Sunday, March 14, 2021

Review - The Seventh Decimate

Title: The Seventh Decimate
Author: Stephen R. Donaldson
Pages: 319
Year: 2017
Rating: 4 of 5 stars

Donaldson is known for his use of obscure words and bleak stories where characters confront and cross their self-created moral event horizons in support of a wide and wild-ranging story. The Seventh Decimate is clearly born of this style of storytelling but nicely reverses itself so as to place the reader at a distance from the main characters. The use of this "observation mode" narration is effective and engrossing as the reader can understand the main antagonist's point of view without having to buy into it. Additionally, the prose lacks those obscure words and heavy sentence structures Donaldson is so well known for using. This makes for a quick read.  

This book describes the war between the magic-using Amikans and the gun-toting Bellegerian forces. There is no lead-up to this juxtaposition of genres, Donaldson just lays it out there for the reader. The plight of both kingdoms is presented in the Bellegerian Prince's point of view. The Prince, a simple man, lacks many of the horrible traits of Thomas Covenant and he is a transparent character for the reader to study. Oddly, this level of transparency makes the Prince an ideal, if unlikely, a hero to carry the story to completion. Being that this is Donaldson, there are many "What the Hell, Hero?" moments in this story, but none of them are surprising or horrifying which is a heavy shift in style for the author. There is nothing terribly inexplicable in the Prince's actions, he is flawed and simple but never works in a way to sabotage the story for the sake of a twist. And there are many twists.  

The final chapter is rather disappointing as a singular book, the cliffhanger ending is great for a series but may put off the casual reader who was expecting some sort of solid endpoint. However, that end IS exactly as you would expect which is very pleasing. 

You can use this link for The Seventh Decimate on Abebooks. 

Thursday, March 11, 2021

Launch the Fighters!

This is a preview of my spring modeling series. I am short a few TIE fighters, but I shall press on. 

All fighters launch!

What are we looking at? 16 Bandai Star Wars model sets, in 1:144 scale. I really like this scale for gaming. In reality, this is 26 different models, not counting the 2 I already completed. 

I figure I'll kick out 2 a week for 13 weeks, then revisit when I paint them. Behind the scenes, I'll be building one of each first, then painting them as examples. As I said, I am rather light on TIE fighters and heavy on TIE Advanced models. 

I really wish they made B-Wings in this scale. 



Like I mentioned the last time, unless these models are on sale on Amazon, you are better off elsewhere. My personal preference is Hobby Lobby due to the 40% off coupon. But they only have X-Wings and TIE's. For a bigger selection, try The Big Bad Toy Store. They are super consistent with pricing and shipping, but I go with Amazon for the random price drops. 

I do get remuneration from Amazon and DO NOT get anything from the Big Bad Toy Store or Hobby Lobby. It's just straight shooting on good prices.

Gaming the Game - Stolen Ideas

Duskruin is current Gemstone IV paid adventure

When I want to play an RPG style game but don't have players, I usually log into Gemstone IV. I've been playing it for decades. It's sort of build on Rolemaster, but went through a process to unlink itself from Iron Crown Enterprise's IP. That isn't terribly important to this post, but what is important is the ideas I've stolen from Gemstone IV and by extension, probably Rolemaster. 

One of the things I never liked about AD&D and D&D is the selection of monsters used to challenge the players. It works on the supposition of monsters are a unique challenge to the players. While that starts off being true, there comes a practical point where one or many lower level monsters are not a credible threat to the players. 

D&D 3.x fixes this with challenge ratings. It works pretty well, with the exception of creatures with special powers. They don't seem to have the appropriate CR assigned to them. 

Gemstone IV has a different method of ranking for creatures. Being a MMO, your character can literally walk up an incredibly high level creature and get turned to dust. That works for an MMO where you have the concept of "extra lives" but it doesn't really work on the tabletop. 

For more evenly matched creatures against the player, there is a sliding scale. A first level character against a 1st level creature is worth 100 experience. A second level character against a 1st level creature is only going to give the PC 90 experience. By 11th level, it's kind of pointless to fight 1st level kobolds and as a consequence, they don't give any experience any more. 

I like that. It creates a coherent world. At 10th level and beyond, fighting kobolds shouldn't be the point for AD&D and D&D characters. They are so past that. Kobolds don't stop existing, they merely cease being something the player should fear. While you can ramp up the numbers and abilities of kobolds, they still aren't intellectually challenging. A zillion of them merely represents a zillion chances to roll the dice. That stops being a story real quick. 

I tend to use the formula 10 equal level encounters should equal one level. A party of 4 characters fighting 40 equal level monsters should be one level of experience for each player character. What this does is enable me, the DM the ability to pace the party. Do I want 40 monsters all at once or 10 groups of four? Probably someplace in between. 

This builds a coherent world in my mind. On day one, a nasty encounter with a kobold patrol is fine. Six sessions into the campaign, sure, my players encounter that patrol of kobolds but they are super leary of mixing it up with the players. 10 sessions later and the party may be hiring them as man-at-arms, porters, etc. The kobolds didn't disappear, their role changed because they aren't a challenge. 

