Showing posts with label TWERPS. Show all posts
Showing posts with label TWERPS. Show all posts

Monday, January 19, 2026

(TWERPS) Lady Vespara - Anti-Paladin Fly-By-Knight #CharacterCreationChallenge

I’m well into the second half of the #CharacterCreation Challenge, and I realized I haven't broken out TWERPS "The World's Easiest Role-Playing System."  Using Fly-By-Knights and TWERPS Magic, here's a simple take on a mysterious character from my Gamma World camapign.  

Lady Vespara - Warrior of the Human Kingdoms

Noble Warrior 
Strength: 7 

Equipment: 
Sword (+1 to hit)
Lance (+1 to hit in mounted combat)
Plate Armor  (+3 defensive Strength)
Shield (+2 defensive Strength)
Spell: Harm 2

Mount: Giant Bald Eagle "Wingston the Bold"  Strength 6, +2 Movement, +1 Damage
With the world still collapsing around them, the human kingdoms are relying more and more on technology to survive.  Lady Vespara, one of the few surviving Knights of Genetic Purity, uses her noble rank, her magicks, and a big-ass bird to recruit more pure-strain humans to return to the human kingdoms, and defend them against any unnatural threat.    

Vespara acts like she's in good faith for all people, but she heavily relies on her Harm ability when under the pretense of healing the non-humans, and calling them out as not worthy if they die.  

Friday, August 16, 2024

#RPGaDay2024 - Day 16 - RPG That's Quick to Learn

 Day 16 of #RPGaDay2024 and we're working towards a trick question:  "RPG That's Quick to Learn."

As a guy who espoused the virtues of TWERPS and Risus, I'm going to tell you, sometimes folks just don't grok the simplicity of the systems.   

I use Risus for a lot of our impromptu one shots, from Illuminati University to COVID Supermarket games, and I have a few players who simply do not comprehend the concepts of cliches as stats, much less trying to use inappropriate cliches for greater effect.  So much so, that I'm afraid to run an IOU game and make them create a full-blown Freshthing.   

After years of experience, the quickest game to pick up is Call of Cthulhu, any edition.  

The characters are normal humans, the rolls are percentile and the biggest change from 6th to 7th is moving to division instead of multiplication (or is it multiplication instead of division?)   The only thing a neophyte needs to know is that in Trad Cthulhu investigation is usually preferred over violence... to start.  In 35 years, I've never seen people not get the system.  

Now that doesn't mean players necessarily get the setting.  We've all had stories of powergamers and either their rude awakening to CoC, or actually succeeding in solving the secrets with superior tactics and lucky dice rolls.  

For those players, I introduce them to Delta Green, with the same hilarious results.

Wednesday, August 30, 2023

#RPGaDay2023 - Day 30 - Obscure RPG I've Played

Day 30 of #RPGaDay2023!  We've made it once again!

For each day I'll be answering the question provided, and for fun, review how I answered a similar question during #RPGaDay a decade ago.  Scout's Honor, I have not peeked at the older answer.

Day 30's prompt is "Obscure RPG I've Played"     

This one rattled my brain for a bit, especially after ten years.  It's easier to research older games than the subjective term of obscure.  To compound things, the prompt specifies an RPG I've actually played.  

First off, anything remotely mainstream is all dependent on gamer's experience and timeline.  I recently ran The Ice Caves of Azinth for my Monday night group.  At first glance, most people would have no clue what it is, so its a safe choice.  Throw on some additional data points and its not as obscure as one thinks. 

Picture from an Etsy listing...
It's a pamphlet-sized 16-page d20 module produced by Alderac Entertainment Group in 2001.  It was part of a large catalog of these fantasy modules for $2.49 or $3.00.  They had their own counter display, and with 3rd Edition getting released less than a year prior, these were perfect for for a ravenous public looking for any material it can, and who wouldn't pay a few bucks for a module, compared to $15-25 for a third party book which might be questionable. If they sold half as good in the rest of the country as they did in eastern Pennsylvania, thousands upon thousands of copies were sold.  Maybe not 5e sales figures, but for anyone not associated with WotC or Hasbro, respectable sales. 

I also took a hard look at all my Kickstarter purchases, specifically ones with print options.  A couple of the zine projects I figured would be low print runs, but had over 1,000 backers.  Others that only have a few dozen pledges, well... I haven't played/used.

(As a guideline, Arc Dream's Delta Green's relaunch had 2,500 backers, and DG-Conspiracy campaign that I participated in had over 3,500,  and Arc Dream is a steady 3rd/4th tier publisher. 

So to stay adherent with Rule #0 of #RPGaDay (Stay Positive!), I'll tweak the criteria. 

1)  Physical product only (no PDF only, or POD only options).  I have so much "stuff" on Drivethru that's just weird. 

2) Games/supplements I have not played, but really want to. Expanding this gives me two recent gems I haven't gotten on the gaming docket: 

Exhibit A:  Madness at the Mall by Louis Hoefner.  An adventure for the Dare-Luck RPG, this was part of this year's #ZineQuest and it appears 36 folks pledged for a physical hard copy.  It's a shame it was that low, because it's essentially a short guide to 80's malls, with 10 plot hooks for Dare-Luck, which seems like a kids-on-bikes RPG (so "Kids in Malls: the RPG?).   It is a template I want to use for my Risus: Illuminati University game, but just haven't gotten around using yet.

Final thought:  Physical copies arrived on time.  For all the authors, large and small, that have massive delays, it's wise and proper to laud those who have their stuff together, normal life issues, and deliver on time. 

Exhibit B: Exit, Pursued by a Bear by Stephanie Bryant.  A Fate game where you play Park Rangers handling a certain Ursine creature ingesting a large quantity of a processed product of Columbia.  

Yeah, it's that game. 


63 backers on Kickstarter for #ZineQuest, 42 requested physical copies.  

