Friday, January 27, 2012

Money in RPGs: Counting Coppers, or Just Wing It?

“Everybody needs money. That's why they call it money.”

I'm not necessarily talking about found treasure and loot, but the cash an adventurer carries on hand. For a bog standard, D&D-style fantasy game, keeping track of money seems like the right thing to do. It fits the model of adventurers who need to scrape together the coin necessary to buy a new sword, spell components, or bundles of crossbow bolts. It also fits the sword-and-sorcery genre, which I'll discuss later.

The strange thing about keeping track of coinage on hand is the problem of large amounts. Thousands of coins can be converted to gems and other high-priced baubles, but then you might run into the issue of paying for smaller daily expenses. Not many taverns would be able (or willing) to make change for that opal you just found in the lich's tomb.

Call of Cthulhu was the first RPG with an abstract money system that I remember. Although equipment and weapons are listed with prices in dollars, money really wasn't an issue -- most likely because treasure hunting wasn't an objective of the game. Unless the characters were going on an expedition or they needed an outlay of cash at that level for some reason, it isn't necessary to keep track of how many dollar bills are in your pocket. At least that's the way we always played.

Additionally, characters have a skill called Credit Rating. This is a measure not of cash and credit reserves, but social status and influence, and the ability to raise cash through loans or even panhandling.

From the 4th. edition (1989):

Money
The players' investigators -- the journalists, authors, professors, and so on -- will need money for their investigations. Their cash can come from (1) wages, royalties, and remittances; (2) from previous savings; and (3) grants, gifts, and loans from various non-governmental sources (government is no granter of largesse in the 1920s).

Money is only a problem if the investigators must perform extended investigations. Incidental investigations can be assumed to take place on weekends, or evenings, or days off.    (p. 14)

From the 5th. edition (1992):
Investigator Income
Income may or may not be important to your play. Take dollar signs with a grain of salt. Many Keepers never mention money or personal property, and rarely do published scenarios raise the subject. Only in campaigns does earning and spending hold much interest or significance; campaigns, however, can be quite detailed. Learn the Keeper's intent. (p. 24)

Savage Worlds has a similar approach to money, at least for starting characters. In the 1st edition rulebook, we find the following at the end of the character creation section:
Gear
Next you need to purchase equipment. Some settings may provide your hero with all the gear he needs. In others, you may be assigned a certain amount of money with which to purchase your starting gear. A list of some common gear and weapons can be found in Chapter Two.
Unless your setting book or GM says otherwise, the standard starting amount is $500. (p. 18)

The only other real mention of money is at the beginning of Chapter Two: Gear.
Cost: Equipment prices are relative both to the starting funds of $500 and to their tech level, so a Springfield musket doesn't really cost $250 in 1862. That's just the "worth" of the weapon relative to the tech level and the typical setting it's intended for. (p. 43)

Monday: Three other approaches.

Wednesday, January 25, 2012

Link: Using Microscope to Plan Goals in a Zombie RPG


Derek at Harvester has taken some of the ideas that Lowell used at Age of Ravens for Microscope as a city planning tool, and changed them up as a goal-planning device for his All Flesh Must Be Eaten campaign. Take a look at what both of them are working on for new ways to handle idea generation, campaign planning, and setting preparation -- make a game out of it!
 

Monday, January 23, 2012

Hammer Horror and Godzilla DVD/Blu-ray News

I have been out of the loop and not keeping track of DVD news this month, and I am ashamed. Big thanks to Gareth Skarka for posting about the news related to Hammer horror films.

The studio has been working on restoring "more than 30 films", utilizing print sources in the UK and the US. Quatermass and the Pit has already been released on Blu in the UK, with Dracula, Prince of Darkness on the way next in March. They plan to announce a US/Region 1 distributor soon.

The restored version of Dracula (1958, Horror of Dracula in the US) is being screened in London in mid-February. The exciting news about it is that this restored edition uses the extra footage from the Japanese release, cut from UK and US prints. The footage was found at the The Museum of Modern Art in Tokyo. At long last we get to see the full original film. More information about the ongoing restorations at the BBC and the official restoration blog.

The Criterion Collection's DVD/Blu-ray release of Gojira (1954)/Godzilla, King of the Monsters (1956) is on track for release this week. Toho Kingdom has an interview with Curtis Tsui, the producer responsible for this disc.

