Sunday, December 30, 2012

Obligatory Top Ten Savage AfterWorld Posts of 2012


As we say goodbye to 2012, it's time for a little introspection as I review the activity of this blog for the last 365 days...

  • My output increased considerably this year, as I had 176 posts during 2012 -- 50 more than any previous year since The Savage AfterWorld began. That's one post every other day during the year.
  • After writing about Mutant Future for 4 years, I finally released my first RPG supplement for the system. The Deviant Database has been very well received and sales have been somewhat steady.
  • Thundarr Thursday went live at Gen Con this year as I ran Thundarr: Beyond the Dimensional Divide for 6 enthusiastic players. More Thundarr will be seen (and played) at other cons in 2013!

And here are the Top Ten posts for 2012:

  1. This Just In: TSR Games To Live Again - The breaking news of TSR's resurrection and Gygax Magazine's imminent release was the most-hit post of the year. I'll predict that my review of the first issue (if I can get my hands on it) will be just as popular.
  2. Gary Con Day 3: I Killed Andrew; Jim Killed Me; And Michael Killed Everyone Else - I got the chance to play Metamorphosis Alpha at Gary Con run by Mr. Jim Ward himself. The game was a comedy of errors, as this recap reveals.
  3. The World of Thundarr The Barbarian Sourcebook - Final Version Released - After several years of updates and additions, I finally put this august tome to bed by releasing the final update to the ultimate guide to the Thundarr-verse.
  4. Thundarr...Korgoth...Now GUNDARR! - After discovering this animated series, I had to share it with everyone.
  5. Doomsday Preppers Premieres February 7 - Any TV show based on the upcoming apocalypse is fodder for the blog and potential game inspriation.
  6. [Thundarr Thursday] Gen Con's "Thundarr the Barbarian: Across The Dimensional Divide" Available For Download - After a successful run at Gen Con, I posted the adventure so everyone could have a chance to ride with Thundarr, Ookla, and Ariel.
  7. How To Ensure There Won't Be A Second FLGS Visit - After seeking out a new game store to visit, I had to warn others of my lackluster visit.
  8. My Endless Quest Has Ended - After several years of collecting, I finally completed my collection of Endless Quest choose-your-own-adventure gamebooks.
  9. Deviant Database For Mutant Future Now Available! - The official release announcement of my Mutant Future bestiary. (And if you haven't grabbed one up yet, why not do it now?) 
  10. Savage Menagerie: Gallows - The only RPG supplemental material that made the list, this tree-dwelling octopus must have struck a chord in visitors.

And now, on to 2013! Thanks for the support!

Saturday, December 29, 2012

Dangerous Encounter: The Walls Have Ears

At some time during their travels through the Mutant Future, the PCs will likely be in need of some vital piece of information: the location of a long-hidden bunker; the hiding place of a sought-after foe; the whereabouts of a needed medical vaccine; etc. At this point, a helpful NPC should tell the PCs of “Deeproot the All-Knowing.”

“If Deeproot don’t know it, nobody does,” he’ll say.

Deeproot is a mutant plant that lives in a shaded glade deep in a hard-to-access forest. The woods leading to Deeproot’s lair are filled with a cross-section of nearly every dangerous mutant plant found in the Mutant Future: Zap Vines, Morningstar Plants, Glue Flowers, Burrow Tubers, and Kernel Plants to name but a few. However, none of these aggressively deadly plants will make any kind of move toward the party as they venture toward Deeproot's lair. (But the party should feel as if they’re being observed as they approach.) Upon reaching the glade, the PCs will find it empty except for a rope-like vine with small yellow-white flowers which drapes every surface. While investigating, the PCs will hear one of the flowers ask “What is it you seek?” This formless, all-encompassing vine is Deeproot.

