Showing posts with label photos. Show all posts
Showing posts with label photos. Show all posts

Thursday, April 26, 2012

Submitted for Consideration for Your Next Campaign

I'm still getting settled into my new home, new job, and let's face it, new life, but I wanted to share something with you all that I see every day on my drive to work:


Graymoor either lies to the southwest of the Egg of Coot or exists in a parallel plane of existence. In either case, it is a land where sword & sorcery meets film noir. A land of shadows and mist, conspiracies, paranoia, trench-coated adventurers, and sultry femme-fatales. Sounds like the perfect cure for the high fantasy blues!

Or, it's a lonely county along the Atlantic coast (on either side of the pond), where the waves crash against the jagged rocks, crumbling manors cling precariously to the edge of cliffs, and the nights are broken by the sound of screams or howls that may not be animal in origin.

Wednesday, February 1, 2012

'Naut Fight! Playtest 2

This cocludes the 'Naut Fight! portion of the consolidation process between Secret Antiquities and The Society of Torch, Pole and Rope. New content is on its way shortly.

This week we were back to four players again, allowing me to see if ‘Naut Fight! remains playable with even more ‘Nauts battling it out in the arena. Not only do the rules still allow for fast and exciting play with more players, the game seems to increase in fun at an exponential rate! The only drawback was I had to supplement my playing pieces with a Binary Load Lifter from WotC’s Star Wars Miniatures line


Everyone except last week’s winner chose to create new ‘Nauts this time and we had a wider array of engines and specials. Our first-time player allotted most of his build dice into Speed, allowing him to run rings around the other three combatants. Seeing that it would take their combined efforts to bottle up and destroy the swift-moving construct, the rest of the gladiators put aside their differences for several rounds and turned their attentions on the poorly armed and armored ‘Naut.



Having learned that putting a big hill for the ‘Nauts to fight over in the middle of the arena keeps the battle in one place, I decided to mix things up this time around. Instead of a pile in the middle of the board there was a pit with a single hex platform at its center. A glowing orb floated above the platform, and the returning players recognized this as a body reinforcement globe that added to their ‘Nauts’ hit capacity. One player headed straight for it in the initial round, almost reaching it, before discovering that the orb jaunted around the arena randomly, coming to rest in the middle of areas of intermittent fire. This proved to be no obstacle for one ‘Naut who possessed an engine that help resist fire damage. He scooped it up early in the fight, but the flame rings around the arena continued to be obstacles throughout the fight.


There was still a lack of body slams or overbearing attacks in the match, despite my reminding the players of that option. We almost had an attempt to push one ‘Naut into the center pit, but the opposing gladiator lacked the movement that round to close and make the attack and the threatened ‘Naut moved clear in the following round.


The special weapon of the game was undoubtedly the Fimbul Gun, a cold-emitting cannon that could inflict freezing damage on a ‘Naut or be used to ice down hexes in the arena to create slippery terrain that slowed down movement through them. Two gladiators had these, and you can see the iced-down ground in the pictures (the hexes marked with blue lines). The Fimbul Guns helped corral the speedy ‘Naut into a corner where it was finally destroyed.


The game is turning out to be a surprise hit and the guys are beginning to hint that I should be working on a demonstration model to shop around. They continue to provide valuable feedback and suggestions, but the real proof of the game will come the next time I get together with my friendly, non-roleplaying board gaming group. If ‘Naut Fight! proves to be a hit with them, it demonstrates that this could be something more than another portion of the October Country. I may have to pick up two more ‘Naut miniatures to bring the possible number of players up to six. If six is still fast, furious fun, I might really be on to something here.



After ‘Naut Fight! wrapped up, we managed to squeeze in some actual October Country roleplaying. The party picked up a fourth member at Hunger Rock College and got a lead through some useful inquiries (and thus skipped a part of the adventure, but this is a good thing) that led them out to the burned-out insane asylum downriver from the City of Midnight. Hired goons were encountered and defeated, and the party now believes a group called “The Silence” is involved with the attempt to shut down the library. Sounds of chanting were heard and exotic incense filled the air as they entered the asylum, but what awaits them at the end of the soot-covered hallway will be revealed next week (along with some pictures and game stats).

