Showing posts with label FATE. Show all posts
Showing posts with label FATE. Show all posts

October 31, 2017

Danny Copperfield, Novice Wizard and Amatuer Sleuth

Happy Halloween!!!

So I'm writing this post coming off the conclusion of the long-running Curse of Strahd campaign that my friend Eric has been running for our Saturday night online group (used to call it the Skype group, but we've pretty much switched over to Discord at this point as it's given us far less grief that Skype so far, and the ability to have separate channels for general and game-specific discussions is quite nice).  I don't think any of us were really expecting the campaign to end the way it did; yes we managed to defeat Strahd, but it was a very bitter victory indeed, leaving the party largely broken and ultimately going their separate ways.  I did have fun playing Sir Thomas, even though in hindsight there are things I would have done very differently if I'd had a better handle on who the character was.  Still, it's nice to bring that campaign to a conclusion, with the advent of running a campaign that's far more cheerful and bright on the near horizon.

Now, to continue with my string of Samhain appropriate blog postings, I thought I'd post up a character that I'd made a while back, got to play briefly, have remade and may have a chance to play again.

The character in question was originally made for the Dresden Files Role-Playing Game by Evil Hat Productions, taking place in the world detailed in the highly enjoyable Dresden Files series of novels written by Jim Butcher.  Personally, I prefer the audiobooks as I honestly feel that James Marsters (best known for playing Spike on the classic TV series Buffy the Vampire Slayer) does a bang up job of giving voice to the many characters; it's at the point where to me he's pretty much the voice of series protagonist Harry Dresden.

Said character was Danny Copperfield, a young/novice wizard of the White Council, and can be summed up as Dresden-Lite.  This was deliberate, as I liked the notion of playing a still-fresh and mostly-untested wizard, just barely into his 20's (Harry started out in mid to late 20's I believe), albeit one that had proper training as a wizard and lacked the many tragic elements of Harry's personal history.  In his original incarnation, Danny had a solid mix of control and power, in that while he might not have been hitting at the same level of power as Harry Dresden, but neither was he quite as likely to set the immediate on area with an errant blast of flame.  I did get the chance to play him in a rather short campaign, and he was quite a bit of fun, delivering snark and unexpected bouts of sheer magical power with aplomb.

So when Evil Hat released the Dresden Files Accelerated RPG, updating the material to work with their very fun Fate Accelerated Edition, I decided (mostly on a lark) to do an updated version of Danny, just to see how the character would work out given DFA's method of using Mantles to set character archetypes.  And overall, I think it worked out pretty well.  The fact that in DFA a spellcaster isn't nearly as restricted in hurling magic (that was an issue with the original DFRPG was that spellcasters had very limited mojo, an issue that in the books really only affected Harry "powerhouse slob" Dresden given his own admittance for simply grabbing as much power as he could and hurling it at his foe with little to no finesse) means that Danny can make much more use of his evocations, in particular attacking enemies with fire.  As a bit of a trade-off, he's not quite as adept starting out with divination or ward magic, but seeing as how his Mantle gives him a much broader bonus to thaumaturgy makes up for it.

One thing that is nice about DFA is that by essentially rolling spellcasting into a character's approaches, there's not as much worry about balancing things out for the Pure Mortals; yes a spellcaster does get to work their mojo at a higher power scale, but magic may well not always be the answer.  That and I suspect a GM could easily compel the Wizard part of the character's aspect to have modern technology breakdown around the spellcaster.  And even the higher power scale isn't that huge of a boost when competing with Pure Mortals, whose own Mantles have some pretty neat tricks of their own.

With my friend Doran wanting to run at least a one-shot of Dresden Files Accelerated (to the great delight of the entire group as we're all fans of the Dresden Files), I'm looking forward to an opportunity to once again don the red canvas duster and whip out the blasting rod (mind out of gutter, thank you very much!) and step into the role of this character.  Given the interesting personalities that I'm sure the rest of the players will bring to the table with their own characters, it should be interesting to see how things shake out... preferably without multiple buildings being on fire (especially if it's not his fault)!

