2nd edition Twilight: 2000 was not my favorite iteration of the game, I vastly preferred the 1st edition despite it's flaws. 2nd edition fixed some things and introduced new flaws while subtly changing the flavor of the game in a bad way too, in my opinion, and I won't even get going on the 2.2 update! Anyway, this is the single supplement I always intended to pick up for the 2nd edition of the game and never got around to, it just kind of fell off the radar too quick- so when I saw it for $3.00 on EBay I figured I had to take a shot. Apparently I was the only one who felt that way, so huzzah for me!
This is a blog about "Old School" RPGs and the OSR movement in gaming. I also write about other stuff, like miniatures for wargames and RPGs, wargaming, my family, etc.
Mongol Home
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Wednesday, May 4, 2011
Mail Call 05-04-2011
2nd edition Twilight: 2000 was not my favorite iteration of the game, I vastly preferred the 1st edition despite it's flaws. 2nd edition fixed some things and introduced new flaws while subtly changing the flavor of the game in a bad way too, in my opinion, and I won't even get going on the 2.2 update! Anyway, this is the single supplement I always intended to pick up for the 2nd edition of the game and never got around to, it just kind of fell off the radar too quick- so when I saw it for $3.00 on EBay I figured I had to take a shot. Apparently I was the only one who felt that way, so huzzah for me!
Tuesday, April 26, 2011
Angry Rants and Damaged Vehicles
So V, for the time being, is for Vehicle Damage. I suppose most people think of Car Wars when they think of damaging vehicles in a gaming context, I always default to Twilight: 2000; both of them have their post apocalyptic charm, but I grew up near both an Army base and an Air Force Base and have a lot of military and former military family members, so Twilight: 2000 was usually the go to game here.
*I never really wanted a minivan, I am too damned big for them and as an American man it's kind of like getting neutered to get one, we got one because we had kids and needed the space and they were good on gas and relatively maintenance free. What they don't tell you about the maintenance is that there is nothing you personally can fix on them and when something does breakdown it costs an arm, a leg and a testicle to repair. When I was single I drove bad-ass cars with big block V8s that could easily do 150mph and I could fix most of the minor problems myself.
Friday, April 22, 2011
S is for-
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Shunting at least half of the S words I wanted to use to Sunday, seriously, a whole lot of good words start with the letter S. Look forward to another Sunday special that'll cover a bunch of stuff I didn't have time for during my busy, busy week; but heavy on the S's.
S is for Satisfaction. Mick Jagger can't get none. I once convinced a guy that it was a federal law that you had to play that song in every movie about the Viet Nam war. Sometimes I use my Jedi BSing powers for my own amusement instead of for the good of all mankind.
S is for Soviet. The Soviet Union was THE enemy when I was a kid. Every American kid in my generation (and for the previous generation) just knew those bastards wanted to invade us to take over and destroy our way of life, or, failing that, simply blast us off the map with a metric ass-load of nuclear weapons. Plus they were the puppet masters for a whole bunch of other commie countries, like the entire Warsaw Pact and the Red Chinese, Cubans and Viet Nam. As it turns out the Soviet threat was greatly overstated, but it made for some good gaming. So many world war 3 wargames I played. Twilight 2000 remains a sentimental favorite RPG of mine to this day.
S is for Star Wars. I have heard it said that Star Wars is the Viet Nam of my generation; I disagree because I feel that Viet Nam still looms too large in the minds of even those of us who were too young to be there or even were born shortly after the end of the war. But Star Wars certainly is HUGE in terms of it's cultural impact. It introduced the concept of good versus evil to a generation of people that had been raised on jaded anti-heroes. Star Wars also made Science Fiction movies cool and mainstream. My dad liked Star Wars, I even took him to see every prequel and the stupid animated Clone Wars movie; if you can make my John Wayne loving dad into a fan you have changed the culture.
S is for Star Trek, and Ashli will say that I shouldn't put it next to Star Wars on the blog page because it will cause nerd-rage; but Star Trek is another huge influence on me. I discovered Star Trek when I was in kindergarten, it ran on a Canadian TV channel that we got because we moved to a house* near the lake (Lake Ontario). I think that it was a combination of Sesame Street and Star Trek that made me non-racist; as a kid racism just kind of confused me; when I got older it really just kind of pissed me off. I don't even like racist dickery in my D&D games, why would I even consider tolerating it in real life? Anyway, all of those lessons taught by the original series kind of stuck with me because I was watching them pretty much every day for years on end. That same Canadian TV station was still running Star Trek at 4:00PM on weekdays when I graduated from high school. I didn't always watch it by that point in time, but I always knew if I needed a fix it was there. This was the late 1980's and cable didn't make it to my home town until the early or mid 1990's; and my parent's didn't get a VCR until I bought them one for Christmas in 1988 so that's another thing to consider. New Haven, New York might just have well been trapped in the late 1970's in the late 1980's.
