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Showing posts with label Dawn Patrol. Show all posts
Showing posts with label Dawn Patrol. Show all posts

Monday, July 23, 2012

I Zigged When You All Thought I Was Gonna Zag




Purely not by design, but rather through a twist of fate, rather than start my 43 AD game this past week, I ended up starting a Legend of the Five Rings 1st edition RPG campaign. I had a bad feeling that 43 AD/Warband was going to suffer when Big Darryl informed me he was going to Virginia to visit his other son and grandchildren the morning of the day I wanted to start the campaign, but I figured we could switch out and play Lady Blackbird. Little Darryl has run that a number of times and he'd have an entirely new group of players willing to try it out.

It was only then that the comedy of errors really set in, my wife Mona got an infection in her leg through a cut on her foot and had to go to the Emergency Room on Sunday, the 15th*, and had a follow up with her doctor on Thursday morning, the day we were supposed to play. Her doctor was alarmed at the infection and sent us to another medical facility, in Syracuse, for some other tests, which kept us away all day. Thursday was the only weekday I had open for gaming, so that eliminated gaming during the week for my group. I'd also like to point out that Mona's tests came back fine, it's a minor infection at this point and she has another follow up appointment next Tuesday, I realized I was coming across there as something of a callous bastard, and just wanted to clear that up. Plus I took her to the Comix Zone that day, although she didn't find anything she wanted.

That left Saturday or Sunday, I needed to go with Saturday, because my dad tore his rotator-cuff in his right arm and he's right handed and we're still not done with all the finishing work on his garage that we started last summer, but he won't work or allow us to work on Saturdays because my parents are Seventh Day Adventists. Unfortunately, Dalton had a job interview that day and Mona and I needed to go grocery shopping. Darryl had also mentioned he was having trouble with both his car and his back, so I started rereading the L5R core rulebook, because that was one of the games I had put on the table as an option for a one-shot, just because Dalton and I particularly, were interested in checking the game system out.

So, we didn't end up getting a start on things until fairly late in the afternoon on Saturday, Dalton and I figured out character generation with relatively few hiccups along the way, since we're the "rules guys" in the group. To my surprise, my son John wanted to play, and he wanted to play a Shugenja, a Phoenix. My wife Mona also decided to play a Shugenja, a Dragon, and Dalton made two characters, a Unicorn Bushi and a Scorpion Shugenja, just so he'd know how to make both, he played the Bushi though. My daughter Ashli made a Crab Bushi. I tried to entice Darryl to come out and play, but it was to no avail.

We got about half way through the introductory adventure in the book with only one major problem and one minor mistake. The major problem, which stopped the game for something like twenty minutes and I still haven't figured out the answer to, is - What exactly constitutes a fumble? That came up during the drinking contest when John's Shugenja Isawa Haku rolled a one when he was down to one die in the contest with Hida Fujizaka; that was one of the "sidebar add-ons" I thought would be fun to use, I didn't think it would turn out to be a game stopper where everyone started looking for the fumble rule for twenty minutes. I even looked through later editions of the game, because I assumed they would at least be similar and probably about the same place in their respective books, fumble is not in the index for 1st-3rd editions and it's not readily seen under the "using skills" sections either, I didn't see an example of a fumble anywhere, or any reference except in the text of the adventure. I actually thought fumbles might have been removed from the game, but then I checked and saw references to them in a couple of modules that date as late as "Living Rokugan" era.

So anyone reading this who is familiar with the Legend of the Five Rings RPG, especially the 1st edition, but any will do, please point me to a rules reference.

The second minor rules glitch was one I caught myself part way through, I was just running opposed rolls against each other instead of against the opposing character's Trait. My bad, I don't think it really affected the outcome of anything in the Topaz Championship Tournament. As it stands, we finished day one before we had to quit and Dalton had to go home, the two Bushi each have 3 out of the 5 necessary points to complete their Gempukku, the Shugenja are both sweating it at 1. John's character should have had 2, but he ended up losing the footrace because of the wasp trap.

Now, I think the adventure itself is super railroad-ey, but I guess you'll get that in an adventure that's specifically designed to do the things it does - teach you the setting and the rules. Now, it was my intention, if I ever ran an L5R RPG campaign, to make use of my "City of Lies" boxed set and run the traditional "Imperial Magistrates" campaign, so they'd get to be detectives and clean up the city, all the while getting manipulated by wily Scorpions and outmaneuvered by the horror element, the Maho-Tsukai. The drug smugglers and and everything else are just so much more corrupt background there. I haven't read through it extensively though, more like skimmed it and liked what I saw.

So now I am hoping that all of the pre-prepared modules and campaign supplements for L5R are NOT as big a railroad as the introductory adventure, because prior to play, I had only skimmed it too and thought it looked like a good introduction to the system without noticing that it was completely on rails. Nothing the PCs do will alter the flow of events, they're just along for the ride. Sure, they're entered in the championship, and the "sidequests" are available to give some variety to the adventure, but a lot of it is like a travelogue with the occasional skill check thrown in. I don't think it needed to be that way.

Next, today is my birthday. I am 43 years old, meaning this is the last year I can legitimately claim to be in my early 40s and I'll be moving into my mid 40s. My birthday often makes me reflect on what I've done, what I've accomplished over the last year, or at least see what goals I have achieved or New Years resolutions I've lived up to; that often leaves me a little depressed after my contemplation, because, for very good reasons, I have often given up on a goal I set or whatever. I am sick of doing that, that's kind of a defeatist attitude, beating myself up for whatever I didn't get done rather than concentrating on what I DID get done or what I made significant progress on.

I am older now, I am out of shape and I did this to myself; I am OK with that. The road back is harder than road here was, and a lot less fun. I don't heal as fast as I did when I was 30, much less 20, and I still occasionally overindulge out of habit or pride** or something. Don't get me started on the "growing up poor - competitive eating"*** thing, that made for some interesting habits that stuck with me for a long time too. I occasionally still find myself fighting the urge to eat as fast as I can so I can get seconds, even though I know there will be enough food for me to have seconds (and probably thirds) if I want them.

On top of that, I don't really like to limit my food intake or exercise all that much. I have bad knees and a bad back, I am overweight and I hate being outside when it's too hot; which is pretty much all the time since we broke the weather. I remember being a kid and playing outside all day during the Summer here in upstate NY, the hottest days were in the 80s, you might break 90 once or twice a year. Now we get entire months of 80s and weeks at a time of 90s and it starts pretty much as soon as Winter ends. We used to have four seasons, now we're down to just the two suckiest; too damn hot and too damned cold, with about a week of transition in between. We're also experiencing a drought in upstate NY. That never used to happen. My lawn is brown and dead. Fields of corn are dead. I wish I could say this is the first time I'd seen this but over the last decade and a half or so, it's actually become a fairly frequent sight. I have to wonder if this is a factor in why all the orchards where I had my first jobs as a kid picking apples and cherries are gone now too.

