Wednesday, April 28, 2010

Dudes, New Clash of the Titans Kicks Ass

I don't remember reading a positive mention amongst the blogs I frequent for the Clash of the Titans remake.  Of course, the majority of comments were "me too" from people who hadn't even bothered to see it.  Still the posters who were down on CotT.  I don't understand, I gotta assume they hate fun.

Actually, I believe I understand.  I just find it hard to accept so many are "get off my lawn", conservative, movie, "prudes" (the opposite of the following list).  Some things about me that may or may not invalidate my opinion of movies for you:
  1. I like stop motion animation CotT but I love CGI.  They're really different things and not comparable, impressionism vs photography.
  2. I judge movies on their merits. Not if they follow a book / papyrus scroll, previous movie, etc.  In fact if movie is same as book/previous edition, wtf even bother making it?
  3. I do not require from movies profound statements, deep meaning, fine art, or even good writing/acting. If I sit on my edge of seat, cheer, and/or whisper that's "bad ass" I'm happy.  In other words I'm not negatively predisposed towards the action/adventure genre.



First, a couple of things that bothered me enough to notice:
  1. I was not keen that Zeus and the other gods wore full, shiny plate.
  2. WTF desert wizard dudes, they were cool, and completed the party (see below) but seriously random.
  3. 3d, not a fan. There was option to watch it normal, but my friends and I (well I) choose beer and food over 2d.

Why Clash of the Titans Kicks Ass

Visually stunning, wow! The way Hades formed and the depiction of the gods watching man from Olympus, kicked ass. Char wood guys were keen too.  I got a half dozen ideas and lots of good descriptive fodder for use in running RPGs.  Reason enough for me to like this movie.

While they got a love interest in there, the soulless beings who make 90% of Hollywood movies suck, were unable to work in the "two boys fight over girl" plot that ruins most movies.  Instead plot is totally adventure 101.

The movie flowed EXACTLY like a RPG adventure.  PC is "railroaded" (movies often railroad due to time constraints/pacing/being non-interactive) into meeting with plot hook, gathers some men-at-arms (Argosian soilders), picks up a couple thieves (the two comedic relief guys), later they hook up with a wizard (chared wood dude).  They have to seek out witches to learn what the mcguffin is.  Go get it (nice example of using terrain to make exciting combat), then use mcguffin to beat the big bad. [It's so perfect I sort of suspect the writers/producers consulted with computer game publishers to smooth the inevitable companion games.]

Clash of the Titans is a flippin fun movie.  If you hate fun it's not for you, otherwise see it.

Tuesday, April 27, 2010

Devil in the Details: Alfar Berserkers

The Devil is in the Details has grown on me since I first saw it in Fight On!

I generally don't like character background tables or mechanics.  Mostly because I want chargen to be very fast. And with minimal steps/choices so newbs aren't overwhelmed.  I wouldn't make these tables a required or even suggested part of character creation.

To me the true value in these lists lie in how they concisely convey a bunch of background and flavor to the reader.  Whether that reader is a player trying to get a grasp on the campaign world or me at a later date wondering what the hell I was thinking...

Here is my entry for Alfar Berserker.  These are Basic D&D/LL style race and class are combined.  "Alfar Berserker" is the class, there are no Dwarf Berserkers or Human Berserkers.  All Alfar share the Many Alfar table.


Many Alfar (roll 1d20 three times)
  1. Adventure due to a death wish and desire to die "young and happy".
  2. Would rather die then let a slight or insult stand.
  3. Have been outlawed by their city-states.
  4. Will not wear the color red (blood color tempts weapons to strike).
  5. Have synesthesia.
  6. Are exiled and seek to return honor to their name/clan.
  7. Believe today is a good day to die.
  8. View humans and halfmen as out of control animals in need of frequent culling.
  9. Believe if you can't keep me from taking your stuff, then it's not really your stuff, is it?
  10. Suffer from narcissism.
  11. Claim other worlds exist.
  12. Believe "Loosing" is dishonorable. Cheating, dirty fighting, using unfair odds, etc in order to win is not.
  13. Appear androgynous to humans and halfmen.
  14. Proudly display their clan via distinctive dress/facial tattoos/hair styles.
  15. Find the concepts of aging and death endlessly fascinating.
  16. Treat short lived races as the naive, ignorant children that they are.
  17. Have not learned to hide their arrogant aloofness around others. -2 reaction.
  18. Sense latent emotions left in items, areas. 2 in 6.
  19. Secretly worship the Vanir and Jotuns.
  20. Are hundreds (3d6) years old.

