOGY TEXT
BLUE VELVET
ERASERHEAD
THE HUNGER
Brazil
Doom Patrol (and the rest of the DC Vertigo line--so maybe this was just because Mayfair was also publishing the DC Heroes RPG)
Grendel (the comic book)
Blood (Epic Comocs)
Creatures on the Loose (Marvel Comics)(notable to me because I have never heard of this comic. You know how I often I go "I have never heard of this comic?" Not often.)

Not Present for Predictable But Still Kinda Funny Reasons:

H.P. Lovecraft

-But are the monsters good? Yes, here's the Mean Old Neighbor Lady:

If the child escapes and returns home, he finds to his terror that his parents do not recognize him and return him gladly to the neighbor lady who comes asking about her “nephew who’s visiting from out of town.” “I’ve been worried about the little tyke,” the creature explains, “because of that wild imagination.”

The creature keeps the child in the darkness of the cellar, taunting him with playthings that “you can’t play with because you’re bad,” starving the child, and threatening to send the dog down into the cellar if the child cries or makes any noise. The child’s Willpower sinks from fear and hunger, until at the equinox (mid-March or mid-September), the neighbor ladv completes it wicked act by using the Minion Discipline: the child becomes a gamin, and is released to wander into nearby homes, where it begins its evil game of “murder.”

AaaaaaH!!

-..1)Although the creature does not suffer normal

physical damage, it does take wounds from eggs
used as thrown missiles.

Nice.

-And then there's Puppet People: made of wood, with a thin covering of flesh and they always hunt in pairs "The origin of these perverse creatures remains a mystery; all that is known for sure is that they are nasty and incredibly ignorant."

-And, of course Werejaguars. What a wonderful word. Werejaguar.

-CoC is a horror game and Chill is a horror game and any game can be played in any way but the basic form of conflict suggested in both the rules and modules for purist Cthulhu is: investigate investigate be confused investigate MEETTERRORYOU'REINSIGNIFCANTGoINSANeDIE. Whereas Chill 2e--while not as Universal Horror as the first edition, is much more cinematic than Cthulhu. It is about the PCs. They can win. They are interesting and maybe psychic. But then so are the monsters. It's a dance. It's more of Silence of the Lambs thing, more of a back-and-forth...

When I think about making a D&D character I think about a bundle of stats who will one day turn into guy I am going to have to learn to like, when I think about making a CoC character I think of someone who would be fun to see go crazy, when I think about making a Chill PC I think about how this guy is my fucking vampire hunter in my vampire hunter movie.

-(One could posit that the White Wolf products push even further in the DC-to-Marvel scale into it's-all-about-you-and-how-very-interesting-you-are-and-the-world-is-dull.)

-If I was going to play a Chilly game today here is what I would do: use the CoC system, throw in The Art (Chill's psionic-PC powers) (just let people pick or roll randomly for 1-2 powers) and call it done. The rest is just writing the scenarios. "Your car breaks down on an abandoned stretch of road"

Monday, January 2, 2012

An Embarrassment of Impressive (& More Pie Charts)

Finally finished reading all the way through Secret Santicore and I have to re-say: it is very good. Like I can't think of the last time I saw anything published (for money or otherwise) that had this much stuff that was actually going straight into my game immediately.

People keep asking for The Complete _________(something other than a city)_____ Kit? Well a lot of what would go into a thing like that is right in this obscure little pdf. (And it's nice to see many of the Hack Vornheim Contest winning DMs continuing to come up with creative stuff here.)


The little details really make a huge difference here: like Jeremy Duncan's Vat Spawn character class? Ho hum more mutants, yeah yeah, weird weird--but he tells you they are immortal and their whole personality and skillset 're-boot' every 100 years. That explains so much and suggests so many possibilities. Plus the actual mutations and weirdnesses he gives them seem actually thought-out and playable rather than just the typical Dragon Magazine grab-bag of abilities-inspired-by-the-last-movie-I-saw.

Anyway, highly recommended. Again.


Also worth a look: Zombiesmith Miniatures appears to be producing some intriguingly Cobalt 60-ish miniatures, from what I can tell from their extremely poorly-organized site. (No offense, so far as I can tell, all miniatures sites ever are extremely poorly organized. Whats up with that?)
Aaaaand here are some entirely unrelated infographics regarding the girls' race and class choices over the course of all sessions. I have limited the info to only PCs in games I GMed in order to avoid filling my head with even more useless data and maybe accidentally crowding out things like what month it is and what city I am in.

Friday, August 26, 2011

Let's Read: something depressing!

Hmmm...



People send me stuff. Let's see what we got...



Tons of WOTC stuff. It's all so long...



Ok. shortest:



"The Slaying Stone, an adventure for characters of 1st level" by Logan Bonner.



Oh let's rip this apart. Should kill and hour before lunchtime...



Amazon reviews:



"Doesn't Railroad the Players"-somebody



"This module is different from the previous ones published by Wizards of the Coast. Up till now their modules were very linear, and the DM had to lead the players from one area to the next. This one presents an area that is more of a sandbox."-someone else



"The author of The Slaying Stone, Logan Bonner, has allowed plenty of room for improvisation by experienced players/DM's. For Novice DM's however, it may not be the easiest module to run, as it seems like it will require a lot of "thinking on your feet" and spontaneity. " -some total other person



Maybe it's not terrible? Is this possible?



Well it's the shortest, so we're doing it. It's this or the Psionic's Handbook.



Cover: The cover is typical anime-influenced-but-colored-by-a-mud-golem-and-detailed-enough-to-look-expensive-despite-a-total-lack-of-any-interesting-details-in-it WOTC product. It is truly the least awesome take on "fucking wardogs made of fucking metal" anyone has ever painted.



Art lesson for Ralph Horsley:



Incorrect:

Correct:

Let us discuss you no more.



Introduction, Background, Synopsis, and "Running this adventure" (and the credits) all fit on one page!!!!!!!!!!!



Reads like a shockingly efficient piece of work so far. No fan fiction at all! It realizes I don't need to know what the Empire of Nerath is! I am excited. However, a tocsin note is struck during the synopsis...



"After exploring several dead ends, the characters find the stone in the lair of a powerful brass dragon, and they must convince the dragon to relin­quish the stone. The orcs appear again, ambushing the characters in order to steal the item."



