Sunday, December 12, 2010
Random Character Color
Warrior’s Prayer
Though I may be about to die,
I shall not fear.
For combat is the Great Purifier
Where the worth of all creatures is decided
By the skill of their arms
And the strength of their minds.
War is the Great Predator
That culls the weak and the sick from our ranks
So that only the strong shall remain.
To live is to show one’s worth;
To dies is to show one’s faults;
To retreat is to suffer the foulest of failures
And to burn in the pits of Orona’s darkest Hells.
Saturday, December 11, 2010
Background for Tomorrow's "Out of the Box" Game
Here's the one-page background sheet. Everything above the "***" is me; the rest is minutely changed Gary.
Eons ago, the world was a place of wonder, a dreamland unimaginable to those who now toil beneath the uncaring skies. It was said that Man knew magics then that rivaled the gods, and that hunger, suffering, and war were unknown.
Then came the Dragons.
Screaming from out of the void beyond the stars, they came to the world without warning, burning all they encountered and poisoning the land with their caustic breath. Cities were incinerated, the seas became choked with ashes, and the skies blackened with smoke. Mankind took up their arms—weapons of unimaginable power—and struck back at these unworldly foes, bringing their awesome might to bear against a near-indestructible enemy. The legends call this time The Burning, an era which almost brought about an end to all life.
The destruction was catastrophic. Both the dragons’ breath and Man’s weaponry shattered the world in a desperate attempt to destroy one another. Mankind fled back to the caves that birthed them as the dragons reveled in the ruins they had created. The world plunged into an endless winter and small bands of desperate survivors huddled around fires as ice reclaimed the world.
The dragons, with nothing left to burn and little to devour, turned on one another, wreaking further destruction as they battled. Finally, when only the strongest of wyrms remained, they laid clutches of eggs in the ashes and returned to the void from whence they came.
That was three millennia ago. Man and his cousins—the elves, dwarves, and halflings—struggle to reclaim their shattered world. Much has been lost and many wonders will never again be seen, but civilization is again rising from the ruins. Through hard work, constant struggle, and endless vigilance, Man has again left the caves behind to reclaim the world it once owned. And although the Great Dragons have fled, there are other threats to Man’s future.
When Man emerged from the safety of the mountains, he found that a new enemy awaited, one spawned from the primal forces of Chaos that roiled across the destroyed paradise he once called home. In the lands to the East arose the Cruels, beings of dark and malicious power who wish to keep the world embroiled in turmoil and strife. Locked in constant struggle with the forces of Law, it is now these Chaotic Lords that threaten the Realm of Men.
***
The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm.
You are indeed members of that exceptional class, adventurers who have journeyed to BLUESTONE KEEP in search of fame and fortune. Of course you are inexperienced, but you have your skills and a heart that cries out for adventure. You have it in you to become great, but you must gain experience and knowledge and greater skill. There is much to learn, and you are willing and eager to be about it! Each of you has come with everything which could possibly be given you to help. Now you must fend for yourselves; your fate is in your hands, for better or worse.
Ahead, up the winding road, atop a sheer-wailed mount of stone, looms the great KEEP. Here, at one of civilization’s strongholds between good lands and bad, you will base yourselves and equip for forays against the wicked monsters who lurk in the wilds. Somewhere nearby, amidst the dark forests and tangled fens, are the Caves of Chaos, the Shunned Stronghold, and the Haunted Keep where fell creatures lie in wait. All this you know, but before you dare adventure into such regions you must become acquainted with the other members of your group, for each life will depend upon the ability of the others to cooperate against the common foe. Now, before you enter the grim fortress, is the time for introductions and an exchange of information, for fate seems to have decreed that you are to become an adventurous band who must pass through many harrowing experiences together on the path which leads towards greatness.
A Somewhat Delayed Update on Jim Ward
That's pretty good news considering the alternative. As the old saying goes, "Any day above ground is a good one." Please join me in continuing to wish Mr. Ward a speedy recovery and all the best in his future endeavors.I don’t like talking about my condition. I’m not dying, but I’m as weak as a kitten and often have bodily problems that no one wants to talk about, especially me. I don’t get around much any more. I am going to get well, but it will be a long time coming. I’ve been to the Mayo clinic twice now for a series of tests. I’m going one more time and then I’m told they will suggest a set of procedures to allow me to get better. My brain/mind is in fairly good shape, but the rest of me needs a lot of work. It’s not fun talking about me, so I try hard not to bore people with my current sad tale.
