Showing posts with label conan pickup. Show all posts
Showing posts with label conan pickup. Show all posts

Friday, January 20, 2012

Random Starting Equipment for Conan/ZeFRS

It's been a while since posting about Conan/ZeFRS. I'm still plugging away at the second leg of the one-shots. I ran the first one, Mogg's Mountain, four times, even squeezing in a face-to-face game and am still very much in like with the action-packed system.

And of course that like means that I continue to tinker away with variants. (For more discussion on this game boogie over to the ZeFRS discussion board.)

Building off my random character generation system for the game, I put together a random equipment generator to supplement the simple menu choice from the original game.

What do I Own?
All characters are assumed to start with 1d10 bronze coins, plain clothing, sandals, and a large sack. Players can opt to make three picks on any chart below they are eligible to.

Missile Weapon: Any ranged or throwable weapon of your choice.

Melee Weapon: Any melee weapon of your choice.

Wealth (Merchant or Noble only)
Roll d10
1-5 3 gold coins
6-7 Ornamental gem worth 5 gold coins
8 Ornamental Cloak
9 Silk Shirt
10 Fancy Robe

Gear
Roll d10
1-3 5 torches (flint/tinder box) and backpack
4-6 100' rope & grapple
7-10 Riding horse

Light Armor
Roll d10
1-7 Jack
8-10 Brigandine

Medium Armor (Warrior or Freebooter only)
Roll d10
1-5 Breastplate
6-7 Hauberk
8-10 Shirt, ring or scale

Helmet
Roll d10
1-6 Barbutte
7-9 Basinet
10 Armet

Shield
Roll d10
1-4 Buckler
5 Spiked shield
6-9 Standard shield
10 Great shield

Tuesday, December 13, 2011

Nireus's Tale

Yesterday I mentioned in passing that one of my favorite parts of classic-style gaming is the “emergent story” that happens at the table (opposed to say the newer habits of heavy pre-layering of GM meta-plots). Dice fall, combats are won and lost, jokes made and in all that chaos a “story” is made after the fact.

David Rollins playing the “pretty boy” ministrel-gladiator (a strangeness made possible by my Conan/ZeFRS random gen system) Nireus in the second one-shot composed one of the better (or at least amusing) first-person accounts I have read. I present his mighty ballad here for readers. 

(And if you are in a kindly mood today why not stop over at my earlier post and help me crowdsource the next scenario in this trilogy.)


The Tale of Nireus and the Foul Sorcerer Mogg

Hark! Gather close and hear the tale of how the great Nireus of Argos came to save the people of Ifar from the terrors of Mogg and the temple on the blue mountain.

It is a tale that begins, like so many, with a betrayal. Betrayal that lead to the destruction of the fierce company of warriors known as the Free Companions. With the rest of the Companions scattered and hopeless, Nireus gathered a small group of stalwart warriors to him and struck out across the steppes.

It was a journey that would purify their spirits with hardship. When they finally drank deeply of the pure waters of Ifar their minds were clear of purpose and their souls full of mercy and determination. Aye, such men as these could do naught else when the warrior princess Larissa beseeched their aid in the protection of the sacred village of Ifar.

Long had the foul necromancer plagued the good people of Ifar but lo, of late he had taken to capturing the fair maidens of the town to sacrifice in his diabolical rites.

Nireus, moved by their plight, gathered his men: Galbor of the Steppes, Iago the Zigaran and his faithful retainer Virain the Poet and bade Larissa lead him to the fell, blue mountain of the necromancer and priest of unmentionable gods, Mogg.

She lead the courageous troupe over dangerous mountain paths filled with harrowing heights and fierce creatures without number. Still, the men of Nireus won through with little trouble. When they reached the mountain the fair warrior maiden gave them three choices for the assent to the foul temple. The first was far in the distance, an easy trail up the mountain which they could see was clear of enemy and danger. The second was closer and offered a simple walk up a mountain path cut by a lazy river. The last was closer still; an arch that lead into the darkness beneath mountain and into the lower levels of the temple. Surely the enemy lay there in wait for the heroes that the gods would provide to the good people of Ifar!

The trials of the journey had done naught but wet the appetite of Nireus for battle. He chose to immediately grapple with the darkness of the temple and plunged into the inky uncertainty of the archway.

He ordered Larissa wait at the entrance for their inevitable return but she was noble and brave and would stand with her saviours, come what may.