So you must by definition explore several dead ends? And the orcs must show up at the end? You can't just notice they're following you and ace them early? Let's be fair and wait and see...



I am going to leave aside the obvious point that this is a first level adventure where you fight kobolds, goblins and orcs (oh, and a hobgoblin) and how that is and always will be a way of going "Hey, I know you're paying for this and all, but I'm not really trying here--or, if I am, I'm a very boring person" because:



-I bet someone told poor Logan Bonner he wouldn't get paid unless it had kobolds and goblins and orcs, and



-What the fuck did we expect?



Opening scene...



Logan and/or WOTC overlords lose 20 points right off the bat for including this...



Read:

A cold wind whips sleet at you and...(blah blah 6 lines of this crap)...toward the safety of shelter.



To be fair, Goodman Games also loses it for having "read me" boxes all over its new Dungeon Crawl Classics adventures as does TSR for inventing "Read Me" boxes. Fuck all such boxes ever.



We lose another nigh-unavoidable-in-this-decadent-age 20 points for taking a whole page to say "the PCs fight some wolfs". However, once we grant that, the details of the encounter are not terrible: mud slows everyone to half speed, there's a bridge to cross to get to shelter, when PCs get close, someone goes "Hey, come to the tower," and lends a hand, and the wolves' tactics are good: they're hungry, so they're just aiming to knock over one PC, drag it off and eat it.



Oddity: Once past the wolves, the PCs get an infodump which is basically their mission briefing. Fair enough. But why did we get 7 lines of "Read me" text up there earlier the beginning basically to say "it was a dark and stormy night" yet the whole mission precis--which, detail-laden as it necessarily is, is one of the few things that actually might lend itself to pre-written speech ("Now, listen up 007, it's come to our attention that...")--in just 'DM-eyes' format? Odd.



If you're going to violate one of the most basic rules of DMing and fucking read text at me, then why not read text you might actually need notes for?



Basics: McGuffin. Map of possible locations. There's a ritual helping you find it--you can only use it 3 times.



2 bonus points for Logan B: there are 5 books of value in the town besides the mcguffin. If the PCs think to inquire, they can collect them for more xp, and the DM decides where these books are hidden. Mr Bonner loses points for not mentioning that the contents of said books can be generated using Vornheim: The Complete City Kit, available from Lamentations of the Flame Princess press for only 12 pounds 50 plus shipping act now get yours today!



Sorry. Anyway:



What we got here so far as of page 5 is basically a nonlinear location-based adventure where instead of a dungeon we have a town overrun by goblins. Also: there is treasure other than what the quest-dispensing NPC knows about. So far neither railroad tracks nor creativity are visible.



Now we have a rundown of the major NPCs...

Note--never write like this: "Like his piercing stare, Vohx's heart is cold as ice." On top of the million ways reading that sentence makes you dumber, you are wasting space telling us (again) that the leader of the Severed Eyes Orc Clan is bad.



Pages 6 and 7.



Oh, I like this:



The characters can visit the parts of the town in the order they want, so they might end up exploring areas or talking to NPCs that aren't detailed here. If your players don't know what to do next, or if you're looking for something new to include, invent something that ties back to the plot themes listed below...



So there's the kind of things characters in the town might talk about. The possibility of convincing the kobolds to attack their oppressive goblin overlords is included, as are several possible alternate "plot-threads" that could come up. These are very much in the "my first adventure" vein, but none are terrible. But still, jesus, I sound like a kindergarten teacher "Hey, none of you ate your paste! Rock on!"



Map key notes:



-Monsters everywhere. Aside from the default low-end-of-the-humanoid-bell-curve already mentioned, this adventure also has a dragon in it. (You don't fight it.) On the one hand: monsters are cool. On the other hand: late-era D&D sort of has a tendency to go "Why have a corrupt monk when a bugbear and 2 nagas will do?" thing going on which sucks the scary right out of monsters. It's your first adventure ever, you meet a dragon. Maybe this is terrifying and so it works. Maybe this just gets you so used to talking to dragons that they are really nothing special forever after. Hard to say.



I wouldn't have put it past WOTC to have told Logan B "Oh, also, it has to have a dragon in it".



-The goblins in this town have a temple to their goblin god. It is not made weird or interesting. Calamitous missed opportunity on the level of the cover artist's metal-dogs' insufficient metalness.



-Missed Opportunity #3 (Minor) "5. LOOTING GROUNDS (TRADE DISTRICT)

From the ruins of smithies and vendors' stalls, the gob­lins and kobolds have scavenged every little scrap they could find."(That's it. Searching reveals nothing.)



-Missed Opportunity #4 (Major) "Goblin graffiti decorates the trunk." (No examples given.)



-Philosophical question suggested by Missed Opportunity #4: if WOTC is determined to use "official" versions of monsters in published products, why shy away from giving them a little detail, like they do with devils and demons? Because they need them to be generic enough to fit different GM's settings. So: a nether zone--they have to be standardized because D&D is now a brand, yet they can't be distinct because it also has to be generic. Really makes you wanna play Warhammer dunnit?



-Ummmm... "The goblins keep drakes, wolves, and other dangerous beasts in the stables the Kiris family once maintained." And that's it. Just a bunch of weird creatures here, move along... Ok, accepting the whole "yeah, D&D land is just wall-to-wall (standard) monsters" thing and moving on, are we seriously expecting the PCs to just leave the monsters alone? I'm not usually a guy to demand more stats from WOTC, but when my players decide to unlock the stables and send these drakes, wolves and undifferentiated teratofauna out into the village to act as a distraction while they hang out on the roof with crossbows I might kinda wanna know how many hit dice these things have. Is this a rare burst of efficient module design (hey, make it up yourself, DM) or WOTC just failing to realize PCs might do something other than use their Encounter Powers to move through Encounters in order to fulfill a Second Level Quest?



-mmmm... Brass Dragon lair dug into sandy soil. Brass dragon has already left scales, scorchmarks and clawmarks elsewhere. Yet "Unless the characters are searching for a lair, they need to succeed on a DC 20 passive Per­ception check to detect the lair's entrance." No footprints? No reference to the dragon covering its footprints? No reference to what, physically, you would be looking at with your "perception check"?