Danny Copperfield
Mantle: Magical Practitioner
High Concept: Novice Wizard of the White Council
Trouble: Chronic Wiseass
Aspects: Amateur Sleuth; Don't Underestimate My Power!
Refresh: 1

Approaches
Good (+3): Force
Fair (+2): Haste, Intellect
Average (+1): Focus, Guile
Mediocre (+0): Flair

Stress and Conditions
Stress: [1][1][1][1][1][1]
Combat Wizard: [1][1]
In Peril (sticky): [4]
Doomed (lasting): [6]
Indebted (sticky): [_][_][_][_][_]
Exhausted (sticky): [_]
Burned Out (lasting): [_]
The Third Eye (sticky): [_]

Stunts
Evocation: You are able to cast spells on the fly and without need for ritual preparation.
Thaumaturgy: You are able to cast a variety of arcane rituals, adding a +2 bonus to the roll.
Soulgaze: You have the ability to look directly upon the soul of another person, and they can look at yours in turn.
Combat Wizard: Gain two stress boxes explicitly for enhancing evocations.
Evocation Specialist: Gain +2 bonus when making a Force attack using the element of fire.
White Council Membership: Once per session, you may request aid from the White Council.

Appearance
Danny is a tall, lanky young man just under six and a half feet tall, with shoulder-length charcoal black hair, several strands of which constantly hang in front of his dark blue eyes, a good-natured lopsided smile befitting his generally irreverent nature on his face, although his expression turns much darker once his ire has been raised.  His preferred attire is a dark-hued shirt, a pair of blue jeans, simple sneakers, and a full-length red canvas duster, with his blasting rod tucked away but always within easy reach.

Notable Possessions
Blasting rod (made of hickory), red canvas duster with extra pockets, assorted ritual tools and aids stuffed in said extra pockets.

June 24, 2017

A Pair of Character Oddballs

As any veteran RPG player will tell you, every so often you get one of those off-the-wall ideas for a character that just simply won't let you be until you put pencil to paper and actually write up that screwball character concept.  Now generally, a lot of those "oddball characters" that folks come up with generally aren't viable in the long-term; at best the character might make it through a one-shot adventure or a brief module, but the novelty factor tends to wear off pretty quickly for a lot of these builds.  Some however manage to stand the test of time, being so odd and off-beat that they become endearing to the group as a whole, or that they turn out to be surprisingly effective in their role.

I've seen several of these oddball characters make the grade, two of whom came from the same campaign, that being a Legacy Era campaign run by Ben "Cyril" Erickson using the Star Wars Saga Edition system.  The first of these notables were Kirkineery-tovante aka Kiri, a Squib Scoundrel played by Kevin "Rikoshi" Frane, whose in-character mannerisms and voice (this was played over Skype) made the character incredibly memorable, with the other being Niera Kurcz, an Arkanian Noble/Scoundrel played by Nateal "Tariel" Falk who in summation was rather odd; that she was a cyborg'd Force sensitive should give you a clue as to just how off beat this particular character was.  In comparison, the two PCs I played were rather bland and boring, though I did have fun.

One of the players in my regular Skype gaming group, Rick, has a penchant for coming up with some rather bizarre character ideas for what seems any system that he comes across, one of the more recent ones that he'd gotten to play being Felagi (or Ferngully as our regular Mutants & Masterminds GM Eric calls him), who was created for a cosmic-themed campaign and was built to primarily be a support character with minimal offensive abilities.  And to the surprise and delight of the player, Felagi turned out to be quite successful, and even managed to kick off an intergalactic fashion trend of wearing pirate outfits after pilfering such an outfit from a spacefaring squid man (Captain Kraken for those familiar with the Freedom City setting).

Now, why am I making this post?  Well, the reason is I've had a couple of these banging around in my noggin for a while now, and neither of them have been for Star Wars.  So, to get these particular character notions out of my head so that I can make room for things like working on my Force and Destiny campaign and/or the modules I plan to run at next year's GamerNationCon, I've put pencil to paper as it were, and wrote up those two oddballs.  And now I'm posting them here for others to read, hopefully enjoy, and maybe even make use of in a game.

First, since I was hooked on a feeling...