Godzilla getting "the Criterion treatment" has been a goal since the laserdisc days, so it's great to see that it's finally happening. It's quite possible that, as suggested in the interview, this may be the greatest amount of pre-sales for a title in Criterion history. Everything I hear about the print quality and restoration efforts suggests that it has been worth the wait.

Friday, January 20, 2012

Happy Birthday, Robert E. Howard!


This Sunday marks the 106th anniversary of the birth of pulp writer Robert E. Howard. It has become a tradition on this date for Howard fans to read a favorite story and toast to his shade with a favorite beverage.

You can't go wrong with any of the stories, and there should be one to suit your preference: sword and sorcery, hard-boiled detectives, weird horror, historical fiction, boxing, westerns, pirates and sword-wielding puritans. One of my favorites that I often choose for a birthday reading is "Worms of the Earth", a story of Bran Mak Morn, last king of the Picts, and a weapon "to terrible to use, even against Rome". It's available in many publications but I would suggest the text found in Del Rey's Bran Mak Morn: The Last King.

This year I might look for another story I haven't read.

For more information on his life and career, start with the following sites:

I would also recommend Mark Finn's Howard biography, the Locus and World Fantasy Award-nominated Blood and Thunder: The Life and Art of Robert E. Howard. An expanded edition is due later this month from the REH Foundation.

Thursday, January 19, 2012

Music from my D&D years

A special Thursday edition of Favorite Music Friday: embedded below are videos for a few songs I remember on the radio or on MTV while playing Dungeons & Dragons -- or reading the rulebooks, or flipping though issues of Dragon -- during my high school years. I distinctly remember hearing the last song in this list on the radio during the first (and so far only) time I played the AD&D Battlesystem mass combat rules.











Ratt - Round and Round (this one can't be embedded) http://youtu.be/0u8teXR8VE4


Tuesday, January 17, 2012

Your Character Does Not Belong to You

Often, it belongs to the other players.

I recently started playing in a new campaign of All Flesh Must Be Eaten, Eden Studios' RPG of zombie survival horror. I planned for my character to be a skilled professional -- not a doctor, soldier, or something useful like that. My idea was for a cable TV installer. He would have seen a lot of interesting and weird things already by going into people's homes (I know a few real-life satellite installers), and would be an expert in electronics.

The other part is that I wanted to model the character's personality after the TV character of Ron Swanson. He would know a little about everything, and be very secure in his opinions (but with room to grow), all good hooks for role playing. He would also have a Ron Swanson mustache. And that's how I lost control of the character.

Once the other players start discussing his mustache, and the fact that he has a van... any serious ideas about the character among the other players disappear. The idea of the character that you had intended is replaced in the minds of the other players by the ideas that they have discussed -- or joked about -- around the table. That becomes the character they react to in game, from then on. This isn't necessarily a bad thing. However, it is something to think about when planning your character and his/her personality. Certainly, it's on the same level as a GM trying to develop names for NPCs that can't be twisted around into jokes by the players.

How might this play out differently at the table? What could you do to change this?

Think about your character's initial impressions and play them out. Plan to work your ideas about your character's personality into the game from the first session. Take opportunities and risks in games to show what your character is like to the other players. Then do this every session. One of the best pieces of player advice that I've been given was to think about how to work your character into the story at the table. I tend to be passive as a player, in the background, and wanting to get other players into the spotlight. Sometimes, you have to take a leap -- make a decision, take an action, be bold. There's a fine line between being an assertive player and being disruptive. Don't be disruptive or demanding. But if there is trust at the table, jump in.

Tell the other players -- in game -- what your character thinks about.  Ben Robbins wrote a great post about character monologues. Not necessarily dialogue, but actions and thoughts in the character's head. Get these out at the table in play. Your character has traits, advantages, flaws... whatever the system might call them. They might be on the character sheet or in the character background you wrote, but if you don't work them into play, or tell the other players about them, then they may as well not even exist. They don't truly become part of the game until they are worked into the shared experience of all the players.

Any others that I missed?

Friday, January 13, 2012

Pardon our dust

I plan to do some experimenting with the template design here over the weekend, especially with font sizes and background colors. Things might look wonky for a bit. It should be set (or back to this template) by Monday.