Page 10



The Slaying Stone of Kiris Dahn cannot be sold. It's right there in the rules. Despite the fact that it can be used to kill anybody so long as they're in the town of Kiris Dahn, nobody wants to buy it, ever. That's so dumb. If you just had to limit the stone so nobody would get rich selling the instakill pill why not just say it's magically enchanted so it can't leave the town (it would also be a convenient way to explain why the NPCs are so sure it's there in the town somewhere).



Encounters



More quasimandatory lameness. Getting into the goblin town (through the forest, over the river, or past the front gate) is described solely in terms of skill challenges. Now through the forest (sneak through trees without being seen) or over the river (swim the river and don't make a lot of noise or drown) this kinda makes sense and could be described in a similar way in a lot of games, but for the front gate this is bullshit. We need some goddamn guards with a goddamn guardhouse and the PCs need a goddamn plan to bluff past the goblins or jump over it and seriously if you can't make up a guard house stop writing modules and if you can't think of a plan to bluff or sneak your way past one, stop playing D&D. Completely fuck this abstract bullshit. This is the game. You are skipping playing the bestest parts of the game with your fucking skill challenge.



And if they don't recognize the opportunity for Complex Tactical Combat when you've got one PC over the wall, two PCs behind the wall, one on the roof, and one in the middle of the gatehouse pretending to be a goblin's granny when they are all discovered then, really, what is Type IV D&D for?



In the same vein, Encounter 3 is just a gross weird totally Type 4 shibboleth. It is basically trying to explain how--using skill challenges--the DM is supposed to describe getting around the town secretly and/or failing to do so. The basic idea--be subtle or end up in an encounter--is reasonable, but the lack of detail and the inability of the author to write (or be allowed to write) "Hope the PCs think up a clever plan using their real actual brains or they're toast" is depressing. And every noncombat problem that is described apparently has to include at least 3 examples of skill checks you could use to get past them. The space used to write out all this wonky skill challenge bullshit could've been used to have a "5o random get-past-the-goblins situations" table.



People who both run 4e and have functioning brain cells have all kinds of philosophical positions about how to make skill challenges not ungodly tedious exercises in rolling-where-thinking-should-be but one gets the definite sense here that pages and pages of design space have been given over to make the (narrow) mechanics fit the (complex) situation here.



Vault of the Drow would've been a novella if it'd been written this way. Thank god it wasn't: there's a bad elf on a giant lizard--figure a way past it, numbnut!



Note: Encounter 7 is entitled "Monsters and Manuals".



A weird thing: "This encounter can occur at the monster pens (area 7 on the Kiris Dahn map) or in some other location of your choosing." Wait but back when I was reading about area 7 it didn't direct me here...



This is a weird thing about this module: the whole thing is abstracted--we don't have the whole goblin town laid out (fair enough, it's big) yet WOTC D&D demands each encounter be attached to a place with a battlemat. (Why? They don't even sell minis anymore do they?) So we can't just have traditional "random encounters" where a group of monsters just appears whenever in certain areas, but they also don't seem to want to say "here's a map, this encounter happens when you go here to this place"--at least not consistently.



Instead they seem to be saying "this encounter happens here, this one happens here and the rest sort of just happen when you want them to if the PCs are in the kind of place where it might happen". While it's nice they're giving you options, it seems like kinda pointlessly adding an extra step for the DM and severing the (usually rather useful) connection between the map and the fights that are on it. At this point I'm honestly not sure what they're after--is the idea to put the "right" number of combats in front of the PCs before they get to the next plot point (if so, that's dumb)? (spoiler to the end of this read-through: it is.) All I can say for sure here is it's confusing and they probably could've explained/designed it a little clearer. There is no table or chart describing the connections between all the encounters and the applicable trigger actions.



Or, to put it another way: this is an awful lot of rules and pages (20) if they're just saying "Here's a bunch of monsters, have them fight the PCs whenever you want."



Encounter 10: Hideous endless skill-challenge-damaged description of how to do a role-playing encounter with a dragon. So many trees died so that your players wouldn't have to think or imagine, Hasbro. So many.



Obvious mistake: the Orcs trailing the PCs attack after the PCs get the stone. There should've been ways for the PCs to detect them all along. Definitely definitely.



Encounter 11:



PCs talk to person. Goblins interrupt to attack person who is actually ratman. Goblins attack ratman and PCs. Ratman attacks PCs.



Wait, why? Why wouldn't the ratman attack the goblins? Or at least both the goblins and the PCs? It's not explained. He's a monster on a battle grid. He doesn't need a reason.



Encounter 12:



"Scouts constantly monitor the area, so it's nearly impossible to sneak up on the mansion. That said, if the adventurers devise a clever plan to sneak in, run with it!"



(but, naturally, neither the area, the goblin's work schedule, nor the scouts are described--no matter how long you stake out the area or what you see them do, the foes will be in exactly the same place on the battlegrid) Hmmm...split personality much? It's like the Type IV people either wanna design a whole skill challenge or just say "fuck it". No in-between. Weird. It's like saying: "There's a wall here, it's this tall, and 2 guys standing here" and just let the GM figure out the rest isn't enough. And consequently the whole place is either totally overdescribed combats or underdescribed noncombats.



_________

Conclusion



Here's what happens if you keep the magic stone instead of giving it to the NPCs...

"The two NPCs hire another group to take the slaying stone from the characters. Since the stone doesn't function outside Kiris Dahn, it's about as useful any other heavy rock."



Um, dude, again, if you can't think of what PCs could do with a magic item that can kill anyone as long as they lure the target to a certain place, you're hopeless. How awesome would your campaign be if the last thing your 25th level thief did is lure Tiamat back to the redneck goblin village where the campaign began, so many years ago...?



In other news: treasure parcel checklist: 4 magic items already. Ew.

___________



Page 31 explains a lot...



"If the adventurers bypass encounters or if you plan to get them more XP over the course of this adventure, you can include some of the following encounters..."



This sentence explains a lot.



Ok, so the adventure is worth a certain amount of xp.



This is because the encounters (skill challenges and monsters together) are, combined, worth a certain amount of xp.



This means that if the PCs skip encounters they are expected to have the adventure is worth less xp. That's bad.



However clearly this adventure is supposed to have an "open" structure: enter from any of 3 directions, go to any of 3 places, muck about until you have enough clues to go where the mcguffin is.



It would, therefore, be easy to "skip" encounters.



