November 19, 2009

NaClaMoMo: My Take on the Village of Hommlet

Ah, The Village of Hommlet! What better module to consider for NaClaMomo?

This module ranks in my Top Ten Classic Modules of All Time—full list to come in a latter post! I can't resist making a few comments about it.

This adventure was a masterpiece of old-school design. It's open-ended, with no overt hooks at all. The PCs are presumably at the village simply because evil once lurked hereabouts and they want to make a name for themselves. Aside from reports of bandits running the roads (don't they always?) there's little to go on, yet the ruined moathouse, a former bastion of evil, begs to be explored by the brave and perhaps foolhardy.

The module shows its age in some ways. Every NPC is written to have treasure in case the PCs decide to slaughter them. It's possible for several nights of combat-free play in the village and then WHAM, the PCs can find themselves in a meat grinder of a situation and die. Yet despite this, it's surprisingly easy to run and can be successfully used by new or newish DMs. 

I ran the module a few years ago (not for the first time) and the players had a great time. They cut rather quickly to the chase, not seeing the need to interview every wainwright and fletcher, but the detailed locations and small mysteries stood the test of time.

Pros

1. The village is brimming with interesting personalities and NPCs just waiting for DM expansion. Moreover, there are plots aplenty here and villains abound. Some NPCs have the potential to be long-time allies or enemies.

2. The village has great "home base" potential and the PCs could realistically return to the village between adventures elsewhere. It's also located in a fairly civilized but interesting area of Greyhawk.

3. The infamous moathouse works well. It has atmosphere, a cool map, and it has a great mix of critters without feeling overcrowded. (In realistic terms, it is overcrowded, but it's easy to look past that simply because the dungeon has a great flow to it.) And Lareth the Beautiful is a splendid bad guy (his moniker alone is classic).

Also worth noting is the awesome illustration by David Trampier of the moathouse (see below), which corresponds to the map exactly. I love that drawing.

Cons

1. It's Deadly! I don't know if this is exactly a con, for me it's almost a bonus. Not because I enjoy killing off characters—indeed, I've been accused of being a "DM softie" no doubt—but at first level it's good for the players to get a subtle (or not so subtle) reminder just how inexperienced and, well, mortal their characters are. This has been lost in the era of 3.5/4e/"look at all my powers Ma!" and it's a shame.

The moathouse has a few real uber-baddies, which include two—count 'em—patches of strategically placed green slime, a killer crayfish (a very cool addition), and some heavy-duty humanoids. Lareth, the final bad guy, has an armor class of –1; that means first-level characters including fighters need a 20 to hit him! (It's mixed odds the PCs will even have magic weapons when they met him.) There's also a place where the characters can simply get lost in a warren of ghoul tunnels—presumably until they starve—if they take a few wrong turns on the map! Woe to the player that lets the giant rats lull them into a false sense of comfort!


2. As Mike mentions in his post about the adventure, the delayed release of the Temple of Elemental Evil left the poor DM hanging for years. One wonders just how many DMs created their own Temple, based on the name and few other details, simply because their players wanted to head there next.

3. The treasure is lop-sided. The villagers have almost nothing, the average treasure is often a number of coppers in a iron kettle buried beneath a dung heap. Yet the moathouse, as Mike also mentions, has a great deal of loot. (Where are the bandits getting all this anyway if most of the locals are so poor? Local merchant trains? Extra from the Temple?) Be prepared to cut the end-treasure in half if you want to maintain game balance.

4. A few things don't make complete sense. How did the moathouse start crawling with evil again under the collective noses of Rufus and Bernie, and the other agents of good within Hommlet? To be fair, the good NPCs are hobbled or kept otherwise busy so the PCs can be the stars, which is how it should be, but still...

If you're looking to start an old-school campaign and remember the true spirit of AD&D as it was first envisioned, break out your venerable hardcovers and give this oldy-but-goody a try. You won't be disappointed.

November 18, 2009

A Cthulhu Chat

I got a chance recently to do a podcast with Mark Kinney of All Games Considered about Madness in London Town and gaming in general. Mark struck me as a great fellow and the interview was a pleasure to do. Afterward, of course, I couldn't help but think about why I didn't mention this or that, but I think I at least conveyed some sense of the process behind our adventure playtesting and such. Moreover, I'm humbled to be interviewed, period. I've interviewed a number of music artists in the course of my radio work, but it's weird to be on the other side of the fence, so to speak.