S is for Sengum, AKA Matt S., one of the ranking old school Steppe Warriors of the AOL NWN era. In real life he started out as a friend of my younger brother John and I "inherited"** him and a couple of other guys that my wife and I (and our other older gaming buddies) referred to as "the lads". I was the minister at his wedding a couple of years ago and this past fall he became a father; his son, thankfully, favors his mother in looks ;)
S is for Skills. I have a love-hate relationship with skill systems in RPGs. I love the secondary skill system in the DMG because it has one huge advantage, but it has a couple of flaws. It's advantage is that it is vague. It's flaws are that it assumes a couple of things that need fixing; first that the players are in a certain technology level and governmental type and second that they are human. I am told that the Harn game did this much better, but never really had a chance to examine the Harn products.
S is for Sumo. Dragon #64 had a Sumo game that was probably the first time I had ever heard of Sumo wrestling. Darryl C. and I played the hell out of that game. I have always wanted to somehow graft it in as a sub-game for an Oriental Adventures campaign, but for some reason most people fail to get Sumo fever the way Darryl and I did. We even learned some of the techniques and tried Sumo wrestling against each other and with some other crazy friends, it's harder than it looks.
S is for Swamps. I guess I am just a sadistic dick of a DM, I love to place adventures in crappy, hard to reach places; it makes sense to me because otherwise all this cool stuff would have been discovered; but I really like swamps. They make partys miserable, regardless of the weather, hot or cold, rain or shine, it's always wet and miserable. They have to worry about leeches. There are clouds of mosquitoes and gnats. Their equipment is getting wet and that'll make it rust or rot or at least be uncomfortable to wear. I like to set tone and mood with stuff like this, I find it makes it easy to drag the players into game when you can invoke these feelings. Good feelings work too, but I am talking about swamps here.
S is for Sewers which are absolutely indispensable for a city based campaign. I once ran a pretty long section of a campaign based on the party's hunt for a pair of Vampires that lived in the permanent darkness of a large city's sewers. Sure they had some minions and allies, including a Beholder, but it was a pretty awesome time for everyone involved.
S is for Subotai, which can refer to Conan the Barbarian's buddy in the Milius movie, Subotai the Hyrkanian Archer and Thief, who is cool as hell and deserves a shout out just because; or it can refer to Subotai Bahadur the Mongol general. Genghis Khan referred to Subotai Bahadur as one of his "Dogs of War". Technically Subotai wasn't a Mongol, but was an Urianqai forest tribesman and the son of a blacksmith. Anyway, he pretty much never lost a battle, and conquered Russia and defeated the combined armies of eastern (and some of central) Europe while on a reconnaissance mission.
*My dad and my grandfather built it, my parents still live there; it's quite nice.
**My brother John didn't die or anything bad like that, he just moved out of state and pretty much never came back. Matt S. and John DeG. and Carl D. and Ted D. stayed local enough that they could still game together and with us, at least intermittently. They are scattered to the winds now, but mostly they stuck close during their college and grad school years, or at least kept in touch during breaks.
Tuesday, April 5, 2011
Mail Yesterday and Today
Wednesday, March 2, 2011
A Win!
D&D was never really his game, although he did play it from time to time. He was more into miniature skirmishes really. We talked about Midway hobbies, he thought they were still open and had just moved and he remembered buying his entire collection of 1/72 scale soldiers there. Everything from WW2 to Vietnam to modern era (at the time, one of his modern era sets was Warsaw Pact troops). He started getting them just to use as army men when he was still really too young to understand wargaming. As he got older I designed rules sets that were age appropriate for him, increasing in complexity and realism as he mastered them. I remember days of playing toy soldiers with him in my parent's basement on the 4'x8' HO scale train layout that had passed in turn from my dad, to me, to him.
