Theory review #87

Theory review #87

Character stable #37

The most recently played characters are listed first, aside from the graveyard, where the highest wargamey experience gets priority place.

Characters in Coup de Greyhawk, in the world of Greyhawk

  • Ælfstan, a psionic monk who lives in poverty. In Misty marsh in Greyhawk. Level 4, wargamish experience 8527, modern D&D experience +1156 and average attribute +1, wargamish average attribute 13.
  • Diana Junes, a knife fighting retainer librarian of Ælfstan. In Misty marsh in Greyhawk. Level 1, experience 229, average attribute 11.
  • Melville, a poor Parisian master clerk, now adventuring in the duchy of Urnst in Greyhawk. Level 3, experience 316, average attribute 10.
  • Jussi Puska, a ranger who can not fight with two weapons, adventuring in Gnarley forest in Greyhawk. Level 1, average attribute 13, experience 1343.
  • Seela, a praedor against her will, now adventuring in the duchy of Urnst. Level 1, experience 186, average attribute 11.
  • Gotdorfd, a very unfortunate pickpocket who was caught and pressed into service as a dungeon guide in Great kingdom, in the world of Greyhawk. Currently adventuring in Gnarley woods. Level 3, experience 3775, average attribute 10.
  • Jarque, a Maldorean knight out on an adventure in Maure castle, in Flanaess. Level 1, experience 415, average attribute 11.
  • Guinevere, the current queen of Camelot, but now adventuring in Greyhawk. Average attribute 12, level 1, wargamey experience 159, miscellaneous experience 240.
  • A dungeon badger in the dungeons of Castle Greyhawk. Hit dice 2, average attribute 11.

Tournament of fear survivors

These characters are technically in Coup de Greyhawk, but I would not mind playing one of them in another campaign, either.

  • Geoff, a noble from Ammeni, out in the world to have fun and make trade agreements. Level 1, experience 25, average attribute 10.
  • Jack Stone, a mage who used to rule the streets of a modern city, now transported by paradox into this fantasy land. Level 1, experience 10, average attribute 11.
  • Duran-Dûn, a dwarfish mine foreman out to gather an army and take back his position and home. Hit dice 2, average attribute 16.
  • Ostrot, an extraplanar rat-monster with a terrible bite. Hit die 2, average attribute 12.

Free characters

  • Kaumil, a wood elven archer adventuring in Wilderlands of high fantasy, near Modron. Level 2, average attribute 13, modern D&D experience 1000, cheap wargamey experience 3151.
  • Senja, a mercenary who would rather not kill; currently seeking initiation with Mitra. Adventuring in Wilderlands of high fantasy, near Modron and a keep on the borderlands. Level 5, total experience 16866, average attribute 11. Wargamey experience 1656, cheap wargamey experience 13428, miscellaneous experience 1782.
  • Hayoshiko Egoshi, a samurai adventurer. Level 2, adventure points 1698, average attribute 10.
  • Daralr, an Orlanthi shaman from Glorantha. Level 2, adventure points 1494, average attribute 13.
  • Jorma, a forest mouse blacksmith who rescued some mice from rats. Average attribute 8, level 1, erfaring 100.
  • Little-Tund, a berserkr, retired into a small independent survivalist community in foreign lands after his host was slain by a superior force. Highest skill 17.
  • Rufus Hale, an enforcer.
  • Zeilee with alias «Tsai», a mechanic and space wreck looter. Level 1, experience 10, average attribute 11. Escaped from a creepy collapsing spaceship with some loot and a military general from fifteen years ago.
  • Bonicalcus, a drug-addicted underground alchemist and healer under a fantasy metropolis. Average attribute 11, highest skill value 64 %
  • athes, a cruel pseudo-mongol mounted archer. From Barren lands in Greyhawk and adventuring in Theranos. Level 5, average attribute 11. Wargamish experience 145, modern D&D experience 6070.
  • Lambros, a stoneman and a newly initiated thief. Strides 3, average attribute one dot.
  • Vasana, a heavy cavalrywoman of the Ernaldori clan of the Colymar Tribe, in Glorantha. Average attribute 14, highest skills and affinities 90 %.
  • Torgun Sigurddottir, a skjoldmøy from a shattered Norden, adventured last near Saxon. Level 2, adventure points 229, average attribute 10.
  • Melaku, a godbound in the village of Waja, in Ancalja. Level 1, average attribute 15, experience 2, spent influence 0.
  • Sølv, a human leader who owns a great farm, last seen in Saxon. First level, 73 adventure points, average attribute 13.
  • Shahu, a human merchant (or maybe a naga wizard) working for the glory of his trade company (or maybe nest). Currently active near Saxon. Level 1, personal adds -1, total adventure points 358.
  • Pönk, level 4 wolf troll warrior in the empire of Khazan, near Saxon. Personal adds 41, total adventure points 624.
  • An orcish archer, rampaging through dwarven mines.
  • A human adventurer who is quite certain they are born in a wrong body, being actually an elf. Cursed to burn eternally, suffering from terrible pain, but surviving regardless.
  • A swashbuckler buckling the swashes in northern Golarion. Level 1, average attribute 12.
  • Imhotep, a mummy masquerading as a historian in the modern Paris, though still wishing for the good old times to come back.
  • A teenage nerd mage, quite good with telekinesis.
  • Torakka, a superhero with the powers and inclinations of a cockroach.
  • A paladin, doing paladiny things in some fantasy world. Level 1, average attribute 12, experience 3.
  • A barbarian, strong and not very social. Level 1, average attribute 13.
  • A stalker who faced spooky outlines of people in the zone.
  • A noble of light in the Star wars very extended universe.
  • A student of statistics that has heard of the first signs of a coming zombie apocalypse.
  • A bear using a big log as a weapon. Level two, experience 135, average attribute +2.
  • A commando on a task in a near future banana republic in Middle or South America.
  • A mercenary minotaur illusionist, using walls of silence and darkness to obscure his position, while using grenades and a machine gun to deal with his enemies.
  • A doppelgänger, hit die 1, average attribute 14.