Again, I want to thank and bless the kind people who have been so supportive both on this forum and in other areas. The kind words and deeds of others have pulled me out of many black moods as I foolishly ask myself, why me, in these past 11 months of illness.
Friday, December 10, 2010
Thankful for Small Things
These guys have shown up in the background of certain photos and video from the game sessions, but I thought they’re worth a closer look. The camera work is a little shoddy, but I pretty pleased how they came out—especially since painting minis is a fairly new activity for me.



While Otherworld’s pieces make them, in my opinion, the go-to source for new classic miniatures, there are of course other manufacturers out there. In my own game, Mars Markus is portrayed by a Mega Minis Guthrie Grenadier recast, for example. Nevertheless, I wanted to make a case for Center Stage Miniatures. Center Stage went through a bad patch a little while back when its owner left the business in less than capable hands while he was undergoing military instruction. He came home to find the business in ruins and has been doing his best to rebuild goodwill and make right all that went wrong. Originally, Center Stage was to do a line of official Swords & Wizardry minis, but that’s no longer to be now that S&W is moving in other directions with new partners. The S&W line has been, ahem, “recast” as Fantasy Encounters. Fantasy Encounters are all 25mm pieces from molds that were manufactured “back in the day” and are again available at good prices.
I did business with Center Stage before the whole kurfluffle and my interaction with them was nothing but professional and satisfactory. I would do business with them again in future should their pieces again meet my needs. I’d likely wait until I needed several minis and go for the flat shipping rate to make the most of my savings. You can check out their renewed website at centerstageminis.com.
The two pieces I purchased were Evil Cleric and the just returning Evil Champion W/Runesword. You can see my efforts to bring them to life below.

The OSR has been largely synonymous with retro-clones and new adventures compatible with old editions, but let’s not forget that there can be more to these games than just the books and dice. Companies like Otherworld and Center Stage are making it easy for those of us who couldn’t afford a Grenadier boxed set back in the day to nevertheless acquire some pretty cool, classic-looking pieces and I, for one, am extremely grateful for that.
Thursday, December 9, 2010
Welcome to My World
While the premier issue still holds up and contains more than a few nuggets worth mining, what really caught my eye this time around was the editorial written by good old Ignatius Ümlaut, publisher and editor of the fanzine. Entitled “In the Time of the Broken Kingdom,” it is, amongst other things, a love letter to the open game of yore, the sort of campaign where anyone at anytime could stop by, pull out a character from their overstuffed briefcase, and spend a few hours as a guest in an ongoing campaign world.
That is a rare thing these days. As a whole, the hobby has become a place where, to quote the editorial, “we often content ourselves with smaller communities: our own group’s game world, the fandom of worlds like Tekumel, Glorantha, Greyhawk, Blackmoor, Arduin, the Forgotten Realms, the World of Darkness, and so on, communities devoted to the particular ruleset we like best, even communities of game designers.”
The way we play these games has changed since they first blossomed out of the organized chaos of the sand tables of the Mid-West. If I may be so vainglorious as to quote myself from the intro to The Dungeon Alphabet, the hobby, like the dungeon, “is no longer the unexplored country it was in its youth. And, like any unexplored land, it has lost its wildness and unpredictability with the arrival of more and more people and the laws and rules that a population brings with them.” Things have been “mapped and codified, rendered predictable with familiarity. It is no longer the Wild West or the lawless high seas.”
It is almost difficult to imagine, as the clock slowly winds down on 2010, that the campaign world was often a much more fluid place, one where people came and went depending on the whims of their schedules and travel times. The gamer of today might be hard pressed to imagine this scenario described in an article from a 1980 issue of New World entitled “It’s Only A Game…Or Is It?”, by Moira Johnston and quoted in the Fight On! editorial:
The liberal immigration policies of [Deanna Sue] White’s D&D-based ‘open universe’ allows characters to visit from other worlds and universes, making Mistigar an intergalactic entrepot. “Whenever I’m in L.A., I call to see if Deanna’s having a run,” says Clint Bigglestone, Bay Area fan and producer of the FRP convention, DunDraCon. His characters adventure through Mistigar, returning to the Bay Area with wounds and stories that spread Mistigar’s network of contact…The FRP network has become so sophisticated that it is now possible for jealous, upstart worlds from all over the country to attack Mistigar. Two attempts to subvert her world have already been thwarted, one by Bigglestone, whose characters discovered, while campaigning through Dave Hargrave’s world near San Francisco, that evil members of Hargrave’s Black Lotus Society planned to attack Mistigar. Loyal to White, Bigglestone’s characters attacked and killed the plotters.
