Showing posts with label D and D. Show all posts
Showing posts with label D and D. Show all posts

Thursday, July 8, 2010

I caught the Steampunk bug

Sue and I like to game whenever we go on walks.  We've about exhausted all of my D&D lines, and I've kinda screwed up the line Sue started, so until that gets back on track, and under the heavy influence of Abney Park, we made a foray into the world of Steampunk.  I whipped up some new landscape, and sue created a shutter-pixie named Locke, and we've been grinding away in the dark post-cataclysmic landscape of North America.  I'm trying to run it with a balance of emerging steampunk technology and post-apocolyptic Mad Max/Fallout kind of feel.  So far, it's been pretty entertaining.

Here's some stuff I wrote up about the gameworld:


Setting Earth 100 years after a global EMP cataclysm.
Memories are soft on exactly how it happened, but around 100 years ago all electronics, radio frequencies, and computers went dark.  Major rioting ensued with the fall of most governments and public utility infrastructure.  Power plants became the most powerful piece of property, but many were unstable without electronic monitoring causing at least 5 nuclear plants (including three mile island) to go critical.
People in large cities struggled the most -- finding, transporting, and keeping fresh stores of food became increasingly difficult, and cannibalism soon became rampant.
 
the stabilized powerplants (those that could be easily operated without electronics--largely old coal plants) became havens for their surrounding communities, as they provided vital power, which they soon began to regulate and control by destroying key substations ensuring their grid would remain within a localized zone of electricity, effectively creating city states clustered around coal plants.  The Great Lakes Region of the former United States, for this reason, continued to remain relatively stable with its great number of coal power plants (http://www.google.com/maps/ms?msa=0&msid=115725047472986165665.00046eed968dc7a707394&cd=4&sll=37.926868,-95.712891&sspn=46.431705,78.837891&ie=UTF8&ll=41.861379,-80.375977&spn=5.547099,9.854736&t=h&z=7&iwloc=lyrftr:msid:115725047472986165665.00046eed968dc7a707394,00046eed9a2a4d87d3ca9,40.513799,-79.200439,0,-32)
 
However the diminishing supply of coal, and increased difficulty of extracting remianing coal in appalachia gave way to rising fears of a permanent blackout, and many city states began fighting over coal aquisition rights, even going so far as highjacking coal trucks and rail cars.  the instability lead to more unrest, and many people began migrating north into canada where the open space held promise for a more pure lifestyle living off the land.
 
Also during this time initially after the EMP shock, the world's weather systems changed drastically with record high and low temperatures.  Hurricanes slammed the coasts of the Americas as far north as Nova Scotia, and coastal flooding swallowed tens of miles of shoreline only to recede in terrible drought a few years later.  Scientists presumed that the EMP shock on the planet was enough to force the Earth's magnetic poles to begin to shift drastically, identifying Magnetic north to be somewhere near Moscow, Russia 5 years after the EMP cataclysm, and sliding southward into the Caspian sea within a year.  There was an increasing worry that the magnetic poles would reach some form of terminal "Flip Point" where they would drastically roll to opposing sides of the planet over a matter of days or hours, and with this fear in mind, several scientists began development on the Magnetron Network.
 
Using a top secret method, the worlds' top scientists created hundreds of Mini-magnetrons and began placing them at key locations around the world.  the Magnetrons, initially stood no more than ten feet tall and were composed of a single four inch diameter black carbon rod buried five feet into the ground, but the great magnetic force contained within the rods began to draw the metal from the ground and surrounding areas, causing the magnetrons to grow into towering dark obelisks in the sky.
 
At first people feared these things, seeing that the obelisks deadened the ground surrounding them, and eventually began to gather floating satellites of debris that had yet to settle into the obelisk's form, but within two years of establishing the Magnetrons, the earth's weather patterns stabilized, and scientists determined that the risk of the earth floating off course of its revolution around the sun or the potential of a violent magnetic flip were, for the moment deterred.
 
The existence of the magnetrons, however, fairly ensured that modern technology would never develop along it's original path--the power of the magnets was so great that they could draw electricity out of any object within their radius, a side effect that turned many power plant city states into ghost towns of ionizing metal slowly being consumed by the magnetrons' draw.
 