TEN YEARS AGO:  Ten years ago, the question was actually what was the Rarest RPG I owned.  Obscure was a prompt used on Day 8 of #RPGaDay2019, and it was the same answer:  The T.W.E.R.P.S.-Files for TWERPS, produced by Reindeer Games/Gamescience. 
While most casual readers of Dragon in the 80's and 90's would consider any non-TSR product advertised in the back of the magazine to be obscure, but in reality, there are more copies of Justifiers or Reich Star out there than anyone cares to admit.  Same goes for early TWERPS book, which Gamescience/Zocchi Distribution dedicated a 1/3 or 1/4 page ad most months.  The T.W.E.R.P.S. Files was the last supplement in the line, and didn't get must advertising, and pretty soon things turned south for the company.  I have my copy, but I'm frightened to see what Noble Knight would price out a copy still in the ziplock baggie, with the mini-d10.

Saturday, January 21, 2023

(TWERPS) Aerin von Hutschtuff - Android Space Ranger - Character Creation Challenge

The 21st Day of the #CharacterCreationChallenge and I'm cleaning up random pictures from my phone.  

I don't grab screenshots or save photos of cosplay but this one classy enough, yet set up enough that it deserves a try as Aerin von Hutschtuff, Space Ranger, for the TWERPS Space Cadets setting.

Aerin von Hutschtuff - Android Space Ranger
Strength:  6
Movement: 7  (13 for Jet Pack)
Skills:  Android (+1 the knowledge rolls and movement, -1 to combat)  Fighter x2 (+2 with personal weapon (Ray Gun)

Jet Pack  (Strength 2, +1 defense
Jump Suit   (+2 defense) 
Ray Gun (2 damage, 10 hex range)


 

Thursday, January 19, 2023

(TWERPS) Americ-Ann, the Nation's Sweetheart - #CharacterCreationChallenge

Day 19 of the #CharacterCreationChallenge  and I did into the recently painted minis, specifically Americ-Ann, All-American Heroine from the Macho Women with Guns line.

Americ-Ann fighting Mech-Nasty
She was on my list of characters early, but the big question remained, "What system?"   My forays into Top Secret last year were lackluster, I did my required GURPS character already this month, and since I can't find any stats online (Americ-Ann either brings up the miniature or a cannabis company), I figured a solid dive back into TWERPS seemed fitting.  

Next issue, putting her more into the costumed superhero vibe, I haven't had a copy of TWERPS Superdudes for 25+ years, a more grounded Netflix production means I'll use... The T.W.E.R.P.S.- Files.

Americ-Ann, All American Heroine with Twin .45s
Strength:  7
Special Agent +1, Spy +2 (+2 to deception and tailing rolls), Gun-Fu +2

Equipment: Two pistols (2pts damage, 5-hex range) lockpicks, can of hairspray, motorcycle (Strength 5, Move 15, Defense +2)


Saturday, January 1, 2022

(TWERPS) Veronica Black - Silver Haired Secret Agent - #CharacterCreationChallenge - Day 1

For the first day of the #CharacterCreationChallenge, I knew I was going to go light, using TWERPS, due to the time constraints and the desire to show how a minimalist system, despite allowing all those wonderful puns, can still be used effectively, even if there is only one stat (Strength).  Throw in a worldwide tragedy yesterday, and I had my inspiration for the first character.  

Veronica Black 

Strength: 5 
Skills:
Secret Agent - Allowed to carry gun and a badge and "invoke authority"
Archeologist - +2 to rolls involving knowledge of obscure artifacts, legends, and rituals.

Veronica spent most of her early life working at AM radio stations, but she was recruited by T.H.E. Agency later in her life for her increasing hobbyist knowledge of the Cult of Fålo, an ancient Scandinavian pagan cult with nefarious purposes.   She was first assigned to investigate its North American base in a small town in Minnesota, and successfully thwarted a few animal sacrifice rings and the proliferation of herring-based desserts, but she also made the horrid realization that leaders were mere figureheads.  Cultists had disseminated throughout the United States into major cities like  Portland, Maine,  Endi, Oklahoma, and Miami, Florida.

Posing as a Midwest widower trying to establish a late career, she was transferred to Miami to uncover how deep the cult has infiltrated that sleepy little town.  She's staying with three other older women, all trying to find a new place in Miami.  What Veronica and two of the other women don't know is that they are all agents on assignment for T.H.E Agency, possibly on conflicting mission.  Only the fourth woman in the house, their secret handler, knows everything that's going on.

Yeah, I went there.  Veronica is built using skills/professions out of the The T.W.E.R.P.S. Files supplement.  The closest thing to min/maxing in TWERPS is that if everyone takes the same profession as their free "skill," then are allowed to take a second profession for free as well (each further profession reduces the Strength stat by one). 

Given she lives in a house of women her age, it just makes sense that they're all agents as well.   It would make sense the Gray Duffay, the owner of the home who initially advertised for roommates, would be the handler, although I'd love to have the diminutive Cecily be the mastermind behind it all.  First off, it could bring reasons why Shady Pines burned down to begin with, but she also could have a voice activated safe in her room.  Password:  "Picture This, Cecily, 1942...."

It is TWERPS after all, gotta get the fun worldplay in someway or another. 

Thursday, August 8, 2019

#RPGaDay2019 Day 8: Obscure

A few of these single-word topics for #RPGaDay2019 stump me, and Day 8 is one of them:  OBSCURE.

A funny story about an obscure rule?  A PC worshiping an obscure god and elevating them to the top of the pantheon?

Nah, this is one of those straight and narrow interpretations, "What's the most obscure RPG item you own?"

As a man who was once granted the title of "Games Guru of the Lehigh Valley," for my knowledge and collection of games, old and new, I've got to lay down a few ground rules.

First if it's a D&D item published for sale through retailers with TSR or Hasbro/WotC on the cover, it's can't be that obscure.

Second, in the new world of crowdfunding, pdf, print on demand, and more nefarious models of production nothing need remain obscure.

Third, yet some of these campaigns are so small that it's a wonder they can raise the couple hundred bucks.