The first door was a simple puzzle which Nireus had open in a mere moment but they were forced to walk in single file through a narrow corridor. Keen-eyed Iago took the lead, ever wary for the foemen of the terrible mountain while Nireus came behind him leading the beautiful Larissa by her hand.

A heavy door slid out of the wall and struck a terrible blow against Nireus; though he kept to his feet. Even so, while Nireus regained his balance an awful creature of the grave came from behind the door to tear poor Larissa from his grasp! The creature returned to the darkness with Larissa in tow and the heavy door began sliding closed behind him. With no holds or rings upon the door to grasp, the determined Argosian jammed his trident into the narrow space left and levered the stone door open with a might unmatched in these times.

While he held the cyclopean portal wide his men dashed into the secret way to give chase to the foul creature and his fair prize, Larissa. Understanding the will of their leader, Galbor and Virain quickly dashed through the door, though Iago was distracted by the decor of the room and had to be commanded to follow. The great door slammed shut behind Nireus as he followed his men but alas, they were slower than the preternatural creature and soon lost him in the maze of tunnels beneath the mountain.

Their trials as they searched the mountain for the fair princess Larissa were many and unnatural but there were a few battles note.

In a great cavern two demonic creatures, horrific blending of bats and men, descended from the darkness to harry the courageous band. Iago and Galbor fell upon one and tore at the thing's wings. Nireus shrugged off the pain of the fiend's claws as the larger creature raked his muscular flesh. He struck it to the ground with a sweep of his trident. Virain, with no martial skill of his own but a great loyalty to his friend and master, grabbed at the demon's wing to keep it from escaping Nireus' wrath. With a single blow, Nireus transfixed the the foul thing with his trident and sent it back to the hell from whence it had come.

Soon after the cavern, the bold band of heroes entered a great hall filled with pyramids of bones. What suffering these corpses had to endure the heroes could not know, even so they steeled themselves to avenge each and every one of the multitude strewn before them. They did not travel far when they were confronted by a terrible ghoul such as had taken the fair Larissa. Quick witted Iago pulled an ancient tapestry from the wall and wrapped it about the creature. Nireus leapt upon the bones of the fallen to prepare to deliver the final blow as brave and sure Virain touched his torch to the tapestry. The foul creature writhed widely in the flames but it was for nought as as a mighty blow from Nireus' trident brought it low forever.

Galbor and Virain turned to face two more ghoulish horrors as Iago ran from the battle to tear another tapestry from the wall. Galbor fell beneath the savagery of his foe while Virain stumbled out of reach of the blows meant to bring his own death. Nireus bellowed and dipped his trident into the fire of his still burning foe so that it might know the heat of his rage and struck Galbor's killer squarely. It too knew the heat of his fury as it burst into flames and died it's final death in screaming agony. While Iago swung from the second tapestry in his efforts to dislodge it, Nireus delivered another mighty blow to the final ghoul and laughed as it too suffered a flaming death of righteous fury.

Their thoughts on the peril of the fair Larissa, the heroes quickly cremated Galbor's remains over the burning bodies of his vanquished foes, praying his soul would rise upon the smoke of vengeance to the heavens.

Climbing upward through the gloomy halls of the temple the heroes came to a room with no floor. Housed beneath the scant and narrow beams, a creature of shadow and malice approached the three companions. Furious at what the delay might mean for the fate of fair Larissa, Nireus brandished his fearsome trident, Tribrand, and prepared to deal the hellish fiend a mortal blow. To the surprise of all, as he shook the fell weapon, a flame shot out of the fork toward the darkness of the creature. It recoiled from the furious light and cowered at the entrance to its lair.

Iago, emboldened by the creature's cowardice sauntered across the narrow beam with only the gentle sway of his hips to hold his balance. With the sure feet and powerful gait of a mountain lion Nireus also crossed the chamber. Virain followed with a watchful eye on the shadowy evil below.

The heroes then came to a chasm so deep it seemed to be without a bottom. Though a red glow far into the depths promised a fiery death should one of them fall. Even so, with the Ifar and Larissa depending on them, they did not hesitate and swung across the deep wound in the earth on a rusty old chain that hung from the ceiling.

A dark and twisting tunnel lead them to the decayed temple on the mountain peak. As they alighted the heap of rubble at the entrance they saw the evil Mogg chanting and preparing Larissa and another daughter of Ifar for sacrifice to his foul god. With a bellow of challenge, Nireus charged across the distance to bring Mogg's unnatural life to an end with Iago on his heels. Virain scuttled behind the rubble and made his approach to the fair victims with all speed that he safely could.