Some Berserkers (roll d16 once)
  1. Consume narcotics and hallucinogens to enter berserkergang.
  2. Sing beautiful, melodic, haunting songs while slaughtering.
  3. Berserkergang with eyes closed.  Their blows guided by hate and anger.
  4. While berserkergang remain absolutely silent, flowing gracefully from one slaughter to the next.
  5. Consul against violence and war.
  6. Have lost faith/interest and tire of the endless slaughter.
  7. Really have it in for Jotuns(giants).  Must attack them first, -4 reaction, +2 hit.
  8. Really have it in for big snakes and ophidians.  Must attack them first, -4 reaction, +2 hit.
  9. Are actually just psychotic murderers and give a rat's ass about Thor and his cult.
  10. Have interests other than fighting, battle, and Thor.
  11. Know the time of their death, know they can not avoid it and that it will not come early.
  12. Follow war/violence/death god other than Thor.
  13. Name and talk with their weapons.
  14. Violent, murdering ways have attracted dark beings keen to complete the Berserker's corruption.
  15. Have unintentionally killed friends while berserkergang. 
  16. Have tasted human flesh.

Common Traveling Gear (d16 1d3 times)
  1. Wolf pelt worn as cape.
  2. Plants and mushrooms eaten to achieve berserkergang.
  3. A wide leather strap embossed with the runes of Thor's Blessing worn across chest bandoleer style.
  4. Roman style weighted Cesti, for sparing amongst friends.
  5. Armband with one feather/tassel/ornament for each viking they have participated on.
  6. Token of Thor's admiration.
  7. Scroll detailing the major arteries and vital organs of several races.
  8. Soap and scents to clean off the blood and gore of the dead.
  9. Shaving knife to keep their head nicely bald.  
  10. The ring with crest of powerful Human noble house, acquired while viking.
  11. Warpaint.
  12. A halfman child's doll, slightly stained with blood.
  13. Knee spikes.
  14. Pouch with the finger bones (index, middle) of defeated enemies.
  15. Rune scribed belt indicating their rank within Thor's cult.
  16. Helmet with horns!

Monday, April 26, 2010

North Texas RPG Convention Special Release

Badmike posted to the TARGATalk E-Mail list a special release to occur at the North Texas RPG Convention, June 3-6, 2010.

Tim Kask's adventures "High in the Hellgate Mountains" and "Temple of the Weaver Queen" available only at the NTRPG Convention
The NTRPG Con is proud to announce we will be selling limited edition booklet copies of Tim Kask's adventures "High in the Hellgate Mountains" and "Temple of the Weaver Queen" at the con. ONLY AVAILABLE at the con, in limited quantities of 50 copies each, these adventures were presented (respectively) at the 2009 Gencon Acaeum Game and 2009 NTRPG Con, and have never been available before except in extremely rare DM copies auctioned or given away at the Gen Con Acaeum dinner or NTRPG Con #1.

The adventures will be in small booklet form, limited to one per attendee, with only 50 copies available of each adventure. Tim plans in the future to present these and other specially written adventures in a more traditional format, but for right now this is the ONLY way to get a look at two great old school OD&D adventures in their original form!

Stay tuned. More announcements to come...

The Geomorph Dungeon Cube Project Continues

[Other Geomorph Dungeon Cube posts]

I went to thrift store today. Didn't find any Scrabble.  But, I did find some 1.5" square blocks. Ten for $.99. Enough for a 2x2 cube.  And when I find more blocks I can reuse those as the corners of a 3x3 cube.



I can use the cubes as is. 2x2 seems to stay together fairly well and it's easy to rotate four blocks.  I'd like to drill holes and add magnets to the inner faces so they stuck together.  Think that would be needed for a 3x3.  Wonder if I have the skill, I certainly lack the drill press/router that would make it easy. [Note: on my skill. Middle school shop class, I picked the very most easiest project.  A box, to hold magazines (Dragon's actually).  When I set it down on teachers desk to be graded it split at the seems and fell apart.]

Your dungeons will be assimilated! 

This is an interesting project.  Due to nature of 2x2 Rubik's Cubes three maps will always be adjacent and it's worth some consideration in choosing the maps and alignments. For instance I put all the natural cave tiles on two cubes.


Next up, besides shellac, is the keyed Dungeon of Geometric Doom and rules on when/why cube rotates!

Sunday, April 25, 2010

Saturday, April 24, 2010

What's Up With Attack Table Progression

What's up with attack table progression in original, classic, and retro D&D?