Fourth, obscurity of older items is based on geography.  I happen to live in northeast Pennsylvania, which saw a glut of old D&D module go through the Kay-Bee Toys chain for a buck or less.   I used to giggle when I saw these same modules on eBay for insane prices when I know people with four or five copies still in the shrinkwrap.  I then realized all the retailers and bidders were not east of the Mississippi, where Kay-Bee had stores.

I'm also mere minutes from Honesdale Pennsylvania, old home of West End Games.  They would come to the local cons with 'scratch and dent' books for all their lines and would sell softcovers for $3 and hardcovers for $5.  The rare and pricey Star Wars d6 books?  They were in the sale as well, with less damage than the shopworn copy at your FLGS.

So that all being said, the most obscure modern thing I've picked up is a physical copy of Pyramid of the Lost King by Genius Loci Games.  A desert campaign using Sword & Sorcery, I pledged for it on Kickstarter, and after long delays finally got my copy in the mail.   It's solid, definitely worth the fifteen bucks and I may run it for the kids someday, but there were only 126 backers, and many only requested the pdf.  Considering they only drew in three grand, and a LOT that money went to artwork AND did I mention shipping was included on that $15?  I can imagine a only few boxes of books in the guys garage possibly, but definitely no giant print run.

Kickin' it old-school 20th Century obscure RPGs is a lot harder.  The collection has been purged and culled over the years.  The primo stuff that's rare and only has a small rabid fanbase, is all long gone.

Are the later Hackmaster 4th Edition modules (non-old module parodies) obscure enough?  Top Secret modules?  Tales of the Sleepless City by Miskatonic River Press?  Space 1889? The books I'm pondering using later for "Ancient?"  Dream Park? (If I still had Dream Park I might put that up.)

But with all the factors to consider, I'll dig back to Day 30 of #RPGaDay 2014 and go with my copy of Reindeer Games' The T.W.E.R.P.S. Files for TWERPS.
Last product of the game line, barely advertised, and in my journeys, the one supplement for the game I've seen in two or three times at cons or FLGS over the years.

(346/130)

Saturday, August 5, 2017

#RPGaDay 2017 Day 5: Which RPG Cover Best Captures the Spirit of the Game?

It takes until Day 5 of #RPGaDay to hit a question I couldn't immediately answer.

Which RPG Cover Best Captures the Spirit of the Game?

There are plenty of solid RPG covers out there, but there's been many a time over the last 30 years, that a cover spoke to me, but when I picked it up or eventually brought it home, it was nothing like what I envisioned it from the cover.
It could be argued that Risus' stick-figured theatre captures the simple system, but the basic rules don't have a cover!

So in a similar vein, I'll give it to TWERPS "The World's Easiest Role-Playing System"
 In a system so basic that campaign fluff can turn into crunch, TWERPS has been source for sci-fi fighter battles, zombie apocalypses, pulp, and just general gonzo play, and no matter how detailed I make the world or heroes, I picture them in the style of the artwork. 

Saturday, February 18, 2017

When I Wrote for a Magazine...

Twenty-three years ago today, the editor of White Wolf Magazine wrote me a letter assuming/confirming that I wanted to be the line reviewer for TWERPS.  It would last for a few months, before the Magazine evolved into the even more pretentious and moody Inphobia. 




If wargamers think the editor's name is familiar. you're probably right. Ken Cliffe eschewed the angst and moodiness of horror role-playing for the angst and large blocks of metal for 54mm wargaming, operating All the King's Men.  

Wednesday, October 7, 2015

(TWERPS) Rescuing a Friendly Kangaroo

It's a sign of a good weekend in my house when (a) I don't wish to smother the kids with a pillow for three seconds of quiet (b) the house only looks like a gale force wind blew threw it, rather than a category 5 twister and (c) I get some form of gaming in on both days.

After learning Kings of War on Saturday, I broke out the checkerboard, and the kids tried a heroic rescue of a friendly kangaroo using TWERPS.

Despite Millie's ability to stay focused improving (she is 4 you know), I figures the hex-based movement would allow her the boardgame feel she likes, and the opposed rolls for attacks and defense meant she'd be rolling a lot of dice.

I was happy that Maja just focused on rescuing the Kangaroo.

Backstory:  The Gnome King has begun kidnapping creatures from across the land and making them his prisoners.   There has been no explanation for this, and some of the most prominent figures of the realm are trying to do something about it.

Our Heroes:
Izzy (Jake and the Neverland Pirates)  Strength:  6    Special Ability:  May fly up to five spaces instead of her normal move, once per battle, if not already engaged in combat.  May fly over opposing figures

Snow White (from Snow White, duh!)   Strength 5.  Special Ability:  Friends with Animals +2 (the standard TWERPS +1 just didn't seem enough).

As the duo poured into the checkered floor dungeon, Izzy immediately flew over the gnome guards to get to the kangaroo, leaving Snow White in a lurch.  Unfortunately for the pirate, she wasn't the friendliest of animals, and once she freed it, it wanted to scamper away.  In fact, it kicked Izzy, knocking her to the ground.

"Let me just fly over the gnomes and rescue them, Snow White.  
Lucky for Snow White, she seemed impervious to there attacks,  in fact two gave up in disgust and tried to detain Izzy and corral the Kangaroo.  The kangaroo eluded its gnome, but the other managed to jump on Izzy and pummel her before he narrowly fought him off.  

Snow White toyed with her gnome, before finally knocking it out with an amazing karate kick.  Then she barely reached the kangaroo before it escaped on its own, calming it down, and allowing everyone a chance to leave together.
Run to freedom, Kangaroo!
I've had a few requests over the years for some role-playing with the Gnome Wars figures.  I figured a good start was trying out TWERPS again with the girls, and it was a blast.  Not only did they both stay engaged, the dice mechanic for combat (Strength + d10 + modifiers for attack and opposing defense) allowed for a lot of basic arithmetic, perfect for a First Grader.

Perhaps more princess, or ponies, or combat-ready Shopkins can participate next time.  If the FLGS gets in battle mats again, I guess I'm investing in hex one.   It's been awhile (since I owned one and since the FLGS had a decent stock of them).

