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Magic-Users (Wizards) with Swords

Since the dawn of time (also known as my early days in gaming), magic-users couldn’t have swords.

Stick me in the hands of a caster, and I’m useless.

I’m talking OD&D, B/X, BECMI, AD&D 1E, AD&D 2E, 3E, 4E, 5E. In the later editions, you can take a proficiency to use one but it’s blocked out of the gate.

They are proficient in dagger use though (which is a teeny sword you have to get even closer to use).

Anyway, I digress. I’ve never seen the need to block a wizard from having a sword from the get go (or any melee weapon at all) as there is inherent risk in a wizard going anywhere near melee that you may as well let them use what the hell they like. SQUISHY UNARMOURED MEATSACKS.

Gandalf and Glamdring (bastard sword methinks) is the stereotypical example of why I want wizards to have swords.

I say let them, Magic-users (and later Wizards) are so squishy, letting them use a sword is delegation of risk, and a last resort as a player.

My main point here is: If you want a soft, squishy character to have access to melee weapons that the rules don’t allow, let them. It’ll be more fun when the giant rips off their heads and squashed out the innards like a tube of toothpaste.

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The City of Great Lunden

So, many of you know that I am underway with the planning and preparation stage for the third Midderlands book, The City of Great Lunden.

As it currently stands, the book is about 20k words in, with a 60-70k target, so still plenty more to do before I launch the Kickstarter between now and beginning of March.

So, what is currently planned:

  1. An A5 hardcover book detailing the city and its surrounding wards.
  2. A reversible A2 folded map of:
    • Front: Great Lunden and its surroundings.
    • Rear: The Inner Wards of Great Lunden.
  3. A reversible A2 folded map of:
    • Front: Some of the rooftops of the Inner Wards (for rooftop chases).
    • Rear: The sewer network.
  4. Six A5 Pregen character cards (for convention games and pregen use). These will also feature is a short story within the book, written by Richard Marpole.
  5. Other stuff that I have rattling around in my head.
pregen.jpg
One of the pregenerated characters, Tessa Tennant. She is one of the ‘The Gardeners of Walshale’. This shows the front and rear of the A5 card. Character Art by Juan Ochoa.
Gl WIP
This is my current WIP map of The City of Great Lunden. There is still A LOT to do on this.
Street names
This is my current notes on details of the Inner Wards. It’s keeping me on the straight and narrow with regards to street names and such.

Anyway… back to the grindstone.

Glynn

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Do Players Care If I’m Freestyling?

I was thinking about this this morning.

When I play in a game, I like it to be part of a pre-defined narrative, or something written down beforehand. It’s probably my childhood of pre-written modules which has conditioned me.

DoM004

There is a certain ‘suspension of belief’ when you know the GM is freestlying his way through the session. You know that the encounters or things that happen are acts of almost randomness and may or may not form part of a cohesive plot. It seems odd that the things you might say become part of the story or plot hooks for the GM, like;

“I wonder if that silver amulet opens portals to other worlds?”.

If that then becomes the case, it seems somehow false that the player should make suggestions for the narrative. Players should be part of a prepared story, not writing their own. They should interact with that story, and have impact upon it by their actions. Cause and effect.

In a recent session, I was totally freestyling and acting on the whims of the players, and just developing the narrative ‘on the fly’. Whilst this is a GM’ing skill, I felt that if the players had known that, it would have somehow spoilt the session.

I think freestyling is good, but I think players should be oblivious to it.

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The Cartography and Art Equation

To create great artwork or cartography requires some things.

  • You need tools or programs you can use. Like a pencil, or ArtRage 5.
  • Some skill. It doesn’t have to be a university level degree.
  • A basic understanding of physics (such as light and shadow). For example, the same light can’t hit both sides of a roof unless it’s top-down without some variation.
  • Time. Don’t rush it.

That last one. Yeh, time.

There’s a simple equation to the positive reactions elicited from the final creation of a piece of cartography and artwork. And it’s the most important one.

MBD-3.jpg

MBD-4.jpg(I’m clever, me).

Like Shoeless Joe Jackson said, “Build it, and they will come”.
He didn’t say, “Take your time to build it, and they will come.” I did, and I stick by it.

There’s lots of way to save time, like copying and pasting the same icon repeatedly. But it stands out like a sore thumb in most cases and messes with the suspension of disbelief. You don’t tend to have that luxury when drawing traditionally by hand anyway — unless you have a tendency to stipple (which I do) and have access to a Cuttleola Dotspen.

