Friday, May 4, 2012

Happy Star Wars Day!!!

May the 4th is upon us once again; a day specifically set aside to fondly recall that sense of awe and wonder that seems - for me at least - to have been something left behind at childhood's end. Thankfully, we have the Web, and with it instant access to so many things from our past that would have been lost to us otherwise - including iconic images, like the one adorning the blue-series Topps Star Wars trading card, below:



One look at that picture, and I get a dozen mental flashes from my childhood, circa 1977-78...

And oh, how I dearly miss my old Topps Star Wars trading cards. Back in the day, I traded these ferociously with my nephew and my friends at school. (I didn't have very many of the blue series, but had a good collection of the red series, and almost a complete set of yellows.) Nowadays, I vaguely recall the joy of buying a pack or two of the wax paper-wrapped cards at The Mall*, and tearing into them like gift-wrapped presents on Christmas morning while on the car ride home. With a little effort, I can even recall the distinct smell of the sticks of utterly un-chewable gum that came in those packs; a smell that permeated the cards for years afterward. Thanks to that nearly unforgettable smell and the link between our sense of smell and our memory, I could easily relive those moments of unwrapping by simply taking my cards out and looking through them. (When I still had my trading cards, that is.)

So, Happy Star Wars Day to you, May the Force Be with You - and may you have at least one of these cards laying around that still has the smell of that chewing gum about it!


*That would be Riverside Mall, which I've mentioned before - our one and only mall, until 1980, and the one that is intrinsically linked to my Star Wars-era memories.

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Tuesday, April 24, 2012

Does Anybody Happen to Know...?

... What the heck happened to R. Talsorian Games and Mike Pondsmith? I was cruising around the Web on my lunch break (such as it is), looking for a decent Fuzion/Champions: New Millennium character sheet*, and I noticed that the RTG website has apparently gone tits up.

What's up with that?

I'm a HUGE fan of RTG's Cyberpunk (in its first two forms - not so much those that came after) and much of the material released to support it. I would list the original Cyperpunk box set as one of my Five Stranded-on-a-Desert-Island RPGs. (It would actually be in the top three, I think - right after Moldvay Basic D&D and the third edition Call of Cthulhu hardcover.) I therefore find it depressing to think that RTG may have become extinct...

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*Been thinking about super hero RPGs lately, but I've grown weary of my go-to game (Villains & Vigilantes). After much deliberation, I think I've finally settled on C:NM as my replacement for V&V. I've long been tempted by the crunch of Champions, but as I grow older (seems to be happening on a daily basis) I find more and more that I need a game system with fewer moving parts. Mutants & Masterminds is a beautiful game - one I'd love to be able to embrace - and Freedom City has to be one of my all-time favorite supers RPG supplements, but the game's still got too many moving parts. (Dump the feats and I'd probably be fine with it.) The newly released Marvel Heroic RPG was tempting - for about a day. Then I read the preview PDF and some reviews, and found that wrapping my brain around the dice-centric rules gave me a headache that lasted for days. I considered the Marvel Universe RPG, which I totally love, but the diceless system and resource management aspect always drive me away. Numerous other supers RPGs were vetted, and each - although having its merits - was cast aside for one reason or another. C:NM won out because it hit the major points for me:
  • Crunchy enough to create supers with nicely customized powers, but
  • Not so crunchy that game play feels like an exercise in accounting
  • Stat blocks that are readable (i.e. don't make my head hurt to look at them)
  • Set in a post-Jim Lee X-Men era (else TSR's Marvel Superheroes might have been a solid contender)
  • Lots of pre-made NPCs (namely villains) available (C:NM's ability to co-opt Champions characters definitely helps here)
  • A city setting book (Bay City is no Freedom City, but it will do in a pinch)
  • Dice to roll, but not too many (without dice there are no random events, no crits and fumbles - and without those the game loses a lot of that dynamic nature that makes playing RPGs fun; too many dice - and/or weird, "narrativist" mechanics - and the game becomes more about the dice and less about the story, IMO - even if they're trying to enhance it)

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Saturday, April 21, 2012

Friday, April 20, 2012

This Makes Me Want to Play Some Gamma World

Found this in an old (circa 1986) Challenge magazine*:

Rest assured: when I once again pick up the mantle of Gamma World GM, this cool dude and his horn-nosed ride will make an appearance...

*Remember when the hobby was graced with such wonderful magazines as Challenge? And Shadis? And White Wolf? Ah, now those were the days of heady adventure!

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Wednesday, March 21, 2012

Yes, I Know: It's Been Ages Since I Posted Anything

Rest assured, I am still alive. With winter coming to a swift end here in the northeast (80+ today - woohoo!) I hope my spirits will lift and I'll be feeling up to posting new game-related stuff soon. In the meantime:

Friday Night on the USS Enterprise. . . . .

Thursday, January 19, 2012

Dude, seriously???

Just read this:
...most gamers during OD&D days didn't do that much RP...
Really? I mean... wow.

Friday, January 6, 2012

Dark World: Introducing The Traveler's Guide to Pretty Much Everything

A publication of Zuorn Press, The Traveler's Guide to Pretty Much Everything, often called the "TGPME," or simply, "The Guide," was first published in Zuorn in 935. Its authors, an enigmatic duo known only as "Egbert & Chick," are said to regularly travel the World (and beyond) in a lifelong effort to keep the guide as up to date as possible. Addenda and errata have been printed every year since The Guide was first published, and have been included in reprints that have been published every 10 years.