Whatever, I'm sure this issue has been talked to death. I just want to say I much prefer this table to the standard Labyrinth Lord one. Which among other things annoys me to no end that M-Us have same hit chance as fighter until 3rd lvl. In this table fighters (Edit: after 1st lvl) are always better to hit than other classes of same level.  Btw, I'm uninterested in AC lower than 0 (the best AC possible) or levels above 9-12.


Awesome Table
Warrior Whacker Wuss tohit 0  1  2  3  4  5  6  7  8  9
   0             1    +0  20 19 18 17 16 15 14 13 12 11
   1     1-2    2-4   +1  19 18 17 16 15 14 13 12 11 10
   2     3-4    5-7   +2  18 17 16 15 14 13 12 11 10  9
  3-4    5-6    8-10  +3  17 16 15 14 13 12 11 10  9  8
   5     7-8   11-12  +4  16 15 14 13 12 11 10  9  8  7
   6     9-10  13-14  +5  15 14 13 12 11 10  9  8  7  6
  7-8   11-12  15-16  +6  14 13 12 11 10  9  8  7  6  5
   9    13-14  17-18  +7  13 12 11 10  9  8  7  6  5  4
  10    15-16  19-20  +8  12 11 10  9  8  7  6  5  4  3
  11    17-18  21-22  +9  11 10  9  8  7  6  5  4  3  2
  12+   19+     23+  +10  10  9  8  7  6  5  4  3  2  2


Instead of tables I much prefer the formula tohit + AC + d20 >= 20 scores a hit.

Friday, April 23, 2010

Alfar Berserker

[After thinkering over the feedback I got in my first Berserker Post I decided to change things up a bit. Below I present the complete GnG Alfar Berserker class for Labyrinth Lord or B/X, BECMI, RC, whatever float your Swanboat. Needs play testing but I think I'm done messing with it before I see how it plays.]


Alfar / Elves

The Fey know them as the Alvar Vekk (Fallen|Low|Lost Fey), men call them Elves, Alfar is the name they themselves use.  Long ago they turned their backs on their Fey cousins and the Mythic World. They embraced The Mundane. Ploughed the meadows, cut the woods and mtns pilling them into cities, learned science and technology. In a word they civilized and the other Fey have never forgiven them.

Elves cluster into large family clans.  Most clans have banded together into city-states.  Elves are fiercely loyal to their clan and city-state.  Competition, raiding and out right war is common between the city-states.  Known for exploration and colonization.  Their lodges and larger colonies may be found anywhere.  Sighting the prows of their flying Swanships on the horizon presages either a violent and merciless raid or a profitable trade meet.

Although various colonies and individual elf groups have adopted most other pantheons at one time or another the majority elves follow the Asgardian pantheon. Espcially Odin+Frigg and children (Tyr, Bragi, Baldur), Thor+Sif, and Loki.  These gods have taught and influenced elves to adopt much of the culture and attitudes of Earth's Norsemen.


Alfar Traits:
  • "Slight Build" - 120lbs, 5-5.5' tall. Can wear only Light and Medium armor.
  • "Unchanging" - Long lives, thousands of years. Most elves die of heartache or misfortune before old age reaches them.
  • "Noble" - Graceful and beautiful by human standards.
  • "Sly" - Acute sense of sight, smell, hearing, touch, and taste. 2 in 6.
  • "Star-eyed" - Low-light vision, see clearly with very little light.
  • "Myth Born" - No chance of using Ancient tech*. -2 saves vs magic.
  • "Look Elves!" - Loved by Hobbits, +2 reaction rolls. 
  • "Fallen" - Despised by Fey, -4 reaction with Fey including Gnomes, Dwarfs, and Unseelie. Resistant to Fey magicks, +4 on saves vs Fey magick.

Alfar Berserker (Thor's Children)
Requirements:     INT 9
Prime Requisite:  STR and CON
Max Level:        9, upon reaching 9th lvl Valkyries arrive and take you to Valhalla
Hit Dice:         d8
Combat:           as fighter, 1h d6, 2h d8, Martial Skill
Saves:            as fighter
Level:            as fighter
Languages:        Elven (low fey)
Ethos:          Red only. Most are members of Thor's Cult.


