Showing posts with label personal b.s.. Show all posts
Showing posts with label personal b.s.. Show all posts

Tuesday, January 10, 2017

My daughter, new dice, and rules-lite gaming

Hello again!

So it’s been nearly six years since my last post. My time off from the hobby wasn’t particularly interesting, but while chugging along with the unstoppable beast known as Real Life, I kept myself busy with other endeavors, all which eventually came to an end. It was fun while it lasted, though, I’m telling’ you.

Throughout this time, there were passing words of interest to start up a new Labyrinth Lord game with my old gaming buddies, but such pleasures never came to pass. I still maintained an interest in the hobby (however minimal), and bought the 5e Starter Set and downloaded the Basic Rules. I really, really dug ‘em and figured if I start up another game, I’d definitely incorporate some 5e ideas in my Labyrinth Lord game.

Still, it never happened. Boo.

So why am I turning the lights on here at the Prime Requisite Games blog? One reason: My 9 year-old daughter.

You see, I DID play the occasional game with my daughter. We might have played our first RPG together when she was 5 or so, using VERY bare-bones rules, such as:

• Class: Fighter, Wizard, or Elf
• Hit Points: 10
• Weapons: Sword, dagger, or bow/arrows

Combat: Roll d6 for initiative. Roll d20 to hit. A roll of 10 and over hits with one point of damage.
Spells: Whatever she could think up.

Ridiculously rules-lite, but the fun for her was her involvement in the story (explore a magical forest, save the princess, kill the dragon, etc.). Plus, she LOVED to roll the dice.

Fast-forward to this past December. It had been almost a year since we last played. Sure, she would occasionally ask if we could play, but there was always something else going on, and eventually she just stopped asking. That kills me. Ugh.

My daughter is an extremely creative girl. She’s cut from the same cloth as those of us who enjoy crafting, writing, reading, and even filmmaking. She WANTS to use her imagination, and if she’s anything like most of us, playing and reading RPGs will only excel her creativity. So last week I kicked my laziness to the side and sought out an RPG my 9 year-old could take on and run with.

My research brought me to Brave Halfling Publishing’s DAGGER FOR KIDS, a wonderful “lite” take on the old-school D&D rules. I snatched up the pdf.

My research also kickstarted my slobbering NEED to play a GAME. I started making my rounds through the OSR blogs and the digital stores to see what news/products I’ve missed. A lot. I’ve missed a lot. Also, I discovered most of the OSR crowd have hightailed it to Google+. Great. I’ll eventually get there, I’m sure.

Now that I have the game system picked out, it’s time to make this OFFICIAL: I need to take my daughter to the local gaming store and have her pick out her very first set of polyhedral dice. You all remember YOURS, right? It’s an awesome moment for the novice gamer, and I was thrilled to share that experience with her.


She was giddy as we opened the door to our awesome local gaming store TableTop Game and Hobby. Before we checked out the dice at the front counter, we took our time cruising the game isles. Her eyes were wide. Mine were equally as wide when I happened upon a copy of the Labyrinth Lord module Idol of the Orcs for $6.00! I tucked that treasure under my arm as we made our way to the dice display.

My daughter must have spent a solid 15 minutes looking over the dice sets before she made her decision on some purple gems. After our dice run, the plan was to hit a couple other stores to pick up a few items, but the effect of the gaming store was overwhelming.

“You want to go home?” I asked.
“YES!” she said, grinning ear-to-ear.

Yeah, we’re gonna go kill some monsters and take their freakin’ treasure!

When you’re beaming with ecstatic anticipation, a ten minute drive home can seemingly take hours. My daughter knew how to pass the time. “Where’s my DICE,” she asked. I heard her pop open the plastic container and afterward, the comforting clicking of poly dice hit my ears. *Sigh*

When we arrived home, we quickly made our way to the dining room table, gaming materials in hand. Housed inside my hardback copy of The Dungeon Alphabet was my handmade rule booklet of DAGGER FOR KIDS, a bunch of DAGGER character sheets, and David Bezio’s short and sweet Labyrinth Lord adventure LOST DAUGHTER (from his original Phoenix Barony setting for Labyrinth Lord).

As a quick side note, Lost Daughter was the first adventure I ran when I first got back into role-playing way back in 2008. So I figure it’s only fitting to run this adventure as a wink and nod to my most recent return to The Game. Plus, Lost Daughter is a slam dunk for on-the-fly conversion to the Dagger game.

We quickly rolled up three characters: Geoff the Knight, Mad-Pants the Dwarf, and Bob the Worm the Wizard.

The Worm and new dice!
Another side note. THIS is why RPGs with kids is so much fun. You see, her character is not named Bob “the Worm”, as in the character is a “wormy” kind of guy. No, he’s a worm named Bob. The Wizard.