Anyway, enough about global climate change, you either believe in it and the fact that it's caused by man or you are an idiot who has allowed himself to be manipulated by the people who have everything to gain by maintaining the status quo. I just got an email from Darryl the younger and his dad is back in town and wants to play a game this week, probably Dawn Patrol. I am going to push for starting the 43 AD game too though, because I am afraid that if I don't get it started all of my prep work and buying all those extra source materials and miniatures will have been wasted because we will never get around to it. When it comes right down to it the L5R RPG game was supposed to be a one-shot, just to try the system out and see if we liked it, like we suspected we would. We do, and everyone who played wants to continue playing, despite the railroading of the adventure they are in right now.

I think I can run two distinctly different campaigns using two very different game systems and it will be a challenge because neither of them is in my comfort zone of being old school (A)D&D, so that'll keep me sharp too, right? Do I lose OSR cred if I am not currently running or playing in an old school (A)D&D game? Honestly, I am just looking forward to when Darryl the younger takes over and starts running the Warband half of the Dual 43AD/Warband campaign we've talked a little bit about the set up; but mainly I like the idea of getting to play instead of DM all the time. Don't get me wrong, I love to DM, but sometimes it's nice to only be one person too; to throw all of your creative energies into one single character, eh? Am I right?



*The same day I had to put down our beloved and elderly English Mastiff Harmony because she tripped and fell off the porch going down the stairs and broke her right foreleg. There's no way a 12 year old Mastiff was coming back from that injury, particularly with the arthritis she already had in her hips, she already had trouble standing on bad days. Sunday the 15th was a rough day for me and my family, and it was the day of my niece Savana's graduation party, which we missed entirely, so I also missed seeing my brother and sister and my nieces and nephew, whom I rarely see since they all moved so far away.

**When you are literally bigger than everyone else, like you are a different scale, people just expect that you are going to eat more or drink more. Sometimes they'll be insulted if you don't, sometimes they'll challenge your manhood if you don't. I am a sucker for a challenge to my pride/honor.

***My dad was a Longshoreman. He got hurt unloading a ship in November of 1978, less than two years after he and my grandfather had finished building my parent's house. That would have made me 9 years old and was 2 months before my brother was born. My dad couldn't walk for almost a year, the injury was caused by a fall when a crane knocked him from the deck into the hold when the load shifted that it was lifting. The fall crushed three disks in his back and cracked two of the vertebrae, but the Social Security Administration and Workers Compensation Board here in NY still held up his getting any benefits until 1983, fortunately, his union had his back, and supported us through those dark times. My grandfather, a retired Longshoreman himself, also helped us with his pension as much as he could. I was young, so the details were not really apparent to me at the time, but I am pretty sure if it hadn't been for the Union and my grandfather, my parents would have lost their house.  

Tuesday, May 29, 2012

D&D Next, Dawn Patrol, and other things




First I'll write about the trials and tribulations I went through getting the D&D Next playtest packet, they emailed me on the 24th, I didn't get it until late on the 27th. Somewhere along the way my repeated attempts to retrieve the packet got my WotC account canceled and I had to set up a new one, I got to use the same email address, but had to change my screen name. No biggie, I don't hang out there anyway.

Saturday I went and played Dawn Patrol with Darryl Sr. and Darryl Jr., I had neither John nor Dalton with me, I fear they may not be interested enough in WW I aerial combat, or that their introduction to the game has turned them off to it. I guess we'll see next weekend. The game itself was short, two turns long.

Set Up: We rolled 2d4 to advance the calender to February 17, 1917, and I rolled the weather conditions while Darryl Jr. rolled up the mission and starting altitude for our flights. For the record- there was a negligible breeze from the south west, and one thick cloud bank running from 6,600'-7,100'. Both flights actually rolled starting altitudes higher than their ceilings, so we just started them at their ceilings. We were 99 squares inside French held territory, and the front was 108 squares wide. The French mission was a Fighter patrol, the German mission was photo-recon.

Darryl Sr. and I had drawn allied counters from the hat, and both ended up flying French Spad VIIs, he was flight leader with his Lieutenant Gilles Chenault and I was his wingman with my less experienced Serbian pilot (who had barely made it home last time) Sous-Lieutenant Vaclev Petrovic, flying our squadron's brand new replacement Spad VII, since it had only been a week since I returned my last Spad badly damaged.

Darryl Jr. had his pair of Vizefeldwebels Hans Grüber and Dirk Schmidt flying a pair of Roland CII's (AKA "The Whale") at 16,500' and realizing that he had: A- Two enemy fighters at 18,000' headed straight for them.




Turn 1: Unfortunately for the French, the Germans won the initiative roll and we were forced to go first. Lt. Chenault dropped to 16,500' and so did I, only facing towards him so the enemy would have to face fire from one of us if they chose to engage rather than dive towards their mission objective. Both German aircraft dove to 16,400' and lined up on Lt. Chenault's aircraft; from their slightly underneath position both the pilots and the observers guns, they all fired long bursts and they all hit, scoring a total of 9 hits on Lt. Chenault's Spad, spread out pretty evenly across his wings and tail. I fired an interrupted burst at the nearest plane, as it turns out it was Grüber's; but my gun jammed and I only got one hit to his tail.

This was the end of turn one, Darryl Jr. stated that he figured there was no way he could complete his mission if he had to dive to below 6,600' with two Spads chasing him, so chose instead to try and make a kill or drive us off, play a little reckless since he didn't think he had a shot at winning the scenario otherwise, and, metagaming a bit, both of these pilots had zero missions/zero kills so it was no great loss to him if they went down trying to be ballsy.

Turn 2: Grüber is forced to go first and dives to 15,000'. I go second and dive to 14,950' to get below Grüber's observer's gun, I miscount the squares and end up underneath Grüber rather than behind him in tailing position, I also fail to clear my gun jam. Schmidt goes next and over dives into tailing position behind me. Lt. Chenault also over dives and fails the roll to break-up (15%, he rolled an 01; yes, we heretics use percentile dice when playing Dawn Patrol instead of the d6% charts). Schmidt, having dropped into the perfect firing position for a shot at me with both pilot's and observer's guns, naturally takes the shots, hitting with both. My plane takes 6 hits, 4 to the Left Wing. My flight leader down, and outnumbered two to one in a fairly damaged aircraft, I decide discretion is the better part of valor today and disengage.

Post Game: We just assumed that the Germans dove below the cloud cover and compled their mission. Lt. Chenault miraculously survived his 14,900' crash landing, the plane was destroyed and he was wounded, but he'll be available for duty again on March 2nd 1917. Either Grüber or Schmidt is going to get credit for the kill, we already determined which one it was, but I forgot and it's not written on the mission logs I brought home with me so I could give a more accurate blow by blow report, and Darryl Jr. didn't give me his pilot roster either. I have everyone else's, so I can be the "official" experience point tracker. I also get to come up with names for all of the, until now, nameless, faceless, rank-less and experience-less Observers. Observers are people too, they can get better at their jobs.