Mogg dispatched a lion's corpse, bound by unholy necromancy and strengthened by it's unnatural attachment to the mortal realm, to intercept the two valiant warriors. It was a worthy challenge for Nireus' skill and Tribrand twitched in his hands at the creature's approach. Still, he knew his duty was to rescue the the women and rid the world of the sorcerer Mogg's evil so he dug the butt of Tribrand into the rubble and vaulted over the beast so he could continue his charge.

Iago's twin blades flashed and struck the beast like lightning striking the steppes. He hacked chunks of dead flesh from its carcass and still it clawed vainly at him while they danced their fearsome duet. Iago leapt upon the great creature's back and plunged his daggers deep into its eyes and rode it until its spirit returned to the land of the dead for its final rest.

While Iago fought heroically against Mogg's hell-spawn minion, Virain struggled to cut the bonds of the Fair Princess Larissa and Nireus rained mighty blows upon Mogg in an effort to cancel his horrific magics. Mogg's chants evoked a terrible vortex of blood red mist above the alter. A dread creature from beyond entered the vortex and slapped vainly about the heroes with a multitude of tentacles.

Virain freed Larissa but was struck down by the dread god's tentacle before he could reach other fair maid.

The titanic struggle between Nireus and Mogg raged as the storm rages. Nireus cast aside the bindings of Mogg's magic like so many cobwebs. He struck a mortal blow, driving Triband deep into Mogg's chest. Even so, the bond between the sorcerer and the monstrous creature of the vortex remained unbroken. Nireus gripped his great trident in two hands and tossed Mogg into the air as a farmer tosses sheaves of wheat with his fork. Still he chanted, invoking the dread god alight upon the mountain's peak. Once more Nireus struck the sorcerer, Tribrand biting into his neck and chest. With heaving of his mighty arms he tore out Mogg's throat and collar bone, forever stanching the flow of hellish filth from Mogg's mouth.

And so it was finished. The mist cleared and the dread creature of the abyss disappeared. Virain recovered quickly from his wounds and Iago sauntered sexily down the mountain trail weighing double by Mogg's treasure.

A toast to the mighty warrior and hero: Nireus of Argos!

Crowdsourcing the Next Hyborian Romp

This weekend's face-to-face game marked the third time I have run the Conan/ZeFRS one-shot. There must be some twisted, soul-shriven social scientist buried in me as one of the most enjoyable things for me is the game as a comparative exercise.

It's absolutely fascinating how all three groups of Hyborian neerdowells when confronted with the same range of choices would at some points 100 percent of the time take the same one (always the tunnel) and at others come up with a wild range of divergent action. I will probably run it one more time this month if I can squeeze in a game before the holidays blot out the sun.

Which leads me to my work on the second linked Hyborian adventure coming in January. It's always fun to see what the unwashed Internet hordes come out with in a brainstorm bull session, so here I am throwing open the gates. Please help me throw some paint on the canvas and we'll see what sticks. (If your idea gets worked in there, you'll get full credit.)

Here's my ballpark for the adventure:
1. I am not doing straight adaptions of Conan stories, but I am trying my damnest to keep them in the spirit of the actual REH stories and not the later pastiches. So all's fair in terms of taking small elements from the stories: a situation here, a character there and the like. The closer in feel to real Howard material—even if it's from another story cycle (hell I've already thrown Bran Mak Morn and Kull in there) the better. Any choice bits you'd love to see scattered in there for color and texture?

2. I need to get it out of the dungeon as the main adventure site (though it certainly can contain some underground exploration as a sideshow). Suggestions for solid Howardian places to perform brave acts in?

3. I really want to do a mass pitched battle. It could be an affair like the Battle of Shamla Pass in "Black Colossus" or something wholy different. I would likely use the mass battle rules that came in the third TSR Conan module so that the outcome is actually variable—and can be heavily effected by the actions of players. Suggestions on who's battling, why the players are involved, or what kind of cut-scene/action points I can throw in there?

4. I want to have a small city/town/social “scene” which can test more of the civilian skills and especially the character-chosen weaknesses (like Weakness to Men/Women, wine, gluttony, or gambling). Any suggestions there?

Anything else, my friends? Wild, crazy, and off-the-wall welcome. 