When the PCs talk to Deeproot, they will find that it seems to have an uncanny amount of knowledge about the area and its people, including many unknowable secrets. Much of the information Deeproot has could only have been gained by physically being in the same room the conversations took place in. The PCs may assume Deeproot is psychic. In actuality, Deeproot is a very large sentient Ventrilovine (MF rulebook, page 100), which is spread out over many, many square miles. Deeproot can “hear” through its vine system.

Ventrilovine (Deeproot) (AL N, MV None, AC 9, HD 6, #AT None, DG None, SV L3, ML 12, mutations: plant control)

Deeproot has managed to sneak its flowered vines into every inhabited nook and cranny throughout the area. It is through this floral "eavesdropping system" that Deeproot knows so much about what’s happening. Every whispered conversation or off-the-cuff comment is heard by Deeproot who remembers everything.

When the PCs finally ask their question, Deeproot becomes silent for bit before answering: "Before I answer, you must perform a task for me. Bring me Good Food from The Provider." Deeproot will remain deliberately vague as to who (or what) "The Provider" is. (It's planning to test the PC's inventiveness.) Deeproot will only explain that "The Provider" lives in a cave at the end of a path he point out, and that the "Good Food" it provides will nourish Deeproot for months at a time. Deeproot demands that the PCs not harm The Provider as nothing else produces the Good Food Deeproot likes. The mutant plant will then become silent, refusing to talk further until the PCs succeed in their retrieval mission.

"The Provider" is a Vile Slasher (MF rulebook, page 100) that has taken up residence in the cave. The “Good Food” is its excrement, which Deeproot covets as a most-delicious fertilizer. As is commonly known, a Vile Slasher is one of the most dangerous creatures in the Mutant Future, and it is up to the PCs to determine the best way to safely collect as much of the Slasher’s droppings as they can manage without hurting it or getting killed themselves. (This is a role-play exercise for both the PCs and the Mutant Lord.)

Vile Slasher (1) (AL C, MV 180' (60'), AC 3, HD 12, #AT 4 (2 claws, tail, bite), DG 1d8/1d8/1d6/2d6, SV L9, ML 12, mutations: natural armor)

If the PCs think to check, they'll see Deeproot’s vines scattered around the Vile Slasher’s lair. Deeproot is listening in and will know if the creature has been injured or killed. If this happens, Deeproot will not offer up any information he knows. he will also demand that the PCs leave and never return. If anyone attempts to attack Deeproot, they will find it a difficult task. Deeproot can only be harmed if his rootball is attacked, and this “nerve center” is hidden several miles away. (Deeproot doesn’t interact with visitors at the same location he keeps his weak spot.) Hacking at Deeproots’ many vines will not harm the mutant plant. Several Null Plants (MF rulebook, page 87) are scattered around the glade, making mental mutations useless too. Finally,  Deeproot has the ability to control plants, and all of the dangerous plants seen earlier will target the PCs as they try to leave the area. In other words, confronting Deeproot will be an exercise in futility...and it could become deadly as well.

However, if the PCs manage to secure a pound or two of Vile Slasher droppings without harming it or getting themselves killed, they will effectively impress Deeproot, and they will have access to a powerful source of underground information. In fact, Deeproot may become an oracle NPC, offering advice and guidance to the characters. Deeproot's information may also become the springboard for future adventures.

Tuesday, December 25, 2012

Merry Christmas, My Mutant Minions!

All of The Savage AfterWorld's survivors would like to wish everyone out there a Merry Christmas! Here's hoping all of your Apocalygeddon Dreams for 2013 come true! (Or something like that...) 

Monday, December 24, 2012

Spawn Of Devastation Drive-In Now Available!

Justin over at A Field Guide to Doomsday has released a follow-up to his wildly popular Devastation Drive-In Mutant Future supplement! As with most B-movie follow-ups using "Son of BLANK" or "Return of BLANK," this year's spooky celluloid supplement  is titled "Spawn of Devastation Drive-In"!