Since we still had a whole bunch of time left over after our two turn Dawn Patrol game, I suggested that we play some classic MB Axis & Allies, because we used to love that game, and we were masters of it, and that's not an idle boast; at Gen Con in 1990 Darryl (Jr) and I, playing the Axis as a team beat the Allies on the second turn of the game. Now, we always play with one house rule and one recommended rule. Our house rule is that in a three player game the Axis is played by one player, not split up. The recommended rule is that Russia doesn't attack on the first turn, which is pretty standard. So one player plays Germany and Japan, one plays the US and USSR, and one plays Britain.

We each have our specialties, I am best with the Axis and worst with Britain. Darryl Sr is best with US/USSR and worst with the Axis. Darryl Jr. is best with Britain and probably equally bad with either of the other powers, which is still pretty good. We drew control counters from my hat and I got the Axis, Darryl Sr. got the US/USSR and Darryl Jr. got Britain, but he hates playing Britain because of the great length between turns, so his dad traded with him when he complained about how it always seems to be the same game we play.

This game did not go well for me, Russia had an unusually aggressive build of tanks and infantry on their first turn, the tanks were built in Russia, the infantry in Karelia, all but one of the infantry in Caucasus was moved to Karelia, all the infantry and the fighter from Russia were moved to Karelia and then they moved their transport to the British sea zone, to join the British fleet there, and their submarine to the eastern Canada sea zone to join the British transport there. Out in the Soviet east they shuffled all of their troops into the Yakut S.S.R., with the exception of the tank, which was moved to Novosibirsk and one lonely infantry left in the Soviet Far East.

My first turn German build is pretty standardized by now, I build a fighter and four tanks. From Italy I sent the battleship to clear the sea zone above Egypt and the transport with two infantry. My corps of troops already in Africa, I sent the one infantry that couldn't reach the fighting down int French West Africa, blitzed my tank through French Equatorial Africa into Anglo-Egypt Sudan and waited for the sea battle to see whether or not there'd be any more troops coming in; there would be but it cost me my battleship, the start of my bad luck on this turn. I fought the battle in Egypt and took higher than normal casualties too, all three infantry dead. I had sent two fighters after the British battleship at Gibraltar, I sank it, but lost a fighter doing it, about what is usual. I sent the German sub over to sink the American transport and lost that fight, which is pretty unusual, but happens. I sent the bomber from Germany over to sink the British transport (and it's Soviet submarine buddy), my bomber hit and they took the British transport as a casualty and retreated the Soviet submarine down to join the American transport. I sent my Baltic submarine and the three remaining fighters from the Luftwaffe to attack the combined British/Soviet fleet in the sea zone surrounding Britain, they were actually quite successful and I only lost the submarine, the British lost a battleship and a transport, plus the Soviet transport. I sent one tank from the Ukraine into the Caucasus and killed the infantry there, but the lucky bastard took my panzer out too.

But this was all just the precursor to my massed attack on Karelia, the tanks from everywhere except Western Europe could make it there, and the infantry from everywhere but Germany, I used the transport in the Baltic to take the two infantry from Western Europe and amphibiously invade Karelia too via the Baltic. That may be another house rule, we rule that only units that have been involved in an amphibious invasion cannot retreat, so of course they get to be the first casualties generally speaking. Anyway, the first turn of combat went OK, I hit slightly less than the odds said I should and the Russians hit me right about on the odds, so sticking around for a second round of combat was the obvious choice, the odds were still in my favor. Then lady luck deserted me, bad, and she left me for Darryl's Russians. I don't recall how horrible it was exactly, but I am not sure I had any infantry left at all when I retreated to the Ukraine, I am pretty sure I may have taken tank losses.

So I non-combat moved my infantry from Germany to Eastern Europe, and my tanks from Western Europe to Eastern Europe, landed my surviving fighters in Eastern Europe and my bomber in Germany; built my new tanks in Germany and my new fighter in Italy.

Then Britain went, they abandoned India to drive the German forces from Africa, they had no trouble taking out my tank in Egypt. They used their two fighters from Britain to sink my transport in the Baltic, of course I missed them on my counter-attack; then they landed them in Karelia to protect the Russians from another onslaught by my depleted forces. Then they built an industrial complex in South Africa and I forget what else.

My first turn build for the Japanese is pretty standard now too, an industrial complex and a transport. The complex is so I can start building some stuff on the continent and the transport is just to upgrade my shipping capacity. Being so obliged by the British departure, I felt compelled as the Japanese to simply walk in and take India, this was the high point of Japan's turn, and possibly their biggest mistake. I sent the tank from Japan on the transport with the battleship to attack Soviet Far East, the battleship bombardment failed, do they ever work? Then the tank missed and was killed by the infantry counter-attack, a sad and pathetic end to that amphibious invasion. I used the submarine, some fighters and the bomber from Japan to attack the American fleet at Hawaii and destroyed them with just the loss of the submarine. That was the end of my attacks.

I non-combat moved my other battleship and aircraft carrier to Hawaii. I also moved troops and fighters to Manchuria, to counter the Soviet threat, and then placed my industrial complex there and my transport in the Japan sea zone.

The US wasted no time, they sent their transport across the Atlantic and took Algeria, with a single infantry no less. They also attacked both French Indo-China Burma and Kwangtung, since I'd left them empty. Then they started building a Pacific fleet off the Western USA, presumably to challenge Japan's dominance of the Pacific, but I was willing to cede the Pacific to take Asia from the Americans, Russians and British.

Now, I have always said, one of the things that sadly can't be fixed, but really does suck about this game is that the Allies get to go twice in a row, and now it was Russia's turn to attack. I remember pretty clearly what happened in Europe, because it affected the rest of the game, Asia not so well. In Europe the Red Army replete with tanks and infantry smashed their way into the Ukraine, and it was a crushing defeat for the Wehrmacht. They may have launched an unsuccessful attack on Japanese positions in Manchuria this turn as well, trying to take out the industrial complex before it could start production on this turn. The loss to the Germans was huge though, that was every remaining tank they had started the game with, except for the one from Western Europe. After taking the Ukraine, he non-combat moved the anti-aircraft gun from Karelia to there, and the one from Russia to Karelia. He also non-combat moves his submarine through the Panama canal.

Germany's turn and the war wasn't going as planned. I built eleven infantry. I used my Mediterranean transport to pick up a single tank and land it in Caucasus via the Black Sea, the rest of my forces launched an attack into the Ukraine, the odds were in my favor and it would destroy a bunch of Soviet tanks, but I had six aircraft going into the battle and he had an anti-aircraft gun. The odds said he would take out one, I thought at worst two, but no, he shot down three. The odds no longer favored my victory, but I was stuck for one round of, what turned out to be, a very punishing combat. I retreated to Eastern Europe, much the worse for wear and built my eleven infantry in Germany. You all can see where this is going right?

Britain goes, they take French Equatorial Africa from Germany, and sink my transport in the Black Sea, I believe they then landed in Egypt where they built another industrial complex and a pair of tanks for the complex in South Africa. All things considered, they're actually moving rather slow and methodical.

