Showing posts with label Jim Ward. Show all posts
Showing posts with label Jim Ward. Show all posts

Friday, June 22, 2012

Throwing Rocks in Texas (Part 1)

It’s been more than two weeks since NTRPGCon and I’ve yet to chronicle my exploits in Bedford, TX. Partly to blame was the inevitable post-con crash that afflicts most of us who spend four days in the company of our far-flung comrades in dice bags only to return to the mundane daily grind, but I also came home to find my internet connection on the fritz for a week and that took the wind out of my sails. Enough time has passed to fill my proverbial canvas anew, but that also means the following may be corrupted by time and faulty memory. Take this all with a small pinch of salt.

Unlike my journey to Gary Con, the trip down to Texas was a breeze. Once again, I got to fly in a turbo prop from Long Island down to Philly before graduating to a real, honest-to-goodness jet plane. Some folks might see that as a quaint means of travel, but with my love of the past, there’s nothing like taking a ride through the skies and watching the props whirl just outside the window. Plus, the guy sitting next to me had the largest carry-on bag in history, so the flight attendant (although I think I can call her a “stewardess” if the plane has propellers) moved me up to the front row in return for promising I’d open the emergency hatch in case of a crash. That is assuming a prop didn’t break free on impact and turn me into Wash in the closing half-hour of Serenity.

From Philly it was a nice flight to Dallas-Fort Worth. The young guy beside me, hailing originally from a formerly French-controlled African nation and having the most unique accent I’ve ever heard, spent the flight watching either that movie starring Real Navy SEALS™ or the longest Armed Forces commercial in history (it’s the same thing, actually) with French sub-titles. We arrived in Texas without trouble, but I learned that the previous evening saw Biblical thunderstorms in D-FW and interrupted the travel of fellow NTRPGCon attendees.

A brief wait (less than 15 minutes) had me in the Holiday Inn shuttle and en route to the hotel. Another con attendee was in the van with me, but was suffering through his own version of my trip to Gary Con. He apologized for his surliness later and now I must apologize because I can’t remember who that was. Sorry, brother. Refresh my memory if you’re reading this.

At the hotel, I learned that since I was technically two hours early for check-in, my reserved room with the rest of the con folks wasn’t ready and would I mind another room on a different floor? Knowing my gaming kin, “Yes, please.” So instead of being ensconced on the fifth floor, I had a quiet little room on the second floor right by the stairs down to the lobby. Again, after my room in Lake Geneva (literarily the farthest room possible from the action of the convention), it was a godsend. And those stairs meant I could avoid the elevator and work off some of the big Texas meals I figured I’d be eating while in town (more on that later). Mike Badolato, one of the con’s organizers wandered by as I was checking in, so I got to put names to faces from minute one. He was just the first of many folks I’d get acquainted with over the next four days.

With my bags safely stowed in my room, I wandered down to the ballroom and grabbed my con badge. I ran into Allan Grohe manning the Black Blade booth, saw a few other familiar faces from Gary Con, and got settled. The area was quiet. Vendors had yet to arrive and most of the gaming tables were vacant. I began to wonder if this whole North Texas thing was all hype, but then learned that the Charity D&D game was underway down in the “Longhorn Room” (what else would you expect in Texas?) and that’s where the masses were gathered. Rather than join the crowd, I hung around the ballroom for awhile chatting with the stragglers and new arrivals. Out in the common area beside the lobby, Jeff Dee was setting up his display table and I introduced myself. We chatted about his Kickstarter projects and Goodman Games for a bit before Jeff kindly taught me how to play Cavemaster, his new Neolithic RPG. Folks, Cavemaster would be one of the bright lights of the con for me and I can’t recommend picking up a copy strongly enough. The whole premise (“it’s an archeological recreation of the first RPG played by our caveman ancestors”) and game mechanics (it uses rocks. Really, rocks.) are unmitigated genius if you enjoy turning an off-beat concept into high art and unique but simple rule resolution. I’d get a more in-depth crack at Cavemaster before the con was over, but Jeff taught me the rules in less than three minutes.

The Charity Game finished not long after and who should I run into by my Gary Con partner in crime and soon-to-be fellow panelist Tim Kask. Tim and I caught up, talked shop, walked the parapet, and then, (and there’s no way to write this that doesn’t sound sleazy) went back to his hotel room so he could show me his Snakeriders. Tim and Frank Mentzer, his fellow Eldritch Enterprises compadre and my own convention buddy, were roommates for the con and Frank rolled in shortly after. We chatted about upcoming EE projects (I’m eagerly awaiting “Spider Bitch on the Rag,” although I’ve been told it will have another, more commercial title when it hits the market) before they invited me to dinner at the hotel restaurant. The three of us headed out to eat and encountered the plague of NTRPGCon: the wait-staff (emphasis on “the wait”). The slow service would become the running joke of the convention. It was obvious that the Holiday Inn was not prepared for gamer appetites—or merely human ones—and I suspect that this is the primary reason NTRPGCon V will be held at a new location.