Krist Goodburrow (D&D 5th Edition)
Halfling (lightfoot) Sorcerer 1
Hit Points: 7 (1d6 hit dice)
Proficiency Bonus: +2
Speed: 25 feet
Alignment: Chaotic Good
Languages: Common, Halfling
Background: Charlatan

Ability Scores
Strength 8 (-1), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 10 (+0), Charisma 16 (+3)

Racial Features (as per page 28 of the D&D 5e Player's Handbook)
Brave, Halfling Nimbleness, Lucky, Naturally Stealthy

Class Features
Saving Throws: Constitution and Charisma
Sorcerous Origin: Pelvic Sorcery (c/o Steve Kenson)
Spellcasting (Spell Attack +5, Spell Save DC 13)
Cantrips: Dancing Lights, Fire Bolt, Shocking Grasp, Thunderclap
Spells: Catapult, Color Spray, Expeditious Retreat
Skill Proficiencies: Arcana, Deception, Insight, Sleight of Hand
Tool Proficiencies: Disguise Kit, Forgery Kit

Equipment
Sling, pair of daggers, arcane focus, explorer's pack, set of fine clothes, disguise kit, set of weighted dice, belt pouch containing 15 gold pieces

Notes: In case it's not obvious, the Pelvic Sorcery is a bit of home-brew material created by Steve Kenson, best known for being the primary creative force behind Green Ronin's Mutants & Masterminds superhero RPG, drawing its inspiration from the Guardians of the Galaxy film, notably Gamora's comment about how she wasn't about let herself be take in by Peter Quill's "pelvic sorcery."  It's actually a pretty fun sorcerous origin, offering some fun abilities from first level all the way up to 18th level.  I've no idea how well these would hold up compared to the official sorcerous origins in terms of actual game play, but I'm fairly certain that the character would be memorable.



And now for the other oddball character, this one from the wuxia-themed FATE Core game Tianxia.  And if you're asking if he's paid his dues, he'll look you right in the eye and say "yes sir, the check is in the mail."

Burdenless Jo
High Concept: Boisterous Drifter
Trouble: Loud-Mouthed Braggart
Aspects: Courage of a Thousand Fools, Fate's Favorite Punching Bag, "It's like Burdenless Jo always says..."
Refresh: 3
Jianghu Rank: 1

Skills:
Great (+4): Drive
Good (+3): Athletics, Provoke
Fair (+2): Deceive, Fight, Shoot
Average (+1): Investigate, Notice, Physique, Will

Kung Fu Style: Stone Monkey
Technique: Stone Resists the Blow

Stunts
A Fool's Bravado: You may use Provoke instead of Will to defend against Provoke attacks.
All In the Reflexes: If you successfully defend with style against a ranged projectile attack, you can sacrifice your next action to immediately inflict an attack on your opponent at the shift value of your defense plus two.
Talk Like The Wind: Gain a +2 bonus to overcome obstacles using Deceive, provided you do not have to talk to the person you're trying to deceive for more than a few sentences.

Notes: Now, it should be pretty damn obvious who this character is inspired by.  I've always been a big fan of John Carpenter's film Big Trouble in Little China, a film that may have failed at the box office but has certainly become a cult classic (Indeed!)  Granted, Drive as a skill probably won't see a whole ton of use in many Tianxia campaigns, but you put this man at the reins of a cart or means of conveyance and he'll be able to pull off some fairly impressive stuff.  Actually, Burdenless Jo is probably a more competent individual (even with his lower-than-typical score in Fight for a Tianxia hero) than ol' Jack Burton himself.  And with three Fate Points at the start of each session as well as Aspects that are geared to let the character earn even more of them, he should certainly be able to shake the Pillars of Heaven while dropping one-liners (pithy or otherwise) along the way.

April 5, 2017

GamerNationCon 4 - Acheivement "A New Hope" Unlocked

Well, so much for plans of making regular updates...

It's been a couple days since I got back home from attending the fourth GamerNationCon down in Dallas, Texas, or as I prefer to think of it, the The True Best Four Days of Actual Gaming.  I'd posted on Facebook my initial thoughts back on Monday, but now that I've had a bit of time to recoup and consider, I thought I'd post more of why I intend to never miss this fun little con if I have any say in the matter.

