Showing posts with label nonsense. Show all posts
Showing posts with label nonsense. Show all posts

Monday, January 16, 2012

Adventures in The Google (nonsense post)


Heh. Apparently when you do an image search for "blackleaf nooo", Mighty Thews comes up on the first page. That is all.

- DYA

P.S.: If it's been a bit sparse around here, I'm currently in my last quarter of school and juggling music on top of it - not a lot of time for gaming, lately. We got a round or two of Mordheim in the other week, and I'm actually running 2nd Edition next week? (Dark Sun? That might generate a post or two.) And Paranoia the following weekend. But I'm not promising anything.

P.P.S.: So there's some actual content, here's a map of every D&D world on one globe. Probably compressed to shit, good luck with that.

Saturday, March 20, 2010

Fuck - so much for that campaign

So, I find out tonight that one of the two other GMs in our circle just started running his group through a certain module. Said module has been the main focus of my campaigns for the last two or three years (or, at least, setting things up so one or more parties were ready to take it on). Maybe half my group is the same guys as his group; I totally can't run this module, now. I have NO IDEA what to do next. I feel like quitting AD&D for another system for a few might be the right way to go - just too much of my campaign work over the last couple years now leads to something I now can't use. Fuck. This shit sucks.

-DYA

Thursday, December 10, 2009

GAAHHHHH - TEH GOOGLE BEEN DISCRIMINATIN' 'GAINST ME


Hahahaha... Stupid Google tries to show me "D&D" results instead of "AD&D" when I ask for them, and then begrudgingly tells me, if I insist, "Oh OK, I SUPPOSE I can show you this "AD&D" you speak of." It's only one more click, but I don't have time to sit around clicking on websites all day, I HAVE CRAP TO DO, JACK.

LOL

-DYA

Wednesday, November 18, 2009

WTF, Sparta. Seriously?


LOL - I just stumbled across this tidbit on tvtropes.org - from the article on "Annoying Arrows" (i.e., the tendency for characters in media to get stuck full of arrows and keep on fighting) (yeah, D&D gets namechecked here):

300 in a way both overstated and understated the effectiveness of Persian arrows. The arrows were actually very light, like most weapons used by the Persians, and would bounce off Greek shields and armor instead of sticking into them like in the film. But the Persian army was renowned less for its ground archers and more for its mounted archers, who would ride close to the enemy and harass them with targeted arrow fire, which the Greeks at the time had no defense against. After the war, the Spartans actually invented the "hoplite run," in which a soldier would have to sprint the better part of a mile in their armor to train for running down enemy cavalry.


Seriously, Sparta? When presented with deadly enemy horse archers, your response is "JUST RUN THE HORSES DOWN AND PWN THEM YOU PUSSIES"?

Wednesday, September 16, 2009

OH SHIT A NEW POST

Hey, I was gone for awhile* but apparently I'm back**, so here's a random (experimental) house rule to screw with.

SKILL PRACTICE / SKILL TRAINING


I always liked the skill systems in games like Ultima Online or old BBS MUDs, particularly the ability to learn a skill either by in-game practice or by training from an instructor. However, tying skill advancement to repeatedly performing a task over and over again is tricky.

First off, in online CRPGs game time generally equates to real time (albeit at a compressed rate), so advancement by practice is at least limited by the player's playing schedule and/or capacity for boredom. In a pen-and-paper RPG, where real time has an extremely nebulous relationship to game time, there's little to keep enterprising players from simply saying, for example, "I climb the inn wall a hundred times, let's start making skill rolls". How exciting for you and your players. Players should be rewarded for working on skills in-game without reducing play to a MMO-style grind session.

Second, some skills are way, way easier to learn than others. You can learn to build a fire effectively with only a few attempts (even quicker if you're camping out in the cold without a gore-tex mummy bag), while some hunters hunt for several seasons before ever making a kill (especially if they're doing it without a hunting buddy who knows what he's doing).