While this might get under the skin of some of the more “serious games only” types, I just kept in mind that my little girl just wants to have fun and I want her to run freaking CRAZY with her imagination. Because, why the heck NOT?

So when I ask her, “What kind of character do you want to be,” and she says, “I want to be a worm who is a wizard.” Fantastic. Also, Bob the Worm the Wizard’s “steed” is a giant pig named Pork-chop. Good to go!

For the next two hours, Geoff, Mad-Pants, and the Worm killed some goblins and saved the Lost Daughter. My girl had a blast (as did I). Afterward, she immediately asked, “When are we going to play again?!” (“TOMORROW!” I wanted to say. “And EVERY day after that!!!”)

I’m in the process of putting together an original mini-adventure for the DAGGER rpg, and I’m hoping to set some time for her to conquer it within the next couple of weeks. Heck, if it plays well, maybe I’ll post it. It’ll give me an excuse to keep the lights on a little bit longer around here.






Sunday, October 10, 2010

Quick update

It's been a while since I temporarily stepped down from writing and playing RPGs to take care of things going on in Real Life. Now for a bit of updating about the future of Prime Requisite Games.

I'm not going into much detail just yet, but within a few months, I plan to slowly get back into the OSR circles again with a couple new adventure modules, the Labyrinth Lord optional expansion book that I have been working on as well as an all-new official Prime Requisite Games web site.

I plan to go the same route as Goblinoid Games and offer PRG books free as a low-res/no art pdf. The high-res (with art) pdfs and print copies will be available at a cost. I also plan to collaborate with a couple local artists I know to help produce quality painted covers for future gaming books.

Anyway, there is plenty to do on my end before I jump back into publishing. As you might have noticed, I shrunk my availability online (no Scribd or Issuu, and turned off blog comments), but this is only to keep minimal tabs on my stuff while I am away from the gaming table.

My wife Else has been a real trooper in supporting me, and she will eventually be instrumental in helping me with the restructure of Prime Requisite Games. Else's a smart cookie, and while we are both professional graphic designers, she can design circles around me - so I'm hoping to utilize her talents for the print books and web site.

So now, I will be signing off for a little while longer. Other important Real Life situations call for my attention, but it's nice to see a small speck of light at the end of the tunnel.

However, while you wait, I have a small (deadly) adventure to be published in Green Devil Face #4.

Take care and Happy Gaming!

Saturday, June 19, 2010

Ah, I knew this was coming. Goodbye again, my friends!

Time has swallowed me up for the last time. My limited time for gaming has become zero time. I was knee-deep in the middle of the new LL book, but that, along with anything else RPG (or PRG) related, will be stuck on the far back burner.

I know I've said this before, but I also mentioned that soon I will no longer be able to ignore my responsibilities of RL, and will eventually slither away again. This time, I'm afraid, it will be for much longer.

Take care and happy gaming!

Wednesday, June 16, 2010

Spreading the brand name

Although I have no delusions about growing the old-school movement into the multi-million dollar mainstream, I still love the idea of finding new (or tried and true) ways of expanding the hobby.

What made the original D&D game so damn popular in the early/mid eighties? I'm sure some would say it was a perfect storm of something new, different (and even rebellious in some circles), and the internet wasn't around to whisk away most kids' attention.

However, I seem to remember that if there was something I was into, D&D was able to worm its way into the medium (or product) and place its ads in front of my curious eyes.

- Posters at the local book store (when there were still local book stores). Check.
- Tons of cheesy, yet freaking awesome, cartoon ads in all the comics I bought. Check.
- Groups of kids at my middle and high schools for rpg play. Yep.
- Dungeons & Dragons candy. Perfect. One of the easiest ways to reach the young boy demographic, especially with a kick-ass dragon pic on its cover.
- Action figures! Silly for (most) adults, sure. But when I was 11 years-old and out looking at G.I. Joes and Marvel's Secret Wars figures, the D&D figures looked cool to me.
- Board games! Remember Dungeon! and the D&D Labyrinth Game from Mattel? Not only did they help spread the brand name, they were actually fun.
- The AD&D coloring book. A giant coloring book with a stripped down D&D game within. As a kid, I loved this, but the art in it was the key. Plus, it was placed with all the other activity/coloring books and it was bigger than most of the others.
- Animated cartoon. Want to get the product in front of young kids? 'Nuff said.

I know there are a few other example that are escaping me at the moment, and even if I could remember, many of the hobby publishers absolutely do not have the resources for most, if any, of the promotional techniques mentioned.

Most agree that the best way to promote the game is to play and talk about it. Play, play, play and invite as many newbies from the office as possible. Most likely, those noobs have kids. With my limited time and resources, this is what I do and have been fairly successful at it.