Unfortunately, sales of The Guide have been sluggish, as few people have room in their homes for its 900 or so volumes, much less for the additional seven to nine volumes of addenda and errata that are published each year. As a result of its bulk, the guide is also of far less use to the average traveler than Zuorn Press had originally hoped. (One wizard, who wishes to remain unnamed, owns a copy of each of the last five prints and all of their associated addenda, errata, and collateral materials. He says he had to excavate the space beneath his tower just to make room for the nearly 5,000 massive tomes. He has nicknamed his subterranean library "The Dungeon of Pretty Much Everything.")

In recent years, however, progress has allegedly been made on development of a device that would make The Guide more user friendly. This rumored innovation, the "iParchment," is said to be a single magical scroll that can - at the direction of its owner - search The Guide's massive source library in Zuorn and retrieve and display an article almost instantly (with caveats for owners operating outside the iParchment's coverage area, eldritch outages, and the like). If the rumors are to be believed, the iParchment would allow an owner to have instant, up-to-date information as close as his nearest scroll case. Many find the rumors of the iParchment to be nothing more than silly marketing drivel - a mere attempt to generate interest in Zuorn Press and its publications and/or to drive sales of the print version of The Guide amongst those who are wary of it becoming obsolete or who are frightened of this new-fangled sorcery.

A Random Sample Entry from The Guide: The Wizard Brothers

A quartet of evil wizards, each of the “Wizard Brothers” claims that his epithet is his legal name, although no birth certificates have been produced to support this. The only other living family member, their father (known only as “Mr. Wizard,” and currently residing in a retirement community in Dunesrest) was once rumored to have countered the claim, stating that at least one son bore a different name at birth. But after a lengthy (and bloody) domestic dispute, no further counter-claims have been made. To this day, however, many wonder which of “the boys” bears the legal name “Gaylord Myron Wizard.”

The family has a foothold in every corner of the World:

In the north, Blizzard Wizard rules with a frosty fist from his cold, crystalline “Tower of Ice.” He is known by locals as the White Wizard*. They petitioned for the right to call him Winter Wizard, but were refused, as that name was too similar to one already taken by a reformed evil magic user who resides much farther north (and who emphatically claims to be “No relation!” to the brothers). A petition to instead dub Blizzard “Snow Miser” was started, but ultimately dropped due to “lack of significant interest.” (There were, however, rumors that threats from the estate of the Miser family had a chilling effect on the petitioning process.)

In the west, Lizard Wizard stalks the marshy lands of Mistmoor. Most of the local denizens aren’t very social, so not much local data has been divulged, except that they call him the Swamp Sorcerer and that his home is a flagstone manor deep in the center of the moors known as “Bog House.” Some have whispered that he rides on a giant, thunderous lizard and has various similar beasts under his command – but no sworn reports have been made to that effect, so it may just be local gossip.

In the east, Gizard Wizard rules the air above Upper Granwald. His “Evil Aerie” is on a crag, the highest point in the oldest and wickedest part of the wood. (It’s a sprawling section known as “Old Granny,” and it’s shunned by those who know their way around the forest.) Known by the forest folk as the Fowl Fiend, Gizard is said to have wings instead of arms; his feathered minions soar in the skies above and nest in the trees within much of the deep forest.

And in the south, the youngest sibling, Izzard Wizard freaks out the locals with his transvestigial ways from the fashionable-but-forbidding “Terrible Tower” (atop the rocky mass known as Hag’s Tor). Locals call him The Crimson Conjurer, as every item in his admittedly fabulous wardrobe seems to be some shade of red (with nicely contrasting accessories, of course). Some of the braver locals – usually during late-night pub conversations – like to make fun of him, calling him The Crimson Cross-dresser. Several groups of locals have gone missing after making such jests a little too loudly. (Interestingly, there seems to be a proportionate boost in the local toad population after such disappearances.)

*Here's an open letter posted on the Zuorn Press discussion board (a piece of wood nailed to the wall outside their offices in Zuorn, upon which people are allowed to express their opinions by tacking up notes):

"Zuorn Press has received letters and read posts here from several furrners [a colorful local word for out-worlders, extraterrestrials, and any other of the strange folk that frequently pop up on this world. - Ed.] wondering why the name "White Wizard" was allowed while others were not, as it clearly belongs to some allegedly "famous wizards" named "Gandalf" and "Saruman," or some such. It is not Zuorn Press' policy to speculate on the reasoning behind the decisions of the Governing Board of the Invisible School of Eldritch Wizardry. However, we do feel the need to take this opportunity to clarify a few things: all furrners are batshit crazy, and we do not appreciate being ranted at by every crank and loony that can put quill to parchment. We do not know who you are referring to - we know no Gandalfs or Sarumans. The closest would be Grand Dolph, the bartender at the Howling Monkey on Market Street. But he's no wizard. Not even close. And while we are at it, please stop ranting about "balrogs" and "hobbits." Previous entries in the first print of The Guide referring to these were mistakes, and as such were removed or corrected in later editions. They are demons and halflings, respectively - get over it already.

Sincerely, Zuorn Press."

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