Thursday, November 29, 2007

What GURPS you got?

Though I've never played the game, I've owned lots of different GURPS sourcebooks over the years. Some of them are a little dry to read, but a GURPS sourcebook is a go-to guide on stuff a gamer needs to know about any particular topic. I sold most of my GURPS stuff, along with several other books, back in 2001 when I needed to clear out a space to put a baby crib. Here are the four I kept:

I love this cover.I recommend GURPS Aliens by Chris McCubbin to any GM looking to add some interesting alien races to his campaign. Many of the 20+ aliens included in this tome would make great additions to fantasy worlds. The background info provided on all these dudes fit together like its own jigsaw campaign world. You could seriously run an awesome alien-tastic campaign using your favorite generic or sci-fi rules and this book. Or say you're Traveller PCs manage to misjump their ship off of your campaign map. Just flip open this book and have them appear in a subsector dominated by one of these people.

Do you like cheesy sci-fi and horror flicks from the 50's? Then GURPS Atomic Horror is right up your alley. In addition to standing on its own feet as a source for a quirky B-Movie campaign, this book also makes a great campanion for the sci-fi/horror rpg Spaceship Zero. Author Paul Elliot always struck me as one of the cooler people to hang out at RPGnet. He often went by the handle mithras over there. He's got some very cool stuff on this page.

If you haven't read E.E. "Doc" Smith's Lensman series of novels then do yourself a favor and check them out. Lensman IS space opera. It's that effin' simple. You ever heard of the Green Lantern Corps? Howzabout the Jedi Knights? Both were inspired by the Lensmen. And the GURPS adaptation is pretty darn good. I could nitpick an item or two, but I doubt I could do better myself. Golden Age scientifical fictionary adventure at its bestest.
GURPS The Prisoner is the best fan-guide-as-rpg-book I've ever seen. Author David Ladyman does an excellent job of providing a meticulous resource for fans of the seminal British TV series while avoiding the common trap of assuming that your game must adhere closely to the licensed property.

So what GURPS books are in your game library? Any particulars stand out as favorites?

Wednesday, November 28, 2007

typed manuscript found in an otherwise empty Gamma World box

The Dungeon and the Journey
by A.J. Putman

It has been my distinct pleasure over the last five years to play host to over three dozen hardy players in my ENCOUNTER CRITICAL campaigns and many others in various con games, club events, etc. Sometimes after a particularly successful session one of the players will inquire why I never take the time to run a DUNGEONS & DRAGONS event. Pretty much every other gamesman in the area has run at least one D&D campaign, why am I the last hold-out? Am I some sort of snob, unwilling to run the most successful of role play adventure games out of some misguided sense of elitism? Nay and nay again! Rather I acknowledge a qualitative difference between the two games and between my ability to successfully adjudicate them both.

It is a mistake of the uninitiated to assume that the same skills are applicable to the mastery of all role play adventure games. The responsibilities of the Dungeon Master and the Journey Master are not one and the same. More to the point, my talents lend themselves to at least a basic competency in the field of JMing, while my natural temperament is less than ideal for the tasks assigned to the DM. On the surface, these two callings appear similar in nature. Both involve arraying the foes to be fought, the terrain to be disputed, the riches to be won, the maidens to be seduced, etc. But where the dice meet the table the proper approach to the games are as different as night and day.

Mr. Gygaz, in his voluminous texts and correspondences, makes the same point time and time again: A good DM is an intelligence vast, cool, and unsympathetic. If the dungeon key indicates three angry Balrogs in room 23b, then by Odin's beard that is what any group of adventurers will find in the room. Once the elements of adventure are placed upon the campaign board only their own internal game-logic ought to change them. Whether a particular encounter is fair or unfair, exciting or dull, overpowering or underchallenging is not to be taken into consideration. The DM is like a watchmaker who winds up his watch and whatever time it tells thereafter is no business of his.

Anyone who attempts to run EC is this fashion ought to be banished to the 43rd Hellsphere of the Klengonish Netherverse. It is not the Journey Master's job to reign high atop Mount Olympus, sitting in coldblooded judgement over the acts of the mere mortals condemned to walk his petty worlds. Rather, the proper Journey Master is like a tourguide through the unconscious realms of dreams and nightmares. It is the first duty of the JM to provide an emotionally charged adventure, whether by giddy thrill or sheer terror. A good JM never hesitates to be unfair, if the adventure can be rendered more exciting thereby. So, too, should a JM occasionally extend the Triple-Gemmed Wand of Mercy, if by such kindness the experience of the game is heightened. So while the room key might indicate three hungry Infernal Apes reside in cave 56c, a good JM will adjust these measures on the fly. Perhaps a single sleepy Infernal Ape will best fit the overall circumstances of the adventure, or perhaps a dozen hostil devil gorillas would be more suitable.

Both approaches have there own sets of rewards and problems. A canny D&D player will be satisified that everything he earned, he did so in the face of a hostile universe cooly refereed. But from time to time that same player can find himself bored to tears by underwhelming dungeon levels or empty wilderness regions. The EC player knows she will never leave a session wondering if the JM did his utmost to entertain her, but she also runs the risk of occasionally wondering if her own agency is undermined by behind-the-screen shenanigans.