I kind of like that concept and generally use it over mathematical gyrations provided in the DMG. 

As a consequence, it does break the model of gold for experience, but I never liked that anyway. Fighters don't go to fighter school to level up. As they gain experience, they gain followers who make them explore the concept of their trade as they teach others. 

Having a simple rule of thumb allows me to plan more fully. Not just what sort of monsters the players will defeat, but also what sort of resources they players will encounter. If the party plows into a patrol of monsters, chases them home and has the tribe bribe them not to attack the village, that's a win. It is total defeat for the monsters, perhaps dozens of them because they offered surrender or capituation. 

This allows me to control what resources end up in the player's hands beyond having them scoop up piles of treasure and hoping for a random roll. I know what is on the table and can use the interactions between the party and the challengers to guide the party. Gold is gold, but this method leapfrogs the concept of magic swords and other nice prizes. A tribe of kobolds might offer up a nice +1 two handed sword to escape the party's wrath because it's a six foot long weapon for 4 foot tall creatures. It's not valuable to a kobold. Plus the kobolds can hint at it's power so as not to waste the party's time trying to identify every item that comes to them. 

It's a nice feature because it establishes a history of what happened. In the above example, the kobold tribe doesn't have to be obliterated to represent victory over 40 kobolds. They can come to an agreement with the party that in exchange for the sword and a promise not to raid the town anymore, they can live in (a fragile) peace. The party know they are there and can sometimes draw resources from them. A safe place to sleep, a good gossip starter or perhaps something else. 

Stolen ideas are good. Why don't you join me in the world of Gemstone IV by clicking the link below. GSIV has a nice F2P model that will give you a taste of an expansive world of magic. 





Wednesday, March 10, 2021

Review: Dungeons and Dragons Film (2000) Review

Title: Dungeons and Dragons
Publisher: New Line Cinema
Year: 2000
Rating: 5 of 5 stars. 

Am I insane? 5 stars for the 2000 Dungeons and Dragons movie? Yes, I am but it isn't a factor here.  

We have a film starring Justin Whalin, Marlon Wayans, Thora Birch, Zoe McLellan, Kristen Wilson, Lee Arenberg, Bruce Payne and the Original GQ Smoothy Jeremy Irons. They tried to work with all kinds of Intellectual Properties from the game and it's a dud. 

Well. That has to be some sort of record. How could you fail with that much background information and those actors? Easily, apparently. 

But why would I give it 5 stars? 

It's funny really. It's like someone at New Line Cinema sat down at a table and said, "Gee, let's throw some money at a long list of actors who probably aren't filming something today and we'll see what happens. We can fix a lot of stuff with edits and in post." Looking at the list of people involved with this project, they could have picked worse people. Hell, some of them I like a lot. Actors, directors, writers and so on. When it comes to the actors, I am sure they went out of their way trying to make an excellent movie and I am positive it was perfect. 

What they missed was a quality Dungeon Master. You know, someone who could come up with an engrossing story and snappy delivery. Something that makes the players want to come back for more. 

If only that they hired an actual DM to actually, you know, produce something. Instead, what we got was Justin Whalin, Marlon Wayans, Thora Birch, Zoe McLellan, Kristen Wilson, Lee Arenberg, Bruce Payne and Jeremy Irons all in a room, picking their character sheets and paychecks off the commissary table and trying to work out their motivation in all of this over some dicey ham salad sandwiches. 

The result is laughly bad. How could they pick out 8 people with actual 18+ charisma scores and botch a movie? 

Well... they didn't. The result is exactly like if you sat down with Justin, Marlon, Thora and the gang and tried to play D&D for the first time. I can't tell you how many horrible campaigns I've put stellar players through and this movie captures this process perfectly. This film is a perfect rendition of every noob mistake made by a rookie DM. 

5 of 5 stars. 

"I know Mr. Irons. You ARE charismatic. You just rolled a one, that's all. It happens..."

Saturday, March 6, 2021

The Tek - Stats for February 2021

This month confirms that February is a bad time for sales on DriveThruRPG. 

AD&D Character Sheet For Use with Unearthed Arcana: 0
Compass Rose Inn Minisetting: 1
Kobold's Folly: 1
Swashbuckler Character Class for D&D and AD&D: 0
These Old Games Presents: The Hex Pack: 2
Zero to Hero: Uncommon Commoners: 1

I've had a year of criticism at the table with the Swashbuckler character class, I think I'll do something with that this year. I also have a few ideas for upgrading Kobold's Folly which includes a new product. It's time. 

Webstats felt very good but were also down. 

Google Analytics Pageviews - 1070
Google Analytics Sessions - 926
Pageviews per Session - 1.15

It was a short month, so they have to be down but I really feel they could have gone way down. What I have noticed is far more engagement between people emailing me and leaving comments, I think I have come a long way. 

Back in Dec-Jan. someone pointed out my commenting system was locked up. I fixed that, so that explains all of the comments. I love it. The spam hasn't been too bad.