Tuesday, October 8, 2024

(Gamma World) This is Not a Test #51 - The Stone Pavilion, Part Two

Our heroes, the De Facto Explorers,  have arrived at the KIA Academy, looking for information regarding the great Stone Horse of Destruction...

================= 

Sneaky Pete: A mutated weasel scout.  Pete's telepathy and night vision take a backseat when he whips out his electrical powers.  

Sonny Helianthus: a sentient sunflower artifact examiner with trusted Restorationist ties. Knowledgeable,  but not a good one with device repairs or upgrades.

Slitheran Wurmtail (aka Squiggles): a mutated earthworm scout, in impromptu power armor, looking for trouble, and finding it often.  Previously "gave birth" to a litter of sentient earthworm babies, but recently has been subject to genetic testing and developed super-human strength, a more human body, and a thick coat of shaggy white hair.

Lathar Bracken: A pure-strain human from River Bend.  He's got the muscle, the face, and a mount for most encounters.  Lathar's trusty beast of burden, No Name, travels wherever he does.  No Name has recently been fitted for a artillery device of the Ancients that chucks spears further than any human.  Looking for trouble in all the right places.  Former jousting champion of Fair-Town and has been awarded... a peacock he has named Chambray.  He's recently been struck by a weapon by a strange race of people and transformed into... something else.

RHA-9: A lab assistant piece of "Living Metal" that seems to have befriended the group... for now!  Currently getting repairs done by the Restorationists.

================= 

Lathar stood up from being struck by a strange device by a weaponer from a strange race of blue-skinned humanoids.  He seemed devoid of any emotion, beyond confusion.  

Green Lathar was awful shiny
Sonny dove through the cart and pulled out his laser pistol.   Pete pulled out his blaster and did considerable harm to the strange weaponer, but the weapon ran out of ammo.

Sonny was finally able to return fire, but the laser struck the stumbling Lathar.  Instead of taking damage, the blast seemed to ricochet off of the barbarian and strike the weaponer with great force, knocking them behind the blue-skinned archers.

Green Lathar growled at the Explorers, picking up his rifle and stepping towards Sonny.  

A few of the blue-skins worked over to Squiggles' ditch, and the worm attempted to quickly burrow into the ground.  The hard clay seemed unforgiving to the worm.  

The other archers loosed a hail of arrows, causing minimal damage to the Explorers.  

Pete reloaded and continued to fire, decimating one of the archers.  They remained to be unfazed to the advanced weaponry,  but Lathar was again distracted by the big blast.  

Sonny, pulled down the box for the "Children's Alchemical Laser" and opened it.  The device appeared to be in need of complete assembly.  Poking over the cart to see Lathar distracted, Sonny began putting obvious pieces together.  

Another flurry of arrows forced the Explorers to duck for cover, allowing the weaponer to get up on one knee and fire his weapon at the cart.   A blinding white light enveloped the battlefield, a shockwave hit Sonny and the cart, and an explosion enveloped the weaponer and a number of surrounding archers, vaporizing them. 

Sonny looked up after the shockwave to discover the cart had transformed into wet clay.... the and the steering wheel and roof were already beginning to droop.

Pete tried to make contact with Green Lathar telepathically, but failed.  His mind seemed completely foreign to him.  The green barbarian had run away from the explosion, and fell upon a large furry worm, desperately trying to dig into the hard soil.   He pointed the sword at the beast, "You are my prisoner!" 

Squiggles seemed relived to see the changed Lathar and not the blue-skinned archers, "Thank goodness, let's go!" and with that, Squiggles ran back to the cart. 

Meanwhile, as the blue-skinned reinforcements appeared to withdraw, Pete notice a towering black figure at the far end of the clearing. The weasel secured himself behind some stones.  

The large black figure began charging across the clearing, revealing four legs total, very horse like legs.  Rumbling closer, the Explorers in view can see the shiny black veneer covering the horse-man. Most moved into cover,  but Lathar tried to whack at the creature's legs, to no avail. 

Sonny had finally assembled their version of the Children's Alchemical Laser and fired it at the beast.  The blinding shot missed and tore a hole into the ground beyond it.  The burnt, smoking energy cells fell out of the device.  