Monday, February 2, 2015

#FourRPGs

Amongst the deflated balls and controversial commercials this past week was a tiny Twitter hashtag of #FourRPGs.   It simply wanted to you to post pictures of the four RPGs that influenced you the most.
 
For me, this could have been a wide assortment of games, but instead I focused on four that could denote specific peaks and valleys in my game
 
#1  Advanced Dungeons & Dragons (1st Edition)
" I won Dungeons and Dragons, and it was Advanced!"
I cut my teeth on the Mentzer Red Box, but most of my gaming lifetime has been ADVANCED D&D.  Most of my time has been second edition, but it was first, most specifically this printing of the DMG that got me involved.   So many good pieces of information and so many random charts that they probably made a random chart for placement.  All the rules were good, and should be used whenever possible.


#2 TWERPS
"The Holy Rolled-Up Newspaper of God (Wednesday Edition)"
TWERPS shook my faith in complex games at its core, and confirmed for me that simple games can be even more fun.  You can run a "straight" zombie game, an intergalactic love-fest for gnomes, or scuba diving for sunken treasure, and do it fun AND fast!
 
#3 Hackmaster (4th Edition)
"The Gazebo Attacks"
 
When my college AD&D game came to an end and I decided to start up my next fantasy campaign, I was going to go with a fully cinematic adventure campaign using Masterbook.  Yes, the generic version of TORG.  I was all set to make playmats and cardboard stand-ups, and then Hackmaster happened. 
Sure, it had tons of bad humor, ridiculous skills and at GM vs PC vibe that people took a bit a too seriously, but it was also chock full of fun charts, a collection of all the cool things out of the other 1st edition books, but with opportunities to counter the munchkin-isms.   But best of all was the d10,000 hit location chart.   My original Hackmaster campaign only ran four years, but it brought back my love for minutiae.
 
#4  Risus
"Teenage Yoda versus Snake Gandhi atop a Ferris Wheel"
Risus didn't make the sudden swing with Hackmaster that TWERPS did with D&D.   I knew that HM was the system I wanted for fantasy, I just wanted all the other genres to be a bit more... fluid.  Despite numerous numerous websites telling me to expand the system and then "you can do all these cool things with it," I would rather play with the framework provided and possibly "wing it."

And it's the combination of these last two that allows me to run a fairly hiccup-free game of Call of Cthulhu.  Embrace the crunchiness, but know how to work with your results into the game's favor.

Wednesday, January 7, 2015

Finally Visiting Watery Depths

You would think that two weeks of Winter vacation would net some extravagant family gaming, but it was not the case.  In fact, up until the this past weekend, all we put together was some kickass puzzle time and a single game of Trouble.

Saturday I threw caution in the wind during a break for another tedious "cleaning" session and threw a blank grid in front of Maja.  

It was time to play TWERPS (The World's Easiest Role Playing System).  

With Maja the Scuba diver all set up with her only stat (Strength: 5) and an unnamed Scuba companion, we delved into the Watery Depths.  

I cut out all the bad role playing opportunities from the 2nd Edition and stuck with the first's premise:  sunken ship, lost treasure, sharks.

The duo had an easy time dispatching the sharks, but had a heckuva time getting the "solid gold" kitchen sink, needing both to help and both almost running out of air!



I'll be revisiting TWERPS for other opportunities soon.

Thursday, January 1, 2015

New Year, Old Projects

The Holiday #RPGaDay is over! Happy New Year!

I am very happy that it finally concluded, as well as happy that I started the whole process days before.  Some of those posts were simple links or reposts of topics I have previously covered, but some of them require a bit more time than I had available to me.

Although the pace of the workday tailed off in December, the hours have not.  Between family commitments, kid's activities, house projects, and this little thing called Christmas, I barely had time to go into the basement to discover that we were almost out of heating oil, much less relax at my table and paint something.   

My gaming season ends in September, so I had already plotted out plans for New Year.   But that won't stop me from putting up three gaming-related New Years Resolutions:

  1. Paint More:  The Board hasn't shown any progress since I posted about it.  For a blog originally dedicated to Gnome Wars and miniatures, I've been sorely lacking any painting.  Here's to starting small and finding some motivation for gaming somewhere in the process
  2. Role-Play More:  It took a weekend getting caught up with the Miskatonic University podcast and rediscovering my audio recordings of my Mask recaps I did while driving home from each session to remind myself how much fun role-playing is.  And not just Cthulhu.  I have had enough "local" gamers talk about a game that I might need to dip my toe in the water for something weekly.
  3. Play With the Kids: It might just be the drain from work's busy season, but I'm not doing enough fun stuff with them... AT HOME.  Maja breaking out Trouble last weekend was exactly what I needed from an over-long holiday with the family.  We still have a pile of boardgames in my trunk that Santa never got to put under the tree.    Going through #RPGaDay did remind me just how good TWERPS would be for them.  Perhaps I should photocopy some sheets and run the Scuba diving encounter from the Basic Rules.

.... and I'm not even thinking about Battletech... yet.

Tuesday, December 30, 2014

RPGaDay #30 Rarest RPG Owned

Rarest RPG owned?   I mistook this for oldest RPG owned (not necessarily still read) and was ready to post pictures for the Revised City-State of the Invincible Overlord.   The problem is that the 80 page book went through three different printings.  That might be a substantial enough print run to push it past the "rare" category despite it's age. 

And rare does not automatically connote valuable.  The sheer demand for older D&D books drives the price of them into the range of hundreds of dollars.  Sure the white box has become rarer and rarer over the years, but I've seen three of those bad boys in the last decade.  I'm the only person I know who has (much less seen) a copy of The End and I'm assuming that print run (in the d20 glut) was much higher. 

So what item do I still own that has a low print run and pretty impossible to obtain.

Here's a curveball... The T.W.E.R.P.S. Files by Reindeer Games.

Despite their low-cost between $2-4 apiece, TWERPS and its bevy of supplements enjoyed  decent (if not profitable) print runs and sales thanks to the ads that ran in old issues of Dragon.    The T.W.E.R.P.S. Files suffered from being the twelfth and final supplement produced for the game.  I can't remember ever seeing another copy of it beyond mine (and trust me it's one of the lesser products in terms of information and the trademark punny names.)