Thursday, January 12, 2012

Taking Dragon Age for a test drive


Our regular Friday night group was down two players last week, so our GM asked me to run something as a one-shot. We also had D. and PJ as guest players. There are a couple of systems that we have wanted to try out, one of them being Dragon Age. I had the quickstart module from Free RPG Day so I read through the rules and adventure a couple of times and printed off the character and reference sheets.
 
The players chose the character sheets at random and I went over the basics of the rules as presented in the quickstart and the single page of world background. With all of us full of homemade apple crisp, the players sat back as I began reading the boxed text from the module...
 
My intention was to run it cold. That is, reading the boxed text verbatim (just like the old days) and following the adventure as described without much of my own added embellishment. I wanted to see what it might be like for brand-new players coming to the game without any RPG history. I knew nothing about the DA storyline. We had one player in the group who had played the video game, and he helped to explain some of the background knowledge that the characters would know.
 
We thought the rules worked pretty well. It is a brand-new rule set created for DA that Green Ronin calls the AGE system, using 3d6. I like the dragon die mechanic for gaining stunting points. Combat was slower than I expected. Once players have a good sense of what various possible stunts can be done without scanning the reference sheet, combat should get faster. I would also like to see more available stunt options. There was thought that it would nicely for a short-run campaign of maybe a dozen sessions. AGE isn't dependent on the Dragon Age setting, so it would work fairly generically with any setting. Without knowing what the rest of the rules are like, especially character advancement, I don't have a clear verdict on AGE yet.
 
The module presented in the quickstart, titled "An Arl's Ransom", is a great adventure scenario with plenty of combat and roleplay opportunities, a good twist and moral choices presented for the players to puzzle over. Depending on the actions of the PCs, there are a couple of directions that the plot could go, and the text presents ideas on what could happen. It also gives advice on what scenes to cut for time (I dropped the fight with the blight owls).
 
It is meant to be a starting point for a DA campaign, and we thought it worked well. That said, I wonder if the module is a little too complicated for first-time role-players. The DA rules are easy enough to get. It's the complications and the multiple directions that the story could follow in the module that I think might make it difficult for new players. A brand new GM might have enough trouble trying to get the rules down without the added difficulty of multiple NPCs with various and shifting plots and plans.
 
If you haven't played Dragon Age yet, I would highly recommend downloading the quickstart and give it a try.
 
 

Wednesday, January 11, 2012

A preview of the upcoming Conan: Queen of the Black Coast comic adaptation

There is a new 2-page preview on io9 for Dark Horse's new Conan 25-issue comic series by Brian Wood and Becky Cloonan, an expansion and adaptation of one of the best Conan stories, "Queen of the Black Coast".

The io9 story also includes the regular and variant cover art for the first four issues. I know Brian Wood's work but I'm not as familiar with Becky Cloonan's art. The preview pages have been good so far. I'm eager to see how it turns out in the actual book.

Thursday, January 05, 2012

Blogging ideas for 2012, part 2

I forgot to mention in the previous post that I would like to get involved with gaming podcasts again. I was part of the team that put together the sadly defunct Twenty Buttons and Twenty Levers gaming podcast about 5 years ago. I'd also like to try video blogging here as well.

On a related A/V note, I've wanted to put together my own DVD audio commentaries for quite some time now, and this is the year to make that happen.

Wednesday, January 04, 2012

Blogging ideas for 2012

Following on from my final post of 2011, I wanted to mention some of the ideas I have for the blog, what to look for here in the new year, and some possible goals.

Design changes: Overall I'm pleased with the layout. I've mentioned before that I'd like to try some different color schemes to improve readability.

From the Dusty Shelf: I have been a Gamer (with a capital "G") for over 25 years, and I have quite a few favorites among the rulebooks and supplements on my shelf. Nothing that is extraordinarily rare, but some forgotten gems that are worth another look. This will be an irregular series of retrospective reviews taking a look at some of these items, their place in gaming history, and some ways that they could be used today.

In a similar vein, I have several file boxes of old gaming magazines, catalogs, product fliers, and convention programs. This year I am finally going to follow through with my plans to scan some of these items and post here to share. Timothy Brannan at The Other Side recently mentioned his idea to pull out some of the gems from early issues of White Dwarf. Maybe I can cover some of the later issues.

Rules for a Conan RPG: I've been considering rules systems that best emulate the pulp-horror-fantasy of the original stories. I need to take the time for a more detailed look at these, and I'll post my thoughts here.