In the mean time, some technology started to resurface. Vintage cars--muscle cars from the mid-late 20th century contained few electronic components, and were relatively easily restored and hybridized with ethanol and solar fuel cells.  Solar and wind power also began to grow in effectiveness in areas far from the Magnetrons' influence. Thus four major types of society began to emerge:
 
The Protectors -- Cities and peoples living near and supporting the upkeep of Magnetrons.  these people often lived rusty dark lives with no electrical power available to them.  their machines rely on solar, or more commonly, steam.  Within the last 15 years or so, many people living in these areas claim to be able to manipulate the world in unnatural ways.   Some call it magic, others mutation, and a few very smart folks noticed that the Magnetrons follow key joinings of ley lines, amplifying the fae power flowing into the area.  Either way, this magic is soon applied to technology and clockwork steam technology begins to grow and thrive allowing for the bending of natural laws of science to create great flying airships without helium or balloons.  Rumors of clockwork prostetics simmer across the land as the protected areas slowly build great walls around their domains to keep  their inventions protected from the Wandering.
 
The Naturalists -- Peoples that lived far from Magnetrons' reach.  These areas tended to bee the loosest forms of civilization with return to farming, beasts of burdon, and hunting. The wilds of Canada and more rural areas of the Southern united states returned largely to this way of living
 
Those Who Challenge God -- Some cities far from Magnetron lines, used aggressive solar and wind technology to try to recapture the modern world before the EMP cataclysm.  These areas became the central locations of innovation.  The first airships graced the skies over these cities, combining zeppelin technology and solar power.  Despite their distance from Magnetron influence, no inventor can revive electronic technology, radio waves, or computing.  Scientists are at a loss as to why this technology no longer works and lack the tools to delve deeper into this.
 
The Wandering -- Over the last hundred years millions of people were spurned from their homes to the dusty roads, some forming ragged bands of nomads, flitting through ruins looking for food, work, or trouble.  Most people in settled areas fear the wandering, but for the most part, most wandering ar good people looking for food and work.  there is, of course, a dark undercurrent of wicked people out there too that do more than their share to earn the fear felt by most folks about these vagabonds.

The current landscape of the former US holds few major cities, with the most influential being:
    Pittsburgh -- Those who challenge god
    Homer City -- largest powerplant city state
    Sioux Falls SD  -- Largest Protector City
    Stevens Point WI -- those who Challenge God
    Rochester NY -- Protector City
    Seneca NY (a new city grown on Seneca Lake)  Naturalist Collective
    Bangor ME (Now a prime Port of trade) Those who challenge god
    Reading PA (Prime Port City and resort area) Those who Challenge God
    
   


North East of the former US -- AEC (After EMP Cataclysm) 102
In the years after the establishment of the Magnetrons, along with the growth of "magic," the appearance of supernatural creatures began to grow.  Unicorns were sighted in Ireland and around Vancouver, Canada. Pixies, Faeries and other fey creatures have also been found, though they remain rare.   
 
In AEC 85 a dragon was sighted over the ruins of Asheville, SC and burned the remains of the city.
In AEC 86 a team of mercenaries brought down a 20 foot dragon near Stonehenge in England. 
In AEC 92 a 25' long Sphinx emerged from the ruins of its own statue in Egypt.  It razed a nearby city and demanded that the locals keep it fed with a steady supply of virgins.
In AEC 92 the Protector City Rochestor unveiled a new model of clockwork airship operating on a modified hunk of magnetron and gears.  The plans were stolen and pirate clockwork ships began appearing over the skies, levying attacks on protector cities to gain more magnetron hunks.
In AEC 93 a small army of Trolls emerged from the swamps around Shreveport, LA and nearly decimated the city, retreating only after a dying defender accidentally dropped a live grenade near an abandoned gas station, causing a huge explosion and killing two trolls
In AEC 95 confirmed reports of Vampires and Werewolves surfaced from the Black forests of former Romania.
In AEC 98 a Medusa like creature appeared on a small island in the Agean sea, turning all the  residents of the village there to stone.  The creature was slain by a well-read history buff a year later
In AEC 100 a creature claiming to be the forest king emerged near the Seneca Collective and demanded fealty of the surrounding lands; with the local naturalist's support, the surrounding forests of the Fingerlakes return to their virgin states, trees awaken, and faerie creatures begin appearing in great numbers.

Tuesday, March 9, 2010

Nine Weeks

So this week marks week 9 of the Spring semester. While a good many of my students are living it up in exotic locations and participating in drinking sex parties, I'm thinking about the state of things.

The [soon to be] kid
or sir not appearing yet. Jack's officially due on St. Patty's day. Everyone's hoping for something sooner. Tomorrow would be nice. Seriously. [Jack, are you reading my blog yet? If not, well get with the times, son].