It's 102 pages filled with creatures, mutants, and monstrosities from bad (and even worse) B-movies from throughout the years, all stated up and ready to terrorize your future mutants! Some of the creatures lurking within include the sentient trucks from Maximum Overdrive, Curucu, the Beast From the Amazon, the carnivorous creeps from Feast, and my personal favorite, THE DEADLY SPAWN.

The download is free and the mutants within range from the laughable to the downright horrific! So grab some popcorn, turn down the lights, download the PDF, and subject your players to some late-nite cinematic mayhem!

Saturday, December 22, 2012

"This Is What Happens To Lousy-Rolling Dice."

Today is the last quiet day here in the Fallout Shelter before I spend several days back-to-back-to-back enjoying the Christmas holidays. So, while I picked up around the house, I came across issue 48 of Knights of the Dinner Table magazine. I had nearly forgotten that I had a submission for "Tales From The Table" printed in it about 12 years ago! As I re-read the column, I recalled that I hadn't yet shared this story here at The Savage AfterWorld. It's not A Christmas Carol, but it's a good gaming tale, so get a mug of hot cocoa, pull up a chair next to the fireplace, and let Uncle Sniderman tell you the absolutely true story of...

"A Die's Demise"

It was the mid-'80s when I was knee-deep in my D&D days. I had this one clear plastic 20-sider that was honest-to-God cursed. The thing never rolled higher than a 12, and it would start rolling 1s during combat. I would garner groans from the party every time I brought this beast out because they knew the fumbles were about to begin. However, because the clear glass-like orb looked so cool, I kept it in my dice pouch. I just assumed that it HAD to start rolling good at some point.

During one overnight session at our DM’s house, I waded into combat wielding the clear die. The clear dice didn’t let me down. It rolled three straight 1s. My character dodged left and right, trying to avoid being hit by the sword-wielding orcs. I took a blow to the shouIder, and the DM announced that I had to roll a saving throw vs. poison. Anything lower than a 10 would be successful. FINALLY, the clear dice was gonna do some good! I rolled it. It was the first natural 20 that dice had ever produced. I failed my throw and my character kacked. Screaming with rage, I scooped up the dice, walked over to the refrigerator (we were gaming at the kitchen table) and I hurled the dice into the freezer. I'm not sure what my rationale was other than to “teach it a lesson” I guess. We went on with the game and I forgot all about the cursed clear dice.

Flash-forward one week. We joined up at my DM's house for our weekly session. The DM turned to me and asked if I remembered my little dice-in-the-freezer tirade from last week. Apologizing for my outburst, I asked if he had come across the dice. Chuckling, my DM said that when I tossed the dice into the freezer, it had coincidentally landed in a recently-filled ice cube tray where it froze within a cube of ice. A clear dice within an ice cube was nearly invisible. At dinner that night, as my DM explained, they had iced tea with their meal. Throughout dinner, his mother remarked how unusual it was that one of her ice cubes had melted into a nearly-spherical shape. Yup, it was the 20-sider. Still, no one noticed the “ice cube's" true origin. After dinner, the dishes were placed in the sink and the garbage disposal activated. “The loudest God-awful noise you ever heard came from the disposal," my DM said as my eyes widened in horror. “Here’s your damn dice.” My DM tossed me my ground-up, chipped, and pitted 20-sider.

After that, any die that I was about to roll was held up to the destroyed 20-sider. "You see this?" I would ask the dice in my hands. “This is what happens to lousy-rolling dice.” Strangely enough, my rolls improved from that time on.

THE END

...And We're Still Here, Apparently

Well, THAT was anticlimactic. Worst Apocalypse EVER

Friday, December 21, 2012

Well, It Was Fun While It Lasted...

Sadly, the world is scheduled to end today. Ironically, I've been writing about a post-apocalyptic RPG for several years. And today, it's actually upon us. You've had a good run, Planet Earth. To all of my readers, I say "Farewell" and "Take cover." Good luck!