Dinner was mind-blowing, the highlight of the con for little old me. Halfway through my burger, I realized that my table companions were Jennell Jaquays, Frank Mentzer, Tim Kask, Jim Ward, and (briefly) Erol Otus. That song from Sesame Street—“Some of these things belong together…”—started running through my head, but everyone was very welcoming and encouraging and we had a blast mocking Alien vs. Predator on the restaurant TV. Nevertheless, it was a reminder that somewhere down the line I had crossed a threshold and was now officially a game designer of very small renown. Thank you all so very much for warm welcome.

When dinner wrapped up, Tim, Frank, and I hung out on the patio and they told me secrets Man Should Not Know about the old days with Gary and TSR. I don’t actively ask about the Old Days when I’m with those guys, wanting to avoid being a rabid fanboy, but I’ve learned that just by hanging around with them and letting them talk, I pick up a few interesting anecdotes along the way. I’m like the Margaret Mead of the gaming industry. Luckily for the guilty, I don’t always recall all the tales the next day, but the ones I do remember are doosies. At last, the late hour and the flight caught up with me and I managed to get to bed at a respectable hour—but not before dropping $40 on some old Judges Guild stuff from the con store. It would be the first of several purchases I’d make before heading back to NY.

Next up: Emirikol is killed and the Tim & Mike Show makes its debut. 

Monday, March 26, 2012

I am a Complete Bastard

Just got home from Gary Con and it'll be awhile before I can decompress and sift through the outstanding experience for choice nuggets. Until then, this post explains the above.

Friday, January 20, 2012

If You’re Thinking of Buying Metamorphosis Alpha

…you should probably know that Lulu is offering 25% off with the coupon LULUBOOK305. That coupon is good until January 31st, 2012. That applies to all Lulu purchases, not just MA, so feel free to pick up a few other goodies while you’re at it!

Thursday, January 19, 2012

Want Metamorphosis Alpha 1st Edition in hardcopy?

According to an announcement made by Craig J. Bain of WardCo. in Jim Ward’s Q&A thread over at Dragonsfoot, you can now purchase reprints of Metamorphosis Alpha through Lulu.com. The reprint is, Bain says, “the 1976 edition with a short adventure included and the corrections - the same as the RPGNow edition, minus the hex-sheet page at the back of the book.” It retails for $14.99.

Saturday, January 7, 2012

They were Gods in those Days

Jeff Rients recently wrote two posts regarding the wild and zany antics the boys in Lake Geneva got up to back in the early years of this hobby. Inspired by those anecdotes, I wanted to share one of my favorite old war stories from years gone by. This one was recounted by Roger E. Moore in an editorial on fear that appeared in Dragon #156 (April 1990)
I was in a GAMMA WORLD game that Jim Ward ran a few years ago. It scared me to death. Jim has a habit of rolling huge numbers of dice of damage at the snap of a laser, and his campaign was full of amusing things such as Cthulhu-size lake monsters and deathray satellites that diced up ground targets with impunity. But his most famous creation was the subtly named Death Machine, a nice little military relic of the Social Wars of the game’s background.

What’s a Death Machine, some of you may ask. Here’s a story: A few years ago, when I was in the Army, I told everyone in my gaming group to each pick his or her favorite deity from the AD&D® game, and prepare to role-play that deity in a special scenario I had developed. The next hour was spent in feverish excitement as a large assortment of gods and supermonsters met on a deserted plain and awaited their opponents. Suddenly a huge space-time warp opened up in front of the incredible assembly . . . and out of the alien warp came three brand-new, fully armed, fully powered Death Machines on random programming.

Two gods died in the first 10 seconds of combat, each taking over 700 hp of damage. A third god died before the minute-long fight was over, and two other gods (including Demogorgon) fled the battlefield in utter panic. All the rest of the deities were pounded with atomic missiles, lasers, bombs, rockets, shells, bullets, force fields, and death rays. Thor bent the nose of one Death Machine with Mjolnir but took a nuke in return. If I had not used random attacks, all of the gods would have died in 30 seconds, no sweat. It was wonderful.
I think we need more of this sort of thing. Thank goodness there are still referees who indulge in these sort of antics and keep the wild and wooly days of yore alive.