The [insane] kid
Yep. Totally bonkers. Molly is so endearingly crazy that my teeth fall out only to grow back in again so that they can fall out more. About this, she says, "Do you like it, Daddy? Do you lub it? I lub it Daddy. Daddy. Daaaady. Awwww sooo Cuuute." [all of this followed by her trying to bite my nose--a game I started except that she uses her teeth and really does try to bite it off]

The [omfg get this baby out of me] pregnant wife
She's done. The bellybutton's popped. Get that kid out before I become collateral damage in a pregnant lady in pain rampage.

The Writing Front
At present I'm arming the mail cannon to fire a story to the Colorado Review for the Nelligan Prize. It'll likely be my only contest submission this year (despite the grave odds). But 1. I'm broke 2. I'm only entering because most pubs don't consider anything over 3k words let alone stories [like mine] that are largely over 10k.

The Cats
Hey cats, quit barfing. k thx bye.

The student blogging project
Totally kicking myself for not making the students post comments on a regular basis. Just about all of them are gung ho on waiting till the end and posting all 30 in one day. So much for blogs being a gateway to conversation and an extension of class discussions. Sigh. Also too bad since many of them are posting some real good content that could/should get some discussion face time.

The Dayjob
I like working for a truly global company. I have some German coworkers that don't mind me fumbling around in German in an attempt to get better. Plus, with database work on top of that, I'm both blissfully busy and working on stuff that doesn't make me hate life. Who'd a thought that?

D&D

Shut up. Yeah, Sue and I started throwing together some stuff for a new campaign last night. I love the early planning stages of new campaigns. It's the middlish parts where Sue expects me to have some kind of plan (at which point I've been gunning by the seat of my pants for far too long) that I start to fizzle and want to take a break. Here's to hoping for a nice long run on this new bit.

Reading
Joey Goebel's Commonwealth -- Nightly reading to Sue. Gotta love Goebel.
Chuck Palahaniuk's Pygmy -- Lunchtime at work reading. meh. I'll finish it soon.

Sunday, October 11, 2009

Novels, November, and TransMedia

Back in July, I posted this bit on TransMedia and fiction. Since then, I've continued to mull on the subject, and much to my happy surprise, I got into a pretty cool email conversation with Scott Walker, one of the founding members of BrainCandyLLC, an online startup that does exactly what I was talking about--facilitates world-building for all sorts of media, and unlike the Harry Potter fanfiction type stuff referenced in the Henry Jenkins essay that kicked my mind off on this whole thing in the first place, Walker's flagship at the moment is a custom fantasy world, Runes of Gallidon, with a surprising breadth of detail and contribution. So from what I can see, this sort of collaborative setting is working out to be a very successful force even outside the already successful fan-fiction realm. And this is a good thing for fiction. Good because:
  1. In an increasingly electronic world, classical literacy is decreasing, so an increase in these types of sites, fan-fiction, or not, will help combat this loss of literacy.
  2. I'm deeply bothered by people who casually say, "I hate writing." Often I think this stigma is created by bored teachers in the public realm, who lack either ability or energy to properly motivate students to write. Online collaborative communities change that.
  3. If traditional print fiction is languishing, fan-fiction, and now other types of fiction are demonstrating that a new collaborative home on the net, may be the spark to kick things into a new renaissance.

So, coupling in with National Novel Writing Month next month, I've decided to start pushing my own brand of collaborative openness. Here's how.

I've been a D&D gamer since way back when. 5th grade maybe. And in those many many years, I found that as a DM, I've always gravitated away from official gameworlds to my own, Ae'rinus. I have a wiki: http://aerinus.wikispaces.com, and an Ae'rinus related blog, neither of which have been all that active in recent years, but I've always wanted to do something with them. So here's the gameplan: I'm going to start writing the fantasy novel I've always wante to write. The one that I've forever put aside for the silly notion that literary fiction was what I needed to do. And while I won't be posting it as I go (because good god, my early drafts are bad), but I do plan on posting both environmental information about Ae'rinus, side stories, as well as other relevant material as I develop the main novel. When the novel's sections reach "publishable" form, I'll post them in serial, and hopefully one of two things will happen:
  1. People will read and enjoy what I've written
  2. People will feel motivated to start adding to this ontology of Ae'rinus.
  3. (with a 3rd pipedream goal of: I become a rockstar D&D DM/writer and get to tour the country running gaming sessions, writing books, and having plenty of time with the family without having to have a soul-sucking dayjob..oh and medical benefits too [hey If I'm going to dream, might as well dream big.]).