"Berserkers stand and fight because if you run, you'll only die tired."
Must have 13+ in both STR an CON to earn 5% xp bonus.  Must have a CON of 16+ and STR of 13+ to earn 10% xp bonus.  Note: high Wisdom is a detriment for Berserkers making it hard for them to work themselves into and sustain berserkergang.  All Berserkers hold Thor in great esteem for it is his hate and anger that fuels their berserkergang frenzy.  Most are active members of his cult.  If there was any doubt all Berserkers follow the Red ethos*.  A Berserker may earn the right to various titles (wolf, bear, beast, dragon).  To do so they must kill the title's creature and wear it's pelt.

Berserkergang: During combat, whenever they take damage, a Berserker may attempt to work themselves into a berserker rage by rolling 2d6+damage >= their Wisdom score (2 always fail).  Hit point damage received is added as a modifier to the berserker rage roll.  Berserkers may attempt this roll every time they are hit for damage.

Berserkergang lasts until Berserker does not attack (for whatever reason) or Berserker fails to hit at least once in a round and also fails a sustain rage roll, 2d6+lvl >= Wisdom score (2 always fail).  Berseker's level is added as a modifier to the sustain rage roll.

After the berserkergang leaves them, Berserkers are mentally and physically exhausted.  Until they rest (during post combat recovery) Berserkers suffer the following effects.  Cannot work themselves into a berserker rage.  Have a -2 penalty to all activities; to hit, skill rolls, saves including Death & Dismemberment rolls!

Effects of berserkergang:
  • Must opt for direct melee attacks over other activities. I.e. will not use ranged weapons, tricky combat maneuvers, stop to drink potion, stand still to receive healing, seek cover, withdraw, etc.
  • Will use their most damaging preferably two-handed weapon.
  • Will not use a shield other than to bash with. Does not gain any defensive benefit from shields.
  • Receives a bonus to saves vs charm, friends, command, fear, etc. and moral checks equal to their level.
  • Does 2x damage.  I.e. Roll normal damage die, multiply by 2, add modifiers.
  • If required to roll on Death and Dismemberment Table, may roll twice taking best result and ignores stunned and knocked out results
  • Gains "Bloodlust"* and "Slaughterhouse"*.

Berserker Pelt
Berserker's who kill a wolf, bear, beast, or dragon earn the title wolf|bear|etc-slayer and the right to wear it's pelt.  A Berserker who drenches their pelt in the blood of 99 battles and takes it to 9 places holy to Thor may sacrifice themselves with this pelt.  If Thor is pleased he will return Berserker to Midgard as a shapeshifter able to transform into the creature matching the pelt.


Commentary & Notes 

Too many dice rolls?  A couple 2nd ed Kits, Berserker and Battlerager are very similar to my other Berserker Post, including the attacking friends FU.   Compared to Fighters, Berserkers are limited to medium armor, will be benefiting from shields less, do slightly less 2h damage (but 2x when berserk), two prime stats for xp bonus, susceptible to magic, and no ancient tech.  High damage, but likely to burn through hit points.  Maybe a bit like the combat version of magic user, in that they hit hard but quickly blow their wad and need to go home and rest.

Some numbers on entering/sustaining berserkergang.


Ancient tech -- the air cars, the laser pistols and the other kick-ass stuff are genetically coded to only work for the Ancients (or those possessing enough Ancients' DNA).

Red ethos refers to the five color MtG "alignments" Red, Green, Blue, Black, White.  Best translation is probably Chaos/CG.

"Bloodlust" -- After dropping an opponent in melee, receive free attack on nearby target.

"Slaughterhouse" -- When in melee with opponents who are all 1/2 your level or less, roll one attack and X damage dice where X is your level.  Damage dice may be split (one die per target) amongst opponents 1/2 your level or less that are "close".  It is assumed the warrior is hacking his way through this fodder and thus can reach enemies who aren't directly adjacent.

    Thursday, April 22, 2010

    Neat Weapon for Sci-fi

    I loved the rocket rifles and needlers from Star Frontiers.  This Real Life weapon reminds me of those. Funny that it was developed by "Tickle Me Elmo" dude, Bruce Lund.
    Lund recalled seventh-grade science demonstrations in which an electric current is passed through water, producing oxygen and hydrogen gas. Mix the two together, add a spark and boom!

    The application was an ideal fit for Lund's combustion technology, which can measure out the appropriate amount of gas for each shot.

    The weapon's effectiveness has been tested on blocks of gelatin that simulate human flesh; the projectiles hit with considerable force, but do not penetrate.

    The muzzle velocity is normally set automatically, but at the military's request it has a manual override, so the shooter can dial it up to maximum power and fire lethal shots.