Monday, December 17, 2012

Review Of RGFT's Noteboard: The Pocket Dry-Erase Board

Less than a week ago, I saw G+ post about the usefulness, portability, and oh-so-coolness of the Noteboard -- the whiteboard that fits in your pocket from Really Great Freaking Things (AKA RGFT.net). I use a whiteboard for nearly all of my RPG scenarios (those who have gamed with me know I'm a fan of the "quick-sketch combat layout"), so I had to check out this item and see if it could work for me.

 Initially I was skeptical. The pouch that arrived was dwarfed by my usual whiteboard. Here you can see how the two measure up against each other.

Within the pouch is the folded-up Noteboard. A dry-erase pen is also enclosed, which was a nice addition to the package. Finally, the enclosed instructions mention that the pouch itself doubles as a dry eraser, so everything you need is all included in one small package. The first thing I noticed was that the Noteboard is marked off in an assortment of grids and layouts. Square-inches, square-centimeters, and hexagon-inches were all represented, making it PERFECT for sketching out dungeon layouts, overland encounter maps, battle maps, and a bunch of other RPG table applications. (The other side is blank white if you don't want to be distracted by any pre-printed markings.) Then I unfolded the Noteboard...

...and the Noteboard dwarfed my old whiteboard. The Noteboard lays out surprisingly flat and is easily twice as big as my old whiteboard. If I need less surface, it easily folds back upon itself. If I need a full skirmish map, I can use the whole thing. Very flexible! A test mark-up and erase of the Noteboard (not pictured) reveals that it holds the ink well and cleans up completely with the eraser. (No faint "Ghosts Of Drawings Past" linger on the surface.) And when I was done taking it for a test run, the whole package folded up neatly back into its pouch. Unlike my rigid whiteboard that I had to carry under my arm all day long at Gen Con and other cons, the Noteboard fits in a backpack pocket. Hell, you could put it in a vest pocket, your back pocket, or in a shirt pocket -- it's that portable. And weight-wise, it's no contest.

I've already chucked my gaming whiteboard into the closet of Ancient Gaming Relics. The Noteboard is a great replacement. Lightweight, portable, and huge when unfolded. Those who game with me will see this in action at the next gaming session. For $10.00 plus shipping, it's a no-brainer. The Noteboard is available at the manufacturer's website and at Amazon.

Gygax Magazine Issue 1 Table Of Contents Released

 
Because I signed up for updates at the Gygax Magazine website, I just received the table of contents from their first issue, scheduled for release in the coming weeks. Some big names and familiar columns seem to be listed. I'm very excited to see this inaugural issue! So, without further adieu:

The Cosmology of Role Playing Games by James Carpio
Still Playing After All These Years by Tim Kask
Leomund's Secure Shelter by Len Lakofka
The Ecology of the Banshee by Ronald Corn
Bridging Generations by Luke Gygax
The Gygax Family Storyteller by Ernie Gygax
Keeping Magic Magical by Dennis Sustare
Gaming With a Virtual Tabletop by Nevin P. Jones
DMing for Your Toddler by Cory Doctorow
Great Power for ICONS by Steve Kenson
Gaming Through the Generations by Ethan Gilsdorf
Between the Dungeons by Ernie Gygax
Talents Off the Front Line by Dennis Detwiller
Adaption Decay by Michael Tresca
Gnatdamp: A Sanctuary in the Swamp adventure by Michael Curtis
The Kobold's Cavern - a special section edited by Wofgang Baur of Kobold Press:
---A Magical Miscellany for AGE by Randall Hurlburt
---Scaling Pathfinder Combat Feats by Marc Radle
---An AGE of Great Inventions by Rodrigo García Carmona
Comic - Marvin the Mage by Jim Wampler
Comic - What's New with Phil & Dixie by Phil Foglio
Comic - The Order of the Stick by Rich Burlew

Tuesday, December 11, 2012

Dangerous Encounter: A Babe In the Woods


While passing through a darkened forest, the adventuring party can hear what sounds like a crying child echoing throughout the area -- more than likely human. If they investigate or try to locate the source of the sobbing, they will find an Ancient house tucked away in small clearing in the forest. The old farmhouse from "The Before Days" seems to have been abandoned for centuries, but the crying child seems to be in the structure.