Monday, December 12, 2011

Playing More, Feeling Good

Deep in my cups last night with my visiting buddy, Red from Redbeard's Raving, we came around to talking about the post-game “GM high.” Just out of running a spontaneous face-to-face third run at Mogg's mountain featuring Desert Scribe as the mighty axe-cleaving Kull and Red as the Zamoran rogue Shevatas, I was feeling that familiar and addictive spike of adrenalin after a good session.

Undoubtedly, part of the cycle begins with the jitters of stage fright. (And quite honestly I feel it before every single session even with friends near and dear.) It's an old feeling—much akin to what I remembered of my time decades ago of doing theater—the conquering of which invariably leaves me amped up to 11 afterward with the flush of “performing.”

Feeding it as been a lot of the between-session chatter of the involved players. Each session tends to bring me into contact with new players and all kinds of quirky little “emergent story” by-products have bubbled out of the at-table chaos (more about that Hyborian and Domain player-written madness later).

Even when my evening Google+ sessions run into the wee hours of my much coveted sleep schedule I have tended to keep trying to ride out my buzz around the meta-bull sessions that Zak S. has been hosting under the “Let's Fight about RPGs” banner.

Taking stock, I am a bit taken aback by how deep I have sunk in. Six months ago most of my gaming activity mostly revolved around the once every 3-4 weeks tabletop Hill Cantons campaign. These days between the Google+ Petal Throne, Domain Game II, Conan one-shots, and of course play in other people's worlds, I am playing roughly twice a week: a six-fold increase.

It's a surprise to busy real life me—doubly so since it's been very sustainable. Cutting out the less emotionally satisfying, black hole of computer gaming altogether and the sudden flexibility of being able to virtually run or play in a game whenever I have a few idle hours have opened up more play windows. And with that high back there I keep returning like someone jonesing for black tar heroin.

Point is, I am not trying to beat on the drum again about G+ gaming; it's more of a sudden, broader recognition that there are  benefits to this hobby that I just don't get it out of other interests. There is some indeed method inside my own obsessional madness and that method is something that has felt good and healthy.

I have a feeling that I just might not be alone in this. 

Thursday, December 8, 2011

Random Character Generation for a Hyborian Age

I just couldn't leave well enough alone. Give me a game, even one that I love and mostly works for me and within a couple weeks time I am already bolting on flashy bits of chrome or trying to kit out his engine.

I swore great blood-sealed oaths to grim Ymir that I would just play Conan/ZeFRS straight out of the box, but here I am doling out some variants. It's probably not a great surprise to longtime readers that the first thing I would take a sharp chopping instrument to is the point-buy system (a particular and persistent dislike of mine), and that I did.

See below for a random character generation system to be used with TSR Conan rpg or its lovable, free clone ZeFRS . Because it spills out over a few pages, I will only present part of the subsystem blogside. You can find the full PDF download here.

As always this is a work in progress and I would greatly appreciate feedback (no seriously, please drop me at least a line about it). Does it work? Is it clear?Tweaks? Or do you just want to hit it with your axe?

Design Goals:
Speed up character gen. Should take 5-15 minutes with the subsystem.

Reduce min/max dithering. Characters will have a decent, sensible spread of talents. And removing the min/max impulse means that players can be surprised by what they may get. Some choice still exists with the election to take rolls on the weakness charts (any talent points there can be freely assigned).

Provide color. The background charts provide some decent REH archetypical characters with a light touch that allows for them to figure out most real details of their character at the table.

Bolster the power range a tad. Characters generated here get an extra talent point and five extra talent points per weakness to compensate for being bound by the almighty die.

Wednesday, December 7, 2011

Mastering Mogg's Mountain

Late Friday I managed to host the first foray into Hyborian mayhem on Google Plus. The muscled moody Pict, Bran Mak Morn (Jeremy D), the crafty Zingaran rogue Belvis (Michael M), the Northman Angnar (Jeffery O), and some Shemite pirate-chick "born under a Stygian catapult" (Steven G) all took the first run against the Mountain.

There was the mighty wrestling of beasts, there were gems stolen the size of a grown man's fist. There was eldritch evil and the rending of flesh. There were deaths both glorious and ignominious.

In short it worked. Mostly.