Fantastic Four...From the Beginning: A couple of years ago, my sister- and brother-in-law gave me an Amazon gift card as a birthday present. I used it to pick up the Fantastic Four/Silver Surfer Complete Collection CD-ROM set, containing the complete run of FF up to the end of 2006.

Fantastic Four has always been my favorite superhero book (aside from Marvel Team-Up), particularly John Byrne's run in the '80s. Back when I was seriously collecting comics I tried to complete my collection of Byrne issues but never finished it. This CD-ROM gave me that and then some. I still haven't explored it all -- yet. This would be an irregular series of posts looking back at some of the best issues of the FF, with an eye for how well they work today, and maybe pulling out some ideas for RPGs at the same time.

Cult Classic of the Week: I want to get back into a regular schedule with my cult movie reviews. If not weekly, then at least two a month.

DVD/Blu-ray and book previews: I'll continue to post on upcoming discs and books of interest.

Play more. I'm intrigued by Gnome Stew's GM challenge New Year, New Game. I don't know if I will be in a position to start up and GM another regular campaign this year. However, there are plans for some of us to try new games in the form of "Run Club"-style one-shots. My main goal is to get more play time and to try new games.

Monday, January 02, 2012

Glenn Lord, RIP

Glenn Lord passed away on the last day of 2011 at the age of 80 years. Without exaggeration, Mr. Lord was the greatest Robert E. Howard fan and the man who has done more for Howard's legacy than anyone else. He became the literary agent for the Howard heirs and remained so for almost thirty years. He tracked down the famous trunk full of typescripts and supplied the source texts for nearly every published work throughout the Howard boom of the 1960s through the 1980s.

Better retrospectives can be found at The Blog that Time Forgot, the Conan Movie Blog, and a list of online tributes is posted at the Two-Gun Raconteur site.

Saturday, December 31, 2011

The State of the Blog in 2011

Just a short post to wrap up 2011 here at Kaijuville. At the beginning of the year I had the goal of increasing the frequency of posting, which I did accomplish. I started the year strong, but by mid-year my real-life schedule got more packed with responsibilities. I hope to get back to a regular schedule next year.

Regarding site stats, the pages with the most search hits continue to be my list of Free RPG Day PDF downloads, my DVD review of The Green Slime, the Bruce Timm birthday post and the obituaries for Julie Ege and Elisabeth Sladen (not Ingrid Pitt?). I didn't imagine that this would be a destination for Julie Ege fans but that's the power of Google, I suppose.

My series of movie reviews, the Cult Classic of the Week, started in January with the goal of publishing at least two reviews a month, if not once a week. It became difficult to make the time to watch the films and properly research the reviews, so I ended up posting only 14 reviews this year.

In May, I was granted membership in the RPG Blog Alliance during their first week of operation. I really enjoy the sense of community that the RPGBA has produced, and I would like to get more involved with that aspect next year. One blogger wrote that a great exercise would be the goal of posting at least three comments on blogs read each day. I wish I could remember who wrote this so I could give proper credit. I don't always post three although I make that a goal for each day. I believe it's a great way to build the blogging community.

In August I ran a series of daily posts for "Conan Week", leading up to the release of the new movie.

I posted my GM merit badges here.

In December, I was invited to write a guest post at Age of Ravens, where I examined two important popular culture influences on my gaming life.

In closing, I would like to thank everyone who follows Kaijuville and takes the opportunity to read what I post here. I hope you find it worthwhile. There are many, many bloggers out there writing dynamite material every day, and I hope that I can add to that wealth in at least some small way.

Next post: What to expect from Kaijuville in 2012.

Thursday, December 29, 2011

My First Time...Gaming on G+

Two weeks ago I played my first game using Google+ Hangouts.

This was a D&D 3.5 game based on the computer game Dwarf Fortress, so all of the PCs are dwarves. Many of the players were also in my True20 Freeport campaign. The reason for running over G+ is because half the players are out of town -- C. moved to Ohio before the Freeport game ended, and D.W., the DM for this game, moved to Mississippi shortly after it ended.

To play, we needed to join the same G+ Hangout. Additionally, D.W. set up maps with tokens for PCs and NPCs using the free Maptools software, which required each of us to connect through a VPN.

I did have some technical issues, but none of them were the fault of D.W. He and C. had worked out the bugs during their initial session. All I had to do was follow the emailed instructions. At first I tried using my usual desktop machine. I picked up an inexpensive webcam after work, brought it home and plugged it in. The camera test worked fine. Maptools worked fine, but I could not get into the G+ Hangout.