Firstly, a big thinks to Phil "Darth GM" and his brother Andrew for being willing to split the cost of a rental car to help ensure that my buddy Eric and I would have a ride not only to and from the con site, but also a ride back to the airport come Monday morning rather than have to pay for a cab.  I can't fault Phil for "going Rogue" and taking a Nissan Rogue as his vehicle for a con that had a strong (or just stronger than usual) Star Wars theme.

The Wednesday before the convention is fun in and of itself.  Not only did I get some really good barbecue at an old-style BBQ pit joint, but got to catch up with friends that I'd not seen since last year, on top of getting to chat a bit with Guest of Honor Katrina Ostrander (aka Kat).  After dinner, spent some time in the hotel lobby chatting with Jim, Isaac, and Will about ideas for some new character types for Feng Shui 2, namely a Trick Shooter archetype that's less John Wu two-gun flash and more precision shooting with a sidearm; I'm looking forward to seeing the final product once they get it finalized.  Seems they also really liked the ideas I put forth for a "Drunken Boxer" move set for the Martial Artist, as I believe Jim is actually playing that character in a campaign that Isaac is running.

Okay, so one RPG setting that I very much like but rarely get a chance to play in is that of Legend of the Five Rings, formerly published by AEG but now under the stewardship of FFG.  A couple GenCons ago, I was pleased to find that Kat was herself a huge fan of the game and setting (on top of being a major anime fan), and she seemed quite intrigued at my suggestion of checking out at least the first of the live-action Rurouni Kenshin movies (it's really good, and ties the disparate plots of the first several manga volumes together in an enjoyable and surprisingly coherent manner, on top of the casting for most of the characters being spot-on, especially Kenshin).  Sadly, I didn't have an opportunity to register for either of the two L5R events she was running at the con, but fortune favored this mortal man and I was able to hop into her Thursday session.  I mush admit, I loved her method of allowing the players to create characters as part of the introduction to the game, where in I made a Kakita Bushi as part of a group of six that included a two shugenja (Kuni and Soshi), a courtier (Crane), a monk (Dragon), and a second bushi (Unicorn).  The adventure itself was more of an investigative affair, though there were a couple of scenes set up specifically for the bushi characters; I guess that Kat asking if anybody was making a duelist and her relief that I was doing so should have been a clue.  I'll say no more, as I might try running this myself and I don't want to spoil anything for my friends that read this who themselves may wind up being players.

A bit more on Kat's method of quick-building PCs, which she liberally borrowed from Apocalypse World (I may need to check that out).  She did a similar thing for her Star Wars sessions, one of which my long-time friend Linda got to play in, and she liked the concept as well.  I have to admit it's pretty inventive, and not only does it give the player a bit more investment in the character as it's one that they've made (even if the selections available are a bit limited by necessity) but it means the GM doesn't have to work as much to fill up a four hour time slot.  I'd asked Kat if she could e-mail a copy of the different character folios that she put together, one so that I could see all the different options, but also so that I could make use of them for running L5R games myself, as it'd save time that I'd have to spend creating pre-gens.

Also on Thursday I got to do a "slot zero" pick-up of my 7th Sea Second Edition adventure "An Idol Venture," which is an expansion/update of my initial 7th Sea mini-adventure "An Idol Pursuit."  Apparently it wasn't quite expanded enough, as the players completed the adventure in a little over three hours.  I suppose I could bolster up the combat sequences, as the PCs were generally able to crush them in a single round.  The players generally had fun, though sadly I think Isaac was a bit brain-fried from having stayed up to stupid o'clock in the morning the night before, as he had a hard time wrapping his head around how 7th Sea 2e handles approaches and combat sequences, which to be fair may have also been a bit my fault as well.  Still, the players had fun, even if one of them did seem determined to keep the spotlight securely on him at all times instead of letting other players have their turn to be awesome.  One of my players was Kat Ostrander, and was glad that she enjoyed the adventure, even if a few things from how I did things in the adventure through her (at least according to a Facebook post of hers).