So, two things have been done to fix this problem (a problem created by the module's rigid adherence to Type IV D&D's xp regime).



#1 "Bonus" encounters are stuck in in case the PCs skip planned ones.



#2 Half the encounters can just happen whenever the DM wants.



The overall effect is: no matter what path the PCs choose, and what tactics or strategy they choose, they will get in exactly the same number of fights with foes of exactly the same total strength.



So it's not a railroad but it is. Because although the PC's have choices, these choices have very little effect on what their experience is. The choosing is not part of a process of problem solving, it is a process of accidentally choosing Monster A over Monster B. At least as written.



The meaningful choices only happens during combat. What a rip. The whole point of trying to decide how to infiltrate a city is to avoid fighting--or at least to fight on your own terms--and almost nothing in the adventure supports that.



A whole level of play has been removed. One of the most interesting ones.



That having been said...



...you could easily ignore the xp system and just make this into a plausibly decent adventure. It's not the world's most ambitious or inventive adventure (fighting kobolds, goblins, hobgoblins and orcs to find a magic rock) but it is entirely devoid of bards, druids, gnomes, brain moles, owlbears, cave fishers and infantry mounted on gryphons so, aesthetically, it could be worse. TSR did worse a million times.



For the fuck of it--let's take a look at what would have to be done to turn this from a set of railroad cars into a genuine adventure (that is, a complex and multi-layered problem to be solved by humans with heads):



-Ok, the encounters would have to actually be fixed to locations on the map, or to a friction point system where failed skill challenges (or other displays of sneakiness ) would bring on specific encounters. (See how already this fucks with the program: this means you'll miss encounters and get less xp for doing the smart thing. If all PCs want is xp, you're screwed--they'll be stupid for the hell of it. Or you have to use a different xp system.)



-There should be more actual locations on the map, with multiple possible routes to the 3 objectives.



-Means of scouting the city should be better described. How hard is it to see what's going on? Once you're up there, can you plan a specific path through or do you just get bonuses to your various sneakiness rolls?



-Important buildings (gatehouse, hobgoblin's lair) should be given enough detail that the PCs could actually decide how they're attacking them. Even with the adventure written as-is, a PC should be able to climb up to the roof and ready a crossbow (or something worse) covering the front door while another PC rings the front doorbell. But how high's the roof? How climbable are the walls? Treat the environment like it's real.



-Specific encounters and/or locations should be seeded with specific clues pointing to the dragon with the mcguffin and the orcs that are shadowing the PCs.



-The actual location of the orcs shadowing the PCs at any given time should be nailed down, not left to "float" until after the PCs get the mcguffin.



That's a lot of work.

____

Ok, so what?



Pretty much all modules suck. And the whole idea of modules mostly sucks (write your own goddamn deathmaze, lazy ass). So why pick on this one?



Because it demonstrates even with an author with the best will in the world making a conscious effort not to write a railroad the basic requirements of new D&D push published modules in the more-sucking direction. Most of this is not your fault, Logan Bonner, it's the fault of the people who hired you to write this thing with your hands tied behind your back.



Type IV DMs can run whatever adventures they want (just like everybody else) but if they want to get them published they have a ton of hurdles to jump:



-The difficulty scale and brandification means standard versions of monsters have to appear. (Or else, presumably, versions specific to official brandified settings--equally a snore.)



-Brandification also (apparently) requires that every illustration has to look like an earth-tone claymation version of Warcraft trade dress.



-The xp system requires the adventure to contain a set series of linked encounters adding up to a predictable amount of xp given for encounters only--dramatically reducing the possible kinds of adventure formats.



-The abstract nature of this kind of "encounter chain" format means the physical world is abstracted so much you pretty much have to make up anything not nailed to the battlegrid. So what's the module for?



-The separation of encounters into "skill challenges" or "combat encounters" means a certain amount of space (usually a whole page) is given over to describing any possible friction between the PCs and the setting. Rather than describing everything a little and trusting the rules to explain the rest, everything's either described a fuckton or not at all.



-That plus all the graphic design padding means there's no room for stuff like what's in a goblin temple. (Either that or they hired an author who doesn't care what's in a goblin temple, in which case they suck forever hopelessly.)



-All of this put together means Type IV D&D modules are so stylized and so specific to their own system that they are what almost no other module is--almost useless for any system except the one it was designed for.



_______



Anyway: unlike me, a lot of people interested in DIY RPGs learned a lot of what they know from modules. Apparently they learned a lot more from modules than I ever did because they managed to figure out how to DM anyway, and some are pretty good at it. I shudder to think what the new kids coming up are gonna do if they have to build everything they need to know about running a game from this crap.

Sunday, August 7, 2011

Random Notes With Jetlag

Hey...

So here's a strictly utilitarian post:

-Vornheim Contest Winners I haven't forgotten you. I am just getting things settled 'cause I'm here in Montreal for the moment. Be getting your prizes to you as soon as I am free and you email me saying which ones you want.

-Constantcon fans, note that the Google + game calendar on this here page (on the right there) has been changed to Eastern Standard Time, since I myself have changed to Eastern Standard Time. Some cool stuff going on this week including Gigacrawler and James Q starting a series of old TSR modules.

-Kenneth Hite waxes audiopoetic on Vornheim: The Complete City Kit over on This Just In...From Gen Con

-As long as I'm pointlessly hocking my book to a bunch of people who probably already own it I would be pretending to be more modest than I actually am if I did not point out that Jeff rather dubiously claims it's an achievement comparable to blowing up the Death Star.

-Played a lot of games lately, but the only one that wasn't basically just D&D was playing Empire of the Petal Throne for the first time courtesy of ckutalik. Which was basically D&D. (In a good way.) The sophisticated/barbaric/exotic southern hemisphere atmospherics were all there and operative (reminds of me of William Burroughs and JL Borges more than I expected. but everything does, I guess.) but, really, anybody who says you need a linguistics degree to grasp or play in this setting is just hanging out in the mezzanine flinging peanuts. It's a game, it has a setting, you fight things, it's fun. Recommended.

Monday, July 25, 2011

Notes On Stuff + Only A Couple Days Left for the Hack Vornheim Contest

-Gary Gygax's birthday's coming up: July 27th. Meaning the Hack Vorheim Contest is almost over. Send in those hacks soon.