The interview got my brain in Lovecraft mode once again, and I immediately pulled a story collection or two off the shelf and began reading. I haven't explored many of the non-Lovecraft Mythos stories, so that's where I'm focusing now. Specifically, I want to read Ramsey Campbell's Cold Print (about which I've heard good things) and some of the early Lovecraft-inspired Bloch and Howard work. 


A link to the interview can be found here. You might also wish to listen to my Goodman Games comrades Mike Ferguson and Ken Hart in the interview before mine chatting about their experience producing the upcoming Shadows of Leningrad (they certainly sound more lucid in their interview than I did in mine)—the link to their interview is here.


Thanks for listening!


November 06, 2009

This Year's Halloween Selection

This was a busy Halloween, as the 31st marked the first birthday of my son Kai (how fast that went!), but I managed to squeeze in my annual Horrorthon. Ken Hart of Goodman games fame and my old friend James were on hand as I pulled out my box of horror DVDs and warmed up the DVR.


This year's selection:


The "Living Doll" episode of the Twilight Zone

"My name is Talky Tina..." I've always found dolls creepy as all get-out, and this episode was no exception, especially the chilling finish. Telly Savalas, sans lollipop, plays a great heel in Eric Strater, yet you almost feel sorry for the guy by the end, trapped as he is between a marriage on the edge of collapse and a sinister doll. June Foray provided the voice for Tina. I think the earliest occurrence of the dreaded doll-on-the-stairs trick I can recall was in an old Ray Bradbury story—I can't remember the name but it was during that period in the late 1940s when Bradbury wrote some fiendish stories about killer babies and such.



I recall many, many years ago crawling into the cubbyhole on the upper floor of my parents' home looking for something. It was our version of an attic. It was dark, dusty, and cramped. I was flat out on my stomach, pulling myself forward and ever-deeper with my hands in quest of that elusive item. I came across one of my sister's dolls, a heavy model with metal eyelids that opened and closed. Unbeknownst to me, the doll was made to work with a magnetic "wand"—if you waved the wand the metal eyelids flapped open, and if you touched the wand to the doll's chest the doll's arms would close and "hug" you. 


As I neared the doll I stumbled across the wand and, not knowing what it was but curious, palmed it. Moments later I came face-to-face with the doll in the narrow cubby and as I tried to push it out of the way, my hand (still clutching the wand) touched its chest... The doll's eyes popped open and its arms closed around my hand in a tight embrace. To say I popped out of that cubby like a cork from a champagne bottle is about right. Only later did I figure out what had happened. Brrr.


The Simpsons TreeHouse of Horror III (which, by no coincidence, in part mocks the TZ episode above)

A great counterpoint to the evening's other chills!


"Eater" episode of Fear Itself

This episode concerned a policewoman who is part of a skeleton crew in a dingy precinct watching over a cannibalistic serial killer they are holding overnight. The environment was suitably frightening, but the episode quickly devolved into pretty standard fare. The stupid behavior of the protagonist didn't do much to generate sympathy.



Rogue

As killer alligator movies go, this wasn't horrendous, but the character development was sorely lacking. Why should I care about these people again? Because two of them flirted a bit? That said, the alligator effects were pretty good! I also thought the scenic shots of Australia—clearly taken on location—were fabulous and added greatly to the feeling of puny humans in the great wilderness.


"New Year's Day" episode of Fear Itself

This was a rather tame version of the standard speed zombie / rage zombie theme wherein a woman awakens after a long New Years party to a very changed country. I liked the way the flashbacks revealed glimpses of the evening before and the ending helped save the episode for me. At the heart of this was a really good idea.


Many thanks to my fellow film watchers for an enjoyable evening. Here's to next year!

October 22, 2009

The Game Closet of Doom

I recently purchased a house, and implicit in that development was an agreement with my better half that I move all my boardgames to one location. Instead of, say, the living room, living room closet, the mutual office shelf, and various boxes salted all around. I now have my own (albeit small) office, a "man cave" in the basement, so recently I unpacked most of my boardgames and stacked them in the closet in two rather ungainly heaps.

Eventually I'll put some real shelves in there—the current situation resembles a Jenga game (which would be cooler if Jenga was in there) and I'm no doubt flirting with gravity-induced disaster—but it's kinda nice to see that heap of games within easy reach.