The creature reached the road and and turned around, to attack the Explorers hunkered down by the clay-remains of the cart.    Sonny fumbled with whatever power cells he had in his possession and jammed them in the spot on the laser.  Another spin of the dial and press of a few buttons, and the blinding blast seemed to transform the beast into... flesh and hide?   The beast was still alive, but had stopped, confused.  

It stammered, "What?  What's going one?"

Monday, October 7, 2024

It’s Game Day!

(Backerkit) Weird Heroes of Public Access RPG

Fresh from their interview on the Vintage RPG PodcastWeird Heroes of Public Access has now launched on Backerkit!  


Before Youtubers and TikTok influencers, the media gods resided at the odd hours of local cable station's programming. in Weird Heroes of Public Access, you play quirky public access TV personalities battling monsters, angry moms, and juvenile delinquents to save your beloved town of Fairhaven.

It looks fun, but $35 100-page hardcovers are not my usual thing, I may dip my toes with the pdf of the original zine on DriveThruRPG and go from there.   Hardcopies of the original zine and The Life, Death, and Undeath of Sherman Glimp Zine are part of larger pledges.  

Sunday, October 6, 2024

RIP: Dikembe Mutombo. Long Live Mutumbo Detki-Muletaki (Partial Repost from 2016)

 This past week NBA Hall of Famer Dikembe Mutombo passed away at the age of 58.    The blog's forays into basketball are usually reserved to my own kids, but he was a monster defensive player whose notorious finger-wagging was banned by the league, but seems tame in comparison to some of the acts the modern players pull off.

Why mention Mutombo on Gaming with the Gnomies?  

His name is the inspiration for one of the most beloved characters in my Hackmaster campaigns, and 30+ years of my World of Georic:  Mutumbo, Nubian Warrior.  

From my blog, over eight years ago: 

The namesake for the Journey of Mutumbo portion of the campaign, and while certainly not the best, Mutumo demonstrated he was one of the toughest and most resilient warriors in not only our Hackmaster game, but any campaign I've run in any system!


Two fun facts about Mutumbo.  #1:  I don't believe he ever formerly trained to level, so he did not earn any of the added benefits (i.e. skill increases) that my revised rules called for and #2:  He got hit at least three times by level draining undead. 


Mutumbo Detki-Muletuki, Nubian Warrior, 5th Level Fighter
Homeland: Meroe
Black hair, 5'9", 172 lbs, Right Handed. 
Birthday:  8 HepDec 1112
Birth Rank:  2  # Sibling: 2.

Married to Nina Mutubmo.  Two sons, Takem (age 14) and Givem (age 12)

De Facto Mayor of Verge in Marakeikos.  Owner of Mutumbo's Trading Post in Verge.  

Slayer of the Green Dragon Hin-Bane

Quirks and Flaws:  Misguided, Strange Body Odor, Near Sighted, Obnoxious, Loud Boor, Superstition:  Pixie Fairies are Lucky (make them bless you), HACKFRENZY,  Hatred towards berserkers.

Abilities:
STR:  16/77                XP: 
DEX:  10/25               Next Level:
CON:  9/56
INT:  14/55
WIS:  6/42
CHA:  9/44
COM:  15/18
HON: 32
HP:  53
AC:  2   (Chain Mail, Open Faced Helm, Cursed Tower Shield -1 (+3)

Weapon Proficiencies:
Spear (specialized), sling, knife

Endurance

Skills: Slaughter Animal 26%, Angawa Battle Cry 17%, Fire Building 24%, Juggling 16%, Jump 20%, Mapless Travel 21%, Tracking 15%, Swimming Dog Paddle 24%, Shaving Grooming, Shield Repair, Animal Handling 12%, Cricket in a Pea Pod 14%.

Languages:  Meroe Tribal (100%), Trade Khemmet (10%), Trade Prythax (35%)

Weapons:
1)  Spear +1 
2)  Sling
3)  Knife
4)  Footman's Mace

Scars:
Facial Scars

Animals
Camel, gold chain collar.