-Went down to comic con last minute (didn't expect to) with Satine for work (meetings with some people at One Of The Big 2 about maybe making something for them). Had fun at the Chessex table: didn't go in for all the shiny candy dice but did pick up: d8 result weather die, d8 random race die, d12 random class die (they make ad&d, 4e and 3.5 versions, so far as I can tell), a d12 random hit location die (not sure exactly what mechanics to use it with yet) and, most exciting, some blank dice. (This stuff mostly availble here, I think mostly. The actual Chessex site is useless.) Me and Connie and Cameraman Darren had fun writing our names on the d4 and playing "if-your-name-comes-up-you-have-to-tell-a-true-story".

-Did not buy the random monster die (1-in-12-chance of getting a dragon? mmmm...not so much) or the random trap die (tempting but it's too small--really hard to read)

-other comic con notes:

Flash on a Segway. Slower than a normal man!

just like the Adult Video awards, everybody in the industry congregates at the same hotel bar every year. unlike the Adult Video awards...well, everything else.

best and/or worst possible costume not sure: large gentleman, Next Generation Trek officer's suit, Alien facehugger completely covering his face. Grinning maniacally the whole time.

some guy told me out of nowhere "hey, you should grow half a moustache!"--I look at this guy:
nametag: Scott Shaw!. I go "Holy Hell! you taught me to read!"

Boba Fett's taller in person

"Hey, this is the artist I was telling you about"
Superman editor: "Your stuff is really great. If I put you on Superman they'd crucify me, but still--amazing work"

"Excuse me, is that a costume or are you actually hot?"

D&D events all day. thought about it. thought about it. didn't.

Con begins with me getting up at 6 so my friend can stand in line to buy a new Mattel toy and ends with Justine Jolie telling the Penthouse Pet of the Year to have sex with me.

-I decided that since having half the players skype in totally works in play, I can do something I never thought I'd be able to do with all these no-regular-scheduling-logic-known-to-mankind entertainment industry types: schedule gainm unilaterally whenever I want. No scrambling around each time we wanna play to see who has work and who has to flake. If you show, you show, and if you don't I have enough other people scattered around the country who play that we'll have at least 3 PCs rain or shine any day for any game. Very excited. Super excited.

Wednesday, July 20, 2011

Where The Hell Have You Been, Flake? table + Midkemia Cities Review

By far the most interesting rules in Runequest's classic Midkemia: Cities supplement are in the "Character catch-up" section. These rules tell PCs who have missed a session or two what they've been doing during that time. Since they are unique and interesting and address a problem that comes up in my campaign all the time, I hereby shall hack them down to useful size (they are originally written as a whole "mini-game"--they are re-envisioned here according to the efficiency-und-utility-uber-alles Vornheim ethic):

Where The Hell Have You Been, Flake?

Roll d100 or d100 per session missed or d100 per in-game week or month missed, depending on what's appropriate for your campaign. When the table calls for a "random NPC" or "random aristocrat" you can use any random NPC table you like, I personally will be using the ones in Vornheim... (Contents of this table adapted, quoted and largely bit from the work of Stephen Abrams and Jon Everson with a little bit added and a lot speedified by me. If they or any relevant copyright holders have a problem with that I'll take it down.)

1-7 You are offered a dangerous mission. Offered= number just rolled x200 gp for it. Now choose whether to decline or accept the mission. If you decline, that's it. If you accept, there is a 35% chance of death. Roll. If you survived, you also gain 100 x D20 experience points.

8-12 You've been sick. Spend 20 minus your constitution score x 100 on keeping yourself supplied and in comfort. If that's more than you've got or you're a cheapskate subtract d4 from all physical stats for today.

Results 13-23 in bold indicate you offended someone, roll d6 to see who: 1- Random aristocrat 2-3 random NPC commoner, 4-rumormonger who damages your local rep (-2 to local charisma rolls), 5-someone who cursed you (roll a random curse), 6-an entertainer who satirizes you (-2 to local charisma rolls)
13-Bumped into them on the street
15-Imagined slight
16-protocol error, bad manners, or lack of respect
17-interfered w/ plans
18-NPC jealous of PC's success
19-NPC doesn't like how PC looks
20-NPC was just in a bad mood
21-religious argument
22-NPC jealous of PC's spouse, family, lover , etc.
23-NPC misunderstands PC

24-29 Accused of crime, charisma roll to escape conviction. If convicted, pay d8x100 gold to get out. If you don't have it or are a cheapskate you are a fugitive from justice starting now.

30 You have been doing research. Make an intelligence roll. If successful, you may ask the DM one question about any current mystery in the campaign and s/he must give you at least a clue, if not the answer.

31-35 Thieves. Lose d% of your cash.

36-38 A friend of yours (a random common NPC) offended someone. Roll d6 and consult the red text above to see who. If you don't help your friend, there is an 85% chance to offend him, If you do help him, the offended party is now offended by you as well.

39 A friend of yours (a random aristocrat) offended someone. Roll d6 and consult the red text above to see who. If you don't help your friend, there is an 85% chance to offend him, If you do help him, the offended party is now offended by you as well.

40 A family member of yours offended someone. Roll d6 and consult the red text above to see who. If you don't help this family member, there is an 85% chance to offend him/her, If you do help the offended party is now offended by you as well.

41-48 You made a new friend. Roll a random common NPC contact.

49-50 Long lost family member shows up. Friendly. Roll a random occupation for him/her.

51 You made a new friend. Roll a random aristocrat contact.

52 Offer of marriage from (Roll random NPC) of lower social status. Wedding, should you choose to accept it, is in d4 days. If you accept, roll d100: less than 15 means a family member killed you in your sleep, more than 75 means you receive that number x20 in dowry/gifts.

53 Offer of marriage from (Roll random NPC) of same status. Wedding, should you choose to accept it, is in d4-1 weeks. If you accept, roll d100: less than 15 means a family member killed you in your sleep, more than 50 indicates you receive that number x100 in dowry/gifts.

54 Offer of marriage from (Roll random NPC) of higher status. Wedding, should you choose to accept it, is in 2d10 weeks. If you accept, you have offended two random aristocrats and receive d100 x 300 gp in dowry/gifts.

55-57 Dude, someone just gave you d20x100 gp.