Beyond that, if resources were available, what do you think would be the best way to promote, say, Labyrinth Lord (for example).

Let's say that the Labyrinth Lord Society decided to do a fund raiser to promote the game. What would be the best possible use of the funds? It would seem simple enough to sponsor some type of game play at the library or local book/gaming store, but that will only attract people already into rpgs. I'm thinking about different ways to spread the brand name.

- Comic book ads?
- Parenting magazine ads? This can promote to older non-rpg players the benefits of rpgs (reading, writing, critical thinking skills), and the bonus is that most clones are free to download - try before you buy.
- Ads in "men's" magazines? Not necessarily porn mags, but stuff like Maxim or genre mags like Fangoria. Most of these readers are either parents or uncles, and for the genre crowd who might be ex-players, it never hurts to scratch that nostalgia itch. Plus, it might get them back into the game!
- Sponsorships for kid-related events! Get those Labyrinth Lord banners over a big city's Zoobalee function, or school sporting event, or movie marathon, or whatever. Sponsorships gets your name into printed programs, t-shirts, and event signs.
- Free giveaways. Not PDFs, but hard copies. God bless Free RPG Day, but how do we get it into the hands of non-players? When I was in a band, we would spring for a ton of tapes (before CDs were readily available), set them in the area record stores with a big "Take One" sign next to them. At our gigs, we sold our demos for $1. Within a year, most of the area kids knew our songs and word spread about us pretty quickly, even to those not usually interested in metal. Could something similar work for rpgs?

These are just a few pie in the sky ideas to spread the brand name. If enough resources were available for small-scale promotion, what ideas would you have?

Monday, June 14, 2010

Player's Expectations, Game Balance and Whatnot

I read a terrific post from Brunomac at Temple of Demogorgon and thought about some of my past players' expectations when coming to my game table.

I am not a complete softy GM. I have no problems with the fact that sometimes characters die. I love a good trap or puzzle that has the potential of splattering a character in a finger snap. It's just as cool when the characters play their way around these deadly encounters.

I will admit that I lean toward the characters surviving the adventure, even secretly rooting for them to overcome the same killer obstacles I placed within the adventure to kill them. Weird, huh?

I also house rule a few things that benefit the characters, but my players are the types to not complain if I decided to get rid of the bonuses. Luckily, the only expectation my players have is that I will provide them with a fun time, with or without house rules or if there are character deaths, they can relax with the idea that I will not screw them out of a good game.

I am thankful that in all my experience as a GM to know of only one player who "expected" his characters to live, and if any of them died, I automatically became the Killer GM who would wring his hands together as each character met their gory deaths.

I'm sure most GMs have met players who want to bring in their characters from other power gaming campaigns (all 17s and 18s on the stats, +5 vorpal weapons, plane-jumping, wielding Thor's hammer, and all before they reach 3rd level). Or players that bring in a stack of splat books that you have never read and never WANT to read, fully expecting you to GM his multi-multi classed/sub classed thief/magic-user/jester cyclops into the town tavern to ask about adventuring rumors.

Some worry about Game Balance when confronted with such ridiculousness, but there are times when I think, "bring it on!" I'm not worried about Game Balance. If some dude wants to bring in his high powered 2nd level fighter with a Ring of Endless Disintegrations, then as a GM, I know how to stack some heavy freaking rocks on the game scale.

This, of course, can lead to some silly game play. Fun at times, but who wants a pissing match between a player with an entitlement problem and a GM who won't allow the offered entitlements to prevent a possible TPK? It's the normal players who will suffer...unless you give 'em all +5 vorpal weapons. ;)

Sometimes it's just best to say, "We're playing Labyrinth Lord (or S&W, C&C, BFRPG) and we're going to stick pretty close to those rules."

If a player has his or her own set of preferred house rules, let 'em start their own game.

Wednesday, June 9, 2010

My personal gaming timeline - 1979 to the present

1979/1980 - Played Adventure! on the Atari 2600 for the first time. I couldn't understand how much awesome could fit into such a small rectangular cartridge. The dragons looked like giant hollow ducks, but they still scared the hell out of me.

1982 - Played my first D&D game and died within the first 3 minutes. What happened in the game: My character went against his god's wishes and was supernaturally crushed to death by the betrayed deity. What happened in real life: The DM thought, "How can I send the little 9 year-old pest home quickly?" However, those 3 minutes changed my life.

1983 - New wave, Quiet Riot, and weird short films dominated episodes of Night Flight as I sat in front of the TV drawing pages after pages of maps. Usually, one dungeon room would fill one page. I went through a lot of paper.

