Tuesday, January 26, 2021

What I Should Be Doing vs. What I Am Doing

Yeah, it's one of those days. I realized that I wrote enough reviews to take a long break, perhaps until March. I've a lot of things downloaded from DriveThruRPG and Amazon to read in order to do even more reviews. But instead, I find myself thinking about maps for my Peninsula of Plenty campaign. 

Yes, I'm going to get that back on the table. And I want a better map than this: 


Or this: 


Well, it's happening. And I'm making a better map. 

Recently, I downloaded Domain Building by Third Kingdom GamesSeafoot Games' The Abandoned City of Nexus 20x30 Battlemap, and reviewed both How to Hexcrawl and Hexcrawl Basics which all got the brain warmed up to the idea of maps and hexcrawling.

It only took a little more to get me moving. First, was a recollection of the Tabula Peutingeriana, a Roman schematic of the Empire's road system. It is not to scale, but it displays all of the major cities and roadways a traveller might need to cross the whole Empire from Britain to the edge of India. It's a parchment scroll, 21 feet long! Check out the link for the Wikipedia entry. It's amazing! The crazy thing is squashed and distorted yet still an accurate rendering of the roads. 

The second part of the push was a combination of a framed copy of Nate Treme's Moldy Unicorn plus a download of the HPS Cartography Kit I meant to review. Review, hell. I'm using and abusing it. I'm making a giant map of the Peninsula of Plenty in that same scale - 11 inches by 21 feet. One inch (or hex) is six miles, which translates to 1500  miles of roads and hexcrawling. 
 

I love the style of maps this hex pack creates. The pack is advertised as containing 400+ tiles, but it's more like 500 or 600. Go check it out. It's a steal. 

Update - Two new views of the work in progress.  




Monday, January 25, 2021

The Last Package Arrived Today

My last package from Amazon arrived today. Now I am almost ready to start a second series of post on modeling. I'll be working on these Bandai 1/144 scale models over the summer. You can find them at many hobby shops, but I've had the best luck on prices at the Big Bad Toy Store

One of the snags with series posts is they start strong and either come to an early conclusion or they just peter out due to a lack of inspiration. 

I hope to change that this year by having a spring/summer series ready to go. I also have a couple of things in my back pocket. My Star Wars campaign looks good to restart and even more exciting (for me anyway) it looks like my gang is ready to go back to the Peninsula of Plenty campaign, perhaps as a hexcrawl. That's two more series to update for the Blog. 

The only problem now is time. I've had my basement flood and defy all attempts to remedy and I recently started a new job which takes up my evenings. My weekend is now Tuesday-Wednesday and I work every holiday for the foreseeable future. I'd know how things will work out, but they will. 

At this point, I am thinking of retiring the Podcast. I really can't see how I'll have the time for all of this. Time will tell. 

Sunday, January 24, 2021

Review - World Builder by Silicon Beach Software

Publisher: Silicon Beach Software
Author: W. B. Appleton and Charlie Jackson
Year: 1986
Pages: 87 pages
Overall Rating: 4.5 of 5 stars

Ok, now I'm reviewing software. It's ok, we'll get through it. 

World Builder is a 35 year old program for creating games. It was issued on a single floppy disk, with a manual for Macintosh computers by Silicon Beach Software. It was useable on System 3 and higher, but a System 7 or 9 needed a free update to 32 bit. Prior to it's release the code had been used to create the game Enchanted Scepters. 

The package promises to get you coding to create you own games. Did it deliver? Hell, yes. It wouldn't build Doom or any other real time first person shoot, but it could certainly handle round based games. It was really meant to create IF games like Zork or other Infocom style games and did so very well.

The manual is a gem without the software as it is applicable to many of the core ideas behind programing. The manual suggests 4 steps to creation, design, populate, design characters and play. It's a little more complicated than that, but that complexity are just details of creation. 

The software has a couple of windows and concepts the user needs to master and that framework of 4 steps makes it easy. 

First, every world must contain scenes. Think of them as a stage for the story. Scenes are hardcoded with some basic concepts like a name,  travel functions, a drawn image, text to display and of course code. You draw static items that appear in the scene like walls, floor, lights, etc. These can provide hints as to what the player should do there. Next, you describe the scene with text. A graphical interface allows the builder to assign valid direction to move and text to appear when an invalid  choice is made. 
It will work on OS 9.2 with the 
32 bit version.

Scenes can be connected like a map, or disconnected like a schematic. You need both most of the time. One great feature is the Scene Code which is specific to each scene. This can be used to create functional interactions, such as sit, stand, or turn on the lights. There is a customizable menu so the Builder can give the players hints or ideas of what needs to be done in a specific room. 

Let jump ahead to designing characters. Every game requires a Player, so this is the one character you need to build. The code refers to the main character as Player@. He or she has attributes that any gamer would relate to, Physical or Spiritual Strength, Hit Points or health, etc. All characters have this abilities. A graphical interface walks the build through the creation process including such things as automatic responses to specific events like combat or other actions. It is fairly robust. Statistics carry through scenes and can be modified by them. 

For example, a character could be give a great fighting skill in the character builder, but have those abilities modified by events or circumstances in the scene such as deep water or darkness. It's a very powerful engine. 

Having mentioned that all characters have the same stats, World Builder does not have the best combat system. The problem is the random number generator. It's a random value between 1 and 256. That is so unlike a percent or a die roll it is hard to predict what the outcome will be without some fine tuning. 

While this may seem odd or difficult, populating the world will clarify this. Being called "Populating", you'd think this part would be about characters. It is and it is not. 