58 You are under surveillance by an assassin.
59 You are under surveillance by a spy of a foreign power.
60-61 You are surveillance by thieves casing your place to steal stuff.
62-65 You are under surveillance by the town watch
66 You aren't under surveillance but think you are.

67 You return to action with a mysterious glint in your eye. During this session (and this session only) you may totally pull some crazy, situation-specific bullshit out of your ass to save everyone in a desperate situation ("oh, I have an extra crossbow right here...") but only if you can entirely explain how you ended up with this item/ability/characteristic, etc. in 15 seconds realtime or less. And you can only use it once.

68-69 You got mugged (lose whatever you regularly carry) and tossed into debtor's prison by cops who assumed you were a beggar. Gain a criminal record and d12 x 10 lice.

70-72 You got mugged (lose whatever you regularly carry).

73 You witnessed a secret ceremony. DM figure this out or just roll one of the local religions and assume their pissed at the PC for the foreseeable.

74 You help out some fancy type. Receive a title (d4: 1-duke/duchess 2-Baron/baroness 3-Lord/Lady 4-Knight--Sir or Dame)

75 Your living quarters become infested with vermin.

76 A small bug befriends you. You choose what kind.

77 A small, useless, dumb furry animal (no stats) befriends you. Pick what kind.

78 Somebody gives you a horse. It had a badass name of your choice and maximum stats for a warhorse.

79-81 Recruiting push: You may join the military as an enlisted soldier.

82 You may join the military and get up to the rank of NCO before the next adventure starts

83 You may join the military and become a commisioned officer before the next adventure starts

84 Your place burned down. roll d100: under 50, you saved your stuff, 50-95 you saved a random half of it.

85 You learned to speak a new language (but not read it) pick!

86 You learned to read a new language (but not speak it) pick!

87 Someone asks to be your servant for 4 gp a week. They're pretty cool, it seems like.

88 You meet the person of your dreams. There is a 40% chance that he/she feels the same about you, and a 25% chance that he/she already is married.

89 You have a dream. Roll 1D8: on a result of 1, a deity tells you of a quest that you must undertake. There is a 40% chance that this dream comes from a god. If it does, and if you ignore it, there is a 60% chance that the displeased god kills you. On a 2, you see your own death, which so distracts you that for the next four weeks you treated any successful befriendings as offendings, instead. On a 3-5, you have a prophetic vision which so catches you up in worrying and telling people about it that there is a 20% chance you lose your job if you have one. On a 6, the dream was so involved that you slept the entire day, with a 30% chance you lost your job if you have one. (This one is awesome and verbatim from the book)

90 You are asked to write a book detailing your adventures for publication. A handsome advance is offered: d20x 100 gp.

91 You discover an amazing new recipe for mince pie.

92 You are complemented on your shoes. It goes to your head. -2 to charisma checks because you just keep talking about them but +2 to hit and +3 to damage against anyone who insults them.

93 The town watch or other police agency enters your living quarters. Roll 1D10: on a result of 1-3, they are looking for a fugitive; on 4-7, they are searching for contraband or stolen items; on 8, they are conducting a census; on 9-10, they are thieves casing your house

94 Your place is condemned. You have 2d6 days to find a new one. If, like so many adventurers, you lack a permanent residence, then you have accidentally dyed your hair a color to be decided by the player to your left and don't have time to dye it back.

95 You have a major argument with a spouse, lover, or random intimate you just met. Roll charisma. Failure indicates a woman scorned. Or a man. Or whatever.

96 Death in the family. Pick a family member to die. If they're an NPC already active in the game, the DM can choose to overrule you, and pick someone else.

97 As 96. Plus you are expected to be at the funeral.

98 You have been impressed into the military. You can join, become a fugitive, or buy them off for 1d6x100 gp.

99 Called into court as a witness, you have a 30% chance of being offered a bribe of 1D6 x50 gold pieces to speak in favor of a guilty defendant. Roll a random NPC,to learn who is on trial. If you testify against him/her, there is a 25% chance s/he is offended. If you help him, there is a 35% chance that you will befriend him. GAMEMASTER NOTE: if the player-character lies to free the defendant, there is a chance that others might take special interest in the player-character.

00 You have an accident. Roll 1D10: on a result of 1-2, you received bruises that will last 1D4 weeks; on 3-4, you were seriously burned and should treat the incident as an illness for 1D6 weeks (see 8-12 above) and you lose 10% of your charisma, appearance, physical beauty, etc.; on 5-6, you suffered a major cut or a lost a tooth, etc., reducing your charisma, appearance, physical beauty by 20%; on 7, you broke a bone requiring 1D6 weeks recovery; on 8-10, in addition to bruises and burns as above you must pay 1D20 x10 gold pieces for damages or be accused of a crime.

________________________
Short Review of Midkemia Cities From The Point of View of The Guy Who Wrote Vornheim and Thought Doing That Was A Good Idea:

There's a lot of interesting detail and some useful ideas, but the format of the tables assumes either:

-During prep you want to roll 6 times on tables with only 6 results to decide (say) what kind of inn you got than just deciding "this inn sucks and has bad food"--and do those 6 rolls for each inn individually until you've filled a map, or

-In mid session you are going to roll 6 times on 6 tables in the middle of a game right there in front of your players and god and everybody and this will be totally worth it because the PCs are not just going to go "Ok, so it has medium food, good beds, and 24 customers--most of whom are priests and townspeople? Let's try the next inn..."

Plus many of the tables are for such minor things (details of stables, f'rinstance) that there's no advantage to having them in "slow table" format. It's not like it's a suspense building exercise : "And...there are...roll roll, modifiers...3 employees!" The advantage (when there is one) is the tables are simulationally weighted to produce maybe realistic results but that is only noticeable if you're players are visiting like 10 stables in short order and that implies you're rolling 4 times (plus modifiers) for each stable 10 times in the middle of playing a game and that's not exactly my idea of a good time.

In short: all this kind of stuff seems to have been stuff they didn't think about and so it unfortunately limits the usability of the tables in prep or in play.

__________________
That said, there's is much of interest here, especially if you're hacky. Like for instance the "Missions" tables: As written, you roll three times and end up with "Seduce..a thief".:which is a little bit of a drag because you are still left trying to figure out which thief and why--which would appear to be making you do almost as much work as if you had to think up a mission from scratch anyway without the table. However, if you take, say, the original "verb" results from this set of tables (which I now reprint here):

1 Free...
2 Capture...
3 Guard...
4 Assassinate...
5 Find...
6 Transport...
7 Lure...
8 Incriminate...
9 Seduce...
10 Terrorize...