1983 - Dragon's Lair appeared at my local arcade. It proceeded to eat my quarters, two at a time. It was twice as expensive as my go-to games (Pac-Man, Food Fight, Popeye, Elevator Action), but playing and guiding an animated cartoon was pure gold to a 10 year-old.

1983 - The Dungeons & Dragons cartoon. Saturday mornings became a weekly D&D holiday for me.

1984 - I bought my first issue of Marvel's Conan the Barbarian. This lone, random purchase brought me into comic collecting. I asked my dad what his favorite comic was. He told me and within a month, my back issue of Howard the Duck arrived via mail order.

1984 - Bought the Marvel Superheroes rpg. I had so much fun with this game, I nearly stopped playing D&D in favor of roleplaying Spider-Man. Plus, they turned Secret Wars into a freaking MODULE!

1985 - By this time, I was playing AD&D two to three times a week at a minimum. We house ruled so much that we may as well have re-written the rulebooks.

1985-1988 - Played through many of the classic D&D adventures. Saltmarsh, Tomb of Horrors, Beyond the Crystal Cave, Slave Lords, and the first Ravenloft just to name a few. By the way - in Ravenloft, our DM's jaw dropped (as well as a few tears) after Strahd was killed with one hit from a Mace of Disruption. Ha!

1989 - Bought all the 2nd Edition stuff. In my game, I kept what I liked from 1e in my games. Loved that the new edition was backward compatible.

1991 - My gaming began dropping off. However, I was able to DM a party through the entire Lost Caverns of Tsojcanth. Incredible experience, that was.

1992 - Moved from my home town to Lawrence, KS. Not to go to college, but to join a metal band. Occasionally played 1e with a small group of friends.

1993 - Stopped playing RPGs. Stopped collecting comic books. Devoted my time to music and eating Pizza Shuttle pizza.

2000 - 3e came out. This revitalized my interest in D&D. Bought the core books and noticed how completely different it was from my favorite game. I still gave it a fair shake.

2001 - My wife and I joined a 3e group. Played four sessions. The group was full of rules lawyers and combat took FOR-freaking-EVER. After the fourth session, I put my books away. The experience even made me lose interest in any RPG playing whatsoever. I hung it up.

2005 - Graduated from college and got a nice graphic design job working with a bunch of comic book/sci-fi movie geeks.

2006 - Started collecting comics again.

2008, Summer - Spoke to my Brazilian brother-in-law about the old D&D cartoon. Apparently, the show was a big hit in Brazil. He thought the game was based on the cartoon (!!). We talked for hours about D&D and my interest started shifting toward getting a game together.

2008, Summer - I didn't want to relive my gaming experience with 3e, so I researched "old school rpgs" online. After separating the computer rpgs with the tabletop rpgs, I came across the retro-clones - and they were FREE.

2008, Late Summer - I gathered a bunch of RPG newbies from my job and played David Bezio's Lost Daughter adventure using the Labyrinth Lord rules. We quickly decided to schedule another game.

2008, Fall - I took notice of the DIY publishing movement within the old-school community. I wrote The Courtyard of Gerald Red for my group's second adventure.

2008, October - Created Prime Requisite Games and published Gerald Red as my first Labyrinth Lord module.

The rest is history. Let's hope there is a future. ;)

Sunday, May 2, 2010

Please tweak for publication, Lawrence! Please!

We played a marathon of Labyrinth Lord last night that lasted until 2:30am. Yes, we were all tired, but everyone had a great time. The entire party survived (!) and I was finally able to give my new set of GameScience opaque dice a whirl.

This was an unusual gaming experience since the thief had to strip naked due to his encounter with the ever-acidic gray ooze. Luckily we had Bracers of Armor AC 2 for him, and with modesty cast aside, he adventured in the buff…for the most part (“where do you sheath your dagger?”).

I feel like I was off my mark as a GM during this session because I missed the little traps, puzzles, and curses that added a lot of flavor to the adventure. It wasn’t until the characters would “conquer” the area and move on when I would realize that I had forgotten to utilize half of the goodies I had placed in there as a fun and deadly challenge. Boo. This happened more than a couple times. Usually, I put stern reminders about important items to uncover, but this time I did not -- it won’t happen again any time soon.

This session was very helpful for my rewrites. I’ll have it play-tested again after I do some tweaking, and I’m hoping to publish it soon after. However, I said the same thing about Beyond the Midway Post and The Dead Heir of Kressik Keep, and both of those are STILL awaiting final tweaks.

I’m sure many of you know what it’s like when it either feels like your beating a dead horse, polishing a turd, or to say, “screw it! I’m moving on.”

I try not to do that, especially since there is SO MUCH prep work to go into these dungeons, I want to see it through to publication. Hopefully this latest module will hit the finish line.