Graveyard

  • Fridswid, a young witch whom the oracle of Zagyg killed with a death spell, while she was hoping to release the oracle. Level 2, wargamey experience 1945, miscellaneous experience 1020.
  • Blarg, forest troll warrior died in the empire of Khazan, near Saxon, killed while simultaneously killing a horrid necrolyte and saving the village. Level 2, adventure points 1560.
  • Pöö, a warrior in the empire of Khazan, died in the blood feud of Saxon. Level 1, adventure points 1483.
  • Taril, an elf level 1, experience 296,2; killed by a pair of skeletons.
  • Garkromm, a savage entertainer from Abbor-Alz in Greyhawk, died in the dungeons of Castle Greyhawk, eaten by a fire beetle. Level 1, experience 268.
  • Rodaria, a seamstress from the city of Greyhawk, died in the dungeons of Castle Greyhawk, pierced by two spears to their gut, one ripped out by a (friendly?) barbarian. Level 1, experience 209.
  • Ottar, a chieftain from Sogndal, perished in Buffalo castle. Level 1, adventure points 127.
  • Atticus, an exiled Roman senator, killed by a giant spider in an elven slave torture dungeon. Level 1, adventure points 84.
  • Mitlar, a human warrior who was slain by killer bees in Buffalo castle while also killing them. Level 2, adventure points 62.
  • Wohoo the gargoyle warrior, level 1, killed by an orc at the exit of Buffalo castle in Khazan Empire. 42 adventure points.
  • Möö the urook warrior, level 1, died in a pit in Buffalo castle, killed by an orc. Empire of Khazan in Trollworld. 5 adventure points.
  • Jadar, a young priest and praedor from Jaconia, died in Wicked west marches by a witchling party.
  • Ranrance, a first level thief of small stature, mauled by a magical owlbear statue in Greyhawk. Level 1, experience 0.
  • A character killed by an animate mushroom, while trying to climb up from a cave. Level 1, experience 0.
  • A first level thief, died by lizardfolk or fishfolk in some abandoned mine dungeon. Level 1, experience 0.
  • Tard, a stupid berserkr, was killed by his cowardly leader as a scapecoat in a jail.
  • The frog, an outlaw, was speared by guardmen when trying to steal a silk pillow (and the crown on it) from the lord’s tower.
  • Lone wolf, a kai aspirant, who was killed by a helghast while seeking Sommerswerd.
  • A coast guard that died when a Great old one destroyed the ghost ship they were investigating.
  • An advanced robot that did not manage to convince the judges that it had learnt what humanity is.