As the date of the article suggests, the situation described above was not an uncommon one even as the hobby entered the boom years of the early 1980s. I remember playing in several campaigns in junior high which featured characters hoping from one world to another in the school cafeteria depending on whose turn it was to referee, bringing their grudges and artifacts of unbelievable power with them for the journey. This style of play was to fall out of fashion as the years progressed and campaign worlds became more insular in nature. Ironically, the open campaign went into decline as the commercial campaign setting began to ascend, a product that, on paper, would seem to make the open campaign more accessible to gamers around the world.
This editorial got me thinking about the way things once were and what they are no longer. There have been and continue to be attempts at “organized play,” moderated events that do what White and others did without the benefit of an overseeing committee or communication methods more advanced than the mailed letter, mimeographed fanzine, or telephone call. Outside of a brief membership in the RPGA back in the late 1980s, I haven’t been exposed to these efforts and I can’t claim to know if they do an adequate job of recreating or maintaining this level of campaign openness. But what I can do is undertake efforts to make my own campaign world more accessible to visitors.
I’m not proposing some OSR-wide organized play: that way leads to madness. Instead, I’ll be taking steps to make my own personal campaign setting, the Kinan-M’Nath or “the Uncertain Lands” that forms the basis of my Labyrinth Lord game, a place where people can occasionally come, experience Stonehell Dungeon first-hand, gain some treasure, and depart with “wounds and stories”…and maybe a bit of loot.
I’ve been thinking about this since I reread the FO! piece and it seems to be a logical step for my own campaign. When I was younger, I always envisioned that I would someday have a massive campaign world of my own, one detailed down to the smallest little square foot. As I grow older though, I see the sense in quality over quantity and it’s becoming quite clear that any and all of my future campaigns will be set in the same small(ish) region that I’m currently playing in. Since the Kinan-M’Nath is based on both an original play map (Outdoor Survival) and original rules (D&D via Moldvay via Proctor), why not go whole hog and assume the original play style as well? I would much rather have more visitors to a well-detailed region than a vast world that rarely gets visited by tourists.
The fact that Stonehell Dungeon has become a popular visiting place for adventurers also makes an open campaign style of play sensible. With a pre-existing axis mundi to rest cross-campaign travel on, it’s a small matter of extending the idea of many Stonehells scattered across the multiverse and allowing travel between worlds (although I claim rightful possession of the Ur-Stonehell!).
Lastly, I run my campaign in a public setting, one where anyone can walk in and see the campaign unfold. And although I may not live in a transportation hub, I am located a short train ride from the most magical city on Earth. One never knows who might be in the area and looking for a game to play during their visit.
Like any nation, my campaign world will have some laws regarding visitation and immigration, and I’ll get to those in posts next week. In the meantime, let it be known that the borders between worlds have grown a little thinner in the Kinan-M’Nath. Should you ever find yourself headed to the New York area, be sure to pack a character sheet or two. I might need help defeating the Black Lotus Society.
Sunday, December 5, 2010
Hip-deep in the Mainstream
The only thing about the above which saddens me is that, while there is a larger percentage of the population than ever who now gets that joke, only a fraction of it understands where those terms originated. And of that percentage, many of them would never consider playing a pen-and-paper roleplaying game and would be insulted if it was suggested that they share the same heritage of those so-called "nerds" who were indulging in this form of recreation more than three decades ago. It's hard to be a trend-setter.
Thursday, December 2, 2010
Pretty Pictures from the End of the World
I don't often indulge in this sort of behavior, but, if you're like me and currently weighing your options regarding a post-apocalyptic roleplaying game, I suggest that you take a few minutes and peruse the images here. It's a great collection of forty-five apocalyptic vistas collected from various Deviantart creators. You're bound to find something to get your toxic waste crockpot a'bubblin'.