Crafting one-shots is a tough business. Especially ones that aim at: 1. being wrapped up completely in three hours; 2. building in at least a few meaningful, non-railroady choices; 3. providing a brisked pace, action-oriented romp with some diversity of adversity; and 4. concentrating on the literary flavor and themes of just one distinct (if powerful) element in the stew that went into our old favorite fantasy game. A tall order.

I agonized over the parameters. The number of rooms and encounters that can reasonably be explored in an hour. The ratio of empty rooms to stocked; the questions of whether or not you can really have something with real non-linear choice in something so clearly delineated. Finally even deigning to crowdsource.

(The peanut gallery opines from 4-10 rooms—including empties--can be explored in an hour, while my gut says you can present anywhere from 2-4 branching paths without breaking a scenario altogether).

I learned a lot from the writing, much more from the playing and the gracious feedback of the players. The aim is to play this scenario at least two or three more times—fine-tuning as I go—and then run two more linked (if only episodically in fine REH non-chronological, geography-denying order) scenarios the same number. By the end perhaps I will have finally gotten some window into this difficult art.

Switching gears back to organizing the current games, based on feedback I tried to frontload the exposition more. It cuts out a set-piece that had a non-linear array of choices behind it, but hey that just cuts your time down getting to the real meat and the bigger choices when you are staring up at that solitary peak.

The new full version of the prologue can now be found as a PDF file here (see “King of the Mountain” file). And if your mind—like mine--just naturally skips over the italicized purple prose of such creatures, the ADD version is neatly numbered and served to you in happy meal-sized bites below. Amphetamine salt optional.

The ADD version:
  1. You are motley crew of destitute fugitives from the Free Companions, a mercenary band destroyed a few weeks ago on the steppes.
  2. You found Ifar, an isolated, down-on-its-heels mountain town, facing a sinister evil in the shape of Mogg, a sorcerer-priest, taking the town’s wealth—and now taking its women as sacrifices.
  3. Roped in by the exhortations of the warrior-lass Larissa, you have set out to take Mogg down from his lair high up on Mount Ged.
  4. You have three avenues before you for the ascent (see illustration, forget about the jingling sound of keys).

Friday, December 2, 2011

Hyboria. Game. Tonight.

We are on for tonight for the first romp and rampage through Hyboria (by way of Google+).

If we have three willing canaries in the mine for the CONAN/ZEFRS one-shot, it's a go. Proposed playtime 8:30 CST.

See particulars and scenario backstory in yesterday's post. Just tell me if you: 1. want one of the three seats, and 2. if you are going to send me a custom character or want a pre-gen.  

Thursday, December 1, 2011

The Kettle-Drums They Beat

The steppe winds howl kicking up great billowing clouds of dust. Your hand draws back over your face shielding your eyes and black cracked lips.

Aeons seem to pass before the eerie stillness returns, as does that gnawing hollowness in your stomach. Your companions shoulder on next to you in that endless march toward the beckoning mountains shimmering in the purple distances before you.

You were the lucky ones.

Once each of your were of a band of dissolute rogues, the Free Companions, who burned and looted their way along the borderlands. Five thousand strong you were, from a motley score of the dregs of Hyboria, serving as mercenaries for a rebel prince in eastern Koth. When that cur made peace with his cursed sovereign, the Companions were out of gainful employment. By fire and sword you took to plundering the outlying dominions of Koth, Zamora and Turan alike.

In command of your company was a mighty-thewed Cimmerian. Blue of eye and black-maned, he was a demon on the battlefield of which he was said to be born on. Though mighty in battle, his tactical range fell on the short side.

A week ago Shah Amurath trapped your band near the banks of Ilbars with fifteen thousand men. Mitra! The skies were black with ravens that day. When the lines broke, after a whole day of fighting, some tried to break through to the north, some to the west. The steppes were covered with horsemen riding down the fugitives.

High above you a vulture calls.

Broken of your reverie, you halt suddenly. Far out under a lonely peak a flash of metal glimmers through the heat...

The first one-shot (of three planned) for Conan/ZeFRS is now rearing and ready to flex its tree-trunk arms against the untutored, man-beast hordes of Google+.

Titled King of the Mountain (unless we can crowdsource something better), it will take your would-be conquering hero/heroine up a blood-drenched lonely peak in a harrowing race. You and your companions have three and a half hours tops to best the horrors of that haunted place. Tarry once too many and you lose your moment in the sun.