Sunday, April 11, 2010

Passed some dice on to my little nephew

Last night my wife and I watch my little niece and nephew (ages 11 and 8, respectively), and I busted out the Labyrinth Lord game in place of the Star Wars (Episode 1) Monopoly set we had planned to play.

You see, I've played a couple games of "D&D Lite" with these two in the past, and for the past several months, my nephew has really been hankerin' to play, reminding me every time he and his parents come to visit. We just never could find the right time for a quick game.

Recently, I thought about those past games we played using extremely simplified and watered-down rules. Both my niece and nephew had a blast. However, I began playing D&D around my nephew's age, and the older guys I played with definitely did not water down the rules. In fact, since I was the tag-along young kid in the group, I believe they purposely did not pull any punches, hoping for my character's quick demise and sending my annoying little butt home.

Although I did not plan to build up a cruel death dealing dungeon for the kids to lose their characters, but I did want to start playing the game a bit more closer to the actual rules.

The simplified version went something like this:

You could be a Knight or a Wizard.

No abilities, XP, or Armor Class.

You have eight Hit Points.

For everything (attacks, spells, stealing, saving throws, whatever), a 10 and over on the d20 is a success (or a 9 and over with a +1 weapon).

Every time you're hit, you lose one hit point. At the end of the encounter, hit points are regained.

Of course, as you can tell, there are no rules for a character to become stronger and more powerful via level advancement, but it wasn't my intention. I just wanted a "beginners" gateway RPG for the kids, offering them a basic understanding on how to play. Just a quick story hook, kill some monsters, and find the treasure.

And it worked! Like I said, they had a blast. So now that they have a basic knowledge on how to play an RPG, I wanted our next game to adhere a little closer to the rule set.

So last night, out came the Labyrinth Lord book and my quick Monty Haul adventure Treasure Crypt of the Salstine Pirate. My niece played a thief, my nephew played a magic-user, and we rounded out the party with a cleric and fighter NPCs.

I will admit to watering down a few details (including the monsters), but not by much. They survived and had so much fun that my nephew wanted to go home and download the Labyrinth Lord game right away. My niece had fun, but she is the type that goes with the flow, is up to play any game, but not one to pursue a die-hard interest in RPGs (I'll continue to work on that!). She does, however, at age 11, play a mean clarinet.

Before my nephew left with his parents, I told him to wait for a minute as I dug into my dice bag. I sorted out a mismatched set of old and new poly dice, put them into a zipped baggie and handed it to him. As gamers, we all remember our first set of polyhedron dice, and my hope is that he will, too.

Our next game will be the Tomb of Horrors. ;P

Tuesday, January 26, 2010

So leave a light on, Leave a light on for me

Well, it wasn't too long ago when I detailed a few plans for the fresh year of 2010. However, like so many involved in the OSR, writing, playing and publishing rpgs is a hobby. You know where I'm going with this, I'm sure...

With a heavy heart, I must put aside my cherished hobby to put some hard work into personal matters. As we know, there's only so much time in the day, and the amount of time required to produce Prime Requisite Game materials is simply not available to me as of now.

Don't worry, friends, because as the Joe Cocker post title implies, I will be back sometime when my real life obligations aren't so hectic. I have a ton of gaming materials swimming around in my noggin that I need to get outta there!

Since I have no idea when I'll be returning to the OSR publishing circles, let me say this: The past year and a half have been amazing. I've "met" so many positive, creative, helpful, and encouraging people within the old-school rpg community. The incredible response I received for my written adventures was humbling.

Prime Requisite Games modules have always been with the "quick game" in mind - for those who play infrequently and need an adventure to provide as much entertainment as possible for a one or two night play session. That's the way I like 'em anyway: a quick start, nice little hook, lots of action and plenty of treasure.

Although I have a soft spot for all my released modules, I'd have to say that The Courtyard of Gerald Red is my favorite. It has everything I enjoy in a low level adventure: deadly mysteries and curses (the rings), surreal spectacles (the fighting skeletons), fake-outs (vampire coffins??), and loads of treasure that will be hard as hell to obtain (giant piranhas) but is worth it all in the end if you get it.

Again, since I don't know when I will be back to the OSR stomping grounds, let me get out a few thank yous (Yes, I know this isn't an awards show, but please indulge me).

First, I'd like to thank Dan Proctor, not only for his excellent product, but also for his help and encouragement in PRG. The forum space he kindly gave me at Goblinoid Games really helped to shine a bigger light on my work, and I can't thank him enough for that. Here's hoping that the Revised Edition as well as the AEC will be a huge hit for Dan and the OSR.

Thanks to John at Brave Halfling Publishing, who was a major influence in me getting PRG started. It's awesome to see how far BHP has gone within the span of one year.