Do I use shortcuts, hell yes — sometimes, but I try to make them as difficult to spot as possible with hue variations, random rotations, slight scale adjustments, etc. Generally speaking, if you look for shortcuts you undermine the wow factor.

The first step is don’t rush it, don’t try and make a self-imposed deadline. Tackle it in stages if it’s looking like a bigger job.

If you spend ALL DAY (8 hours) drawing a map it will look really nice. If you spend 5 days (8 hours a day) it will look fabulous.

Try it. Let go of time as a limitation. It’s probably holding you back.

BtC r1.jpg

 

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Simple Tomb Lid Art (Tutorial)

This is a short tutorial to help show the various stages I tend to use to make colour art. I used ArtRage 5 for this, but you could just as easily use Photoshop or Gimp as the terms used are generally common.

Tomb Lid
Hey, I’m a GIF…

So, let’s start.

Stage 1 – Line Art

Create a layer, call it Stage 1. Create a simple outline of the piece on that layer. Easy.

Tomb Lid (1)

Stage 2 – Base Colour

Create another layer (Stage 2) underneath the Stage 1 layer. Select a colour. Grey in this case, and colour it in.

Tomb Lid (2)

Stage 3 – Dark Textures

Create another layer (Stage 3) between Stage 1 and 2’s layers.

I select the Stage 2 layer, then use the magic wand to select the whole of the Stage 2 layer. Then with the selection highlighted, select the Stage 3 layer. This gives me a good boundary for the texture without needing to tidy up after.

I have a couple of textures I use for this, but use what you can find which you think might look good. I then select a darker shade of the base colour, maybe even some green for lichen effect, and dab it on.

Tomb Lid (3)

Stage 4 – Light Textures

Create another layer (Stage 4) on top of Stage 3’s layer.

Basically, the same as the work we did on Stage 3 layer, but we use a lighter shade of the base colour, or white spots or something.

Tomb Lid (4)

Stage 5 – Shadows

Create a new layer (Stage 5). This can be anywhere. Set the layer to Multiply, and opacity to around 50%. Use black as your colour.

Decide where the light is coming from (and stick to it going forward), and then start adding shadow to areas that would be in shadow from the light source position.

Tomb Lid (5)

Stage 6 – Highlights

Create a new layer (Stage 6). This can be anywhere. Set the layer to Overlay, and opacity to around 50%. Use white as your colour.

Based on where the light was coming from in Stage 5, start adding highlights to all edges and faces that would receive highlight from the light source position.

Tomb Lid (6)

Stage 7 – Engraving

Okay, let’s get funky.

Create a new layer (Stage 7), and it can go on top of all the other layers. Set it to Multiply. Use the base colour from Stage 2, and using a pen type brush write your engraving on the art.

Then we need to apply some layer effects. You will want Emboss (inside). You will need to adjust the light position, so that it correctly follows the light source decision you made in Stage 5/6.

Tomb Lid (7)

Stage 8 – A bit of extra detail

Back to the Stage 1 layer and add some extra bits and bots for good luck.

Tomb Lid (8)

 

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Sheepfeld on Wyrmere (Map)

The Wyrmere has provided for the community known as Sheepfeld for over fifty years. A gathering of the livestock farmers — mainly sheep — the folk have become unwelcoming of late. Tall tales of giant sheepmen stalking the woods at night craving blood have spooked many from visiting the area and the supply of fleeces to the towns up the trade route has now stopped.

Sheepfeld on Wyrmere FULL

Alternative versions with Grid and for VTT usage.

 

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Off the Beaten Path: Mountain Excursions (KS)

The industrious Thom Wilson at Throwigames is back with another of his fabulous ‘Excursions’ Kickstarters. This time it’s Mountain Excursions.

It’s only a short KS and already funded, so don’t miss out on it.

I will be helping the project along with map upgrades. I’ve done some already, and hopefully more to come as the days unfold. Check out the project here:

https://www.kickstarter.com/projects/throwigames/off-the-beaten-path-mountain-excursions

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Save or Die. Game killer?

To be clear, I’m talking about the ability. I’ve been listening to Erik over at the Tenkar’s Tavern blog and his ‘Designers and Makers’ slot got me thinking…

As a player, I hate Save or Die. Nothing says ‘kill my fucking fun’ like Save or Die. I know why too. I like to keep a character and gain experience to build them up over time, to feel attached. That’s how I played as a kid — I had characters that were crazy multi-classed, +6 Hellblade-wielding, Archdevil-slayers. I remember being 14 and losing a character to a pretty angry Mephistopheles and I was fucking miserable for a couple of days.