That in mind, consider assigning a die type to a skill based on how tough it is to learn (small dice for easy skills). Taking examples from the Wilderness Survival Guide, fire-building might have a d4, fishing perhaps a d6. Something like hunting maybe as much as a d8 or d10. On a skill practice attempt, the die type assigned is rolled - if a 1 is rolled, further attempts are made on the next lower die type. If the player gets a 1 on a d4, they have successfully learned the skill.
A player may make only 1 such practice attempt a day in this manner. (Not to say they can't keep trying, but only the first roll counts,). Basically, either you practiced (GM's call on how practice for any given skill takes), or you didn't.

To account for a trainer, a practice attempt could be considered successful on a 1 or a 2. This could be used for a peer trainer (i.e., PC training PC), where perhaps a master trainer could even allow success on a 1, 2, or 3.

Furthermore, in a game where skills are rated by competence (as opposed to binary "you have it or you don't" skills), this system can be reversed to track advancement beyond simple competence. Roll from d4 up to d6 and so on, and assign a skill level to the die type being rolled - maybe d4 = clueless, d6 = novice, d8 = apprentice, d10 = average, yadda yadda yadda. (Could also apply to NWPs that have multiple slots.) You could assign different ratings for different skills if you wanted that degree of granularity.


Keep in mind this is all system-neutral brainstorming, except that it obviously assumes some sort of skill system is in play. I use simple roll-under ability checks in Basic, but I'm considering working NWPs and/or secondary skills (as per the 1e DMG)into my new AD&D campaign - however I'm not a fan of the "proficiency slots per level" system in the Survival Guides. In any case, the above could be used in any game with a similar system. I may use it, or a variant thereof, for LBB Traveller at some point soon.

-DYA


* Family illness + PC issues + unemployment + new band getting ready to play shows, all teamed up to make blogging (and gaming) the last thing on my mind for a few weeks, there.

** However, a) things calmed down a little bit, b) my bandmates started asking about D&D, and c) the guy running the fucking sweet BFRPG/Castle Zagyg campaign I had been playing in made a sudden departure from gaming, leaving me free to read mine. It was immediately necessary to start a new 1e / Castle Greyhawk campaign. ;) More on that in probably my next post.

*** Also I got a Blackberry so I can post random nonsense as it pops out of my head now, and then I sat down for a smoke, read about rules for catfish noodling being included in an old issue of White Dwarf, and the preceding rule nugget popped out. Yay for the illuminating properties of the halfling's weed.

**** wait, there wasn't even a "***" up there, why did you read that last bit? why are you even reading this?

Thursday, April 30, 2009

GNOME-ON-A-ROPE



Flower, the trap-springing gnome-on-a-rope, was a PC in the first “real” D&D game I ever played in. (Not 100% on the name, but if it wasn’t “Flower,” it was something like it.) He was played by the 12 year old brother of one of the older players, who was (and remained for years afterwards) completely nutso off-the-wall hyper, and he played his character much the same way. His PC was basically the slave of the party MU, and he was led around on a rope tether (which he was constantly straining against to reach shiny things and levers). When the party would come to a suspicious-looking section of corridor, the party meatshields would heave-ho Flower down the hall, and then proceed to drag him back by his leash, springing any traps he bounced across along the way. At the time this treatment seemed somewhat harsh (albeit hilarious), but looking back now, the trouble his PC would’ve gotten in were he not tethered to the party would probably make a few 10’ pits seem like a walk in the park.

Here’s to innovation in dungeoneering!

DYA

Thursday, April 23, 2009

This is a test...

Testing phone posting, here. Maybe I'll have some more game aid type stuff up later. That is all. -DYA

Wednesday, April 22, 2009

EXCUSE THE MESS

Development and layout quite obviously in progress. (Check out the nerdy parchment theme they have in the default templates. Very "thatched roof cottage.") (Edit: Yeah, I changed that.)