My dad is a big model railroad guy. Roughly 2/3 of my parent's basement is now assimilated into his HO scale layout, when I was still living at home it was between 1/3 and 1/2 of the basement. My dad tried so hard to get us boys interested in his hobby and we tried to enjoy it, but to no avail. For my part, I was too much into gaming and not enough into the rail transport industry. On the plus side, it always meant that there were plenty of hobby materials that could cross over. For a while I was into HO scale WW2 minis for instance and, while I wasn't foolish enough to try to take over his layout for a game, there were always plenty of props and scenery; and his collection of paints and modeling tools was pretty nice to have around too.
John also specifically mentioned Talisman, which was nice. I recently found Talisman in a tote with a bunch of other games (including Dawn Patrol, which was keeping as a surprise because I wanted to write a longer post about but haven't gotten around to yet) and I was going to teach my kids how to play. I inventoried the parts and a few things are missing, but nothing important and I found a pdf file online so I can print out the missing components if need be.
I would have expected Twilight 2000 to get mentioned, since that was the RPG he played the most with us. I remember one time being in hand-to-hand combat with like 4 or 5 Spetsnaz guys and he threw a grenade into the middle of us. Miraculously I survived and all of the Spetsnaz guys were killed (or incapacitated, which amounts to the same thing); that's one of my favorite RPG moments, not just one of my favorite Twilight 2000 moments.
He was kind of nostalgic about seeing pictures of all the games because he hasn't seen most of that stuff since he was a kid, but it was omnipresent when he was younger. Eventually, we did as all us country boys do when we have been talking and reminiscing, we started telling fight stories. Now just for him, I will add some more images of stuff we used to play.
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Tuesday, February 22, 2011
A wee blog post tonight
A bit of Garnia campaign recap: We have not played. Poor weather has canceled us now for several weeks in a row. That's the breaks when you live in Oswego county and it's winter. I have also consistently missed every SCA event I had planned in the same time period, it's as though the weather saves it's worst for the weekends.
Found items trove: Ashli found a tote stored in the shed out back that contained a veritable treasure trove of missing games. Avalon Hill's "Monsters Ravage America", "Blitzkrieg" and "Caesar's Legions"; Games Workshop's "Talisman" with a variety of it's supplements including the Dungeon and "Warrior Knights"; and good old TSR's "Great Khan Game" as well as the first "Star Wars Monopoly" from Parker Brothers. That tote should never have been stored outside of the house, and she didn't find the leather for strapping her new armor, but I am very pleased to see those games return. Now I just need to find the hiding place of all of my "Twilight 2000" and WEG "Star Wars" RPG stuff and I think I won't be missing anything anymore.
I have also been ruminating on a new house rule for my AD&D campaign: Variable damage based on class. I am thinking of dividing damage so a M-U does 1d4, 1d6 with two handed weapons, Thieves do 1d6/1d8, Clerics 1d8/1d10 and Fighters get 1d10/1d12. Strength bonuses naturally would still apply. Sub-classes use the damage dice of their parent class. It goes towards making Fighters the best fighters in the game. Going along with this rule is a two-weapon fighting rule. Fighting with two weapons you only roll one to hit, if you hit you roll your damage die twice and take the higher result. I have also considered a critical hit rule where if you roll a natural 20 and you need less than a 20 to hit then you move up a damage die type. I don't know if any of these rules are original as I read a lot of old school blogs. My thought here was to encourage diversity in weapon use, eliminate gamist weapon restrictions and to have a simple system.
I am also thinking through a way to eliminate armor and shield use restrictions, but I need to think on it some more before I debut it on the blog.
Friday, February 4, 2011
DMs and NPCs
Ever seen them? I have seen a number of different types of DMPCs ranging from the DM admitting he is playing his character while he DMs to a super NPC the DM is running just because he thinks the NPC will be an asset to the party.
The first variety of DMPC is probably the rarest nowadays, but is more honest. We used to see them more when we had a semi-rotating DM seat and the current DM didn't want his character losing out on XP or for the party to lose his abilities for the duration of the adventure. My friend Tim McD. used his Dwarven Thief extensively during the campaign he ran when I was in high school. There are still problems with this style of DMPC though. He will consciously or unconsciously favor his PC, while at the same time giving him the benefits of NPC-hood, like not being targeted during most combats because he hangs back like a good specialist NPC.