Friday got off to a bit of a quieter start.  I made the walk with my long-time friend Linda over to Madness Games and Comics, which to be frank is less of a gaming store and more of a gaming mall, given the sheer size of the place and the volume of products for sale.  I wound picking up a pack of 10-sided dice so that I'd have a set for my own use while being able to share a set at the table for further 7th Sea sessions.  I was hoping to find a red-and-white set (colors of the Hare Clan from L5R), but settled on a gold and white set instead, as well as grabbing a couple of new shirts for myself and an Animal-themed shirt that said "Party Animal" for Linda's daughter Ari.  Then it was a walk back so that I could run my Star Wars adventure "Taris City Rumble."  I had tried to run a version of it at last year's GNC, but to no avail, so this year I preregistered it and wound up with a full table.  I'd made a number of changes from the initial version, including totally revamping the PCs, and I think it worked out for the best.  The table had fun, with an older gentleman really getting into character as the exiled Tapani noble, though I did wind up largely improvising the final leg of the module due to the players taking a rather unexpected approach to things, but it wound up being a fast-paced and suitably frantic scene with one of the PCs getting dropped and the half of the group who weren't spec'd out for combat taking on the NPC that was the major combat threat.  They did a pretty good job of holding said threat at bay until the Jedi character was able to leap in and blind the adversary with a rake of their lightsaber through the eyes with a critical injury that pretty much took it out of the fight.  The denouement at the end had the PCs sweating a bit, given the nature of who they had to interact with at the adventure's conclusion, which was fun.  Again, the players had fun, so I'd call that winning.  Still, it wound up running over, but I'm not sure if there's anything I could really trim from it without putting the party on rails, something I prefer to avoid doing if at all possible.

After that, I played in a Star Wars pick-up game run by Linda, her "Little Girl Lost" adventure which was based off an adventure she ran for the Skype group we're both part of.  Sadly, I think she overestimated the capability of the pre-gens she offered, most of whom were pretty much starting PCs in terms of XP and gear, as the challenges were a whole lot tougher than they really should of been, with Hard difficulty checks being handed out like candy, especially in the early going.  She did say that she spent some time talking with Keith Kappel, prolific freelance writer for FFG about things she did wrong and things that could be improved.  Given how much she doubts her ability to GM games, I give her a mountain of credit for being willing and able to GM for a group that was almost entirely comprised of strangers.

And to cap off the Friday night, I played in another pick-up game, this one being a D&D 5e adventure run by Brev Tanner.  I'm pretty good at improve as a GM, but I usually prefer to have some sort of outline written up ahead of time, but I was impressed at Brev for pretty much running the entire adventure by the seat of his pants.  He did use a quintet of pre-gens, with my playing a High Elf Monk (personally there's a few things I'd have done differently with the character, but I tend to feel that way about most pre-gens, and I'm sure there are folks that feel the same with the pre-gens I make; nature of the beast I suppose).  The adventure was a lot of fun, even if there were some things that were just plain wrong occurring, but kudos again to Brev for the different voices employed for various NPCs we encountered and interacted with.  I probably stayed up way too late, but it was worth it.

Saturday started with not enough sleep, but I managed to get in a brief session of Red Dragon Inn.  Normally I'm not much for board games, but I had some time to kill and the Whitson family were looking for another player to join them and Kat, and it was indeed fun.  Sadly, we had to cut the game short so that we could all attend Kat Ostrander's panel.  It was cool to get more of an insight into how she does her game prep, writes adventures, and the contrast of players who favor crunch-heavy RPGs as compared to those who prefer rules-lighter narrative-heavy RPGs and the contrast of what each camp sees as "winning" the game.  Personally, I'm of the camp that "winning" in an RPG means that every player in the game had fun, and it would seem the majority of the Gamer Nation is of a similar mind set.

After the panel, I got into yet another pick-up game, this time a Dresden Files RPG set in Las Vegas run by long-time d20 Radio alumni Tim Rayburn, formerly of the Radio Free Hommlet (who?) D&D 4e podcast.  Tim ran our group through character creation for a group that apart from myself and his wife Kate had never even seen Fate before.  It was a really fun adventure, and I had to chuckle at Tim remarking that the party (three of whom were investigators of some sort or another) were about to Greyhawk one particular scene.  I kind of feel like I took more of a lead than maybe I should have, but the other players didn't seem to mind, and it did help keep things moving, even if my PC did inadvertently stumble into a situation he really shouldn't have; it wasn't bad per se, just embarrassing.   Of course, this being set in the Dresdenverse and involving the Fae, the whole adventure revolved around a situation that could have been far more easily resolved by a couple of NPCs simply talking to each other instead of invoking an overly-complicated chain of events, which lead to my ending the session with the frustrated exclamation of "Fucking Faeries!" to the group's mutual laughter.