More Particulars:
Possible Play Windows. As I said before the game will run “whenever”, that is some floating time period in which I have the spare hours and we have a critical mass. I will be traveling to the sun-swept wastes of the desert this coming weekend for work but I do have a few possible windows where I could run a game: Friday night after 8 CST, and/or Sunday or Monday sometime in the early day. Insomnia may make for some spontaneous late night sessions too.

Three Player Limit. I am trying to keep the action quick and the feel less like the small army of D&D parties, thus I will be limiting parties to only three players maximum.

Making your Own Character. Again look here for a free copy of the rules, make up your character and email it to me at kutalik at gmail the dawt com.

A few house rules (it was inevitable as the dawn rising of the sun):
1. You have 35 free talents to spread around as per the rules. The rules contradict themselves by stating that you get 5 talents per weakness you opt in the rules and 10 for each in the reference guide. Though the second reference for 10 is likely an editorial error, we will use that. Three weakness max.

2. You can have up to 7 points in any particular talent.

3. Pick or roll a d100 on the following chart for your nation of origin, note the bonus talents for each:
Roll
Nation
Bonus talents
01-06
Aquilonia
3 points any Knowledge
07-11
Argos
3 points any Knowledge or Medicine
12-16
Asgard
3 points any Fighting or Strength
17-21
Bossonian Marches
3 points any Endurance or Bow
22-27
Brythunia
3 points any Perception
28-30
Cimmeria
3 points in Animal Reflexes or Fighting
31-36
Corinthia
3 points any Knowledge, Pike or Halberd
37-42
Gunderland
3 points any Endurance or Pike
43-46
Hyrkanian Steppes
3 points any Prowess or Bow
47-49
Iranistan
3 points any Perception
50-52
Khitai
3 points any Knowledge
53-60
Koth
3 points any Knowledge
61-64
Kush
3 points any Prowess
65-72
Nemedia
3 points any Knowledge
73-78
Ophir
3 points any Knowledge
79-80
Pictland
3 points any Prowess
81-82
Poitan
3 points any Knowledge or Broadsword
83-86
Shem
3 points any Knowledge
87-89
Stygia
3 points any Insight
90-92
Turan
3 points any Prowess or Bow
93-94
Vanaheim
3 points any Fighting or Strength
95-98
Zamora
3 talents in Acrobatic, Climbing, Pocket Picking or Observation
99-00
Zingara
3 points any Fighting

Onwards and Upwards. If you survive the scenario your character (all pre-gens will be unique to the player) will gain experience and be eligible to run in the second, linked scenario.  

Tuesday, November 29, 2011

G+ Ephemera

From time to time readers will note some inexplicable content here: strange chicken-scratch drawings or long laundry-list rosters.

There's a simple reason. This blog began life as a campaign hub for players, and while it's taken on it's own life as a vehicle for other things, from time-to-time I use it simply as a place to drop a link to.

Be forewarned as I seem to take on more and more G+ sessions, I think you'll see more of it. We make heavy use of Twiddla, an online whiteboard program with some limited functionality. Among one of the handier features is the ability to import images with the paste of a link. That's what's going on here and with such things as the Rough Guide to Nowhere.

Campaign Intro for Domain Game II
The epics make out entering The Gate Between the Worlds to be as simple and as glorious as stepping through the Jewelled Door of Imyr. For you the Exiled it was something entirely less grand—more like a forced march than the easy, pomp-filled entry of heroes.

The rough, low-hanging tunnel beyond the verdigris-encrusted bronze doors of the the portal seemed virtually endless. No amount of light seemed to penetrate the haze hanging like a funeral shroud from the walls. Innumerable hours were passed putting one weary foot in front of the other until finally caravan members were hanging their hands in exhaustion out on the shoulders of their comrades in front of them.

Finally, one merciful moment many hours later, you stumbled into the sudden sharp shock of daylight. Catching your breath, a few minutes slipped by before you could really take in the full effect of being in this brave new world of Nowhere.

The scene in front of you seems jarringly both familiar and not.

The sun shining above you for one is not as yellow as you remember your own being. Larger, redder and filled with a sense of melancholy and ancient memory, it casts longer shadows much like late afternoon though it sits just a little bit past its zenith in the sky. The few trees around you seem almost familiar as those at home to be a comfort, though the darker, blacker hue of the trunk and the grayer cast of the leaves give the impression of something just a bit off. Their limbs sway a little too lazily in the stiff, cool spring breeze.