A big thanks to Matt Finch for the editing help and publishing The Labyrinth Tomb of the Minotaur Lord in Knockspell #3. People seem to really enjoy that adventure and I grateful to Matt for getting it into so many hands. I owe him a new module that I hope to get to him someday.

Jim Raggi and Michael Curtis for their thought-provoking gaming materials. Anyone that has a spot of writer's block needs to thumb through a copy of Green Devil Face or The Dungeon Alphabet to help the spinning tires get out of the mud. (Side note: I have a submission sent in for GDF #4. If Mr. Raggi decides to use it, I'll pop my head up on the blogs and forums to let you all know).

David Bezio, who, along with John at BHP, was another influence in my OSR publishing. As I mentioned many times before, his Lost Daughter adventure was the first LL module I ran for my noob group. I still owe him an X-plorers module.

Moritz at Soapbox Games for his unending support of all things old-school. He has mentioned my modules on his blog and I don't think I've ever gave him the proper thanks he deserves for the support. So, thank you, Moritz! :)

Thanks to Bruce at Barrataria for his killer gaming materials and for being such a cool cat.

The many blogs out there (James at Grognardia...I'm lookin' at you. But not in a weird way). Thanks for the hours of your food for thought. My gaming experience was all the better from the old-school blogs offering up their 2 cps on rpgs.

I definitely must thank my family who put up with my endless late-night writing sessions. My wife Else is fantastic, and I know that she's proud of what I've accomplished here. Love you, girl!

Finally, a big thanks to the followers of this blog and to those who downloaded/bought my modules. Your excitement in old-school rpgs in turn made me excited about producing quality adventures. This community rocks.

I know I forgot a few folks out there. I'm sorry!

So, other than the occasional comment I may offer up, I am going to sign off for a while. I don't know if it will be in six months or 24 months, but I will be back to writing and publishing old-school rpg adventures again.

So please...leave a light on for me.

Wednesday, January 20, 2010

Labyrinth Lord sighting and a set o' dice

While browsing my FLGS (Tabletop Games in Overland Park, KS), I noticed a fresh Labyrinth Lord paperback on the shelf. I asked the kind gentleman (dude) if he has people coming in asking about LL. He said, "Oh, yeah" and went on to tell me that the number of people buying the small press products is growing and growing.

That's encouraging news. Especially for small press publishers like BHP and Black Blade Publishing getting their products up on the shelves.

It was hard to not buy the LL paperback, but since I just received my hardback from Lulu over a week ago, I had to leave it behind for another lucky bloke to find.

Instead, I saw that they had a bunch of Gamescience precision dice, so I bought my first set- blue opaque. Beautiful. My wife asked me if was going to retire some of my old worn-out dice. Haha!

No.

Never, ever, ever throw away dice. I don't care if the sides of my old d20 are so worn that it more resembles a marble. Never toss out dice! I keep 'em all, even the so-called "cursed" dice (I give those to my players - heh heh).

One day I'll have enough dice to satisfy my gaming needs. But then again, probably not. Probably not ever. :P

Friday, January 8, 2010

The Dungeon Alphabet and the OSR make me feel great!

I finally received my pre-ordered copy of The Dungeon Alphabet, and it's beautiful. With its $9.99 price tag, such a book is truly a steal. Looking over the material, I must say that Michael Curtis really knows how to jump-start the imagination. From the wondrous to the disturbing, The Dungeon Alphabet is teaming with ideas that would prove valuable at the fingertips of any dungeon designer.

Yes, I am a fan.

While I may come off as some sort of slobbering fanboy, it's difficult for me to contain my enthusiasm due to all the quality products available from the OSR. I haven't acquired so many gaming materials (both bought and for free) since the TSR days.

For those of you who were gaming in the late 70s to early 80s, I'm sure you remember the bubbling excitement of visiting your local bookstore to thumb through the game books, modules and magazines. To me, it felt like my friends and I were onto something truly unique, and as far as we were concerned, it was all lovingly produced specifically for us alone.

Such is the feeling I get with the new material streaming out of the OSR. In fact, the products getting churned out of people's basements ARE specifically for us: the FANS who love this crazy hobby. When I think of all the great materials published by Goblinoid Games, BHP, Mythmere, LotFP, 3 Headed Monster, Barrataria, Grey Area, ect., etc., and so on, it takes me back to that small local bookstore to find that one strange product to add a bit more fun into my rpgs.

Right now is a wonderful time for our hobby and I hope many within the OSR are taking advantage of the goodies provided and soaking in the old-school rays of resurgence. I know I am (to the best of my ability, both money and time-wise). Right now, I am awaiting the arrival of my copy of Stonehell and the hardback copy of LL Revised. Meanwhile, I have my eye on a print copy of the Companion Expansion and when AEC is released, I'll get that, too.