Approved by ViscountEric PA-1-00689-02

Saturday, October 5, 2024

Newspaper Inspirations for Fantasy RPGs

It's been one of those weeks where comprehensive cleaning was warranted, even if nothing was an absolute mess:  general dusting and vacuuming, removing the air conditioners out of windows, straightening up the gaming room, and even cleaning out my work bag for those few times I need to spend a day at the plant. 

Hidden at the bottom of that bag might be the last time I grabbed a newspaper, August 29, 2024.   It was still intact, so most gamers in my boat, if they don't toss it in recycling, would through it on the pile of papers for the paint bench.

Before I did that, I took the time to actually, re-read the paper, taking just enough notes.  

Newspapers are my lifeline for my Fantasy RPGs.

My campaign world I've had for the past 35 years, "Georic"  is a very Earth-centric with lots of fantasy and magic interwoven, allowing a tapestry of tech and other elements ranging from Medieval into early Renaissance   

Even with a 15-year hiatus from the last face-to-face game I've run, the world has always evolved outside of the scope of the Player Character's views of the world, and if I love to do one thing, it's keep continuity in a changing world.  Kings and Queens die, wars are fought in far-off lands that (probably) have no impact on them, alliances are forged, and random events happened.... even before the internet.  

Where the newspaper comes in handy is to flesh out that local flavor, while translating elements from the modern day into an appropriate place in the fantasy world.  

I don't plan on basing any game on a plot device "ripped from the headlines."  Rather, I attempt to interpret the newspaper full of local and state news into low level campaign appropriate forms. Local events are the primary setting of the School boards and local municipalities are baronies, counties and cities are duchies, other states are neighboring kingdoms. I usually grab a paper once a week for this purpose and the weeklong story usually lasts 1-3 months in my timeline. If I really need some inspiration (or lots of filler), I'll grab the New York Times.  

Plus, this is a great way to take news from outside my normal campaign world (Fantasy Europe) and re-interpret world events in Africa, Chi'in, Hindustan, and others to fit the fantasy milleu.

By default the country focusing the local attention is Trebeizond, where many of the PCs went to retire in the local dominions. 


1:  Ispatlian Banks are recalling loans from Emron Principalities in default.  The court cases regarding the current Federal government student loan programs evolve into a financial crisis, with a strange resulting, Ispatlian was a wealthy syndicracy ruling the trade of the Mer Med, until the wizards of Emron seized their land during the Senzar-Emron War.  After years of Emron using Ispatlia for their own devices, the syndicracy has rebuilt itself, and using mercenary wizards to seize possessions and land from these wizards.  These arcane repo men are no match for the powerful wizard princes, but they can seize peripheral assets, and together, might be able to dispel certain magicks.   Court cases preventing 

2.   Local Ore Finds in Stronghome A local munitions manufacturer has "booming" business, thanks to the Ukraine War.  Again, not a direct interpretation, as Trebeizond is not active in, nor supplying any active wars in the timeline.  Moving into my fantasy Aerth, Ukraine is spread out amongst the Weissmach, Stronghome, and the Gnomish City States, with other portions flooded by the Mer Kasp.  The discovery of essential ores under the normally agrarian Halfling shires changes the economy, but creates trade wars with the countries.  I can determine which minerals are discovered and their impact later.  

3. Magic Items Go Haywire! A fairly generic article about the design flaws of Teslas catch directly translate in the fantasy world, Maybe flying carpets?  But the easiest way is a generic way, waiting to be sprung on the PCs.   Utility or Automated magic items (those continual light torches die out, assembly line produced holy water fizzles, endless water decanters dry up, maybe it's everything listed in the Miscellaneous Magic tables).  It's unsure if this will be a one time thing or sporadic, for a few seconds, or permanent, but there's something behind this activity, or lack thereof.

4. Yarbay Incursions into the Myrdius City-States:  My extended Fantasy Middle East includes Yarbay (Saudi Arabia), Parthia (Iraq/Iran), and the Myrdius City-States. (Israel/Jordan/Syria).  Yarbay is under the influence of the BECMI D&D Villain "The Master" but his invasion of the main campaign continent was thwarted by the PCs 15 years ago (and some of the Barthey Empire's troops simply kicking butt in the War Machine results.  Parthia is still heavily influenced by Yarbay, while Myridius is a series of Crusader-State styled states that are secure enough to avoid most conflict.  To transfer the current issues between Israel and Palestine into my campaign world isn't clean cut, as there isn't shared/conflicting Abrahamic religions to hate each other over, and any attack by Yarbay affects the Myridius natives, who much rather make money off of their knight-lords than die in a war.  