Japan actually had a pretty good turn, I built a pair of tanks for Manchuria, and I forget what else. I landed infantry in Soviet Far East, successfully, launched an amphibious invasion into French Indo-China Burma, successfully and launched an attack against China from Manchuria, unsuccessfully, but not disastrously. I non-combat move some more infantry from the islands with my transports to the Asian mainland.

The US continues it's Pacific naval build up, but, in a surprise move, also builds an industrial complex in Sinkiang, his sole combat move is to invade Western Europe with that Cheeky infantry from Algeria, it's an unopposed D-Day landing, it's not that I didn't see that it could happen, it's just that the Russians were the bigger threat. To be fair, if they'd noticed, the British could have done the same thing to Italy on their turn, but they were focused on Asia and Africa. All remaining American troops in Asia are pulling back to defend Sinkiang, this includes, I believe, fighters that had been spending time in Karelia.

Russia gets to go, they build a bunch of stuff, probably tanks and infantry, the Soviet juggernaut is just unstoppable in Europe at this point, they smash their way into Eastern Europe even more easily than they did the Ukraine, they also send a minimal force, one infantry and one fighter I believe, to take out the lone German tank in Caucasus before he has a chance to have any behind the lines fun. Surviving Soviet troops from the east make their way to Sinkiang to bolster the defenses of the American industrial complex, the Soviet fighters no longer needed in Karelia, also join them. The Soviet submarine non-combat moves up to join the American fleet off the Coast of Western USA.

Germany Builds ten infantry. Six infantry are sent to attack the American infantry in Western Europe, they win losing two of their number. I non-combat move the remaining five infantry to Italy so it will have some defense against either the British or the Soviets. I place my ten new infantry in Germany. Surprisingly, Germany still makes, I think, 27 IPCs this turn.

Britain goes and finally takes Libya, they build some tanks and a transport. They are going slow, I think the old man is tired and he is missing a lot of easy things. He's 70 years old now and I think maybe we should cut him some slack, the counter argument to this though is two fold, first, he didn't cut either Darryl or I any slack when we were 12 and just learning to game and second, keeping the mind active is shown in studies to prevent Alzheimer's and other degenerative mental conditions. So maybe the fact that we haven't been keeping him competitive for the last decade or so has made his gaming skills rusty, maybe he is a little slower to think his moves through, he's the man that turned me into the wargamer I am today. I owe him. Anyway, he sends a bunch of fighters to Sinkiang too, it's going to be a tough nut to crack.

Japan goes and has a great turn, they take every objective they set out for, which, in my opinion, only puts them about two full turns behind schedule. the two tanks from the Manchurian factory blitz through Yakut S.S.R., splitting up to take Evenki Nat'l Okrug and Novosibirsk; infantry and fighters attack China and win. I strategic bomb the US for free! At some point I had consolidated my fleet around Japan, so it wasn't within striking range of the US fleet with their submarines. I build three tanks for my Manchurian industrial complex and I forget what else.

USA goes, I don't recall what they did, honestly, it was short and probably just built stuff in Sinkiang for our big showdown.

Russia goes they attack the two tanks bordering Russia with one infantry and one fighter in one spot and one tank and one fighter in the other, they win both battles and take back their territories, but the real deal is the invasion of Germany, Germany's luck holding about how it had been versus the Soviets all game, they didn't even inflict serious casualties on the invading force. Germany fell, I handed the Russians my IPCs, which I think is a broken rule, but that's neither here nor there; then I considered my options for about ten seconds and conceded the game.

So, Saturday handed me two losses in one day. Sunday was Lance's birthday, and I have to say, I get the impression he isn't happy or fitting in with my D&D group. Since he's been back to work he hasn't made it to a single game. Audra is his girlfriend, so I am pretty sure she is only coming to spend more time with him and check out his interests. Lee Ann just got a new job in the ER and is working 12 hour shifts, and doesn't always get Sundays off. John enjoys playing 4th edition with his buddies more than any edition here at home with his family, he particularly hates that his mom is the de facto party leader. Ember only ever wants to play if Lee Ann is going to be here to play too. Mona is usually always up for a game, but gets sick of having to herd the cats that make up most of the rest of the party. Ashli wants to play, but her medication makes concentration difficult and she often has to leave the table for naps. Dalton is pretty much always up for a game, but I have to pick him up, and if every other player is no-showing on me, sometimes I don't feel like it.

I guess I am in desperate need of a group of players that want to play some old school D&D B/X or 1st edition AD&D with B/X leanings in the central NY area. Oswego county would be best if I have to travel, gas prices being what they are. Weekends are best for me, but I am flexible and we don't really have to play at my house, in fact my house isn't really the best place to play, we just make due.

Every single game I have had scheduled since the end of March has been canceled for one reason or another, it's almost June. This is driving me crazy. I have two different campaign projects I am running/playtesting new stuff for, cancellations kill campaigns.

Anyway, I hope Lance had a good birthday and everyone had a good Memorial Day. I haven't had time to read through the playtest packet for D&D Next yet, I hope you all enjoyed my lengthy game play reports and here's some Ebay pics of stuff I got in the mail recently.   





I already had the Rokugan book, but not the other two. The price was good though so, I figure I'll just pass along the Rokugan book to someone else.


I didn't really think about it, but did they really need a specific "Way of the" book for Daimyo? I mean, it's not like they're a dime a dozen.


I also find it interesting that the highest and the lowest were bundled together, Thieves and Daimyo. What point was the seller subconsciously making?

Friday, May 25, 2012

Games That Define Us- Great Khan Edition




Obviously, since this is an OSR blog, I feel like I should open with D&D/AD&D. I saw the ads for the Holmes Basic Set in "Boy's Life", the Cub Scout magazine and I was hooked, it took me something like a year to find a store that sold that D&D boxed set, sometime in early 1980. My next D&D purchase was the AD&D Monster Manual, then the Cook/Marsh Expert Set, followed by a Christmas present of both the AD&D Players Handbook and Dungeon Masters Guide, this set the tone for some confused rulings over the years as a DM, since I was playing a hybrid of Holmes, the X half of B/X and AD&D, but over the years I started to fall more in line with AD&D orthodoxy, with a few exceptions. Then, in 1985, I pre-ordered Oriental Adventures and it has been almost an obsession ever since.



Chess- Chess had to make the cut here because it is one of the first thinking man's board games that I ever learned. I learned how to play when I was in second grade, just because it was one of the quite games on the shelf in my classroom we got to play during recess time when it was raining or the weather was otherwise too bad to go outside and play. I really didn't learn the game until high school though when I played regularly with my principal, who was a ranked player, and occasionally I'd even win. My real claim to fame though is that I once played chess against a guy who had played against Bobby Fischer, I met him through my buddy Darryl's dad. Totally got my ass handed to me, it was worth the experience.



Risk- Ah, Risk, the game of world conquest. You taught me that the Ukraine was gigantic and the names of other exotic places. You were wrong about the Ukraine, but I guess a game produced during the cold war wasn't going to give Russia it's due, right? This game taught me two things, basic strategy and the importance of luck. Play with good strategy, take a few chances, and hope your luck holds; I was Risk champion of my dorm. On the other hand I have been beaten by people that had NEVER played the game before, so there you have it.