Saturday night's gaming wrapped up with my running a second 7th Sea 2e adventure, this one called "Once Upon a Harvest Moon."  The adventure was initially run as a one-shot for my Skype group for when our regularly scheduled game had to be put on hold due to a couple players not being available, and was itself based upon the adventure module "Lady of the Apples" for the Shadow of the Demon Lord RPG.  Set in Eisen, the adventure was generally dark and creepy, and thus slated for an evening time slot.  Overall, I think this session went a lot better than my Thursday session, with the chap that played the priest probably being the most memorable of the characters.  The one hiccup was that during the final scene, one of the players was paying more attention to her phone (trying to order food), which certainly aggravated me but I simply dealt with it.  I am seriously considering instituting a "no phones unless you're using it as a dice roller" policy at any further games I run.  I'm going to give the adventure write-up one more look-through, and then will probably post it here to the blog.

While I didn't get to play in any of Phil's sessions of his much-acclaimed Fallout module (based off FFG's Star Wars system), I did get to listen in on the tail end of his Saturday night pick-up, of which most of the players were varying degrees of inebriated, as was the GM, and I'm certain that made things lively.  While waiting for Phil to sober up enough to be in good enough shape to drive, I did get to converse a bit with a few different folks at the con, so it wasn't like I was hanging around bored.  Still, I wonder if I should have taken Linda up on the offer of a lift back to the con so that I wouldn't have another night of minimal sleep.  I did still manage to adhere to the 4-2-1 rule (4 hours' sleep, 2 full meals, 1 shower), so it's all good.

Finally we rolled into Sunday.  Apart from a last minute session of Artemis, I really didn't do all that much gaming, due to being a little out of it as well as wanting to put a few different RPG adventure ideas for next year's GamerNationCon onto paper.  I did stop over to where Kat was running her final L5R session, and for some reason to do a fairly decent impression of Samurai Jack's Aku, bellowing "Foolish samurai!"  One of the players rolled with it, and I'm not sure if Kat was more amused or annoyed; I'm going to lean towards the later as she wasn't feeling quite so hot after drinking as much as she had during Phil's Fallout module and Aku's voice doesn't exactly lend itself towards subtlety.

After the con ended was the auction, and the only item that I wanted (a pretty cool dice tower in the theme of a Death Star laser turret) went to somebody else, so I walked away with nothing.  Ah well, but at least Linda got herself a copy of the Endless Vigil sourcebook.

The con itself pretty much wrapped up with what I've taken to calling the "dead dog dinner," largely as we're all dead-tired, yet doggedly trying to keep the fun going as we have one final group dinner.  There was a bit of a hiccup, as the Italian place that Dave originally chose turned out to have been recently closed for business, causing a relocation to a different Italian place.  I joked to Dave that what had happened is that when he made his Foresee power check, he'd rolled straight dark side, with Dave laughingly adding that he also rolled a Despair.  If you're not familiar with those terms, they're to do with FFG Star Wars.  Still, it was a good dinner, and I got to spend a good chunk of time with the Whitsons before we parted ways.

Monday was the flight back, and apart from getting to the airport quite early (necessary due to Dallas morning traffic) the trip back was without incident.  No delays, no missed connecting flights, no misplaced luggage.  As I joked with Phil on Facebook, it was probably an April Fool's Joke by the forces that be in order to lull us into a false sense of security about future flights.

So yes, GamerNationCon IV was a rousing success, and I'm already looking forward to next year, to GamerNationCon V: The Order of the Gamers.  Got at least four adventure ideas that have a magic/mystical theme to them, with systems picked out for three of them (SWFFG, 7th Sea 2e, and Dresden Files Accelerated), which is probably where I should stop as I want to be sure that I've got enough time to play games; some folks might enjoy spending the entire con GM'ing, but I enjoy being a player as well.

September 7, 2013

A Collective Bout of Creative Craziness...