Stranger still is the basalt obelisk standing directly in front of you. Five man-heights high the monolith stands in silent testimony to some forgotten eldritch race's hand.

Taking stock, you notice the wave of nervousness spread through your caravan—disturbingly even among the trusted, solid faces of your long-time companions and followers. Each face silently asks, “what now?” as you are approached by the silver-masked, tight-lipped officials of the Colony.

Player's Map to the Southlands Satrapy

Player's Sketch for “King of the Mountain”, the Conan One-Shot 

Fort Va'rok

Fort Va'Rok, Week Three

Monday, November 28, 2011

The Down and Dirty on the Conan Pick-up Games

A few details on how the Conan/ZeFRS G+ pickup games are going to work now that I have heard back from people (mostly on G+):

1. The games will be run “whenever”. If I have a window of time and there is critical mass (2-3 players), we play. They will tend to be later at night, past 8 pm Central US (-6 GMT). Insomnia should push that to some late runs at time. There could be a few day windows on the weekend and on some of the days in December and January when I am not working the real job.

I will post a heads up on G+ from anywhere up to a day in advance or at the drop of a hat. So it's all about the spontaneity.

2. The games will be first come, first serve on who answers--with preference to those who have raised their hands all nice and polite like today. I will probably run the same scenario 2-3 times before moving to a second one, so obviously those who played before are bumped off the list for that scenario.

In theory, the scenario—which will be original with some heavy borrowings from REH--will be a self-contained episode that can be “won” in one session.

3. Players can either custom make their own characters beforehand or pick a pre-gen when the game is announced.

All characters are built straight by the book (go here to find the chargen rules and here to pick a fitting nation from Hyboria to be from) . Pre-gens may have a few quirks that give them some unusual features. (That one's for you, Eric.)

4. There will be winners and they will be those who grab the glory. The player that earns the most fame points in a session is the “victor” and may be awarded a small gift (likely a book). Players will receive extra fame points for loot (I will announce what at the end of the game) and for upholding your own personal code.  

Google+ Pickup Games (And Getting Some Conan On)

Back in my days behind a coffee-stained editor's desk in the smoking post-industrial hole that is Detroit, I would frequently pack six solid days of jagged stress around the high-tide parts of the editorial cycle.

As soon as that unremittingly bleak long winter would break even a bit on a morning off I would jump in the car cleats in hand and drive over to the freakishly great soccer fields erected for the city's brief World Cup moment in the sun. Without fail there was always enough critical mass of other stir-crazed players to get a full-teamed game on. Those games went a long way in keeping me sane those eight years.

Plugging away this morning at a balance-sheet analysis of the Google+ gaming boom, one of the greatest strengths (for me) just jumped right off the page: the ability to drop in or run a game at just about anytime of the day or night with less than a couple hours notice.

I don't think I need to spell out the advantage of that to this audience over much, I would hazard a guess that the single biggest X-factor holding many of us back from playing tabletop rpgs as much as we is that ugly beast called Adult Life Scheduling interfering at each and every turn. Having the ability to waltz into a pick-up game, not surprisingly is just an amazing boon, another perhaps unintended, but welcome outcome of the energy around Constantcon.

The only wrinkle I have encountered is that we are still fumbling around with how to actually run these games. To date, the sessions I have played in have been campaign-like games where the GM is clearly trying to spin out something less fleeting and ephemeral. I have had a blast playing them, but with my own standing commitments to running the Domain Game II and EPT Jakalla sessions really make me a kiss-and-dash-on-the-first-date kinda guy.

Punchline: it would be really sweet to have actual one-shots hand-tailored to be played at a moments notice.

Here's my part, I am going to put together 1-2 one-shots specifically designed around the TSR Conan rpg. A game that seems pitch perfect in supporting episodic, action-packed, lite sessions with a small cast (say like 1-3 players).

Here's your part, tell me what you want if you were going to play in said pick-up (better would be design some pick-up games of your own, but I am fresh out of pithy exhortations for the morning.)

Namely:
1. Show of hands of people who want to play. Good also to say your rough windows of opportunity if you know them. Encircle me on Google+ if you haven't already, or set up a dummy account and do so if you are all shy like.

2. What would you prefer playing: pre-gens (based on actual REH or imaginary characters) or swaggering S&S ne'er do wells of your own?

3. Would you prefer playing a session based on actual REH stories or something completely original? (The question really is whether you think you'd know them to well for them to work with a few twists.)

Game on?