If you think about it, things like Flesh to Stone or Petrification are the same thing. It’s pretty much death, although with enough high-level magic you can get round it. The same with Save or Die — it’s get roundable. But it contains the word Death. And that sounds bad and final.

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“You’ve been a very naughty Lich, killing all those PCs like that.”

Using Save or Die — or any other ‘single dice roll and probably get a new character sheet’ mechanic — should be used with caution. It’s group and player-dependent. It’s campaign-dependent. If you are planning to use it, then players should know in advance of the session where it may crop up. Players get complacent, but killing a character they have played for 20 sessions (with no backup plan to reverse it) is a dick move, and I can bet that player WILL NOT think it’s a good game. Remember, you are playing for fun after all.

man person face portrait
NOOOOOOO!!!!!!

In one-shots and convention games I can see how this is appropriate. But leave that mechanic/’save or die’ boss until near the end. It’s shit dying at the start of a session. Of course, if you have a group of players that are fine with getting characters killed off, then feel free.

‘As Gary Intended…’ doesn’t mean kill anyone who’s stoopid. After all, M0rdenkain3n, Ten5er, Bi8by, Le0mund and all those guys survived into adulthood and legend.

For campaign play, ‘single roll and it’s game over’ situations really kill the fun. There still needs to be perceived risk and threat though, as strolling through adventures on easy is no fun either (for some).

The Computer Game Difficulty Model

Computer games have Easy, Normal and Hard modes very often, even Insane modes. It’s worth thinking about writing adventures with these three modes in mind.

So, here’s a thought.

When campaign playing, anything that has an insta-kill outcome would get extra save chances. So let’s say we have a room with a Medusa. The players wander in and all make saving throws.

The saving throws have a number of roll chances equal to the Difficulty Level.

So,

  • Easy = 3 chances at Saving Throw (You are your god’s new play thing)
  • Normal = 2 chances at Saving Throw (The gods smile upon you)
  • Hard = 1 chance at Saving Throw (Hey, God! Where are you?)
  • Insane = 1 chance at Saving Throw at -1d6 (Even your god hates you)

This could work for any saving throws, or situations where death is the result. It’s a kind of Advantage mechanic, but it’s fixed for certain situations.

As always, these can be specific to each player too. So if Bob wants to play on Easy, but Roger on Insane then balance that with additional XP at the end of the session.

So,

  • Easy = 75% of XP earned.
  • Normal = 100% of XP earned.
  • Hard = 110% of XP earned.
  • Insane = 150% of XP earned.

Had I have had this in my games as a 14 year old, then my wizard would have not been Mephistopheles’ plaything for eternity. May the pit fiends be merciful to his bum-hole and use foam pitchforks (yeh right).

Over and out, Glynn

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Cha’alt (KS)

So, some of you may remember that Venger Satanis and I were working on one last project together, and most of the pre-design for the layout had been done already when the decision was made.

It’s just released on Kickstarter. Check out Cha’alt.

https://www.kickstarter.com/projects/vengersatanis/chaalt

From early discussions with Venger, and all the work done on the design, this one felt different. More serious. Irrespective of what you think about Venger’s online persona, his writing is evocative, imaginative, and often humorous. I think this Kickstarter will show what Venger is capable of when not immersed in the sleazy sci-fi worlds of boobs and codpieces.

The artwork for this is another level. Have you seen those Yannick Bouchard pieces? Yannick does a lot of LotFP art – he’s a master at his craft.

I am due for layout and cartography work on the project and will do my very best to ensure it meets the high expectations that you all deserve. As a fitting end to my time working with Venger, I think this product is the one to do it with — this will be his Magnus Opus to date. I will put my heart and soul into it, as I do with everything I do.

Please consider backing it.

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I Played Roleplaying Games Before They Were Cool

Honestly, I did.

I used to be able to work out Thac0. In my head. Without using fingers or thinking out loud.

Did you ever have another player that thought it was a competition to work it out for you and say it first…? Maybe you still have that player… What a cock-womble.

Anyway, when I was at school, you never mentioned that you played D&D and its ilk. It was an invite to get the shit kicked out of you and be tormented relentlessly for your remaining school years.

ipdndbiwc lores.png

Things have changed. It’s cool to be a geek or a nerd, and for that I am thankful. So thankful, that I made a t-shirt to remember the torment suffered by us all during those early years.

Wear it with pride, pioneer. You’ve damned-well earned that right to be a hero, and fought the battles that allowed these whipper-snappers to play ridicule-free.

https://www.redbubble.com/people/glynnseal/works/36110361-i-played-roleplaying-games-before-they-were-cool?asc=u&p=t-shirt

MBD-3.jpg