Axis & Allies (The Game Master edition from the 1980s)- Axis & Allies wasn't the first in this series that I played, that honor goes to Conquest of the Empire; which we also played quite a bit; but Axis & Allies we played more and better. Axis & Allies was the better game right out of the box, even it's recommended optional rules made sense. By the time Axis & Allies hit the scene, I was already a veteran wargamer, but this managed to take a lot of wargame elements and make them accessible to the masses, like a gateway wargame.



Dawn Patrol- This should come as no surprise, since I am currently engaged in a new Dawn Patrol campaign, but it was my first and is still my favorite aerial combat game. I bought it because TSR put it out, and I was a young TSR fanboy at the time, it's taken me this long to get good at it.



Star Fleet Battles- I never really understood why this game got a bad reputation as highly complex to the point where you needed a PhD in Mathematics to play it. I am not a math guy, and I have played a lot of SFB, if filling out the energy allocation sheet is too hard for you I advise going back to remedial 4th grade math. I bought the Commanders edition boxed set the year I turned 14, since my birthday is in July I don't remember if it was before or after I turned 14. I taught myself and my friends how to play, we made a few mistakes along the way in learning, but we had it down after a few games; it says right on the box "1,2 or more players Ages 12 and older". Sure it got a little more complex with each additional boxed set (or module, which I never bought), but it was building on knowledge that you had already mastered.



Up Front- The Squad Leader card game, picking on Avalon Hill title to add to the list was really hard to do, then I remembered the one we always played when we had extra time on our hands, it's quick to set up and play, even when you build you own squads with the point buy system, and it is one of the only games that I have that'll bring Lance and Darryl into the same room, although maybe not anymore, we used to have tournaments. Up Front is one of the few games I don't mind losing just because I had bad luck. Theoretically Multi-Man Publishing has the rights to it now, as part of the Squad Leader line, and they were considering making it a CCG, which would make me want them all to suffer horrible curses, but I would like to see a new edition. I have Up Front and it's official expansions Banzai and Desert War, but the cards have seen a lot of wear over the years.



Koei's Genghis Khan- Yeah, I know, it's a little odd to add a NES game to the list, and this title is really representational of all the Koei titles that were turn based war/administrative games from Nobunaga's Ambition through L'Empereur and including Romance of the Three Kingdoms; but my alter-ego here being the Great Khan, obviously I was going to pick Genghis Khan. I actually still own a NES and a copy of that game, I never play it, the battery inside it is shot so it doesn't save and I can't see leaving it on for the days that would take to complete the game. Darryl and I used to play the hell out of this game together too, in multi-player mode, usually one of us would pick England and the other Japan, since the four playable countries were Mongolia, Byzantium, England and Japan, we wanted as much space as possible between us before we had to start fighting each other.



Talisman- The 2nd edition before it got completely crapped up by the people at Games Workshop and used as yet another way to promote their Warhammer franchise, although this was sneaking into this edition too. This was a go-to game for us if we wanted to play something fantasy, fun and easy to teach/learn. I had, I am pretty sure, every expansion for this game that was released in the US except Timescape, we drew the line there. I always wanted to play in a D&D campaign set in this world, minus the out of place and silly characters. The board evoked a place that was both real and medieval, yet mythic at the same time. The only real drawback to this game was that it could get tedious after having died several times and starting over. I have played the new Fantasy Flight Games version, and while it is much, much nicer than the last Games Workshop edition, the 2nd edition still holds my loyalty, the FFG version is like a more polished, prettier version of my old 2nd edition, but it loses something in the transformation.



Warrior Knights- Have you ever razed a city to win a game? My old gaming group got in touch with the designer to ask him a few questions about the rules and our interpretations and we discovered we were doing the entire political phase wrong, apparently we were supposed to spend all of our votes on a single action. We didn't. We played a much more corrupt and Machiavellian version of the game than had been considered by the designer. We bought and sold votes, forged alliances to screw over whoever was in the lead, and fought over who would hold the wool concession. Games Workshop did a great job with this one, I hear that Fantasy Flight Games has put out a new edition, but, in the words of Lance, who has played it "It sucks. They screwed the pooch on this one". He tried it several times, just to try and get accustomed to the rules changes and that was his ultimate opinion; then he taught his Tuesday Night Gaming Group how we played the old GW version and they had a blast with it.

This was fun, maybe I'll do a part 2 that includes the games I cut from this list.

Saturday, May 19, 2012

I haven't been neglecting this blog



I have been working on my other one, and spending a frustrating day waiting for a tree guy to actually show up at my house today. He called saying he was on his way over, and he's been here before like four times, just as I was about to leave for my Dawn Patrol game, so I did the responsible adult thing and canceled my Dawn Patrol game, so my wife wouldn't have to try and negotiate with this guy by herself.

He, of course, never showed up. I am really beginning to hate this guy. He treats logging my property like it's a tree removal service job, and it's not really. We have some valuable wood here, but he's always trying to treat it like we want some useless dead or damaged trees taken down and figuring out the cost to himself for equipment and crew. The Cherry trees alone are worth more than enough to finance the rest of the operation, a few years ago I'd have made a few thousand dollars on the deal and he'd have been happy to do it. The problem I have is that my lot is too small for big time loggers to waste time on and the small time guys are all the same, tree removal service guys.

I am supposed to run a D20 Star Wars game tomorrow and I was just going to convert the introductory adventure from the WEG D6 system to run. I have to say, I have had two weeks to prepare for this game and reading through the WotC Star Wars D20 revised has been absolute hell. I remember things from D20 D&D that I ultimately grew to hate and I am feeling under prepared, despite my extra week off due to Mona's birthday and Mother's Day.

I have actually found my attention wandering to both my Garnia campaign, hence the slight burst of activity on the other blog, and my Oriental Adventures project which has drawn my attention to both the Asian flavored potion of Garnia and all the fixes I still need to make and playtest for 1st edition AD&D's Oriental Adventures book, which I guess means that I'll have something "inspired by" that book, eventually. I also kind of want to play my B/X Vikings setting, but I am having a hard time coming up with a quorum of players, that whole drop-in, drop-out thing hasn't worked in practice; which is why we decided to go with Star Wars in the first place, more powerful PCs.

I also got this in the mail, two copies-




Lastly, bonus points if you can pick out which of these ancient Celt miniatures most resembles my fighting style in SCA battles. Click to embiggen.




Sunday, April 29, 2012

April 29th is a break day in the A-Z Challenge




So I thought I'd write about a couple of other things that have been on my mind for the last few weeks while I have been doing all this Norse research work, which really wasn't all that hard for me because I am pretty into Norse stuff anyway. Next year though, if there is an A-Z challenge in April, I will think to pick a subject that has more letter options.