In addition to my favorites, such as Puerto Rico, Arkham Horror, RISK 2210, and Carcassonne, there's a few weirdies in there. Can you spot the old Cosmic Encounter?The Buffy game (hangs head)? The Divine Right Anniversary Edition? The Civilization game I might play sometime in the next life when I actually have a week of playing time to kill? No matter; I love them all.

I hope you too have a game stash somewhere. It's good have have a stack of colorful boxes that help us forget life's worries, inspire our imagination, hark back fun memories from the past, and promise good times in the future.

September 11, 2009

Growing a Thick Skin

Part the RPG author racket is learning to grow a thick skin. For every great fan that compliments your work or happily asks if you'll autograph a book, there is also the flip side: harsh online critiques, reviewers with egos roughly the size of Brazil, and arm-chair critics quick to make uninformed assumptions or make insulting comments about your work. (Recently a reviewer made the assertion that I don't know the location of Scotland and England—two countries in which I spent months—apparently based solely on the fact that I used the word "glen" [a word that has long since evolved from its Scottish roots into the popular lexicon] to describe something in England. Big sigh.) This goes with the territory for any writer, be you Ed Greenwood or Stephen King.

I've always taken the good and the bad. Sometimes the bad still stings my pride, but it doesn't diminish the feeling I get when someone gets pleasure out of something I've written. Not even close. Attending this year's Gen Con was a good reminder just how many cool, intelligent people have taken the time to read my work, and for that I'm incredibly grateful.

That said, I humbly (but with a touch of sarcasm perhaps) offer up some dos and don'ts for prospective reviewers:

Don't ask a product to be more than it is. An adventure isn't a sourcebook or setting. Likewise, a sourcebook may contain only limited adventure material. We'd all like to get everything in every product (me too!), but such is life.

Don't assume the author has much input into the art, ad copy, product's title, or line design—they usually do not.

Don't assume intent of the author. Likewise, don't make the assertion the author did no research or rushed a product because you've discovered a mistake. Most all RPG authors do it for love of the craft, not the money, and every author I've met cares deeply about the product they put out. Remember also that most RPG authors are freelancers, writing on a hard deadline around a separate full-time career, family, and the other things that fill all our lives.

This brings to mind a true story. When my first adventure was published in Dungeon magazine back in 1997, one of the adventure handouts contained not one, not two, but three mistakes. (The handout in question was a short note to be found by the PCs.) I noticed this when my issue advances arrived. I hurriedly checked my original graphic, but it was fine—apparently the typesetter keyed in the text incorrectly. (A common error, which I have certainly done myself.) I contacted the editor and they decided to run errata in the next issue ... hooray! Dungeon rarely did this, so I counted my blessings ... until the correction graphic appeared in the next issue, containing yet another error. The moral: mistakes happen.

Don't allow your biases to get in the way. If you are biased against the game system, game edition, the company, the author or editor of a product, or the nationality of the author/editor, exclude yourself. You cannot write a objective review.
Likewise, do not allow your previous experiences with a company or product line to influence your review—judge the product on its own merits. (It's fair to refer to the overall quality of a line or company's releases in a review, but one should not show any bias toward the specific product being reviewed.)

Don't assume the play style of your readers matches yours. Not every D&D player prefers hack & slash -style play, not every Shadowrun player likes lots of net-hacking, and not every Call of Cthulhu player prefers a super-historic scenario over pulp-style play. Likewise, don't assume a GM purchasing a product is of your age or experience level; a customer can be a 14-year-old newbie or a 50-year-old veteran.

Don't say that an adventure could be better with a bit of tweaking. All adventures, even those written by Gygax, are very very rarely played exactly as written. Every GM has a unique style and will run things a bit different, so there's no need to state the obvious unless major changes are absolutely necessary to fill plot gaps and the like.

Do run an adventure for players before you review it. Writing a complete review based on a single read-through alone is rather like reviewing a film based on the screenplay, yet a huge number of reviewers still do this.

Do be fair. Acknowledge the good and the bad, and write to inform rather than as a mere exercise of sardonic wit.

Do know that authors very much appreciate you taking the time to write a review of their work! Reviews, fairly written, help the author hone his or her craft. I thank all those that take the time to write RPG reviews.