Opening the door and blundering in is dangerous, as the interior of the house has collapsed in on itself, and all that remains of the structure are the exterior walls and the roof. The upper floor has fallen down onto the main floor, which in turn has collapsed into the basement area. Walking though the open doorway will result in a 15-foot drop (with appropriate falling damage). In the middle of the pile of rotted timbers, moldy drywall, and vines and brambles sits a small child who looks about helplessly. Trying to get the kid's attention or talk to him will only result in the child sobbing and crying hysterically again. He won't move from his spot on the pile either, as he just looks pitifully up at his would-be "rescuers."

If anyone is lowered into the basement area and makes contact with the child, the true nature of the encounter will be revealed. The basement is the home to a Wailer (MF rulebook, pg. 101) -- a giant carnivorous plant that uses a false child-looking pseudopod (its tongue, actually) and mimicry to lure victims to its waiting maw.

Wailer (1) (AL N, MV None, AC 5, HD 6, #AT 1, DG Special, SV L4, ML 12, mutations: ntoxic weapon)

Whatever makes contact with the "child" will be instantly adhered to it. The Wailer's mouth (which is 10 feet in diameter around the "child") will instantly snap around the victim. A successful hit will inflict 3d6 hit points from its powerful jaws. On a 17 or better to hit, the victim is instead swallowed whole by the Wailer and will take 2d6 hit points per round from acidic sap that fills the plant's mouth. The Wailer has not eaten for a while (and, as a plant, it cannot flee), so it will aggressively attack until destroyed. Once defeated, the party will find 815 gold pieces in assorted coinage scattered around the ruins from the Wailer's previous victims. There is also an automatic pistol (3 shots left) and a shock-field glove (fully discharged) amongst the debris.

Sunday, December 9, 2012

Savage Menagerie: Luminion

No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 4
Hit Dice: 6
Attacks: 1
Damage: 5d6
Save: L3
Morale: 12
Hoard Class: None

A Luminion (loo-MIN-yun) is a vaguely humanoid-shaped swirling vortex of light and colors. They are usually found silently patrolling the ruins of high-tech research laboratories, military complexes  and other Ancient structures that were designed with a high degree of security. It is believed that Luminions began "life" as holographic, light-based guardians that have somehow taken on a self-contained -- though mindless -- existence.

Because a Luminion is a light-based creature, it doesn't have a true "physical" form. It is unable to pick up and manipulate objects or interact in any meaningful way with the physical world. However, its structure can be "disrupted" by physical attacks, although a Luminion takes only half-damage from hand-held and ranged weapons. Energy-based weapons will do full damage, and any light-based attack (ie, lasers, photon grenades) will do double damage. Luminions are immune to heat and cold, and as they have no mind to speak of, they cannot be affected by mental attacks.

Luminions attack by means of an energy ray that emanates from its "hands." This burning laser-like ray will burn the victim for 5d6 hit points of damage. However, because the Luminion is using a portion of its own bodily energy to fire an energy ray, each shot will also cause 1d10 hit points to the Luminion as it drains itself for the attack. Making physical contact with a Luminion will also cause 5d6 hit points of heat damage, though this will not cause any "draining"damage to the Luminion.

A Luminion also has the ability to teleport from one point to another. This ability is not true teleportation, as the Luminion is simply moving at the speed of light to arrive at its new destination. This ability is only line-of-sight (the Luminion must travel in a straight line to an area it can "see"). A Luminion cannot pass though walls or any solid object to achieve this result. But if a mutant sees a Luminion in the distance, it's a safe bet the Luminion will be on them in a microsecond.