Neither approach to game refereeing should be considered superior, except to the extant that the D&D method is best used with D&D and the EC style applies first and foremost to EC. Past that, let the individual tastes and preferences of the game moderator and his players be the primary means by which one type of game is preferred over another. For my own part, I choose to call myself Journey Master, with some measure of pride of accomplishment. Our brother gamers who have earned the title of Dungeon Master may be a different sort of animal, but they have earned their respect through just as much hard work as I.

Saturday, November 24, 2007

a dream fragment

I was being haunted by the chiclewuecue (pronounced chick-luh-WAY-kay), an Aztec undead that can wear the form of your dead loved ones. This one took the form of Grandma Rients, at least until the skin melted off revealing the cadaverous, skull-faced horror underneath. The chiclewuecue can also manifest as an infestation of large spiders, or as the spooking of local animals. It can also incite children to violent acts, as when walking through a park all the kids playing ball started lobbing their footballs and baseballs and such at me. Fortunately, badass 70's Batman and Frank Zappa, Sorcerer Supreme, were on hand to help me. Frank was wearing a white leisure suit with a lime green silk shirt and magic shoes. They were Italian style shoes, with the zipper up the high ankle, but with huge wooden platform heels and soles and silver sequins. They were like the magic shoes the Wicked Witch would wear, if she were a pimp. I awoke wondering if Zappa also owned Dolemite's magic pimp cane.

This is my daughter.

Today I discovered Elizabeth on the couch holding her game boy, playing Pokemon, while in her lap a Scooby-Doo show was playing on her DVD. Meanwhile on the TV was some SpongeBob. The thing is, I'm pretty sure she was actually following both shows and playing the game without tuning out any of them. She can't pay attention to her old man long enough for him to wipe her nose, but she can follow two TV shows and a video game with no problem.

Later I made her a peanut butter and jelly sandwich. She lifted one slice of bread and informed me I had made it wrong. "The peanut butter goes on top." I flipped the sandwich over and she was pleased as punch.

Recently we got a good deal on a PlayStation 2 and Guitar Hero III. Now her favorite song in the whole world is "Slow Ride" by Fog Hat. She was like negative 26 years old when that song came out. Incidentally, I usually choose Lars Umlaut as my character when playing GH III. For those of you not familiar with the game, he looks like this:


Elizabeth immediately declared him to be "Mogar", the rock 'n' roll persona adopted by Billy's dad in the episode "Battle of the Bands" from The Grim Adventures of Billy & Mandy. Here's the original Mogar:
The resemblance is striking, isn't it?

Friday, November 23, 2007

five links without comment

The Penguins of Destiny

The Retro Future

The X-1 Skycycle

The Space Warlock

Building Your First Robot

Squirrel Girl is wise


Scanned from the GLA mini-series by some other blogger. I totally forgot to note who I swiped this from. Sorry, uncredited person!

Wednesday, November 21, 2007

My D&D timeline

c1981 - Get Moldvay Basic set, later Cook/Marsh Expert set, mess around for this for a while, primarily focusing on the Keep on the Borderlands and some half-ass homebrews.
c1983 - Get Advanced Books, for the next couple of years try very hard to make AD&D work for my group.
c1986 - Become interested in the Mentzer boxed sets, and more importantly, the Gazetteers. Go back to basic/expert style D&D for several years, starting again with the Keep on the Borderlands.Continue to play AD&D in Jim's killer campaign. In retrospect, I can't help but wonder if it was the original Unearthed Arcana that drove me back to the simpler rules of Basic/Expert.
c1989 - 2nd edition AD&D comes out. My group drops most of our BECMI gaming in favor of playing the crap out of 2nd edition. David Dalley runs his Krynn campaign, one of the best campaigns I've ever had the priviledge to play in.
c1993 - Running the Rules Cyclopedia, once again relying on the Keep on the Borderlands and the Gazetteers.
c1994 - Don McKinney runs a super campaign using the RC, with the highlight being a partial run of Night's Dark Terror.
c1996 - Run a superfun hybrid 1e/2e AD&D game set in the Bandit Kingdoms.
c2001 - After a lull 3e draws me back into DMing. Run a short campaign based on Quasqueton and the Caves of Chaos, set in "Greymoor", the World of Greyhawk version of Blackmoor. Somwhere around this time I started getting really into OD&D.
c2002 - Back to AD&D 1st edition for a short but entertaining high level campaign that ends with a party armed with Hammers of Thunderbolts pretty much destroying the Glacial Rift of the Frost Giant Jarl.
c2006 - I hop on board the 3.5 bandwagon with the Wild Times campaign, the best campaign I've run since the Bandit Kingdoms and the '80s Gazetteer game. Heck, maybe better than those. Have some good times in the World of Alidor. Run OD&D as a con game, which was a hoot.
c2007 - Run Moldvay Basic as a con game for ten players, the most I've ever managed at a single session. Good times.



Putting together this timeline was a fun exercise of the ol' noodle. I've omitted a lot of brief experiments and flubbed games and I've probably flubbed at least a few dates. Hopefully I haven't forgotten to mention any totally rad campaigns.

If anybody else tries putting together a similar timeline please let me know.