Friday, November 4, 2011

Help Bail out the Warden

As some of you know, legendary designer James Ward has been dealing with health issues that have placed a severe financial burden on him and his family. To that end, Jim’s friend and former TSR co-worker, Tim Kask, has established Friends of Starship Warden to help defray Jim’s medical expenses.

This past Tuesday, Jim underwent a “coronary procedure” that turned into a triple bypass. As of tonight, Jim is in the ICU, recovering. Tim Kask reports:

This just in from Jim's friend: Just a quick update on Jim as of now (Thur. evening)...he is still in ICU, but his doctors feel he is doing well. The surgery went well -- he had several large blockages which would almost certainly have caused a heart attack in the near future had they gone unattended. When I saw him earlier today he was still a bit groggy/drugged, but in great spirits and very appreciative of everyone’s prayers and positive thoughts. Keep it up. At this point, he expects to be in the hospital until Monday or so.

Suffice to say, the operation was a costly one that will add to Jim’s financial difficulties. For those of you wishing to help Jim out and help pay back the man for the many hours of entertainment he’s provided down the years, please consider visiting the Friends of Starship Warden and making a donation to help Jim and his family pay down some of medical bills.

Saturday, November 20, 2010

Friends of Starship Warden

After consulting with lawyers to determine the best way to assist Jim Ward and his family meet their growing financial obligations for his treatment, Tim Kask has announced the creation of "Friends of Starship Warden."
Friends of Starship Warden
The above is a site I set up this morning to try to help Jim financially. I have also established a bank account with the Associated Bank of Elkhorn called the Bail out the Warden Fund. Monies collected through this PP account will go directly into that bank account which has been set up with an EIN as a Misc. Non Profit with the IRS.

Physically, Jim is still having his good days as well as his bad. He is now waiting for the teams of specialists at the Mayo Clinic to come up with a more complete diagnosis as well as a plan of treatment.

Please feel free to spread the link wherever you feel it may do some good.
Please click the link above and consider donating a few dollars to help out Jim.

Monday, November 8, 2010

Update Regarding Jim Ward

UPDATE: The following was posted by Tim Kask on the below-linked Dragonsfoot thread:

Jim’s latest trip to the Mayo Clinic was not good; one piece of bad news after another.
His irrepressibly optimistic side is very much in evidence, and trying to brave it out. Another battery of tests with another flock of specialists is still to come; in three to four weeks time they will all compare notes and diagnoses and recommend a medicinal regimen that we all hope and pray will see him out of this.

The medicines are very powerful and have many nasty potential side effects, so it is still a rather perilous circumstance he still finds himself in. While he is starting to replace some of the weight he so precipitously and dramatically lost, his stamina and energy levels are still AWOL.

I am trying to coordinate an effort to ease some of his financial burden with several individuals. I am getting legal advice as to how we might do this without increasing Jim’s obligation to the IRS. For the present, please do not make any direct donations to his PP acct. I will share details on that just as soon as I can. Keep the faith.

From the Dragonfoot thread regarding Jim Ward's health struggles and the efforts to help cover his growing medical expenses:

I just called Jim Ward a few minutes ago and was lucky enough to get an update on his condition. He is still pretty crook, and feeling very weak, and will remain so for some time yet.

For those of you who have asked - I spoke to him about donations, and he has a paypal account: TEMPORARILY REMOVED.

He appreciates everything that people have been doing to help him out, and despite his current circumstances seems pretty cheerful, even if he is completely knackered.

Craig J. Brain
WardCo.
So for those of you who would prefer to make a donation directly to Jim, you can use the Paypal information Craig provided above. Purchases from WardCo's DrivethruRPG store will help too if you're looking to fill in the gaps in your Metamorphosis Alpha collection, albeit after Drivethru takes their percentage from each sale.

Friday, November 5, 2010

Please Help Jim Ward

As I was preparing to leap back into the 2nd edition Gamma World toxic waste pool, I read the following over at the Original D&D Discussion site:
At Dragonsfoot, Tim Kask says Jim Ward is very sick.

So as not to be the bearer of only bad news, Craig Brain is proposing a tribute product to help raise money for Jim's medical expenses - completing one's collection of MA stuff at RPGNow is also a great way to do so.
I have a handful of RPG design heroes, ones whose work continues to inspire, thrill, and entertain me long after it first saw print. James Ward is one of those heroes and this news saddens me greatly. I hope that he recovers from his illness and continues to produce more of his always inspiring work. I’ll be picking up a few MA goodies next week to do what I can to help Jim and his family take care of medical expenses.

Here’s a video that has more information on what you can do to help.