Tuesday, January 31, 2012

'Naut Fight! Playtest 1

The consolidation process continues. The purpose of my last post was to lay the groundwork for this post and the following one, both of which concern playtesting a new skirmish miniatures/board game I've developed based on the October Country setting. 'Naut Fight! has become a popular diversion with this group and I suspect I'll be running another playtest of it again in the next two weeks. I've had non-roleplayers express interest in giving it a go, which I interpret as a good sign that I might be on to something here.

Yesterday saw the first official playtest of the October Country stuff and I was extremely pleased with the way things turned out. My gaming group is going through a transitive period, but is reorganizing to better address what everyone wants to play/run. I’ve finally put Labyrinth Lord behind me for awhile, and although I will return again one day soon, it was nice to explore other options and systems.

 We started off with a playtest of my steampunk automaton gladiator game, ‘Naut Fight! Although intended for one-on-one bouts, the rules are flexible enough to allow multiple ‘Nauts the opportunity to square off. And square off they did as three hulking brutes powered by experimental engines took to the area to battle it out for dominance. A little pre-match skullduggery didn’t turn out too well for one player when his pit crew spy was caught sneaking a peek in an opponent’s ‘Naut depot, but the trio was pretty much evenly matched at the start of the bout.


I sketched out the arena while the guys were building their ‘Nauts, using whatever popped into my head. A few walls, a pair of tar pits, a big old pile to play “King of the Hill” on, and a pair of special “You don’t know what happens when you enter these areas until you do so” spaces filled out the battleground. The ‘Nauts headed for the high ground early and most of the fight took place around the hill as everyone sought to use the top of the heap for combat advantage.


Speed was definitely the red-headed stepchild of traits as only one person decided to allocate more than a single die into that aspect of their gladiator machines. That could have been a bad move for one fighter when he fell into a pit and needed to roll above a certain number to escape. I’m wondering if this choice of allocation will remain true in future matches.


There was one attempt at an alliance to take out a less damaged ‘Naut about halfway through the fight, but it was rebuffed. Had it been accepted, we might have had a different winner. Instead, the two ‘Nauts with the least health beat the snot out one another for a bit while the souped up ‘Naut watched with glee.


The playtest revealed that I need to tighten up the language in my Specials descriptions and that I should make a cheat sheet with some of the other options available besides just blasting away with ranged weapons or slugging it out. That also could have changed things as ‘Nauts tried to clothesline one another or slam an opponent into one of the tar pits.


The guys had some good suggestions for future Specials to be added to the list of options: 360° Sensors that make it impossible for an opponent to gain a tactical advantage when attacking from behind and a Self-Destruct Feature that causes an area of effect blast when your ‘Naut goes down. I originally wrote the first rules draft with two fighters in mind, but after the three-man fight, I can see where those options would make play interesting when fielding teams or with multiple players. The match lasted about an hour and fifteen minutes, which, with three players, is a good sign that the game is short enough to be used in conjunction with the roleplaying game if needed, but also a fun diversion when you can’t get enough players for an RPG but need some entertainment on a rainy afternoon.

After the match, we took the October Country roleplaying game out for a drive. Three would-be heroes traveled to the City of Midnight to make a name for themselves. The group consisted of a budding magician who was an agent of the Juggler; a ballisturgist gun-slinger and agent of the Unnamed; and a great sword-wielding agent of the Red Ruin of War. They quickly found themselves hired by a librarian whose business was overrun by bibliophages. The trio went in, took names (thanks to an ungodly number of critical hits), and discovered that somebody is trying to drive the librarian out of business before he could even get started. The band is headed off to Hunger Rock College to collect a bounty on the slain bibliophages, but it’s obvious that there’s treachery afoot.

Running GORE was a snap, although I need to run through the rules again and make some adjustments and corrections (a blackjack can’t do 1d8 damage unless that’s subdual damage and I’m overlooking the rules for that). The benchmark skills are working as intended and so far they are allowing the PCs to do “cool stuff” early without overpowering the system or making combat a cake walk. We’ll see if this trend continues as the game progresses.