In searching for a picture, I did discover a nice blog with TWERPS love, that also includes the unofficial thirteenth supplement Adventures in Time and Spacey-Wacey. 

Wednesday, December 17, 2014

RPGaDay #17: Funniest Game I Played

I try my best to have the most fun I can every game I play.  I've also been accused in my early days of being "not serious enough" about my Gamemastering.

Over 20 years ago, as I schlepped through the halls of community college, the gaming club would meet every Tuesday afternoon.  Their organization had declined from the previous semester, so instead of on-going Battletech or D&D games, it was flavor-of-the-day game of choice.

On a previous week, another new recruit (and Eric) Eric Smith had introduced us to the wonders of TWERPS.  The first game was the classic "zombie dash to the chopper."   The next game we played was simply a variation of a theme "zombie dash to the piper cub."

No matter what, the game would have been a memorable one.  There was tension, tactics, and healthy dose of joking around. 

Then Glenn showed up.

Glenn was another new recruit for the club, but we should have seen the issues coming a mile away.  He professed himself a Born Again Christian who had been recently been a full-blown Satanist.   That didn't scare us away.   His wild rantings on stupid subjects didn't scare us away.   It didn't even scare us when he walked into the room, sat down at the table, and mid-game demanded that he play the Kermitnator. 

The counter and stats for the character were in one of the many TWERPS booklets we were perusing through.  And the second the amphibian/cyborg set foot on that airfield, all Hell broke loose, literally!

We went from killing zombies and running for our lives to fighting demons on the tarmac, and swiping pit fiends off the wings of the plane.  The only thing that matched the absurdity of the situation was the laughter (and the Holy-Rolled-Up-Newspaper-of-God, Wednesday Edition).

Ah we were so young and stupid.

Glenn's life goal is to win a game of religious bingo using the fill-the-board rules.  He's since turned atheist, agnostic, Catholic, and too many denominations of wicca and various pagan rites to count.  The few times we played with him since we never let him play the Kerminator.

...even if he asked.

Monday, December 8, 2014

RPGaDay #8 Favorite Character

Favorite Character?  Should be easy for the average player, but this fella has GM'ed RPGs far more than as a player. 

It also bugged me that I kept getting a sense of deja vu everytime I looked at this date.  A quick search revealed that I had done this very topic (by request) during my 12 Days of Blogging in 2012. 

My opinions haven't changed much, and I haven't had attachments to many characters since then, so, with only minor adjustments, here a rehash of that post:
--------------------------------------------------------------------------
But what characters would I choose?

Pastuphan: My GURPS Humanx alien raccoon who could barely make it through the first adventure (based off a Chip 'n Dale Rescue Ranger episode I might add) to fighting off swarms of Verm in the final adventure.  I liked him far better before he became a cybernetically enhanced killing machine to enable the final scenario.

Prego of Lyon: a mutant human with lion like features (and photosynthetic skin) in Gamma World 4th edition. How our group got through Famine in Far-go I'd beyond me.

Valerius and Yuri the Healing Guy from a Basic D&D game. They both got to fifth level!

E.B. Borgstrom and Banjo Joe, my two Call of Cthulhu characters who survived, and didn't do much, mind you.  I think Marvel Drybread, from the recent Delta Green playtest, had long-term (for DG) viability, but that made the traditional DG game look like an episode of My Little Pony.

Cephas: My stock AD&D Elf Bowman who has had many a Christmas adventure, when we're not running Toon reject elves?

Believe it or not, unless I take a stretch and start including my Rifts Cyber-Knight, a Werewolf from a one-shot World of Darkness session, a Star Trek: Next Gen dude, a radio operator from Recon, or numerous forgetable super hero one shots, there's not much else to work with. And I can't begin to include convention PCs, like William of Arinka and Marino Hernandez, Star Wars tramp freighter captain. I primarily GM, and have been doing so for nearly 25 years.


That being said, here's my top 3

#3 - Gary the Flying Guy: Gary was my character given to me for my very first game of TWERPS (The World's Easiest Role Playing Game.) He was the helicopter pilot during a zombie apocalypse (It was '94, we were always ahead of the curve). His strength was 4 and he got +1 to all piloting rolls. That's it. It was such a revelation to play such a basic and simple character. Plus it involved more quick thinking than die rolls for the group to survive. I don't remember if the Kermitnator made an appearance (Yes, the Kermitnator, a cyborg amphibian from the future), but such a rules light approach stuck with me ever since.

#2 - Sabeth Joachim: Outside of GMing RPGA stores, I rarely got a chance to be a playing for a in-store session. That whole running a business, dealing with customer, etc. just got in the way. The one time I did was a 2nd Edition AD&D run by Mike Dalcin. Like most harried store campaigns, it was an eclectic mixture of newbies, junior high munchkins, and slackers with nothing better to do on a Thursday night. Of course, this means that my character was thrust into a leadership role, barking order, soothing egos, and trying not to get slaughtered before we left the town on the first quest. Sabeth was probably the most "average" character stat-wise, a simple fighter in a crowd of handbooks, kit, and sub-classes. The difference with her was with my years of tactical GM experience, I took 1% of that and kept her out of trouble. I also realized that the regular attendees had two issues: 1. They were more ravenous with magic items "they could use" than a regular group and 2. We had no thief. Sabeth solved both issues herself. Despite being one of the more dominant (and surprisingly effective) characters, she would defer magic items like armor and weapons to appease the others. She faired quite well enough with studded leather, a minor dex bonus, and penchant for avoiding combat. However, she did take an extra share at the bottom, which meant all-class scrolls, miscellaneous potions, and a ring of invisibility fell into her lap. She became the party pseudo theif/scout and somehow did not die, despite all the traps, pits, and poisoned needles thrown at us.