But I am digressing from my original point here, which was to NOT write about the Norse A-Z topic I picked this year and instead write about the other things that have been creeping into my brain during that time. First there's the whole Star Trek and Klingon Assault Group thing, both Star Trek gaming, mostly through Star Fleet Battles, but also a little through the FASA RPG have been a big deal for me and my game time in the past. The Klingon Assault Group, while it coincides slightly with the gaming, is another beast altogether. I want to recruit people to KAG, because dressing like a Klingon and acting like a Klingon is awesome fun; but I guess only if you are part of a particularly brave subset of Trekkie.



I have also been slowly working on my own realization of the 1985 TSR AD&D 1st edition Oriental Adventures book. I wrestle with some of the core ideas presented in that book, and I go back and forth over whether or not the book was too ambitiously focused on presenting an entire fantasy east Asia, while still being concentrated on Japan, or if they weren't ambitious enough and should have gone further in their attempt to include everything Asian with the same "kitchen-sink" approach they gave the western world with "regular" AD&D. As it stands, the book is a mostly Japanese game that could not decide on it's focus; was it going to be about court and intrigue? Those skills (sorry, proficiencies) were presented for the first time in any D&D product in the OA book. Was the game about serving a Lord or Clan or a Temple even? That's kind of implied in several class descriptions, but no real advice was given to the DM about how to make a well balanced party work together if it included, for instance, a Samurai, a Ninja and a Sohei. The "normal" adventuring paradigm of AD&D was broken in OA, and no fixed replacement was offered.



Add on top of that the fact that the game had a real issue deciding whether it wanted to emulate a Chanbara film or Ninja film or a Kung-Fu film and we have a problem. Many of the classes don't work well together, and, even if you are not a Monk, you can easily become a martial artist deadly enough to out class the party Samurai, as I saw in my last OA campaign when the Yakuza character took Tae Kwon Do instead of weapons proficiencies. The Wu Jen spell list is inadequate, and while I intend to reverse engineer that list from the 3e compatible magic books I snagged off Ebay that were designed for Rokugan and the Legend of the Five Rings Setting, I can only come to the inescapable conclusion, despite my love of 1st edition AD&D and my nostalgia for Oriental Adventures and the fun campaigns that I have played using those rules, that AEG and L5R were better conceived and better designed than the rush job that I suspect that 1st edition OA was. The best thing I can say about 1st edition's AD&D Oriental Adventures is that it is far superior to the abortion that was 3e OA.



There are gems in the 1st edition OA books, I have seen mentioned on other blogs recently the Yearly,Monthly,Daily events tables. The court game might have worked if they had separated out weapon proficiencies from the "peaceful" ones. The Samurai class might have been less the super class that it was if it hadn't gotten a requirement to specialize in two weapons, something BANNED to every other class. The Kensai, which should be spelled Kensei, needs a total reworking, it is a valid class idea, but screwing him over by never letting him wear any armor OR have a magic weapon of his "chosen" type blows. The two "Cleric" classes of OA both suck though, the Sohei is just a second class Fighter until finally receiving some spells at 6th level? The Shukenja (which should be spelled Shugenja) can't fight anything BUT spirits? Ninja as a "Split-Class" = dumb idea, easy enough to create a Shinobi class, I did it once and I can do it again.



Currently I am reading a lot of Japanese history, watching Samurai movies about the Sengoku Jidai era and reading books about the Samurai and Bushido written during the Tokugawa era, while I am not reading and studying up on Norse history and lore. Obviously, I think the focus of Oriental Adventures should be on Japan and Japanese history and mythology, more focus is better. This is why OA1: Swords of the Daimyo was such a good sandbox to play in, it ignored all of the other nations of Kara-Tur, except for brief mentions. I think every single copy of Oriental Adventures should have come packaged with that module, although the adventures presented are weak.



The other thing that has me feeling nostalgic is my old Steppe Warriors guild, I recently spruced up our Facebook tribute page a bit, and I tried to get in touch with some of the old guys that I lost contact with over the years. AOL's Neverwinter Nights did go offline in July of 1997, we tried a few other online games, even text based ones, but none had the awesome community of AOL's NWN. We weren't there for long, and the core of us were local to the Oswego county area, which is why it was easy for us to have our reunions, at least in the beginning. But I miss all those guys, even the ones I have fought with over the years; and it kind of makes me sad that I never did get around to playing that Steppe Warrior campaign that I always wanted to. I even have a good idea for it now, but we've scattered to the four winds, and the ones left in the area mostly don't talk to each other anymore. Upstate New York's greatest export has always been it's people.



Now, lastly, I have a Dawn Patrol play report that's more than a week over due. We had decided the last time we played that we were sick and tired of random encounters with Fighters versus Two-Seaters and the whole "I fly straight for six squares to complete my mission, now try and shoot me down before I get home" BS. So we just decided on a Fighter engagement, and randomly chose French or British to engage the Germans; then rolled a die to advance the war a number of days. Since I got thee time wrong, and was running late to start with, all of this was taken care of before myself and John even made it to Big Darryl's house.



The date was February 10, 1917. Two Fighter patrols ran into each other deep inside German held territory. My son John and I played the French, we were flying Spad VIIs and the two Darryls were playing the Germans who were both flying Albatross DIIIs. Darryl Jr. was playing his pilot Vizefeldwebel Oskar Schaeffer, who was flying his second mission. Darryl Sr. was playing his pilot Oberleutnant Erich Von Reinstadt, who was flying his 10th mission. John was flying his pilot Lieutenant Guy Bernet and I was flying my pilot, the Serbian volunteer, Lieutenant Vaclev Petrovic; Lieutenant Bernet had two missions and was deemed the flight leader.

Now is the part where I wish I had written this out while it was clearer in my memory, I took a few notes, but I didn't bring the mission logs home with me, maybe I should do that in the future.

The mission started out well enough for us Frenchmen, we were all at high altitude and the Spads outperform the Albatrosses at pretty much every altitude anyway, their only advantage is their dual Spandau guns, which are deadly. We closed to dogfighting range and ended up in a line firing at each other's tails, poor Darryl Jr. in the lead with no target, everyone took a little bit of damage, except me, because I was in the back. It got a little chaotic then, it broke into two dogfights that kept running back into each other, we ban overt table talk during the game, but we can give some pointers about rules and tactics to newer players like John or Dalton (who didn't make this game). Sadly, seven turns into the game Schaeffer scored a critical engine hit on Bernet's plane and it exploded.

Now, completely out of character, it was the luckiest of hits possible, and I felt kind of bad because I shot down John the last time he played (while he was playing MY pilot I might add), so the poor kid has played twice now, and gotten shot down twice. He's a quick learner and he didn't do anything wrong here, except be unlucky; yes, if he stuck around he might have gotten shot down anyway, he was the least experienced player in the game, but I really hope it doesn't sour him on Dawn Patrol.