5. (Marakeikos) Man Accused of Firing Crossbow at Low-Level Adventurers Around Popular Dungeoncrawl Area:  Probably placing this outside of Califon (my version of BECMI Threshold)   Dude was probably firing some weapon into a neighborhood, festival, etc.  Are they human?  Is it a Doppleganger?  Why are they preying solo on low-level, wounded adventuring parties?

6. Korean Badheu Being Dishonored by Important Claims:    I've never had a group venture into the Korean peninsula, but the mention of a K-Pop star with sexual and corruption rumors, I'll keep this vague.  Is it a popular commoner gone wrong, or something to do with the royal court? 

7.  Water Buffalo Rampages Hydincall:  Hydincall is the capital of Crosedes, one of the main countries I've used for hundreds of years of campaign time.  Hydincall is one of the "glowing cities" of civilization for at least a few generations, with a famed magic university, the seat of power for Akana, the largest religion on the continent, and is world-reknowned for its prestigious gladiator arena.  

So the idea of a water buffalo running through the streets of Fantasy Paris is not very mindful, not very demure, but I actually have an exact campaign precedent.  I have two separate instances of a magic bull appearing from a box a group of adventurers released by accident by touching things they shouldn't have in a magical curio shop.

A water buffalo sounds like an odd summoning result.  

If there's one thing I've been consistently complemented on, it is my ability to keep continuity. Whether it's advancing hidden storylines that characters only catch a glimpse of, or making sure the innkeeper's son, who was 2 years old at session #4 is an older kid when the party returns in session #72, the characters should not be part of a static universe.

Friday, October 4, 2024

(Painting) Transnitrian Howitzer Emplacements for Ogre Miniatures

 We'll start off my new gaming year with a minor blast from the past: OGRE Miniatures. 

Sitting in the dark corners of my painting bench for years have been these Howitzer Emplacements.

The Transnitrian Howitzer Emplacements, defending a local Taco Bell
Despite some colorful troops at the OGRE Miniatures games at Historicon, I'm happy sticking with the very plain, very military, very dirty style of my Transnitiran Scientific Republic (TSR).  The TSR is my Imagi-nation for not only OGRE, but any sci-fi campaign, including the world of Death Planet Iota and the Gnomish Space Marines.  Celery Green Units, a heavy, messy black wash to show off dirt, and limited details.  

And any excuse to break out the Hunchback and Taco Bell in the background is a plus!

In the Queue:  Desert Terrain (re: Cheap Terrain) for Death Planet Iota, some variety to the Gnomish Space Marines, and some actual German Gnomes from Gnome Wars to clean out oft the bench!

Project 350:  512 (322/190) from 514 (323/191).  I'm current on ongoing projects, I just hope to slide some holiday games in to the rotation.

Thursday, October 3, 2024

The Event List for Fall-In! 2024 is on Tabletop Events, and it's Underwhelming

 After the wringing of hands and gnashing of teeth, the events for Fall-In! 2024 are finally available on Tabletop Events.  Assuming the new code system (strict numerical) is correct, there are over 400 separate events for the weekend, but apparently I'm nowhere near the demographic, or my demographic GMs are not attending.   For last year's PEL, I highlighted 39 games, semniars, and sessions, I had interest in.  This year?  Only 19 (listed below).

I will add that while the Fall-In! set-up is superior to the set-up used for my local con, MEPACON, even with some awesome filter options, it should work, because it's a very underwhelming system.  