#1 - The Naked Roast Nazi: First, a shout out to Todd in Pen Argyl, PA! Second, yes, you read the name right. Todd was a regular miniatures customer at Griffon Game. I think he may have been the main person responsible for the expansion of the Reaper line. With the store closing, we struck up a conversation and I was invited into his home game. It was a big honor, as I believe he had been playing with the same crew for somewhere around a decade and had just finished up a five year weekly campaign. With a hybrid 1st/2nd Edition game with cherry picked parts of all the fantasy heartbreakers thrown in for good measure, I figured I'd start with a concept character, and if he died, I'd go more in depth into the system with the next one. With DM approval, I went with a Halfling Wizard with some cooking non-weapon proficiencies. Todd's response? "Hey, why not?"

The campaign was definitely sandbox, mid-risk, low sandbox to be exact. We wandered around the wilderness, following rumors of treasure. My little wizard (his name lost in the epochs of time) found little use with a sling, a dagger, and a staff that usually doubled as the spit for whatever we were killed for food. It wasn't much, but life was good.

At some point, we had killed a bear, or boar, and had set up the spit to roast it. We had set camp at the edge of a lake and he rest of the party wandered off to see what they could see, gather herbs, etc, leaving me with the food... and the laundry. When the roast was done I stripped down to nothing and bathed myself and our spare clothes at the same time.

The absolute perfect time for three goblins to smell our food and wander into camp.

Waist deep in the water (and still naked) I ran out to grab the only nearby weapon... my staff/spit. Trying to scare them off, I screamed for help and swung the roast beast meancingly.

And rolled a nat 20.

One goblin out for the count, I shimmied the food off my weapon and went after goblin #2. Hit. Dead.

As the party began to return, they saw the halfling, naughty bits exposed, beating the third goblin with what was a moment previous, a cooking implement.

The halfling's name wasn't used from then on out, just Naked Roast Nazi. In this world we assumed it meant "Brave Halfling Warrior" rather than nude fascist chef.

Almost as funny, until the time that work got the best of me and I had to drop out, the halfling could only hit if he was in some state of disrobement. Fully geared up, he couldn't hit a lake if he was droppred into the center of it.

...and that's all I'm going to say about that.

Tuesday, December 18, 2012

(Twelve Days) #5 - My Biggest Success as a Player (RPG)

Last year I covered my biggest failure as a GM. This year I figured to do a complete 180 and do my biggest success as a player.

This is definitely tougher than last year. Last time I had to qualify failure within a large body of work. This time it is a sparse series of choices.

Pastuphan: My GURPS Humanx alien raccoon who could barely make it through the first adventure (based off a Chip 'n Dale Rescue Ranger episode I might add) to fighting off swarms of Verm in the final adventure.

Prego of Lyon: a mutant human with lion like features (and photosynthetic skin) in Gamma World 4th edition. How our group got through Famine in Far-go I'd beyond me.

Valerius and Yuri the Healing Guy from a Basic D&D game. They both got to fifth level!

E.B. Borgstrom and Banjo Joe, my two Call of Cthulhu characters who survived, and didn't do much, mind you.

Cephas: My stock AD&D Elf Bowman who has had many a Christmas adventure, when we're not running Toon reject elves?

Believe it or not, unless I take a stretch and start including my Rifts Cyber-Knight, a Werewolf from a one-shot World of Darkness session, a Star Trek: Next Gen dude, a radio operator from Recon, or numerous forgetable super hero one shots, there's not much else to work with. And I can't begin to include convention PCs, like William of Arinka and Marino Hernandez, Star Wars tramp freighter captain. I primarily GM, and have been doing so for nearly 25 years.

That being said, here's my top 3

#3 - Gary the Flying Guy: Gary was my character given to me for my very first game of TWERPS (The World's Easiest Role Playing Game.) He was the helicopter pilot during a zombie apocalypse (It was '94, we were always ahead of the curve). His strength was 4 and he got +1 to all piloting rolls. That's it. It was such a revelation to play such a basic and simple character. Plus it involved more quick thinking that die rolls for the group to survive. I don't remember if the Kermitnator made an appearance (Yes, the Kermitnator, a cyborg amphibian from the future), but such a rules light approach stuck with me ever since. Ironically, I have most of the TWERPS books at my desk at work today. Great material to develop the Gnomish Space Marines.

#2 - Sabeth Joachim: Outside of GMing RPGA stores, I rarely got a chance to be a playing for a in-store session. That whole running a business, dealing with customer, etc. just got in the way. The one time I did was a 2nd Edition AD&D run by Mike Dalcin. Like most harried store campaigns, it was an eclectic mixture of newbies, junior high munchkins, and slackers with nothing better to do on a Thursday night. Of course, this means that my character was thrust into a leadership role, barking order, soothing egos, and trying not to get slaughtered before we left the town on the first quest. Sabeth was probably the most "average" character stat-wise, a simple fighter in a crowd of handbooks, kit, and sub-classes. The difference with her was with my years of tactical GM experience, I took 1% of that and kept her out of trouble. I also realized that the regular attendees had two issues: 1. They were more ravenous with magic items "they could use" than a regular group and 2. We had no thief. Sabeth solved both issues herself. Despite being one of the more dominant (and surprisingly effective) characters, she would defer magic items like armor and weapons to appease the others. She faired quite well enough with studded leather, a minor dex bonus, and penchant for avoiding combat. However, she did take an extra share at the bottom, which meant all-class scrolls, miscellaneous potions, and a ring of invisibility fell into her lap. She became the party pseudo theif/scout and somehow did not die, despite all the traps, pits, and poisoned needles thrown at us.

#1 - The Naked Roast Nazi: First, a shout out to Todd in Pen Argyl, PA! Second, yes, you read the name right. Todd was a regular miniatures customer at Griffon Game. I think he may have been the main person responsible for the expansion of the Reaper line. With the store closing, we struck up a conversation and I was invited into his home game. It was a big honor, as I believe he had been playing with the same crew for somewhere around a decade and had just finished up a five year weekly campaign. With a hybrid 1st/2nd Edition game with cherry picked parts of all the fantasy heartbreakers thrown in for good measure, I figured I'd start with a concept character, and if he died, I'd go more in depth into the system with the next one. With DM approval, I went with a Halfling Wizard with some cooking non-weapon proficiencies. Todd's response? "Hey, why not?"

