This morning, I had some trouble with my version of XFCE on my Chromebook. Tab-Alt stopped working, the menu bar had vanished, the programs opened would not keep focus and the cursor was either X or invisible.
How I hate messing with a perfectly good distro. The solution is rather easy. Delete your ~/.cache/sessions directory and the functions come back after logoff/reboot. How simple.
Of course, I forgot you can't rm directories and needed to try three times before I remembered the rm -r modifier. So the actual command is above.
Whew! Thank god for Ubuntu and XFCE's easy of use. If this was Windows, I'd be screwed.
Friday, August 21, 2015
Going Off the Rails – Part Two
Player inventions… How many times have you had a player try to invent something and complete throw a campaign into chaos?
Many years ago, I was running a campaign that had too many rogues to be well rounded. There was not much need for traps in this world, they only came in three varieties:
Noise making traps on homes,
Animal traps,
Generic fortification defenses.
Being made up of thieves, the party kept checking for traps where there were none. Since it was a point of interest for them, and one player rolled very well, I decided that a box did have a trap. I described workings in great and gory detail. The players and their thieving characters ate it up. Of course, the next door had a trap. Lacking any foresight, I described this trap as exactly as the one before.
And the seed was planted.
The next chest had the same trap as the first two, except this time it killed a character. My bad, I didn’t expect this to happen, but the players had. As the play paused to reroll a new character, of course another rogue, I overheard the strangest thing:
“Bloodless Jack got ya.”
“That was awesome.” said another player.
“What do you think he wants?"
“Don’t know. It could be that chalice.”
“Naw, we are going to give it away and a priest is a much easier target than us.”
“Fame,” added a third.
“Yes! It makes sense that someone would want fame and notoriety. Sort of like the guy in the cabin mailing bombs.”
“Ted something, right?”
“Yeah. We should nail this guy before he gets us.”
In just a 30 minute character generating session, the players had worked out that they were up against an assassin. A very detail orientated, cunning and evil assassin. A man who called himself Bloodless Jack. Bloodless as in so cold, the blood didn’t run in his veins. They had gathered all these details from the repeated description of a single trap described the exact same way, three times over.
Oops. These traps were simply on the fly details in response to the character’s expectations. At no time did I picture a mysterious assassin. I didn’t say anything that would have laid such an awesome name on him. In fact, there was no assassin except in the players minds.
Guess what? The very next session had a very fleshed out assassin bent on killing the characters. This assassin was neatly merged with the prior story, assassinating the priest who hired the players. He then took out the boat captain that hired the characters for security. As time went on, the characters were defending the crowned prince against this diabolical fiend.
And so the stuff of legends becomes real.
Click here for part 1.
Many years ago, I was running a campaign that had too many rogues to be well rounded. There was not much need for traps in this world, they only came in three varieties:
Noise making traps on homes,
Animal traps,
Generic fortification defenses.
Being made up of thieves, the party kept checking for traps where there were none. Since it was a point of interest for them, and one player rolled very well, I decided that a box did have a trap. I described workings in great and gory detail. The players and their thieving characters ate it up. Of course, the next door had a trap. Lacking any foresight, I described this trap as exactly as the one before.
And the seed was planted.
The next chest had the same trap as the first two, except this time it killed a character. My bad, I didn’t expect this to happen, but the players had. As the play paused to reroll a new character, of course another rogue, I overheard the strangest thing:
“Bloodless Jack got ya.”
“That was awesome.” said another player.
“What do you think he wants?"
“Don’t know. It could be that chalice.”
“Naw, we are going to give it away and a priest is a much easier target than us.”
“Fame,” added a third.
“Yes! It makes sense that someone would want fame and notoriety. Sort of like the guy in the cabin mailing bombs.”
“Ted something, right?”
“Yeah. We should nail this guy before he gets us.”