And then, instead of rolling on the table they've got (16-"warrior" 17-"non-human" etc.) roll on a table full of detailed NPCs that fit your setting (like, say if you have Vornheim, then roll on the Random Aristocrat or Random NPC table) then you've got yourself a hook with enough meat that you can think something up quick: "Assassinate Yzonde DiArmond who despises the sun, is chief advisor to the regent, is nervous sweaty and sloppy and is married to Duke Ozgord of Hogg".

Uh why? Because she's too sloppy and has fucked up, or the client hiring you is a sun-worshipper... And by who? Ozgord, maybe. Or a rival for Ozgord's affections. Ok, done.

Also, the section of advice on building realistic populations and spreads of buildings for towns and cities is good if you're into that sort of thing, though know it is just guidelines rather than any kind of fast-gen rules.

Tuesday, May 24, 2011

Vornheim: Hack This Book Contest + All Games Considered

So I'm doing a contest...



See, I did this D&D book and, judging from the links I've been getting, people like it...



"It is inspirational reading; the most so I have seen in maybe 25 years for any sort of RPG. "

Dragonsfoot Forum



"It’s probably the most-bang-for-the-buck RPG product I’ve ever bought in my life. "

Lost Papers of Tsojcanth 1 and 2



"This is quite simply one of the best and most useful RPG products that I have every purchased and read through in my entire gaming career."

WrathofZombie'a Blog



"[Vornheim] is like the first crash of Johnny Ramone's guitar across the bow of fantasy arena rock.
Vornheim is, as I have said elsewhere, like the Sex Pistols covering Ptolus."

Hite, Kenneth



"I can't recommend it enough. No matter what edition you use, or retro-clone, this is going to help any campaign you make. Not just for the city games either."

RPG: Rants and Raves



"I can pretty much guarantee you that if you have any interest in running urban-based fantasy at any point in your campaign, then you, too, will find it worth every penny."

Alexandrian, The 1 and 2 and 3



"The stated goal of the book is not only to allow a GM to create a city on the fly, but to make it interesting, memorable and fun, and I would argue that it more than succeeds in that task." Brighton Role-Players





"So the real magic of the book, like I said before, is how it becomes easy to create textural elements, randomly or semi-randomly, with very little effort"

Drawings and Dragons



"This compact book does contain enough genuinely useful material for detailing a fantasy city on the fly to make it indispensable to any referee whose campaign involves regular urban forays outside the dungeon."

Grognardia



"Smart and yet playful. A bold kick up the arse to other setting books."

Haque in Black



"For me, Vornheim - The City Complete Kit is the most innovative role-playing product for a long time and is a hot candidate for an Ennie."

LeckerTHAC0! (English Translation)



"And it's all a very inspiring and stylish package"

Metagame (English Translation)



"I have to admit I am rather impressed... 5 out of 5 stars"

Other Side, The



"It's inspiring and I want to skip work, press gang my players or co-workers and use it right now."

Places to Go, People to Be



Planet Algol 1 and 2 " It's an innovative product, but it shouldn't be; that not an indictment of Vornheim but of what RPG products are generally produced."



"In terms of art and graphic design, Vornheim looks like no other RPG book ever."

RPG.net Forum Discussion



"This is definitely not your daddy's Greyhawk or 2e Renfaire Realms anymore."

RPGSite Forum Discussion



"This is really my cup or tea."

Savage Swords of Athanor



"
It gave me a whole lot of flexibility that I've never really experienced in a game before. Seriously, if you haven't bought Vornheim yet, you really need to. Even if Zak's game isn't your style, use the format and concepts and fill in the tables with things that meet your style. It's that useful."

Gaming All Over The Place



"Everything you've read about it is true. Including and especially the talk about changing how people make stuff for their games."

Seeking Wing, The



"I want something that will make it easier for me to run sessions in cities with little or no prep, and I really want this Kit to do that for me; so, first impressions, does it do the job it sets out to do? My quick answer: yes!"

Sky is Full of Dust, The



"HOLY **** IT'S **** AWESOME!"

UK Roleplayers Forum Discussion



"I will definitely use the book at the table."

Apprentice of Old School (English Translation)



(the Underdark Gazette liked it, too)



"I think this is probably the best product I think I've ever come across."

This guy did a video review (cue up to 7:29)(and even though it's from "Scary Hair Studios" I swear I had nothing to do with this video)



"It's exactly what it says on the tin: a thunk-provoking tool kit that'll probably be great fun to unleash on the players."

Vaults of Nagoh



"In some urban RPG’s, an unexpected player decision might be disastrously time consuming; not so with the aid of Vornheim. Vornheim provides the referee tools to handle any number of circumstances that might occur within a city adventure."

Vorpal Dice



"It crawls with cunning charts & maps"



"The biggest problem I have with Vornheim: The Complete City Kit is that it's going to make all other city sourcebooks seem dull by comparison."



"It is a beautifully illustrated and very well constructed book."



"...Vornheim is an amazing approach to doing a city sourcebook which, although intended for old-school D&D, has plenty of utility for story gaming."



"...felt like a breath of fresh air after all these colorful, overproduced RPGs"



"
Looking over Vornheim. Wow. this is really, really good."



"Infinite *s out of 5...The book is almost insidious in nature as it seeps into your own creativity and basically challenges you to be more creative, to raise your game to another level, and to be better at running your games."



"Zak dribbles more creativity and inspiration on page 3 (territories surrounding Vornheim) than most books manage in their entirety. And that's a pale shadow of page 7..."




"...
too valuable not to have in you DM arsenal."



"I read Vornheim during my vacation and was amazed. Zak's really got something great here. I'd say award-winning."




"Random tables and charts, strange characters and locales, and snakes as books. Brilliant."



"The quality of the book is exceptional in every way."



"This totally raises the bar, you realize."




"Where Ptolus is a huge, whopping, incredibly detailed city book, this is stripped down the the very basics, the bare minimum, so that all that’s left is the raw rock and roll. It has exactly as much as you really need, leaving the gamemaster to play around and flesh out the rest..."