Thursday
(30) Carribean Queen
Thursday 6:00pm, 2hrs, Players 8, GM: Jon Lundberg;  Period: Inter-War, Scales: 28mm, Rules: Fistful of Lead.
A backwater town in the Caribbean has risen in profile with a mysterious Queen claiming to be the Queen on the entire Caribbean. She seems to have otherworldly powers. Various groups descend on the area with their own motives

(31)  It’ll Be Dark Soon and They Mostly Come At Night, Mostly
Thursday 7:00pm;  3hrs, Players: 6,  GM:  Jim McWee, Period Sci-Fi, Scale: 25mm, Rules: Aliens Miniatures Game
LV-426 late afternoon: That's it, man. Game over, man. Game over! What the heck are we gonna do now? What are we gonna do? The dropship destroyed, most of the Colonial Marines wiped out, almost all the colonists dead and oh yeah the fusion reactor will explode in 4 hours. So, what happens now? Simple fall back to the operations center, remote a second dropship and make your escape before the Aliens stop you and the reactor explodes. A normal day in the life of a Colonial Marine!

(161) Red Counterattack
Thursday 7pm, 3hrs, Players 6, GM: Michael Pierce, Period: Inter-War, Scale: 15mm, Rules: Red Brigades (Home Rules) 
The Russian Civil War, late October, 1919. The White Armies have been driving towards Moscow all summer and early fall. The Red Army has marshalled forces to counterattack. The fate of Russia hangs in the balance.

(184) Belleau Wood - June 1918
Thursday 7:00, 2hrs, Players: 8,  GM: John Speiss, Period: WWI, Scale: 28mm, Rules: Trench Wars
It's June 1918. American and German forces are clashing in and around Belleau Wood, a small dense forest on the Western Front. In this scenario, American Marines have closed in on the wood, trying to catch the Germans in a pincer movement from both West and South. However, chaos ensued quickly, as Marines got lost, received inaccurate information, and found machine gun armed Germans crawling among the dense foliage and rocks. Go Devil Dogs !


Friday  
(28) A Tropical VSF Race
Friday 9:00am, 2hrs, Players: 16, GM: Jon Lundberg, Period:  Sci-Fi, Scale: 28mm, Rules:  VSF Racing
The standard VSF race to start the convention, ending before the Dealer area opens up. Mayhem and confusion usually reign

(32) A Project of Wild Audacity: Louisbourg 1745
Friday 9:00am, 3hrs, Players: 5;  GM: Bruce Pettipas, Period: Age of Reason, Scale: 28mm, Rules Vauban's Wars; Regiemental Fire and Fury.
In 1745, an army of amateurs from New England laid siege to the Fortress of Louisbourg, the strongest fortification in North America. The New Englanders must take the fortress, by siege or by storm, while the French must hold out until help arrives. Both sides must use a combination of bombardments, raids, espionage, sapping, sorties and assaults to achieve victory.

(390) Heroquest - Enter the Dungeon 1
Friday 9:00am, 2hrs, Players: 4, GM: Carl Cardozo, Period: Fantasy, Scale: 28mm, Rules: Heroquest
Barbarian, Dwarf, Elf, Wizard! You've entered Zargon's devilish dungeon in hopes of finding glimmering gold, lost treasures, and slaying foul monsters! Explore your way through, dodging devious traps, ghastly goblins, and horrifying undead warriors to escape. Work together or you will become a permanent resident of Zargon's keep! Based on the classic board game. Kid-friendly, extremely simple rules. Players in early sessions may keep loot and items they find if they return for later delves.

(45) Bad Guys—Playing U.S. Adversaries in Military Wargames  (War College)
Friday 10:00, 1hr, Host: Sean Barnett
A discussion of how professional wargamers play U.S. adversaries, in military wargames. It will cover the goals in playing the adversary; guidelines for researching, developing and employing adversary military capabilities; who tends to play the adversary in military wargames; and some of the pitfalls or mistakes seen in the playing of adversaries in games. It will also touch on the Russia-Ukraine War and why it developed in directions that were surprising to some analysts and wargamers.