Now, back to my copies of Green Devil Face and The Dungeon Alphabet to gather up a bit of dungeon creating inspiration. Yep! Again, what a great time for us old-school game-lovers.

Wednesday, December 23, 2009

Just saw Dorkness Rising

After hearing bits and pieces about The Gamers: Dorkness Rising, I finally saw it streaming on Netflix. Yes it is a shoestring budget affair, but I actually found myself laughing hysterically at most of the adventuring gags. The dead bard gags were priceless as well as the alignment arguments.

As I was watching, I kept thinking of the average non-gamer who might try to watch this and how freaking confused they would be by all the gamer lingo. Dorkness Rising might not be for everyone, it is definitely a love letter to tabletop role-players.

Although this movie has some obvious low budget drawbacks, as a gamer I would still recommend checking it out.

Favorite quote: "There's 37 more of me, asshole!"

Friday, December 4, 2009

Big Bang Theory and D&D

I watch the show Big Bang Theory when I can because of all the GeekSpeak found on the program. While I enjoy the show, I can not BELIEVE that Sheldon and his buddies have not engaged in a Dungeons & Dragons edition war yet. There is no way that these characters know as much as they do about all things geeky, from comics to Star Wars to Star Trek, and they have never played D&D?

Well, I for one want my BBT D&D episode! Who at CBS do I yell at to get this done? :D

Thursday, October 29, 2009

Traditional or "Book" Sized?

I've seen people posting here and there around the rpg community about size prefence in gaming books. It seems the book (or digest) sized booklet is gaining acceptance with the traditional fantasy gaming crowd.


For me, I like both. However, back in the day when I played post UA AD&D, I used to carry around a backpack FULL of rulebooks (which, admittedly, half were never even used). I would have loved access to booklet-sized rules back then.


Now, as a Labyrinth Lord GM/player, I carry around one (1) book, so, as they say, size doesn't matter. I do have a nice collection of pdfs of other rpgs and supplements that I have recently printed off as pocketbooks, which make for great and less clunky bedtime reading.


Does anyone out there have a die-hard preference, and if so, what drove you to wanting smaller/larger sized rpg materials?


Monday, October 26, 2009

And you think Pac-Man is a retro game??

This is non-rpg related, BUT, I found these fantastic pics over at Retro Hound of a place called the Penny Arcade in Manitou Springs, Colorado.

I have actually visited this place a couple times and it is just as cool as it looks. Those who think that Space Invaders is an old game should check this place out and learn a little history.

Man, I love this stuff!

Wednesday, July 15, 2009

Am I helping or hurting the OSR?

I was going to comment on Mishler's post on the Doom of RPGs once I had more time to digest it. Then I came across this posting from Labyrinth Lord publisher Dan Proctor.

He writes about what consumers are starting to expect, which are PDFs for free and impractically priced print products. Well, sure, of course. Who doesn't want cheaper products? But they don't consider what it takes to get that fine rule book or adventure out cost wise (as Mishler breaks down for us).

Dan says the reasoning behind this sense of entitlement is, "the people who price their POD books for nothing have a cost of $0 to produce the book, because they either write it themselves, had volunteer writers, did the art themselves, or had volunteer artists."

He then states, "People see these very low prices and wonder why a product of similar page count can't be so cheap, too. more than that, people are now starting to expect that the POD books be priced for nothing much like PDF books."

Knowing human nature for wanting everything to be even and "fair" (blah), I believe that Dan might be right. If that's the case, then Prime Requisite Games would be part of the problem.

I am a basement publisher doing this as a fun hobby. I do all the illustrating, layout, design, editing, writing, map-making, and even a bit of advertising all on my own. Unlike Dan, I don't have to fork over the dollars to some talented individuals to produce a decent product (side note here: I'm not saying that my products are the best, but they don't look like refrigerator drawings either! :) )

Therefore, I can sell my product at cost and it seems cheap compared to others on the market. Also, since the print products are sold at cost, the PDFs are simply given away for free. Is there a chance that making these products available as such makes people believe that it should be the norm? Do OSR consumers believe other publishers have some sort of obligation to sell their modules for $5.90 a pop? I'd like to hope that isn't so.

Why? Because Mishler's breakdown of the RPG product price doesn't affect me in the slightest (since the dollar amount for each cost is zilch) as it does for other publishers. My time is the only thing spent.

That being the case, Dan's products (as well as John's from BHP, Raggi's from LotFP, among others) are fairly priced. On the other hand, I feel my products are also priced fairly in a sense that I want to spread the word about Labyrinth Lord (my game of choice) and I'd like to get my adventures into as many hands as possible.