Character stable #37

Teoriakatsaus #85

Teoriakatsaus #85

Theory review #84

Theory review #84

Teori-innblikk #83

  • Belønning og straf av Morten Greis Petersen ser på erfaringsreglar i gammel D&D, AD&D og The shadow of yesterday og funderer på kva de gjer. https://rollespil.blog/2007/03/21/bel%c3%b8nning-og-straf/
  • How primary teachers use games to support their teaching of mathematics av James Russo, Leich A. Bragg og Toby Russo stilte spørsmål til lærarar om bruk av spel i matematikkundervisning. Lærarane blei valgt med snøballmetoden. https://eric.ed.gov/?id=EJ1297981
  • Coming out of the dungeon: Mathematics and role-playing games av Kris H. Green ser på matematisk modellering i tradisjonelle rollespel frå synsvinklar av spelarar, spelleiarar og spelutviklarar. https://fisherpub.sjf.edu/math_facpub/19/

Teori-innblikk #83

Teoriakatsaus #82

Teoriakatsaus #82

Midgardcon 2022

The con as a whole felt a lot nicer now that I knew some people by name or face and had even played with some. I got to meet new folk and some previous acquitances, too. I played in a Tjuvradd playtest and Fabula, and ran Burning wheel and Coup under Maure.

Tjuvradd

A game by Karl Otto Kristoffsen with formal boardgame elements centred around outlaws who do stuff in the night, while the suffers during the day. Under playtesting and with mechanical and thematic issues, so I will not comment much.

The key question seems to be: what role should free play and the boardgamey half have, and how to integrate those in a meaningful manner?

Fabula

Tomas H.V. Mørkrid is publishing the second edition of the game, much darker and more adult than the first edition. The method of the game is special:

  • High identification between player and character, also on level of body language and manner of speaking; if you want to should, at least pretend shouting, and if your viking is rowing, do rowing motions, and if you are asked what you do and you hesitate, so does your character
  • Scenes set by players and the game master: sometimes the game master asks the players to set scenes with a certain framework, while sometimes the game master sets scenes themselves, and sometimes these are mixed up. We always had one scene framed per player in these cases, maybe between GM-framed scenes.
  • The scenes are cut ruthlessly short to keep the pace up.
  • Player skill in making good decisions counts a lot for character success and survival, though sometimes the scene setting makes it impossible to do the things one would have wanted to do.
  • The strong identification and player skill association tends to lead to feelings that you are playing yourself in that role or that the character’s success is yours and there was assumptions of the same and at least playful encouragement to this direction by the game master.
  • Tomas seems to associate good roleplaying with getting into character and being sufficiently on the same wavelength to have long scenes of talking, but also with having your character survive and thrive (make good decisions).

Burning wheel

I run a brennandi viking one-shot at Midgardcon yesterday. The characters had some blood opera potential and some inner conflicts. Four players; the two elder ones took to it like fish in the water and noticed and played the inner conflicts, too. One of the younger ones bounced off hard, the other was involved but it hard to say. The younger ones chose to or had to leave midways, after which the game really gathered speed.

Conclusion: these kinds of introspective characters with inner conflicts are risky in con play.

On the other hand, just straightforward blood opera is kinda boring and meaningless to me now; that I can do with any game, while BW has an edge in communicating inner conflicts to players via BITs and also a plethore of social skills to make the situations nuanced in that way.

Coup under Maure castle

Four players, one with good knowledge of OSR, three new to the method of play. The first was mostly fairly careful and kept themselves to the rear, and in the end managed to escape with some 100 gp worth treasure, too.

The group first provoked some skeletons, handily defeated half of them, but then the skeletons had a series of critical hits and good rolls, from which only one character managed to escape. The fight was entirely voluntary and was more of a learning experience than anything well thought-out, but though the group had initiative and could have escaped, they chose to fight instead. There was no treasure in sight either.

The second expedition with mostly new characters was more measured; the group managed to avoid obvious dangers and fights, found out things about the adventure location, and then provoked a group of koukos, baboon-like creatures of evil with special powers. they escaped, but started planning at a distance of a couple of rooms. Slam door shut, escape again to leave non-hostile dungeons denizens between them and the foes. These are easily routed by the koukos, at which point the group, now strengthened by armed hirelings, makes their stand (though they could have escaped again). It does not end well, and one wizard manages a mishap with shroomy consequences, leading to a TPK of the remaining characters. One turns into a kouko, but does not manage to keep any shred of their identity.

The players had stared at the map and figured out a likely hidden room, but did not know how to get in. Too bad the koukos got them at this point; their play had been pretty good before this last episode.

Midgardcon 2022