(366) Pirate Zombies
Friday 10:00am, 3hrs, Players: 8, GM:  Don Carter,  Period:  Age of Piracy  Scale: 25mm    Rules: Mein Zombie
You are on a small Caribbean island, when word reaches you that the head of the island needs your help. His daughter was on a tour of the island when an illness broke out. He has received trapped in the village word that she is trapped in the village. Can you go and rescue her? After a long talk you find out the strange illness isa breakout of zombies

(404) A Brief History of the USMC in China, 1900-1949 (War College)
 Friday 11:00am,  1hr , Jeff Schultz
Join us for a brief look at the storied history of the US Marine Corps in China from the Boxer Rebellion to the Chinese Civil War. We will discuss a mix of USMC personnel that served either in China or served both in China and later in the Philippines during WW2.

(215) Battle for Lunkhead's Brewery
Friday 3:00pm, 3 hrs, Players: 10, GM: Maja Jacobson, Period: Fantasy, Scale: 30mm, Rules: Gnome Wars!
Winter is coming, no time like the present to raid Lon the Lunkhead's Brewerey to secure your stash for the winter! Children welcome with playing parent.

(146) The Joust!
Friday 7:00pm, 2hrs, Players: 25, GM: Eric Jacobson, Period: Medieval, Scale: Other, Rules: To Cry a Joust.
Here Ye! Here Ye! The Friday Night Joust is back again! Double Elimination. Rules taught, Quick, Easy, Fun! No one under 14 without a playing adult. ALL WALK-UPS WILL BE WELCOME!
Saturday


Saturday
(1) Exploring the Ruins of the Frozen City
Saturday 9:00am, 3hrs, Players: 6;  GM: Cliff Brunken, Period: Fantasy, Scale: 28mm, Rules: Frostgrave.
Rumors in the local taverns spread tales of an Alchemist shop in the town sector near the broken down section of the East gate. Rumors of wealth and potions have several adventuring Parties ready to under take the task. What treasures will be uncovered or what horrors will be discovered. Fortune favors the bold.

(89) Hollywood Studios Shootout
Saturday 9:00am, 3hrs, Players: 8, GM: Joe Otto, Period: Western, Sacle: 28mm,  Rules: What A Cowboy.
Return to those thrilling days of yesteryear on an iconic Hollywood backlot where famous Western movie and TV actors’ characters are searching to "resurrect their careers” and be the King of the Cowboys.
Is this the real life? Is this just fantasy? Boy have we got an adventure for you!
Quiet on the set. Roll cameras. ACTION!

(34) Army Gold
Saturday 10:00am, 3hrs, Players: 9,  GM Sean Barnett, Peirod: Western, Scale: 28mm;  Rules: Fistful of Lead.
The Army is moving a small gold and silver shipment for paying the troops and buying supplies from Ft. Grant to Ft. Thomas in the Arizona Territory. A band of outlaws from the town of Smithville has learned of the shipment and is looking to rob it. At the same time, Apache Indians from the nearby San Carlos Reservation have been marauding in the area against local settlers and of course they have no love for the Army. See who ends up with the money after the bullets start to fly . . .

(483) Battle of Arsuf 1191ad
Saturday 10:00am, 2 hrs; Players 8, GM: Dave Waxtel, Period: Medieval, Scale: 25mm, Rules: Tactica.
At dawn on 7 September 1191, as Richard's forces began moving out of camp enemy scouts were visible in all directions, hinting that Saladin's whole army lay hidden in the woodland.
David Waxtel will present a incredible battle, this is a novice game and children are invited.
“There the king, the fierce, the extraordinary king, cut down the Turks in every direction, and none could escape the force of his arm.”

(224) CCC Crokinole Cup
Saturday 10:00am; 6hrs; Players 26; GM: Jim Stanton;   Tournament, Scale: Other, Rounds: 3.
The CCC Cup is a Tier 3 NCA sanctioned singles tournament. Tournament points available!! Raffle, Prizes, skill shots: check out Connecticut Crokinole Club for details.

(53) Fort William Henry the Last of the Mohegans in 54mm
Saturday 11:00, 3hrs, Players: 8, GM: Bill Molyneaux, Period: Age of Reason, Scale: 54mm, Rules: Donald Featherstone
Fort William Henry in 54mm figures with a massive 3D printed fort. This game is not your standard Fort William as besides the siege, General Webb has decided to send help to Col. Monroe. The rules will be a two-page fun fast D6 style easy to pick up and just show up to move a lot of figures roll dice and have fun.