"...
Vornheim is Byzantine, brilliant, and exhilarating..."



"Vornheim is, in my opinion, one of the most innovative RPG products I've seen in years. It is exactly what it claims to be, a city building toolkit designed to make life easier for the DM and provide a vast and interesting urban sprawl for your players. If you are even remotely entertaining the possibility of a city-based campaign, you need this book."




"
It's a damn good book, full of useful stuff."



"If you are planning urban adventures, Vornheim is AWESOME for it. I ran adventures in a small town of 1300 and it was very useful."



"
I honestly can’t find anything negative to write about this book, it really is a slice of fantastic RPG creativity and I urge anyone who enjoys fantasy city gaming to pick up this gem before the print-run of 2000 copies disappears.
"



"Good ideas, great tables!"



"It is an amazing toolkit and wonderful aid."



"It is a work of art, brilliant in how useful it is."



"I have to give you props sir, your experience and insight into city play made for a better night for me and my friends."



"The book is crammed with quirky and imaginative ideas."




"
Once I next run a game set in a fantasy metropolis, I will most certainly have my Vornheim by my side, whether it be set in Sigil or Kaer Maga or the City of Greyhawk."



"Actually at last count I have read this think five times. Each time I read it, I realize more and more, this is the perfect city book."



"
Lot's of goodies to use for any city-based adventuring. "



"I have to say that thus far it’s really changing the way I look at city campaigns and the build of a fantasy city in general. Zak really is an amazing wellspring of ideas; he’s sort of the Grant Morrison of D&D..."




"It is awesome."



"
It's official...Vornheim is freakin' amazing. Best city supplement ever."



"It's quite inspiring...I can't believe that anyone would not be able to take some creative inspiration from it."




"
...a beautifully produced handbook for running city adventures."



"...brilliant..."



"...mind-blowingly awesome and original..."



"
I would like smaller books that take an approach kind of like what Zak S. did with his Vornheim book: give me the means to make and use good content on the fly for a specific adventure type"



"Vornheim is an amazingly cool supplement. I've been using mine (PDF) almost since the day it came out." (down in the comments)



"
Vornheim is awesome; I'm still getting used to it, but there are so many tables in there that allow me to generate interesting things on the fly."



"Flipping thru my copy of Vornheim. I'm pretty sure I want ZakSmith/Sabbath's brain..."




"
That thing is a friggin' work of art."



" is excellent. Atmospheric, great spur for creativity. Can't wait to use it!"



"
This is a damned good game book. Even the first part of the book, which presents Vornheim itself, is full of material that can be directly incorporated into any city campaign. The whole book lives up to the subtitle ("The Complete City Kit"), not just the ingenious shortcuts and excellent tables."



"This little book by Zak S, best known for I Hit It With My Axe, and the D&D with Porn Stars blog, is pretty damned awesome."



But so anyway, yeah.



So here's a contest:

The Official Vornheim: Hack This Book Contest




So what I want (and what we all want, because we like useful new GMing tools) is for you to hack Vornheim. Expand it, make it bigger, make it more fun, make it do things it doesn't yet do....



For example:



-Re-write a table in Vornheim for a different genre of city: a sci-fi city, a modern city, a gilded steampunk city, a pirate city, whatever.



-Re-write something in Vornheim for use outside a city--make it into a dungeon table or a wilderness table or a seagoing table.



-Expand something in Vornheim--like the Immortal Zoo of Ping Feng but feel like it could use an aquarium? Want to make 80 more legal situations? Want to make the encounter chart into a d1000 table? Knock yourself out.



-Did I forget something? Make a whole new table or tool for use in medieval urban adventures.



Point is, take any idea in Vornheim and run with it. Entries will be judged on:



-Usefulness: Does this thing look like it'd produce gameable results at many different tables? How often? At how many different tables? Or how many times at one table? Give us something that makes our job easier or more exciting. Your Random Medieval Funny Hat Table may wow them at your Friendly Local Game Store but, to be honest, it doesn't really do a lot of heavy lifting.



-Efficiency: Did you manage to get what you need across without the GM having to dig for it?



-Style: Did Zak think it was neat?



Rules:



-Enter as many times as you like, however, since the secret reason for this contest is to give us all more game stuff, each entry must be published on-line so that everybody can use whatever tool you've devised. If you don't have a blog or wish to remain anonymous, then send it to me at zakzsmith at hawt mayle dawt calm and I'll publish it if it's any good and I have time and I feel like it. If you do publish it on your own blog remember to email me and tell me you did it.



-Entries should be no longer than a double-page spread in Vornheim itself. Remember: efficiency is beautiful, efficiency is art.



-If it doesn't have to be a pdf DO NOT MAKE IT A PDF (or at least not only a pdf). In an email, text is fine: "cut" "paste". In a blog entry just type it. Pictures are fine.



-Speaking of art, don't just send a picture unless it is also a map or diagram or otherwise part of a game-useful tool.



-I reserve the right to be totally arbitrary and my decision is final and entering the contest means you waive any legal rights to claim damages or claim anything legally-binding about this contest or anything arising from it and me writing this constitutes I'll do my best and try to be a right guy about all this shit and if you don't trust me, don't enter.



-Contest ends on Gary Gygax's birthday, July 27, 2011. Winners will be announced soon after unless there's like a gazillion entries.



Fabulous Prizes:



First place winners will receive a signed copy of Vornheim PLUS a single prize package thingy of their choice from the list below, second place winners will get to pick one thingy from what's left over after that, third place winners get to choose one from what's left over after that...



-Art: Original artwork from the interior of Vornheim signed by me



-Work: A d100 table on a topic of your own devising written by me (if this prize is chosen it will also be posted here on this blog).



-Game stuff: I will give you a list of all the game stuff sent to me over the years that's left around this house and you can pick something and I'll send it to you.



-Booby prize: If you're a fan of one or all of the DNDWPS girls I can get you signed pictures or memorabilia or some other mutually-agreed upon thing--lemme know once you win.



-Hey man, can you...?: If you have a product to pimp, I will read it or watch it and review it and post the review here.



-15-minute Commission: I will take 15 whole minutes out of my day and draw a thing of your choice, then have the girl who works for me mail you the drawing.



____

Oh, and PS, here's me and Satine and Mandy and Kimberly and James Raggi on the All Games Considered podcast.