Just a quick update (something I'd promised myself I'd do more often).

Last night, we finally got characters set and ready for a Friday Night Skype game, this one being Evil Hat's FATE-based Dresden Files RPG.  Why was last night such a milestone you might ask?  Because that's when we tackled Phase 4 and Phase 5 of creating one's background aspects.

I kinda feel for our GM, Eric aka oghen, as there were points where it was very much like herding cats in trying to keep everyone on the same page as we bounced ideas for how each character interacted with another character's Phase 3 background aspect.  But he did a pretty good job of keeping a handle on things, and it was a lot of fun to discuss and suggest various ideas.

I must say, the early signs are showing this to be an interesting group, as we've got four players and most of the bases covered.

Dedicated wizard?  Check (though he's more of an apprentice really)
Divinely inspired/empowered channeller?  Check
Vanilla mortal? Check (though nowhere near as badass as Murph, but then who is?)

And me?  I'm playing a member of the Alphas, Chicago's very own resident pack of collegiate werewolves.  Though the game is set a fair distance away from Chicago, it's set to involve the early stages of the Paranet, which gives a reason for my character to have roamed so far from the Windy City and the rest of the pack.  Though I also entertain the personal idea that he tried to score with Andi (the very buxom redhead member of the Alphas that's been named in the Dresden Files series), moving away after a very harsh crash & burn; maybe Andi was still going through her "sexy" phase (Scott Pilgrim vs. The World film reference; check it out, it's an enjoyable decent movie in spite of Micheal Cera's rather lackluster performance).

Given the only other character I've really played in this game was himself a White Council Wizard (and was rightly called Dresden Lite), playing a non-caster in this game will be different, and a new experience.  What is interesting is how shape-shifting in this game works, namely in that it not only lets my college graduate werewolf access other supernatural powers, but it also lets me completely reshuffle his skill tree, making so that his human self is both smart and a capable investigator, but his fuzzy self is a nasty customer when things get violent.

Note to character: loose shirt, loose-ish pants, easy-to-slip off shoes, and going commando when you're expecting there to be trouble.  Going from one of Billy Borden's comments in the "Your Story" DF rulebook, getting your tighty-whiteys all tangled up when trying to shift into wolf-form doesn't sound like a fun experience.  Sadly, the Rite of Pants isn't an option (very old Werewolf: The Apocalypse joke).

I'm debating about doing a Heroes on Demand entry for Lucas (my investigator werewolf), much as I did with Danny Copperfield, the Young Wizard that I mentioned previously.

We're set to actually have our first session in a couple of weeks, and I must say that I'm looking forward to it.

And the Star Wars EotE Skype campaign has finally gotten rolling, with our next session being tomorrow night.  Valin is a fun character to play, as he's not a combat-heavy character and nothing about him really screams "leading man" material.  Yeah, he's Force-Sensitive, and the GM is letting me use the Jedi Initiate specialization, but Valin's Force-stuff right now is at the very minor level, so he won't be doing any spotlight hogging for a very, very, very long time, especially with the rather eclectic cast of characters that comprises the rest of the group.

July 4, 2013

The Fourth (of July) be with you...

First off, happy 4th of July to my fellow Americans

Next up, to those of you who've already gotten your hands on the newly-released Edge of the Empire core rulebook... I despise you.

In all seriousness, good for you folks that have the book, and I regret that a shipping snafu that affected my FLGS is all that prevents me from reading said book on this day.  Between what I've read, either at the Gamer Security Agency with their "peak at the EotE rulebook" article or FFG's introduction video for what is "Episode 1" of their "Star Wars roleplaying experience," I've got a fair idea of what to expect.  I'll admit to having done a pause of the video and comparing the talent tree pages shown to what the Final Week Beta Updates indicated they should be, and it looks like the majority of the rules crunch is the same.

You can read FFG's latest news blurb and watch the video here: http://www.fantasyflightgames.com/edge_news.asp?eidn=4228

And long-time veteran Star Wars RPG designer Sterling Hershey also weighed in with his thoughts about the release of the EotE core rulebook, which you can read here: http://www.sterlinghershey.com/blog/2013/7/3/star-wars-wednesday-edge-of-the-empire-release.html

So what does this mean for the fan projects that I've put together so far and the ones I still have in the works?  Short version, only some minor changes will be needed to bring things up to speed with the core rulebook, such as skill names (Deceit becoming Deception, for instance) and updating page reference numbers for the official talents in my "Ways of the Force" fan supplement.