In just a 30 minute character generating session, the players had worked out that they were up against an assassin. A very detail orientated, cunning and evil assassin. A man who called himself Bloodless Jack. Bloodless as in so cold, the blood didn’t run in his veins. They had gathered all these details from the repeated description of a single trap described the exact same way, three times over.
Oops. These traps were simply on the fly details in response to the character’s expectations. At no time did I picture a mysterious assassin. I didn’t say anything that would have laid such an awesome name on him. In fact, there was no assassin except in the players minds.
Guess what? The very next session had a very fleshed out assassin bent on killing the characters. This assassin was neatly merged with the prior story, assassinating the priest who hired the players. He then took out the boat captain that hired the characters for security. As time went on, the characters were defending the crowned prince against this diabolical fiend.
And so the stuff of legends becomes real.
Click here for part 1.
Thursday, August 20, 2015
Going off the Rails – Part One
Have you ever had a night of gaming go off the rails?
I had a 3-hour session turn into a 6-7 hour marathon of gaming. We should have cut it off, but everyone was having too much fun. The players had reached a remote village and were trying to set up a trade agreement. They offended the villagers and the party tried an Indiana Jones-style escape to a rope bridge and escape.
The one magic user who could have stopped the villagers with a spell instead flew to the bridge with an axe. He was prepared to cut the bridge after his fellow adventurers made it across. This is when the game exhaustion hit.
All of the players shouted, “Cut it now!” And the magic user complied, trapping everyone on the wrong side of the bridge. Note that it was the players that made the request, their characters obviously were too far away. A little meta-gaming goes a long way when injected into the story.
We ended right there with everyone high-fiving and congratulating each other. Only the player who cut the bridge looked concerned and perplexed.
At the start of the next session, everyone was sheepish. With a little sleep, they realized the implications of the last session. I started the next session with the characters toweling off from their heroic leap into the river and swimming to safety.
Sometimes, you just have to end with a gag to keep the fun alive. Die rolling and tactics are great, but a story sometimes has to jump to stay alive.
Click here for part 2.
I had a 3-hour session turn into a 6-7 hour marathon of gaming. We should have cut it off, but everyone was having too much fun. The players had reached a remote village and were trying to set up a trade agreement. They offended the villagers and the party tried an Indiana Jones-style escape to a rope bridge and escape.
The one magic user who could have stopped the villagers with a spell instead flew to the bridge with an axe. He was prepared to cut the bridge after his fellow adventurers made it across. This is when the game exhaustion hit.
All of the players shouted, “Cut it now!” And the magic user complied, trapping everyone on the wrong side of the bridge. Note that it was the players that made the request, their characters obviously were too far away. A little meta-gaming goes a long way when injected into the story.
We ended right there with everyone high-fiving and congratulating each other. Only the player who cut the bridge looked concerned and perplexed.
At the start of the next session, everyone was sheepish. With a little sleep, they realized the implications of the last session. I started the next session with the characters toweling off from their heroic leap into the river and swimming to safety.
Sometimes, you just have to end with a gag to keep the fun alive. Die rolling and tactics are great, but a story sometimes has to jump to stay alive.
Click here for part 2.
Chaos Star |
Tuesday, August 18, 2015
A Study in Recreation: Fear Itself
Today’s update is about Kippers and Jam‘s blog post on recreation. Adrian BK and company has revisited a module called Fear Itself, created back in 1999.
The authors lost the original copy and rewrote it after reconnecting with each other.
The details:
Module: BK1 Fear Itself
Author: Adrian BK
Level: 2-4 (AD&D)
Pages: 18
Price: Free!
Author: Adrian BK
Level: 2-4 (AD&D)
Pages: 18
Price: Free!
You can download a copy from Kippers and Jam. This module features enough leeway to plug into nearly any campaign or play style. Fear Itself features glorious artwork from many artists and professional quality layout and formatting.
Take a look and don’t forget to thank the folks at Kipper and Jam for providing high quality game products.
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