The campaign was definitely sandbox, mid-risk, low sandbox to be exact. We wandered around the wilderness, following rumors of treasure. My little wizard (his name lost in the epochs of time) found little use with a sling, a dagger, and a staff that usually doubled as the spit for whatever we were killed for food. It wasn't much, but life was good.

At some point, we had killed a bear, or boar, and had set up the spit to roast it. We had set camp at the edge of a lake and he rest of the party wandered off to see what they could see, gather herbs, etc, leaving me with the food... and the laundry. When the roast was done I stripped down to nothing and bathed myself and our spare clothes at the same time.

The absolute perfect time for three goblins to smell our food and wander into camp.

Waist deep in the water (and still naked) I ran out to grab the only nearby weapon... my staff/spit. Trying to scare them off, I screamed for help and swung the roast beast meancingly.

And rolled a nat 20.

One goblin out for the count, I shimmied the food off my weapon and went after goblin #2. Hit. Dead.

As the party began to return, they saw the halfling, naughty bits exposed, beating the third goblin with what was a moment previous, a cooking implement.

The halfling's name wasn't used from then on out, just Naked Roast Nazi. In this world we assumed it meant "Brave Halfling Warrior" rather than nude fascist chef.

Almost as funny, until the time that work got the best of me and I had to drop out, the halfling could only hit if he was in some state of disrobement. Fully geared up, he could hit a lake if he was droppred into the center of it.

...and that's all I'm going to say about that.

Friday, November 19, 2010

Look! An innocent poll! Hide it from the Germans!

Next April 8-10 will be Mepacon XX, again up at the Ramada in Clarks Summit. For a bi-annual conventions, that means ten long years of consistency, which nearly impossible for gamers to do. Hell, editions of D&D come out in more frequent intervals!

For the last con (XIX), I ran two events for entirely different reason. The Hackmaster game was by request, and although Steve 'The Drow Guy' Heitzer did not play in what he asked for, it filled a vital niche for the 9am Saturday time slot.

The second game I based on history. Ed Lehman, the convention director, had previously alluded to ten years of Mepacon, and I felt it proper to run a 'Best of' event. Not best of my Mepacon games, rather one of the best convention games I've ever run. The Toon, Cthulhu
Comes to Springfield was epic in scope and in play, and nostalgia did not obscure that a week ago at the con.

For Mepacon XX, I want to continue this tradition of running a new game, followed by one or two 'Best of' games which should guarantee filled seats (if they know what's good for them!)

To the left should be the official 'What Should I Run at Mepacon XX' poll, which is running until the end of November. You may vote for multiple events, but definitely vote for the ones you would be interested in playing in, if you could make it to the con:

Descriptions:
Talislanta: The Crystle Dungeon -- This was my first convention game I ever ran. Friday Evening, Lehicon IV. Three players younger than me, what little story my teenage mind had constructed turned to bashing Darklings and smashing around Gnomekins. I would probably used 3rd Edition (WoTC), although with the free downloads, I might check out the lastest edition.

Toon: Cthulhu Comes to Springfield 2 - Electric Disco Stu-- The original game had at least eight 'episodes', so there is room for more stories, and more characters: I already have requests for Dr. Nick, Comic Book Guy, Otto. The core characters are down, now we can have some fun (with the Mexican Bee Guy). It's not on the poll, the Family Guy Cthulhu was batted around as well.

Gnome Wars: The Tanga Campaign-- Yes, yes, this will become a reality for the Society of Neffs gamers, but it the boards as to be constructed, might as well share the joy. Historical fighting in German Southeast Africa during the first year of World War I.... with gnomes. If I'm bringing one board and figs, I might as well do three rounds.

GURPS-IOU: Scavenger Hunt! and other Disasters-- Perhaps the most epic role-playing experiences I have ever conducted as a solo GM, Illuminati University is comedy gold and role-playing platinum. Ran like it was back in the day, with GURPS, 3rd Edition. Two or three rounds of this might make them kick us out of the con!

Hackmaster - "Sideways" Dungeons-- A "New" idea for an event. Most people are familiar with "Reverse" dungeons: players taking the roles of the monsters, defending themselves against adventurers, even going on the offensive if they can. "Sideways" dungeons are using the classic modules, but having the players run PCs who are inhabitants (but not monsters). I've run B10, and B4: The Lost City from the perspective of the inhabitants of the lost civilizations, with mixed results. I'm tempted to use X1: The Isle of Dread, or B3: The Palace of the Silver Princess a whirl with it.

Buring Plastic: Polymers in Flames-- Burning Plastic is either one of the biggest draws of the con, or the biggest bust. One of the most memorable games is a Bogglecon at the Easton Inn with 16 players, and yet no one ended up in the adjacent pool! I'll try harder this time. I might possibly be able to run my "King of the Hill" scenario to its wonderful completion.

TWERPS: To Impossibility and Beyond-- TWERPS, "The World's Easiest Role-Playing System" began my downward spiral towards minimalist systems all the way back in 1993. It is elegantly simple almost to a fault, and we've just about any type of genre with it (There are a 13 suuplements to it). One of my favorite games was a Space Cadets-styled game with a Flash Gordon feel of adventure and a Barney Fife school of execution. This version of TWERPS would include one group, we always alluded to, but never implemented in-game: The Gnomish Space Marines. (We're all part of the Gnomish Space Marines, the Gnomish Space Marines, the Gnomish Space Marines...)

Call of Cthulhu: The Wrath of Novez-- "New Game" The Wrath of Novez has been the CoC Modern game I've been tinkering with for years. It's a campaign that one part X-Files, one part Mythbusters, and one part modern pulp goodness, all set in a world where both Ghostbusters movies actually took place. Everyone and their brother are smacking down ectoplasmic entities that no one notices the actual horrors walking just inside the shadows from the light of humanity. Wrath would be set up in an on-going campaign style a la The Drow Game, Larry Ander's Dragonlance game, or even some of the Star Wars games of the past.