At that point, outnumbered two to one, you might think I'd just cut and run for my lines, right? Nope. I stuck it out for another ten turns. I'd like to say it was purely for vengeance for my downed comrade, but part of it was also because I was, up until that point, the only one in the group with a legitimate kill scored on another player, so I was trying to shoot Darryl Jr.'s pilot Schaeffer down to keep my record intact. I almost had him a couple of times, I missed at 50' range twice, my guns jammed once, and I had to do all this while evading the other Albatross DIII, not always successfully. Not all the bad luck went in the favor of the Germans, there were a couple of occasions where I almost certainly should have been shot down, both of my wings had sustained a lot of damage and my engine was two hits away from gone, I was just incredibly lucky on critical hit rolls.



In the end, I shot Schaeffer's plane up pretty bad, and Von Reinhardt had some minor damage too, but I was in a position where, if I stuck it out any longer, I was most likely going to give the Hun another aerial victory. I managed to maneuver so that I was pointed towards home and they were either too far behind me or pointed in the wrong direction, and broke for home. My plane had sustained an incredible amount of damage in the fighting, but luckily only one, relatively minor critical hit, to the wing. My Spad was still faster and more maneuverable, so they gave up the chase and the game was over. Lt.Petrovic added a mission to his resume, Vizefeldwebel Schaeffer added both a mission and a kill, and Lt. Von Rienhardt added another mission to his pretty impressive score.

So, if you live in central NY and you have an interest in playing Dawn Patrol, or helping to fix the bugs of 1st edition AD&D's Oriental Adventures through campaign play, or want to play in a B/X Norse campaign, or are interested in alpha-testing a B/X D&D World War II game, or are an old Steppe Warrior from AOL's NWN or one of the other Ordus like Nyrthellan's Woods or The Realm or Everquest or one of the eight million Facebook games we played as a group, or are interested in Star Trek, especially Klingons, but not limited to them, leave me a comment and I'll get back to you.  

Wednesday, April 25, 2012

April 24th U day




I am not going to lie, I don't really feel good today. We have had snow, sleet, hail and freezing rain on and off all day and I spent half of my day tracking down a new Minivan and putting it on the road. Oddly, it looks pretty much the same as my old Minivan, which was a silver Dodge Grand Caravan, this one is a slightly newer silver Plymouth Grand Voyager. So I am not really feeling U day here at all, so it is fortunate that it is not an important letter day.

U is for Úlfhéðinn, an Old Norse word for a warrior that usually fought alone and often at night. Rumor has it that they specialized in long range operations behind enemy lines. Úlf means "Wolf" and Héðinn means "Skin or Jacket"; kind of sound like a Werewolf to anyone? They also apparently have a special dedication to Odin.

U is for Ullr, a God of the Aesir, strongly associated with hunting, winter and skiing. He is another candidate for one time king of Asgarð that Odin supplanted. He may also have a female counterpart named Ullin, with pretty much the same attributes. Also, while it chronologically doesn't fit, he is said to be the son of Sif and the step-son of Thor. He also has a dwelling at Ýdalir.

U is for Útgarðr, which stands for the "outer-enclosure", or pretty much every place that is not under the control of Gods or Men or Elves, a periphery full of shady characters like Jötnar and Thursar and Trolls and all manner of ill meaning Vaettir.

On a personal note, I am thinking that I need to be playing some more games, wargames, RPGs, doesn't matter. I know Lee wasn't super into my OA game, and that kind of threw that whole project under the bus, I am thinking about doing some more with that. Dalton has a D&D group in Oswego, I'd like to meet and maybe they'd be interested in picking up where we left off before. My B/X Viking game keeps getting bad luck in the way of gaming, what were the odds two of us were going to have vehicles die last week? We have a gaming convention at SUNY Oswego next weekend, so I am going to go to that Arcon XI, maybe I'll meet some more local and interested gamers there too. I also have my grand Mongol RPG/Wargame crossover that's been on a back burner for a long while that I'd like to start working on and my Dawn Patrol group said they'd be receptive to play-testing my B/X World War II game, so I guess we'll see which of these catches, eh?


Wednesday, April 18, 2012

April 17th O Day




I wish I had more for you today, I started late again today, and as it turns out O is another letter that is more full of proper names than actual culturally significant Norse things to know. I also spent a significant part of my free time today working on KAG business, so I didn't even get a chance to do the Dawn Patrol write up.

O is for Odin, the Chief God of the Aesir, Husband of Frigg, Father of Balder and Thor, Blood-Brother of Loki, Brother of Vili and Vé, King of the Gods. Lord of the Slain, God of the Gallows, Giver of Victory, etc. He does pretty much everything he can to get the knowledge necessary to avert Ragnarök, or at least see that his side is best prepared for it when it does arrive; at great personal sacrifice. In the end, all he really achieves is the lack of total destruction and the continuation of life, a new cycle begins. He and most of the people and things he knows and loves will be destroyed, but his victory will be the continuation of life itself. Balder will return from the land of the dead, a younger generation of gods will start to rebuild in Asgarð and humankind will restart again in Midgarð.

O is for Oath and Norsemen took oaths seriously, they were sacred. A man's word really was his bond.

O is for Örlög, a word that means almost the same thing as destiny or fate or doom.

O is for Ód, the missing husband of Freyja, for whom she weeps her tears of gold; and the reason some scholars believe that Frigg and Freyja may have once been the same Goddess.

O is for Ódrerir, the sources are unclear on this one, it is either name of the pot in which the mead of poetry was brewed, or the actual name of the mead of poetry.

Tuesday, March 27, 2012

Curious... but read to the end.




Apparently I shouldn't lead with my dad's birthday and Dawn Patrol, very few hits and a follower left. Yesterday I wrote a pretty lengthy blog post with four distinct topics covering everything I did or thought about and talked with people about over the weekend, but I buried the D&D stories at the end. Now, I don't mean to sound like I am bitching or anything, but where's the attention span? Plus, Dawn Patrol is inarguably old school, as a matter of fact, when I was at Big Darryl's house I answered the phone because I was closest and he asked me to, he was stirring the marinara sauce, it was his other son Keith. Keith was surprised that I was there and asked what we were doing. I said "We're playing some Dawn Patrol.", he said"Wow, that's old school!", and was immediately transported back to about 1985. I don't think I have seen Keith since his wedding, which was maybe 1995? He moved down south for college and never came home, a sad thing that happens to all too many sons and daughters of northern New York when they get to the south and realize that they are away from the bad weather, are better educated than everyone around them and there are greater economic opportunities.

Anyway, I have to start making up the Viking PCs for the new campaign since we are starting on Sunday, so I thought I'd put them out here. I won't be using the, as yet unfinished, new PC/NPC country of origin table, because I have decided that this is a Norwegian colony. I will randomize the physical traits of the characters based on several arcane formulae I have designed over the years for NPCs. Today's lot will be strait B/X Fighters because I haven't had time to redesign the non-human classes into human variant classes or decide whether or not to create new Norse classes in the B/X style, and I haven't yet decided how to handle the traditional Cleric and Magic-User classes. I have also extensively rewritten the equipment table and switched to a silver standard. I am making half of the characters female because over half of my players are female*. I'll start with the males and alternate, giving them random names so I don't use all the cool ones up and buying them equipment off my altered B/X Norse equipment list.