Now that's not to say Ben "Cyril" Erickson and I won't decide to add a few more species once it does come time to post an updated version of our "Unofficial Species Menagerie" document.  Although at this point I'm not sure what species we really have left to cover; there's already 52 different species for use in your Edge of the Empire campaigns, which for most players and GMs are probably plenty enough right there.

While some of the initial frenzy regarding my "Ways of the Force" supplement has subsided (after all, it's been a over a month since the last update), there's still some interest, and I imagine the interest will pick back up as more folks are able to buy the EotE core rulebook rather than the smaller group of folks that were able to purchase the Beta rulebook.  I may play around with the color selections used for the talent trees depending on how exactly FFG has things color-coded in the rulebook.  Sadly, my graphic design skills are incredibly limited, so getting the specializations to look like the professional-quality designs in the core rulebook is probably not going to happen.  I may wind up publishing v1.03 with just the minor tweaks I've already mentioned, and then see about any design revamps for v1.04.

Another EotE-related project that I've been working on is a Word 2007 form-fillable character sheet.  I was hoping to be able to embed fonts, but it would seem the fonts that I really want to embed won't stick.  I've done plenty of web searches for aid, but it seems that embedding fonts just won't work when the fonts are fan-created files, at least not for Word 2007.  So I guess it's back to the old stand-by of simply including a copy of the fonts in the zip file with a note to install them.  Which is a shame, as I would have loved to have the EotE font that FFG forum user Aazlain created.

In non-EotE related things, I received my copy of the FATE Accelerated Edition book.  It's a tiny little thing, but I must say I'm awfully impressed.  Stay tuned to the GSA for my thoughts on it.  I can see a lot of potential in this very streamllined version of FATE, and I'm eager to see how the FAE version of the Dresden Files RPG shakes out in a year or two.

In just under a month and a half, there will be GenCon 2013.  I'm definitely looking forward to going, mostly to meet up, hang out and game with various members of the d20 Radio family.  I'll definitely be playing some EotE in two of FFG's official events, but mostly I'll be on the lookout for pick-up games.  I may very well throw something together for FAE, given how easy it is to run (much less fiddly bits to worry about that Dresden Files).

Speaking of, the final pieces are starting to fall into place for a Friday night Skype game of Dresden Files campaign, in which I will be playing a wereworlf that's on "detached duty" as part of the Alpha's "outreach program" in conjunction with the Paranet.

And after more than a year, the Sunday night Star Wars Saga Edition campaign in which I play will be coming to a close this month.  Even though we've had a number of scheduling issues (tricky thing, getting five people in different parts of the country online at the same time), the campaign has been a blast, from Rikoshi's antics as Kirry, the Squib "entrepreneur" to the development of Nateal's technophile Force-user Niera to what had to be one of the best death scenes for any character that I've played, one that had a major impact on the rest of the party.  Or at least, that's my take on it seeing as how the party's recently acquired space cruiser was named posthumously after Rann Antilles.  It also gave me the chance to (somewhat briefly) step back into the role of my NJO character Alwyn Reezaki, a young Jedi Knight that has found himself in the Legacy Era, with everything and everyone he's known being either dead or gone.

But in the closing of one campaign, a new one will start, this one being an Edge of the Empire campaign, in which I will reprise another character role, that of Valin Starsmore, a slightly off-kilter young Force-user with a major sweet tooth (not quite at the level of Death Note's L, but not that far off either) and a fascination with busty Twi'leks;then again, what male in Star Wars doesn't have a fascination with busty Twi'leks?  It will be interesting to go from a powerful Jedi Knight like Alwyn in Saga Edition to a neophyte such as Valin, but I think seeing Valin develop over time will be a reward in and of itself.  It will also be interesting to see what sort of characters the rest of the group plays, though I did put a bug in Nateal's ear about on particular suggestion, one that she seemed agreeable to, but we'll see how it plays out.

So until next time, stay safe and may the Force be with you.