Basic D&D: Return to Gygar's Castle: "New Game" This one might take some assistance from other players. Full blown D&D game, minis, terrain, the whole shebang. I put down Basic D&D, but I might mean White Box, Holmes, Mentzer, or even worse, 3.0. I've had this one in my head for five years and used different systems for execution (of the game, not the characters...) I just need some temporary "donations" for the length of the con.

There they are folks, and if you think of something cool that I missed, mention it in the comments.

And no, I'm not doing another LARP!

Wednesday, May 26, 2010

My "Campaign" To - Do List

Another top ten list, true muchachos! This time, the games I really want to run, but not time or player base currently to do so. If something catches you eye, drop me a line, or even use that "comment" function on the blog.

10 (tie) Mouse Guard and Aces & Eights (working on both)

9 - Recon – West Africa - I ran a game or two using this setting way back in my NCC days, and I'd love an early 80's mercenary game.

8 - Talislanta – A full campaign, using any edition. Just once.

7- TWERPS – Napalm Death! Flying Gary, The Kerminator, The Holy Rolled-Up Newspaper of God (Wednesday Edition), and the Gnomish Space Marines!

6 -Rifts – Yeah, laugh all you want about the system, play imbalance, etc. Rifts is fucking cool. The best way to run it would be a two tier game with munchkin characters (Glitter Boys) on one storyline and the “normals” (Rogue Scholars, normal people with low/no –mdc weapons.) risking their lives just as much, but working "behind the scenes." The uber-munchkin occ/rccs would be reserved for NPCs and story development. Yeah, that right, I said real story development in Rifts. Expecting my C&D letter from Palladium any moment now.

5- Mordheim – Full campaign mode, quarterly “big” games, restricted economy for specials,

4- Call of Cthulhu – The Knox Mine Disaster - If I can turn Sullivan’s March into a Mythos mission, I can claim cultists (or GOOs) caused the most famous NEPA mining disaster… or might the pcs be the ones who need to initiate it? hmmmm.....

3 - Call of Cthulhu – Escape from Innsmouth/The Raid … It may come up one day, but the current game is only in 1923. We just moved it to New York last session, so a certain “look” may
be observed on the docks.

2 - D&D Variant – “Home” Polynesian campaign that mixes Basic D&D, Hackmaster, and BRP systems.

1 – Hackmaster 4e - “Trogs Revenge” The Burning Trogs meet up one more time to finally vanquish the Slavers of Roark who slaughtered their brethren and nearly wiped out the adventuring company. Short version – The PCs wade through the slavers series like religious warriors would decimate an infidel orphanage. I would expect no mercy, and by the time the slavers caught wind of this, as GM, I would offer none. If the group was still game, I might interest the Judge’s Guild Fortress of Badabaskor, with a few more tweaks.

Monday, May 24, 2010

My Favorite Convention Games

So, the next two Mepacons will celebrate the 10th Anniversary of the con. No theme has been determined, but I figured it would be great to have a "best con events ever" category. Old classics dusted off once again for public consumption to see if they still have that magic.

That got me thinking about games I've run/played in at cons. There are a lot of good games, a good dose of forgetable ones, plus a lot of other times I was in a miniature or CCG kick. But here is a list of the top 10 con games I've participated in...

  1. GURPS: IOU - Scavenger Hunt! - This game had EPIC written all over it. A motley group of Freshthings search the steam tunnels for the one item that will put them over the top in the Freshthing Orientation Scavenger Hunt. Fanastic players. Great PCs, Hilarity ensues.
  2. Talislanta - The Crystle Dungeon, My first game I ran at a con (Lehicon IV at the GW Motor Lodge). Needs a revamp but it worked seven years later at a Bogglecon or two...
  3. TOON - Cthulhu Comes to Springfield - Co-GMed with Bob Wintermute. Lovecraft and The Simpsons. Comedy Gold. Must remember not one under twelve next time, otherwise it gets weird in a Law and Order: SVU kinda way.
  4. GURPS: IOU - Road Trip! The free-form sequel to Scavenger Hunt! Rolling with the punches, and cleaning up after tac-nuking Springfield, Massachusetts.
  5. AD&D 2e - The Jade Monkey - run by Joe Ward, it was the first con game I played in that I actually had fun. Plus I've using the William of Arinka pregen PC as part of my campaign for years.
  6. Hackmaster: In Search of the Unknown The only HM event I have fond memories of... I had converted B1 before Kenzerco did for HM. This is the game where Steve "Drow Game" Heitzer took over a Half-Orc warrior with and intelligence of 4 and rampaged the scenario. This is where I earned the nickname "Q" from.
  7. TWERPS: Space Cadets - I converted a Star Frontier mod to TWERPS, got a few players and had a great time, even after the one guy decided to disarm a planet buster bomb with a point blank shot from his blaster.
  8. AD&D 2E - The Harpers - I took over an AD&D for Matt D, who was sleep-deprived, or scheduled to work, or something. Problem was I had been up for 36 hours with Legions of Steel, and stealing corny items from any GM I could remember at the time, had the PCs ultiately turn into Green Lanterns and fight some Cosmic badass... If that was right
  9. Battlelords of the 23rd Century - GM'ed by the man, the myth, the loudmouth, Larry Sims himself at Lehicon. I had no idea what I was doing, but it was fucking awesome
  10. Star War d6 - run by Eric Pierson at a Bogglecon. I played the ship's captain, who patterned after Marino. Yes THAT "Dude, you were out of toilet paper so I used your shower curtain" mythic-level Marino. It was a hoot.

After some thinking (and knowing for certain that I can't show up for Mepacon Spring 2011) my events will be (1) a sequel to my Hackmaster "Q" game, tenatively titled "Resident Chaotic Evil," (2) reliving the IOU scavenger (complete with GURPS vs Risus), and (3) Cthulhu Comes to Springfield. Good thing I didn't snag the Simpsons actions figures from Steve, they might actually slow down the vignettes, and create even more SAN-losing situations...