    2d6 + mod >= value

    Probable Probabilities Series


    2d6 + mod >= value, 2 always fails


    Rolled 10,000 times.

    value +0  +1  +2  +3  +4  +5  +6  +7  +8  +9
      1  97% 97% 97% 97% 97% 97% 97% 97% 97% 97%
      2  97% 97% 97% 97% 97% 97% 97% 97% 97% 97%
      3  97% 97% 97% 97% 97% 97% 97% 97% 97% 97%
      4  92% 97% 97% 97% 97% 97% 97% 97% 97% 97%
      5  83% 92% 97% 97% 97% 97% 97% 97% 97% 97%
      6  72% 84% 92% 97% 97% 97% 97% 97% 97% 97%
      7  59% 72% 82% 92% 97% 97% 97% 97% 97% 97%
      8  42% 59% 73% 83% 92% 97% 97% 97% 97% 97%
      9  27% 40% 59% 72% 83% 92% 97% 97% 97% 97%
     10  17% 28% 42% 58% 72% 83% 92% 97% 97% 97%
     11   8% 17% 28% 41% 58% 72% 83% 92% 97% 97%
     12   3%  8% 16% 27% 42% 59% 73% 84% 92% 97%
     13   0%  3%  8% 16% 27% 43% 59% 72% 84% 92%
     14   0%  0%  3%  8% 17% 27% 42% 59% 73% 83%
     15   0%  0%  0%  3%  8% 17% 28% 43% 60% 72%
     16   0%  0%  0%  0%  3%  8% 17% 28% 42% 58%
     17   0%  0%  0%  0%  0%  3%  9% 17% 28% 42%
     18   0%  0%  0%  0%  0%  0%  3%  8% 16% 28%
     19   0%  0%  0%  0%  0%  0%  0%  3%  8% 17%
     20   0%  0%  0%  0%  0%  0%  0%  0%  3%  9%


    2d6 + mod >= value

    Rolled 10,000 times.

    value +0  +1  +2  +3  +4  +5  +6  +7  +8  +9
      1  100% -->
      2  100% -->
      3  97% 100% -->
      4  92% 97% 100% -->
      5  83% 91% 97% 100% -->
      6  72% 83% 92% 97% 100% -->
      7  58% 72% 84% 91% 97% 100% -->
      8  41% 58% 72% 84% 91% 97% 100% -->
      9  28% 41% 58% 72% 84% 92% 97% 100% -->
     10  16% 28% 43% 58% 72% 83% 92% 97% 100%100%
     11   9% 17% 29% 42% 58% 71% 83% 91% 97% 100%
     12   3%  8% 17% 28% 41% 58% 72% 84% 92% 97%
     13   0%  3%  8% 17% 28% 42% 59% 72% 84% 92%
     14   0%  0%  3%  8% 16% 28% 42% 59% 72% 83%
     15   0%  0%  0%  3%  9% 17% 27% 42% 59% 72%
     16   0%  0%  0%  0%  3%  8% 17% 28% 41% 58%
     17   0%  0%  0%  0%  0%  3%  9% 17% 28% 42%
     18   0%  0%  0%  0%  0%  0%  2%  9% 16% 28%
     19   0%  0%  0%  0%  0%  0%  0%  3%  8% 17%
     20   0%  0%  0%  0%  0%  0%  0%  0%  3%  9%

    Geomorph Cube Dungeon

    [Follow up to my Dungeon Geomorph Cube and Slidy Puzzles post.]

    I created a little proof of concept for a 2x2 Geomorph Cube Dungeon. Rubik's cubes are more complex than I originally thought.  It still lacks some tile rotations, [actually it's kind of screwed up].  I don't think I have enough SAN to code a 3x3 cube.  You can download the code and geomorphs to run it locally and/or mess with it.

    It's sort of a pain to mentally translate the cross projection to a cube and I don't DM with computer.  So, I'm less inclined to finish/prettify the above proof of concept, I think... Would like to find large Rubik's cube and actually build one! Cause that would be rad and something I could actually use in game and totally flippin awesome to laugh maniacally as I rotated it.  But, the largest cube I've found has approx 1" faces, which is damn small for these geomorphs.  I have no idea how to build my own Rubik's or working facsimile.  Or rather, I know how, just not how to limited by my poor mechanical / shop skills.


    Thanks to Risus Monkey for letting me use their geomorphs. And thanks to mthomas768 for remembering what movie, The Cube, I was thinking of.  And Huge Thanks to Grim and their blog Postapocapost for coming up with this awesome idea to begin with.

    All Time Most Popular Posts