August 28, 2009

Top 10 Things Thundarr the Barbarian Taught Me About D&D

10. A magic sword is always a good thing to have.

9. Raid your stepfather's library to learn new spells.

8. It's good to have a companion that growls and throws people around.

Fun trivia: Ookla got his name because the struggling writer passed by a UCLA sign.

7. Horses can safely land, with a rider, from any height.

6. Wounded old men you meet on the road can be counted on to impart information.

5. Bad guys tend to sneer the word "barbarian."

4. If you really need to get something done, a scream of "HaARRR-yee!" doesn't hurt.

3. Brute force beats out magic or technology!

2. Never trust a wizard ... they can be two-faced.

1. Barbarians kick ass!

August 21, 2009

There and Back Again

My decision was made rather last minute, based on a whole lot going on in my private life, but I got out to Gen Con 2009—huzzah! This year's con was a good one.

My wow-this-looks-rather-small plane touched down Friday afternoon—shockingly on time—and soon I found myself walking down the Indy sidewalk and glancing over at the Ram as if I had never been gone. It felt good to be back. I scooped up my badge, stopped to say “hi” to some fellow editors/writers, and then headed off to the Rock Bottom for some beer, buffalo wings, and ribs.

Later that night I (gasp!) got in some gaming, playing Xcrawl with the gang. Brendan LaSalle, the game’s creator, was our GM and he runs an exciting, rousing game. You haven’t lived until you’ve swung a sword from the front seat of a bumper car in a spike-filled arena! Many thanks Brendan for an awesome time.

Saturday afternoon much of my time was spent in the dealer hall, working the Goodman Games booth and flitting around the show floor in my spare moments.

Catalyst was selling a lot of cool items, in particular their CthulhuTech line, which, as noted on the blogs of my colleagues Mike Ferguson and Ken Hart, looks pretty damn cool.

Paizo released their Pathfinder rulebook. Not alpha, not beta, but the real deal. It’s a hefty book, costs $50, and was up to their usual productions standards. If you hated 3.5e, you can pass that sucker right by, but if you prefer 3.5e “fixed up a bit” with house-rules (grappling, I’m looking at you!) this combo player/DM book might well be up your alley.

Business at the GG booth was brisk, and I got the chance to talk with a lot of our fans, which was awesome. Our real popular draws this year seemed to be the excellent hero's Handbook series (especially the brand new Hero's Handbook: Tieflings and Hero's Handbook: Eladrin), our 4e Dungeon Crawl Classics (especially our $2 module and, surprisingly, the Warbringer's Son tourney module), and Level Up magazine (the new issue was sold out Friday I believe). The new Age of Cthulhu line (which is close to my wicked little heart) also attracted a lot of interest, especially from many folks that hadn't pulled out their Cthulhu books in a while.

We had a steady flow of customers, and recession or no, even Sunday morning was shockingly busy. My favorite moment was when a very popular but not-to-be-named RPG author stopped by the booth to chat and rattled off details from an adventure I had published in Dungeon magazine some 12 years ago! It turns out he's run the adventure for friends in the past. I love stuff like that, it very much made my day.

Saturday night Goodman Games held our yearly “How to Write Adventures That Don’t Suck” seminar. The seminar saw a lot of really good questions this time around, and some of the attendees stayed afterward for more questions and discussion. After the seminar I retreated to the Embassy Suites for a competitive game of Carcassonne with the Goodman folks (tip: never play Carcassonne with Joe Goodman, he’s cut-throat!) after which Ken Hart twisted my arm (heh) into a second dinner (for me at least) in which I attempted to eat a pulled pork mega-sandwich (see photo) at the Ram.

Rick's purchases (man, I went light this year!):

  • About $12 of figures I totally don't need. Well except the aboleth. And the owlbear.
  • Mysteries of Mesoamerica (Pagan Publishing)
  • Bastards of Erebus (Paizo)*
  • Cthulhu dice (Q-Workshop)
  • A plush Cthulhu for my son Kai

*Featuring some very cool monsters by the talented Mr. Ferguson.

Was that really it? Blimey, I should have run through the dealer hall one last time.

Before I knew it, it was Sunday. I did a last cruise of the dealer hall, did a quick final shift at the booth, and soon I was racing for the airport to catch my 2:30 flight home. It was wonderful to get some gaming in and to really talk with a lot of folks this year.

Here's hoping I can attend Gen Con 2010 (or else 2011)!


Related Posts Plugin for WordPress, Blogger...