Games come down to a practical point of what is the conflict and what are the barriers. A conflict is something general: a battle of disimular viewpoints. That makes a conflict and the resolution comes when one of those viewpoints is allowed to extend to it's logical conclusion. It could be a defeat or a victory or perhaps even a merger. Conflict is complicated.  

A barrier is something that must be overcome by a set of conditions. It less complicated than the conflict itself. 

Was Smaug there for Bilbo to wrestle to the ground and defeat? Nope.Not that sort of conflict. But Smaug is defeated.  So technically, Smaug is a barrier. The defeat of Smaug requires a certain set of conditions, such as the bird pointing out the chink in his underbelly, Bilbo frustrating the dragon and Bard lying in wait for Smaug with a special arrow. 

So, Bilbo is a character. But Bard, the bird and Smaug and even the arrow are not characters. They are Objects@ (in World Builder terms) or tools to gain a resolution. 

World Builder teaches that difference in the course of programing your own adventure. Populating means creating Objects@ and Characters@ and integrating them with game world you creating. That's a powerful idea that transcends the software itself and is relatable to other outlets like gaming. 

Pulling the tangent back from those high concept, this software is excellent at it's given purpose: World Building. It contains everything you need to get started, the code engine, the drawing software, import tools, sounds and sound creation, plus a means to distribute your product as a stand alone application. 

It really is quiet amazing. 

If you have the hardware, you can download it for free from various abandonware websites. It should be noted that this is not your typical abandonware because at the time that it was remastered for 32 bit and color, it was also released as a free download. It's only a quirk of time that prevents the author from hosting the software themselves as they had in the past. 

If you don't have the hardware, the 87 page manual is an excellent primer into code and game design. Give it a look. 

Saturday, January 23, 2021

Review - Children of the Gods: The Classical Witch Tradition

Title: Children of the Gods: The Classical Witch Tradition
Publisher: The Other Side Publishing
Author: Timothy S. Brannan
Year: 2019
Pages: 84 pages
Overall Rating: 5 of 5 stars
Text Only Rating: 4.5 of 5 stars

Of all the books Mr. Brannan has written on witches, this one is my second favorite. Were I to have it to do over again, I would have made my Coven of Ash witches in The Classical Witch Tradition instead of magic users. The power difference between a witch and a magic user is striking, the witch having the more subtle powers which I was aiming for with the Coven of Ash. 

This book largely follows the same format of The Amazon Witch Tradition, with a few twists. First, Part 1 runs down the basic description of witches of this tradition while Part 2 introduces the possibility of multiclassing. These are pairs of class, witch and one other class. They would gain experience far faster than the dreaded triple class characters. Additionally, the first part addresses what would be considered demi-human and monsters of this class, which is a great benefit to DM's desiring something completely different. In reading this work, I immediately thought to replace the Hermit from B2 Keep on the Borderland to this kind of witch. 

One small addition to this series is the use of color. The book is written for Blueholme and the blue tint on the tables is not only a nice touch, it makes everything easier to read. The artwork is also very nice. 

Part 3 describes the tradition itself and discusses how to add covens to your campaign. It gives 6 examples before giving suggestions for more coven types for your campaign. It's nice to have examples that are ready to go and the 6 provided could be plugging into many campaigns with no modification and all campaigns with a some modification. 

Part 5 explains the witches role in magic and provides 32 pages of spells. These spells are tooled specifically to this tradition of witches and includes ritual magic, a more powerful form of spells cast by several coven members. 

The book also includes 20 pages of new monsters or old friends reworked for Blueholme. Part 6 introduces some magical items and few artifacts. And the final chapter gives three examples of unique and powerful witches. This final part really reads like Deities and Demigods, but the powers are cranked back to almost-mortal levels. These are characters that you could adapt or use right of the book in your campaign for high level NPCs. 

And and not least, this book includes useful appendix of spells by level, useable by witches, clerics, magic users plus a complete alphabetical listing of spells. Those are perfect. 

This is a rock solid resources for any DM who desires a little mysterious magic at the table, something to knock the PC's clerics and magic users back a bit. Nothing is overpowered and is specifically meant to work with those classes without changing their core concepts. 

Spoiler Alert: I have four of these books and I am reviewing them in star order. This one is a solid 4.5 for the text alone and a 5 of 5 when the artwork is considered. 

Reviewer's note: The date is taken from the forward, this could be the most recent update rather than the original publication date. If that is the case, my apologies but then that also means the author is providing an excellent experience by routinely updating his works. 

Tuesday, January 19, 2021

Updates - New Podcast Episode and More.

I have a short update episode of the podcast loaded to today. It's brief.  I talk about some changes in real life, updates to gaming sessions and the blog. 

It's kind of funny, but I started this podcast with a mistake. I was thinking about podcasting and was shopping for microphones and trying out new software. Someplace in that process, COVID hit and the only way I could get art supplies was online. I placed an order with Amazon without noticing that I place a microphone into the cart instead of my wishlist. 

I could of sent it back, oooooor I could make something with it. That mike has served me well over the past year, far more than just a podcast. 

I used it for my zoom classes, both the classes I taught and the classes I took in school. I also scored a new job using that set up. The mic is hardly used for the podcast at all but it's been a life saver.  

Rather than spamming it up with multiple posts, I've been drawing again with some new markers. I'm trying to get the hang of really simple sketches. I'm having probables balancing line weight with proportions. 

The ill-proportioned horse.

A better try.

Needs shading. 

My nemesis. 

In the last image, I really shouldn't have picked a stippling style with this image. I'm probably going to use some digital Magik at some point, which I hate to do. I wanted this to be all ink. If I don't go digital, I will be out 7 zillion pens and it will take me a life time to complete. Art-life balance, I guess.