Here's a blurb of what I'm working with. A sort of half-assed preface if you will:

Deep-seated in the heart of history there is always the blemish of darkness, dark times, of painful memories and hearts hardened—winter for the soul. Every age knows these stories, of overcoming darkness, transforming a landscape, but stories embellish—they forget the depths, the lows we sink to when faced with demons on all sides. They celebrate the outcome as an inevitability, as if men and women are born heroes destined to save us all. Stories are a point of convienience; they have the vantage to see the whole process from afar. But sliding within the morass, buried in the deep-gut-drop stink where your life is entrusted to a dagger blade so chipped and stress cracked you're pulling your thrust a bit and hoping to hell you don't catch it off a rib or hidden hauberk.

To a great many, Nigel Caedman was a hero—involved with bringing the gods back to the land, becoming one himself, slaying demons. Spread the growth of independent guildhalls, which led to safer roads. He fought in the civil war to overthrow the corrupt Dirulean crown. He traveled the planes. Found lasting love, married, and raised seven children. How could he not be a hero? Unblinking, he murdered men, women, and children if they crossed his ideals. He lived by gypsy code to point of fault; respecting nothing, taking everything from food and lodging to sex. He raped. Pillaged. And even despite the grandeur of ascending to the role of deity, this two he has squandered again and again, opting to cast it all off for a few more years wandering a land that he loves. A land where he has no permanent home. Surely no hero does these things. Heroes are just and pure. They stand for light and hope. Faith, humility, honor and love. Heroes are legendary and celebrated, like Cersee Nailo Caedman—Nigel's wife. But this is not the tale of a true hero. This is the story of that which creeps in the shadows, the bloody knife blade, the stink of whiskey-breath in the morning rain wet from another night under the stars. Doing what needs to be done, whether or not the people agree or realize what horrors are kept at bay by his stained hand.

Wednesday, June 25, 2008

Publishing Update and the other two thirds

Publishing Update:

"Everything Ends" will appear in the inaugural issue of A Capella Zoo. It should be due out around October-ish.

As for the rest of D&D 4th Edition, overall I think things went in a real good direction. The Monster's Manual, especially, was great. They did a lot of things in it that make the life of the DM a lot easier: no more rolling HPs for monsters, no more guestimating monsters to match the level of the party, hell 4th edition even includes lore data. The artwork in there is pretty great too. My only real complaint with the Monster's Manual is more of a semantics thing--I don't care for the Demons and Devils concept; I much rather liked the 2nd ED Tanar'ri and Baatezu...but really that's a nerd-point that matters little in the grand scheme of things.

As for the new Dungeon Master's Guide, I didn't find it to offer much for the old Hat DM like myself. It has a lot on world creating, encounter creating, and even a little on crowd control (as in how to control your players at the gaming table). I think, had I found the book 18 years ago, when I was starting out in D&D, I would have become a good DM a lot faster. It's well put together, but since they dumped a lot of the former DMG stuff into the PHB (magic items and the like), there really isn't as much in the DMG that an experienced gamer needs to have.

So overall, D&D 4th is a clear triumph over the clunky garbage of 3rd and 3.5rd, but I still think WotC is missing the boat on the Role-Playing aspect of D&D. It was there before 3rd edition, and I'm certain that the miniature rules are what's currently destroying the Role-playing nature of the game, but mechanically, it seems like the game will run pretty clean. I just wish they would have included more non-combat related spells/powers/abilities, or Perhaps one thing that should have been in the DMG: a guide on how to create your own powers and the like.

Tuesday, June 17, 2008

A One-Third Impression

As most of you know (If you don't, welcome to the club), I've been a long time D&D nerd. At an age in my life where most of my friends have lost the time to play, my wife and I soldier on...adventuring on our nightly walks with Molly. Though our playstyle has evolved pretty far from the ruleset, I still get a kick out of new source books, and under such pretense, I picked up a copy of the new 4th edition rules. Since I finished plowing through the Player's Handbook yesterday, I'm going to offer up a 1/3 review of the new face of D&D.

Before I begin, let it be known that I'm somewhat old school. I came into D&D at the height of 2nd edition AD&D, and immediately hated and scoffed at all that was 3rd edition for its entire lifecycle (with the exception of the two Baldur's Gate Dark Alliance PS2 ports, to which, 3rd Edition rules worked wonders). In essence, I felt that 3rd edition was a dumbing down and a 180 about face to the 2nd edition rules: roleplaying opportunities decayed into infinite skill/power checks, and everyone wanted miniatures combat so they could use their silly feats. So, long story short, the few 3rd ed books I did buy, were mainly for the artwork, and ideas; I tossed all the rules and replaced with a bastardization of 2nd edition and my own house rules.