The second type of DMPC is where they are dishonestly promoting an NPC (or designing one specifically for the purpose) to essentially be their own PC. Usually they do this to fill in a specified niche or a perceived hole in the party. Sometimes they do it for the express purpose of making sure certain story lines get followed. In my experience players universally hate them.
Now, I have had NPCs that filled specific roles, often a party cleric's role has fallen to me as DM. Occasionally party mage, though more often they just make due without. I try not to, but sometimes the party needs a hint because they failed to pick up a bit of information I dropped so I will re-hint using a wise party NPC. I had one campaign where the party had a powerful wizard as a patron and he saved their bacon on more than one occasion. I have also run my own PC as an NPC back during the rotating DM slot days. So, as a DM, I am not completely immune to the very things I am complaining about here.
My problem is the abuses. I have three stories that show the worst examples I have ever witnessed. The first is a story of Tim's DMPC (and occasional PC) the Dwarven Thief Andemon. Andemon, in his NPC guise, was the head of the thieves guild in Specularum, the port town we used as a base of operations in his campaign. Andemon also was the owner of Andemon's Armory, the only place in town where you could purchase magic items, or sell them for that matter. Andemon also was a regular adventuring companion and kind of served as a kind of foreman for the large number of NPC thieves that we regularly took on as our hirelings. The NPC thieves were more loyal to their guildmaster than to their employers. This turned to my distinct disadvantage once.
I brought in a character I usually didn't play in this campaign, but my PC Lodor (an Elven F/M-U) was in need to replenish his fortunes after a failed expedition that nearly bankrupted him in another campaign I played in. Jumping from one DM's campaign to another DM's was fairly common in those days, you just usually had the DM check out your sheet and make sure your PC was compatible with his campaign, by which I mean of course that you were neither an egregious cheater nor coming in from a Monty Haul situation. It was the DM's judgment in those days, no treasure quotas or point buy builds.
Anyway, Lodor had been pretty well screwed over in another campaign and needed to make some money and get some swag, so I asked Tim if it would be OK if I played him the next time he DMed. He said sure and I thought things would be all right. I could not have been more wrong. Lodor had to hock his on valuable thing he had left to finance himself for this expedition. No one had been willing to extend credit to him, despite the fact that I had played with these guys for a couple of years at this point, they didn't know my character. Fair enough. However, I was also subjected to the most racism I have ever seen in a D&D game. I have mentioned before that Tim's campaign was Dwarf heavy and Elf shy based on our limited selection of miniatures. These Dwarves made no bones about the fact that they hated Elves. I have to say I hadn't seen it coming. No one had ever tried to play an Elf in Tim's game previously.
So, to finance getting new armor and weapons and a few basic adventuring supplies, I had to pawn my 97,000 GP value necklace, to the guild master thief so I could buy some gear from his shop at inflated prices. In addition to paying him back the paltry 1500 GP he gave me for the necklace, with interest, I had to give him one pick of my treasure items as payment. As surety for the "loan" he and a few of his guild thieves were going to go adventuring with us, which was not unusual, just bad under the circumstances.
Over the course of the adventure the Dwarves and Thieves in the party made sure I knew they didn't like Elves. One of the other players implied to me that he knew my character wasn't going to make it out of the dungeon alive. I got more and more uncomfortable playing in this game. Then Andemon took me, alone, to go scout away from the rest of the party. We encountered a neo-otyugh while we were separated from the rest. I got the feeling like this was where Andemon was going to make his move, so I made a move first. When he advanced to attack, moving before me due to his higher initiative roll, I retreated and wizard locked the door behind me. I figured if he survived the encounter I would be strong enough to take him out and then blame his death on the dangers of the dungeon and never bring my Elf PC back to this DM's game.
What happened was, he used a ring of dimension door and popped out in the hallway behind me. He then shot me with his repeating crossbow in the back 4 times using bolts poisoned with the most toxic type of contact poison. He was pissed that I had tried to take out his DMPC. He also never admitted that he had been planning to take out my "stupid elf character", although one of the other players admitted that had been the case.
Lodor, eventually, was revived to life by my buddy Darryl C's character Borg only to perish, along with Borg, in the Mines of Bloodstone (module H2). He really should never have been there, but he was still working off his debt to Borg and Elisha for resurrection, re-equipping and new spell books.