1st Character-
Aran Fighter/1

Str-11+2=13+1=14 AC:9
Int- 14-4=10 HP:6+1=7
Wis- 12-2=10 Alignment: Lawful
Dex- 12
Con- 14
Chr- 9
Starting Coin- 60 SP

Equipment-
Shield, Fighting Spear, Knife, 8 Silver Pieces.

Aran is a tall (6'3"), skinny (172 lbs) blond haired kid (16 years old), from one of the poor families in the new settlement. He desperately wants to prove himself as a warrior and a man so he can be seen as a worthy member of society and change the luck of his family.

Pretty darned good in the raw scores department, but I used the B/X Ability Score Adjustment rule to make his Strength much better, I didn't have to raise it all the way to 14, and it wasn't the best min/max way to do it, but I thought it made for a more attractive Fighter. The low starting money is a downer, it's pretty much guaranteed he's going to not want to fight in the front rank until he scores some loot to buy armor. I assume that all starting characters start with one full set of clothes appropriate to the milieu, including belt and pouch, shoes, etcetera; so he didn't have to buy any of that stuff, lucky for him, eh?

2nd Character-
Snofrid Fighter/1
(the O in this name should have a line through it, but I am not interested in figuring out how to to that on the character map right now)

Str-14+2=16+2=18 AC:4
Int-14-4=10 HP:7
Wis-13-4=9 Alignment:Lawful
Dex-17
Con-9
Cha-12
Starting Coin- 140SP

Equipment-
Leather Armor, Shield, Helmet**, Axe, 10 Silver Pieces.

Snofrid is a rather beefy, blond, 21 year old woman of average height (5'7", 160 lbs) for her people. She comes from a respectable family but is an uncommon only child. She stands to inherit her parent's small farmstead, but she wants more than that out of life and her parents have pretty much always indulged her.

Now we're talking, Strength raised to 18 and a natural 17 Dexterity, plus the coin to start with some armor or good weapons. She's a front line Fighter.

3rd Character-

Yngvar*** Fighter/1

Str-13+1=14 AC:6
Int-12-2=10 HP:3
Wis-6 Alignment: Lawful
Dex-8
Con-12
Cha-10
Starting Coin-120SP

Equipment-
Chainmail, Spear, 15 Silver Pieces

Yngvar is the short (5'6"), chubby (190lbs), blond haired, 20 year old son of a local merchant who grew up on Skald's tales of war and adventure, Dragons, Dwarves and Gods. Now his head is full of these tales and he wants to be a hero of the Sagas too, and he's sure he's got what it takes. The boy's got heart, but is a little lacking in coordination and common sense.

OK, poor Yngvar, these are starting to look more like B/X character stats. I am guessing he will be one of the guys passed over in the initial picks. He only gets to burn Intelligence once and Wisdom not at all and has a crappy Dexterity. I even rolled bad for Hit Points. Decent starting money isn't going to save the day for him. I spent most of his money on the best available armor and he'll hope somebody dies without losing their shield or he survives the first dungeon foray, poor foolish, clumsy bastard.

4th Character-
Sunniva Fighter/1

Str-15 AC:7
Int-10 HP:6
Wis-9 Alignment-Lawful
Dex-7
Con-10
Cha-11
Starting Coin-140SP

Equipment-
Leather Armor, Shield, Helmet, Axe, Spear.

Sunniva is the younger daughter of a wealthy household on the island. She has convinced her parents to let her have a go at adventuring and they have given her a year and a day to make something of her self before they step in and find her a suitable husband. Unlike everyone else so far, she has red hair and is tall and pretty fit (5'10", 160lbs).

OK, she's the only one whose stats I could not adjust according to the B/X rules. Not a bad character, brutally bad Dexterity score though. I can see her getting passed over in the first round of picks too. Good starting money though, I went all out and spent it all on gear, hopefully the first expedition will pay off for her. She's pretty well equipped.

For the characters I made a crude random table for hair color, since they were all of Norwegian extraction I skewed the results towards typical Norwegian hair colors, but almost everyone was blond. I did not differentiate between shades of blond, because I am not a woman, but I suppose it runs from the white-blond to the brownish-blond, and probably includes the reddish-blond, unless that counts as red. I was going to add a random eye color too, but since that's linked to hair color (kind of), I figured it'd be easier to let the players pick what they wanted if it came up, unless they want to break my realism immersion by suggesting something really unlikely or impossible, then I'll just probably say blue.

I also was going to explode 18s on the money roll, so some characters could start out, unlikely as it might be, with some real money. Maybe they are the favored kids of the wealthy or a Jarl's son or they stumbled across a hoard to finance themselves, whatever, but it never came up because I didn't roll an 18 anywhere, much less on the money roll. If it happens tomorrow or the next day we'll see, eh? Roll an 18, get another 3d6, roll another 18, get another 3d6. Theoretically it could keep going. Part of the consequences of my altered equipment cost chart is that I got people more realistically armed for a Viking Age game, but it also means that most people are going to at least start their adventuring careers wearing their normal clothes, even if they are Fighters.

That said, I have been thinking through some house rules for combat, since this is a Fighter heavy game and will probably be a little combat intensive and I have access to, and have read a lot of Saga literature, I am thinking of adding a little bit of Viking flavor through the use of Saga inspired combat maneuvers. I also will definitely be using "Shields Shall Be Splintered" and I am going to print it out and hand it around to the players before the game starts. The D30 will still be there. I am toying with the idea of adding in the old house rule that Steve S. used to use, where you could choose to alter your combat "stance", to Aggressive, Defensive or Balanced. Balanced was your normal stance, and didn't make any changes. Aggressive added to your attack at the cost of AC, Defensive was the opposite of that, you took a penalty to hit, but got a bonus to your AC. The good thing about those were that you could Aggressively attack weak stuff that posed little threat to you, or go all out on really tough opponents and try to kill them quick; conversely, you didn't lose all attacking ability like a parry rule when you went Defensive, it was more like a tank "Buttoning-Up", you could still attack, just not as well, but were better protected. I'll have more on House Rules tomorrow, and I'll have some more characters tomorrow too, unless I get a lot of feedback that says that you all hate seeing my pre-generated character process.

I found my missing Wedding Ring in my D&D dice today. It had been missing for weeks, I have no idea why I would have taken it off and put it in there, but if my regular Sunday game hadn't been canceled three times in a row I would have found it sooner.


*More like 3/4, but since I am making them in groups I figure we'll either get a better rounded party or people will play different from their own gender.

**The Helmet is costly, but worth it, given the 0 Hit Point rule I plan on using, Helmets save lives, if she'd been born wealthier, she'd have gotten a better helmet that offered more protection via nasal, oculars and aventail, but she got the best she could reasonably afford.

***(I almost didn't use this random name because I know a guy named Yngvar in the SCA, but then I thought if I don't use the randomly generated names just because they might also be associated with people I know in the SCA I am going to lose a lot of Viking names, especially the cool ones and the ones that are easy to pronounce.)