I love doing this as a hobby! I love the people involved and the excitement they get when playing, producing, and watching the hobby grow and grow. My time is not only spent on adventures, but also going to different forums and Q&A websites to drop a Labyrinth Lord or Swords and Wizardry link here and there. I even got a bit of light-hearted ribbing for my MySpace ads promoting PRG and Labyrinth Lord.

I wanted my products to be a way in helping the OSR grow. I remember when I started PRG, I figured the best way to spread the word is to offer cheap/free RPG materials. However, am I shooting the OSR in the pinky toe by doing just that?

Sunday, June 21, 2009

The Goodman response. Not surprised, just disappointed.

When I read the responses and the "parody" of Goodman's post, I guess I wasn't surprised, but I did wonder "why?".

Based on his post, I look at Goodman as someone who is smart about his business and actually cares about games. Why pick on someone who HELPS the popularity of RPGs? Especially when he has something noteworthy to say.

Maybe because he burst everyone's ideas about 4e's success OR that he was so "arrogant" about how much more he knows about the RPG business than the rest of us (which is true).

It seems that people in general like to piss in the same pillows on which they sleep. James at LotFP said, "Thanks, everyone. You've made it extremely easy for the people that know things to not bother telling the rest of us about it." You're right, Mr. Raggi. Why would this guy share ANY inside info with the rest of us ever again?

Some people really need to have their diapers changed, and then with a clear head they could realize where they are directing so much ridicule and hostility. Maybe then their shame will show them that we're all in this together.

Tuesday, June 16, 2009

Significant other's plan for your RPG books

I was searching on good ol' Craig's List for some used RPG books and I came across this. Read the fine digi-print if you can (click the image to make it bigger).
















The main part I want you to read is, "Great news! We've had a baby! But, now my husband doesn't have time for his D&D. Thus, we are getting rid of some of his collection of books."

Just by her language, when she writes "my husband doesn't have time for his D&D", you know that she regarded his gaming as a complete waste of time, daydreaming about her Craig's List plan all the while.

Why do I come to this conclusion? Well...

...I can understand that he might not have time now for some RPGs, with the new baby and all, but forever?! You mean to tell me that since he now has a child, he will never again have time for "his" D&D? The baby will stay 3 weeks old for eternity and there will absolutely be no time to game! Well, I guess the books need to go. Don't place them on a bookshelf or pack them away...sell them! It only seems logical since now and forever until he dies, there is and will be no time for "his" D&D.

Hopefully they also sold their family editions of Monopoly and Scrabble for a tiny profit as there will most likely be no time to pass Go or spell "epoxy" on a double-word score.

Also, notice the "we are getting rid of some of his collection of books." I really doubt there was any "we" involved in this decision.

The poor sap didn't even stand a chance.

Tuesday, May 26, 2009

I found players who don't care (in a good way!)

I read a lot of complaints from GMs/Players who would like to run through some old-school adventures but seem to be the only one in the group holding such sentiment. They end up playing 3x or 4e because, well, it's the only game they can get going, and if one truly wants to game, they'll get it any way they can.

It's better than nothing (for most). Put into the same predicament, I would do the same thing.

However, I was lucky. When I got the itch to play again, I found the Labyrinth Lord rules, devoured them, and decided to set up an old-school game. Easier said than done? Actually, it was.

Fortunately I work in a design firm filled with some movie/comic/sci-fi geeks...and not ONE of them has ever played an RPG. Sure they did the online thing for a while, but never a tabletop, pen 'n' paper, fist full o' dice role-playing game. I extended an invitation. they accepted, and we have been going strong ever since.

In fact, after a few gaming sessions, a couple of my players got so into the idea of RPGs, they went out and snatched up everything they could find, such as AD&D1e, Lejendary Adventure, Star Frontiers, Alternity, OSRIC, C&C, etc. They sat in on a 4e game and had a good time (however, it coincides with a 1e game they are deeply involved in).

What's so great is that "old-school" and "edition wars" mean zilch to these people. While my players are my age and older, they did not grow up playing RPGs and seem to shrug off the ideals that bring about so much fist waving. Labyrinth Lord was their introduction into RPGs, they are having a great time, and now they would be up for anything. Sure, they may find a game that they don't enjoy, but to them that doesn't mean others are "playing it wrong" or the game is "wrong" or rules are "wrong" or the type of chips served at the game are "wrong." It's just a game.

Also, the term old-school or new-school means nothing considering they started off with LL. To my players, Labyrinth Lord is new-school! Heck, RPGs in general are new-school to them.

So, really, these guys don't care. Just bring it on, 'cause they're ready to have whatever fun they are looking to have, if that makes any sense. :) (I would just say, "ready to have fun", but Raggi has given me a complex about using the term.)