Mutations: teleport (special), energy ray

Thursday, December 6, 2012

At Gary Con V, There Will Be Mutants, Time Travelers, SAVE, And Thundarr!

We're less than 100 days away from Gary Con V to be held in Lake Geneva, WI, on March 14-17, 2013! Sounds like next year's celebration of gaming's roots will once again be The Convention Not To Be Missed! Gaming legends playing and hosting classic (and more modern) games in the town where it all started? Everything from OD&D to Pathfinder and everything in-between? A true "OSR feel" to the event and amongst the attendees? Why haven't you signed up yet?

I've turned in the games I'm planning to run. I'll be running one game for the Dead Games Society, and the rest of my events will be Goblinoid Games / Pacesetter events (presented by the Labyrinth Lord Society). Here's a sneak-peek of the Gaming Goodness I'll be hosting this year:

DGS Presents: Arbor Day
Chill - 1st edition
Horrific axe murders committed in Oregon’s Tillamook State Forest are identical to those committed by the legendary "Paul Bunyon Killer" 40 years earlier. However, the original murderer -- now elderly and feeble -- remains behind bars. Has a copycat killer surfaced, or is this the work of the Unknown?

The Day The Sky Fell
Timemaster
It’s 1979 and Topeka, Kansas, has been burned off the face of the Earth. Surviving victims claim they saw the Sun itself cut a path of destruction through the city, killing tens of thousands. Tensions between the U.S. and USSR have never been higher, and World War III is imminent unless Time Corps agents can determine what happened and stop it before it ever occurred. This is a Labyrinth Lord Society production.

Thundarr the Barbarian: Warlord of the Sacred Library
Mutant Future
Lords of Light! Drakexx the Unstoppable has established a stronghold in the forbidden Congers Library where thousands of Ancient texts are stored. What use does a warlord have with these tomes, and what secrets does he hope to unlock? The tribal shaman of the village of Linkon has tasked Thundarr, Ookla, and Princess Ariel with stopping and driving out the mindless brute! This is a Labyrinth Lord Society production.

Dead in the Water
Mutant Future
Mindless, water-logged abominations have been coming ashore, attacking fishing villages along the coast of The Rainbow Sea and dragging their victims off to a watery doom. Can a ragtag party of post-apocalyptic miscreants discover the answers on the Island of Fire? This is a Labyrinth Lord Society production.

You Oughta Be In Pictures
Antiquities & Arcana
Curators of the Smithsonian Institute’s “Special Antiquities Collection Division” are tasked with retrieving any historically significant items imbued with unearthly abilities. Two days ago, 27 audience members at an all-day film festival in Louisville, Kentucky, vanished without a trace. The PCs must discover what caused the mass disappearance and secure any responsible “heirlooms.” After all: “Magic is all around us. Your job is to find it and lock it down.” Come playtest this setting using the Pacesetter Action Table System. This is a Labyrinth Lord Society production.

Wednesday, December 5, 2012

I'm Dreaming Of An Old School Christmas

On my tree every year, I hang this ornament I made back in 1981. Still with me after all these years.


Tuesday, December 4, 2012

"Breaker D20...You Gotcher Ears On?"


Although RPGs are ideally played in a face-to-face social setting, gamers have found other ways to meet that social aspect of gaming even during those times we can’t physically get together. Nowadays, the ease of videoconferencing via Skype and Google+ makes running and playing a long-distance RPG easy. But before videoconferencing became prevalent, we gamers were using online forums to run our games via Play-By-Post, which is still very common.

Back in 1982 when I first entered the hobby, long-distance multiplayer role-playing was a bit trickier. Even though the Internet as we know it wasn’t around, there were many gamers – myself included – who were playing RPGs via the archaic “bulletin board” services of old: Prodigy, AOL, CompuServe, and other local BBSes. Step even further into the Way-Back Machine, and gamers were playing long-distance via Play-By-Mail. (I was partial to It’s a Crime, Silverdawn, and Flying Buffalo’s Heroic Fantasy.) One guy I knew in high school had a dad who did some kind of telecommuting, and he had three incoming phone lines. He could run a conference call from his kitchen table with each member of his group calling in on a separate number. (We gamers are a creative and resilient bunch.)