But, before you start thinking Darryl is too awesome, the next two examples come from games he ran. They don't get as much detail, because the games were one-shots. The first was a Boot Hill game that he ran for his brother Keith and I. Our Boot Hill games nearly always devolve into us "riding the outlaw trail" so to speak. Keith especially liked brawling in Boot Hill, so their were plenty of saloon brawls and we both like gunfighting and bank robbing in most of our games, but Darryl had a different plan this time. We would be Lawmen. He had us get word that the combined Wild Bunch and James gangs were headed to our town to bob the bank. We deputized as many men as we could and layed an ambush.
That's where things went wrong for us. Darryl made a "special" NPC to help us out against these super-awesome bad guys that were coming our way. I don't remember the guy's name, but Keith and I both hated him. He was a tall skinny guy with a buffalo rifle. He was faster with that long gun than I was with my quick-draw revolver and way more accurate. When the bad guys showed up he could almost have fought them alone. He was a wild west super hero. He never missed and he hit harder, one shot- one kill, every time. He only needed us there so the bad guys would have someone else to shoot at.
When the combat was over the mayor and his men came out to congratulate Mr. Awesome. That was the straw that broke the camel's back for both me and Keith. We opened fire simultaneously, shooting Awesome in the back repeatedly until we were sure he was dead. I think I reloaded and rolled his corpes over so I could empty my revolver into his face too, just to make double sure. Darryl was both pissed and flabbergasted. Then we had to flee town, killing several townsfolk in our attempt to escape and getting grievously wounded in the process. He never understood why we killed that guy.
His other example comes from a Twilight 2000 (1st edition) game he decided to run for us one night. There were like five or six of us and we killed a couple of hours making characters while Darryl read the rules and the introductory adventure for inspiration. None of us was familiar with the rules, the game had just come out. He and I had previously made characters and his dad was going to GM a campaign for us (although we never got much past the first session of that one either).
Anyway, Darryl gives us a situation report and we start heading for Krakow, like we are supposed to. He eventually decides we need to do something besides creep across the landscape from camp to camp and take days gathering supplies to make more ethanol, so he essentially give us a random encounter with a Soviet mechanized company. Our scouts spotted them and they were headed right for us, so we camouflaged our camp as best we could, then set ourselves an ambush in case they spotted us. Our ambushers got spotted piecemeal though and either bugged out or got captured. At this point, in retrospect, I am pretty sure he was just faking it because he didn't understand the combat rules and had kind of backed himself into a corner.
The room full of teenage boys he was GMing for wanted some combat action and he wasn't sure how to deliver. We were all combat monster PCs armed to the teeth, he was trying to bluff us into fleeing so he could convey the idea that we needed to fear contact with the enemy and how dangerous the world was. We could not have cared less. We didn't care about how dangerous the setting was we were bored with searching for junk. All of us were aching to lay down some serious ass-kicking. We had grenade launchers and ATGMs and sniper rifles and machine guns. We craved action. So of course he captured us all using overwhelming force and we got to spend an hour or so of game time as Soviet prisoners. Nothing we did to escape or negotiate our release even started to work before ultimately failing.
At that point I think he realized he had lost us all. So he did the worst thing he could have done under the circumstances. He brought in a super team of allied commandos to rescue us, which was bad enough, but then they took command of our unit because they outranked us too. Shortly after our rescue we realized that they were immune to everything. If a combat broke out they didn't roll any dice, Darryl just described the effects of their actions. My character, a well trained martial artist, got his ass kicked by their team pansy in a fight over some spoils on the battlefield. I maintain that my PC needed the ammo more because I actually expended ammo on to-hit rolls. We all quit playing after that; calling an early night that night. Then we just played Dawn Patrol for the rest of the weekend. Yes, Darryl made a group of teenage boys from the 80's think that Twilight 2000 sucked.
I guess what I am trying to say here, in my typical long-winded conversational style, is that NPCs need to know their place in a party and DMs need to keep them there. Otherwise we get Elminster of Shadowdale or Drizzt Do'Urden showing up and grabbing all the glory. Everyone over a certain age hates the Forgotten Realms and 2nd edition AD&D for just this reason. I don't think that most people play RPGs so they can be second fiddle to some super NPC. Beware the impulse to play a character in your own games. Tim comes off looking pretty bad here and he wasn't usually, the story about him is an exception to how he usually was as a DM. Darryl comes off looking pretty bad too I guess, but both of the stories about him are just the worst examples of how he typically DMed. He was always long on good adventure ideas, but seemed to want to play the starring role himself too.