I was fully expecting to toss out 4th edition just as quickly, but I've seen several improvements upon 3rd edition, and what's more, an actual evolution that feels right for the D&D name. What do I mean by that? Well, originally, D&D 3rd edition was supposed to be a sort of simplification of 2nd Ed. AD&D rules (I guess the "Advanced" was causing WotC to lose customers or something). But, to all appearances, I think 3rd Ed. ended up being by far more complex than anything 2nd Ed. had done. 4th Ed. is a clear simplification of rules. It's also a very baseline release. WotC (that's Wizards of the Coast, the current owner of the D&D name), in its unending pull for massive amounts of money, drops several thousand hints to bigger and better things you can do for your PCs in upcoming books (that will probably also hit you at $35 per pop). I like that. 4th Ed. embraces the KISS principle in initial Racial/Class offerings. It also has a compact array of spells, powers, equipment, and feats so that anyone can sit down and whip up a pretty decent character on the fly. Content-wise, the new Edition is written clearly enough that a 10 year old initiate will be off the hook excited about it, and yet still with enough interesting stuff that old hats like myself can pull something out of the reading.

Instead of giant blocks of text, I'm going to break into list mode for things I like and dislike with the PHB:
What I like:
  • The new powers working: At Will/Encounter/Daily <-- this is all very smart
  • Wizards have become more versatile and less weak seeming--to some effect they can sling a lot more magic per day, and the At Will cantrips do a great job of making their minor magic abilities shine in ways I've always envisioned
  • Finally, Rogues are not completely shat upon by the rules.
  • Paragon and Epic tiers are well defined at the get go.
  • Implements for spell casters (such as rods, staves, wands, holy items) are now integral and pretty slickly incorporated
  • Overall magic Items have become somewhat more generic, but they serve as a good template for creating a lot of different items. Also, the inclusion of magic items in the PHB is smart.
  • I'm so glad that they dropped the Threat rating garbage for monsters. Also, from briefly thumbing the Monstrous Manual, I see that they've added lots of flavor text, stuff for what you can learn based on monster lore, tactics, and finally, fixed HP counts for monsters. At a glance, all of this looks very accommodating for no-pre-planning DMs like myself.
  • Healing Surges, though completely non-realistic are a kind of cool idea, and well implemented.
  • The God-related Skills are a nice touch.
  • Halflings have finally become something interesting (neither 2nd or 3rd edition could capture anything interesting for this short-statured race.) They're kinda Kender-like now, and I like that a lot.
  • Dragonborn and Eladrin are pretty decent as far as new races go.
  • Retraining is a great idea.
  • Feats actually seem to fit into this edition in a non-clunky way.
What I don't like:
  • Almost all the powers in the PHB are combat oriented. I want to see more full-figured powers. Alteration magic, for example, is almost completely non-existent currently.
  • Some former spells have become rituals, and currently take too long to cast (seriously, ten minutes before your knock spell fires? come on.)
  • miniature combat. Every time I've ever tried it, it destroys my mental image of the battle scene. I wish WotC would leave wargaming to the folks over at Games Workshop. D&D has never, in my mind at least, been known for its miniatures combat rules. I think 2nd Edition did the best at handling this--they kept it as a supplement. A lot of powers and feats now require squares and all that positioning garbage; I think it would have been easier to have some of that more vague, so that it could fall into the standard realm of DM describing the combat, and players reacting. We've never had trouble keeping all of it in our heads.
  • Tieflings, though I love them, have really become very generic, losing all of their glorious chaos in appearance, function, and role. This makes me very sad.
  • It looks like the beautiful 2nd Ed. view of the Multiverse, crystal spheres and the like has been shattered. D&D 4th ed. talks about a lot less in terms of primes, planes and the stuff in between. The Astral is super heavily built up, but the planes, seem, for all purposes non existent beyond the old Inner planes, now called Elemental Chaos. To supplant, they've added Fey worlds and I think the shadow realm, but I think overall, Planescape was one of TSR's greatest creations, and it saddens me that they're throwing out a lot of the beautiful madness of that campaign setting.
  • The Open Gaming License is no more. WotC, you are a bunch of greedy dumbasses for dropping the OGL in 4th Ed. Shame on you for creating a beautiful 3rd party explosion with 3rd edition only to cut off that world with your new baby.
  • Plate armor for only 50gp?! Madness I tell you.
I think really, that's about all I can say at this juncture. Overall, I think 4th edition is a big improvement over 3rd, and so far I like it enough to be willing to give up on the (now almost 20 year old!) 2nd ed rules.