My group was wrapping up a long-term campaign that summer 30 years ago. Sadly, no one had access to a car to get the group together for the weekend’s gaming session. (We were all driving junkers that were coincidentally out of commission at the same time.) So my buddy Roger called me up with a brainstorm. Mark and his brother Scott had a high-powered Citizen’s Band base station at their home. Roger and I had CB radios in our cars. Why not finish up that final epic combat over the CB? So, that Saturday at noon, we all met on Channel 12 to wrap up the game.

We had chosen Channel 12 as trucker traffic on that band was pretty sparse. (And Roger and I both lived next to the interstate, so there was usually a lot of CB chatter anyway.) To keep everything straight, our CB “handles” for the game were our character names. Scott was our DM with Mark across the table their base unit sat on. Roger sat in his (non-functioning) Camaro at his house, and I sat in my (non-functioning) Pinto at home. All of us had dice and our character sheets. And we began playing.

The session went pretty well as I recall, although I’ll bet it was confusing for passing truckers who stumbled across the conversation.

Scott: “The mind flayer has Zorrak in his grasp, and he lowers his tentacled mouth toward his head to begin feasting on paladin brains. Over.”

Roger: “Crap. I’ll try to break his grip. Over.”


Scott: “Ok, you’re unable to break free. Father Jarrod? Over.”


Me: “My Protection From Evil spell is still active, so I’ll charge in swinging my mace! Over.”


Passing Trucker: “What in God’s name are you talking about? Over.”


Mark: “We’re thwarting the powers of darkness and breaking the bonds of tyranny! Over.”


Passing Trucker: “Damn kids. Over.”


After two hours, Zorrak the Mighty, Father Jarrod, and Nimble Bruce vanquished the mind flayer menace and confused dozens of CB users in the process. We had so much fun playing “CBDND” that games played in this manner became a monthly tradition – even if we were all able to get together in person. In fact, the CB radio became a useful gaming tool whenever one of us couldn’t be there in person or if the game was underway while someone was on the road to get there.

Scott: “Ok, it’s Roger’s turn. Someone get him on the radio and ask him what he wants to do. Also, tell him to grab some Mountain Dew and Slim Jims on the way.”

Today I can sit with a laptop and role-play with folks around the world. But these computerized face-to-face games will never match the thrill of those days of CBDND.

Over.

Monday, December 3, 2012

Wisdom From The Wastelands 20 Now Out

Skirmisher Publishing's Issue 20 of Wisdom From the Wastelands is now out. This issue is "Mutation Modifiers," and is described as follows: "Just as a single change to a stock creature can result in a very different and distinct entity, mutation modifiers can expand the scope and variety of Mutant Future mutational powers, altering them slightly with bonuses or penalties. With little or no tweaking, these modifiers can also be applied to supernatural powers — such as spell-like abilities — used in games from other genres." This new issue is only 99 cents and is available at Drive Through RPG.

Sunday, December 2, 2012

Do You Like It On Top Or On The Bottom?

...Numbers on your D4s, that is.
I think the first set I owned had the numbers around the base. This being my first set of polyhedrals, I recall thinking, "How very odd that you have to look for the one set of numbers that are "upright" on each face to determine what you rolled!" Later d4s I picked up had the numbers around the top tippy-pointy bit, marking that as the number you rolled. It still wasn't found on a "face," but at least it was the top-most number revealed. But the other upside-down numbers found near the bottom still throws me at times.

Anyway, how do you like your d4s? Has there ever been another form of d4? (Other than 1-4 marked twice on a d8 or something...)

(This was a mindless thought while I hammer out a more pertinent post for later...)