Mrs. Kaiju wasn't home, so I moved the webcam and the Maptools and VPN files (including my token) over to her Win 7 laptop. I was able to finally connect to the Hangout and see/hear everyone, although now Maptools would not load. Since it is a Java program, I tried to update Java but the update failed. It took a complete uninstall and reinstall of Java for Maptools to work.

Maptools is an impressive bit of software. I was concerned about how it might work, but it ran great, and D.W. put a tremendous amount of work into the maps for this session. The maps loaded quickly and token movement was easy and fast.

Overall, my experience with G+ Hangouts and Maptools was very positive. Once I moved to the laptop, the only issue was that I kept being dropped from the Hangout about every 15 minutes. The Google error messages kept saying it was a server error, but I was the only one being dropped. Once I can get that settled (and upgrade my desktop PC), things should work well. It's no substitute for face-to-face gaming, but being able to video chat with friends across the country in real time is terrific. I'm looking forward to more G+ gaming with them and local friends, and maybe some gaming with other bloggers too.

Tuesday, December 27, 2011

Blog housekeeping

One area that I'd like to work on in the new year is the look and layout of the blog. Generally I like the layout, but I think there might be some areas for improvement. My main priority is readability, and while the black text on light grey seemed OK at first, I believe the readability could be improved. I'll also try other some other colors throughout. I always welcome suggestions, too.

Tuesday, December 20, 2011

Link: SOPA and the RPG blogging community

I rarely ever post anything here about politics. This blog is meant for important things like games and movies. However, this is a topic that requires more attention than it has received in the mainstream media. Michael at Neuroglyph Games posted an excellent article about the possible effects of the Stop Online Piracy Act on RPG bloggers (and everyone else). There is a committee vote scheduled for tomorrow.

Update: "Markup postponed due to House schedule."

Wednesday, December 14, 2011

Monster Stand-Ins


I missed out on some interesting Kickstarter/IndieGoGo gaming projects: Far West, Stealing Cthulhu, Crypts and Things, and Writer's Dice. One project that's really caught my attention but hasn't closed yet is Monster Stand-Ins. This is a project by Joe Wetzel, the talent behind Hexographer, Dungeonmorph Dice and others.

For me, miniatures make any game better. I enjoy miniature gaming and using minis in RPGs. It is frustrating to not have all the minis that you might need for a scene, or not the matching minis. Pre-painted plastic minis have helped with this issue, but even with super-cheap common figures it can be expensive to get a solid collection of monster minis.

The Monster Stand-Ins are a set of over 150 fantasy monster images scaled to 28/30mm and printed on plastic flat tokens that can be stood up on bases. Foamboard is included with the plastic flats for creating the bases. I don't mind flats at all -- I like using printable PDF flat figures such as those from One Monk -- so I don't see that as an issue. And no cutting and gluing required! Flats are much easier to store and transport too, with removable stands. The plastic should hold up very well with use.

150 creatures on plastic card for $30, plus the PDF file? Sign me up.

Thursday, December 08, 2011

Site update


I've added a sub-page titled "Currently...", accessible from a tab at the top of the main page. This is a little list of what I'm playing, running, reading, watching, and so on. I've wanted to add this to the blog for a while but the main page layout is full with links and blog rolls. The sub-page gives it a bit more room.
 
The titles are pretty self-explanatory. "The New Hotness" highlights new things I'm thinking about, interested in, and wanting to play/read/watch/whatever.
 
For some reason, the spacing on that page has some weird issues, even when trying to edit the HTML directly. Those problems don't show up on the normal Blogger pages. I also need to re-size an image or two.

Wednesday, December 07, 2011

Mongoose Legend Core Rules for a buck

Legend is Mongoose's revised and updated version of RuneQuest II (with the "RuneQuest" bits removed), and the Core Rules PDF is available at Drivethru/RPGNow for just one dollar. Thanks to Late to the Party and Billiam Babble for posting about it recently. I really enjoy the BRP/d100 system, so I might finally check out the RQII Legend rules.

For more gaming on the cheap, check out the $1.35 PDF sale on Lamentations of the Flame Princess titles this week (the Grindhouse Edition doesn't appear unless you activate the adult content filter on your RPGNow account), and of course Stuart Robertson's Weird West is a single dollar as well.