Wednesday, January 11, 2012

Kidney failure, dialysis and transplantation

I have seen some sites talking about renal dialysis, kidney failure and kidney transplants.  I wanted to go a bit more into the specifics of my experience.  They really were just at the beginning of the in home dialysis machines so that was nothing i experienced.  They did do a bit of Dual Dialyzer testing at my unit and it seemed to have some positives when used serially but that actually added to run time.  I was not part of the test but one of the people I knew was.  It seemed to be best for big folks , my friend on the study was a big black guy, not really heavy but very tall and muscular.

My wife was really terrified when she started researching dialysis and it is not as bad as they say.  Most of the number you are going to see are because people doing dialysis are older often very old.  Many others are diabetic for some reason it kills off the kidneys.  I have the same disease Gary Coleman had and like him had kidney failure early in life.  If you are also having kidney failure early in life you probably have a good prognosis.  I went to two units one was Fresenius  Dialysis and I try to forget the other one.  I saw a lot of people die in my eight month on dialysis but many were people late in life that had kidney failure due to other long standing medical problems. Dialysis for me was like walking hand in hand with Death and when I said can you help me out he says no.

Fistula turned to expose incision
One of the questions i have seen coming up is what is a dialysis fistula?  Please be careful searching this as there are obstetric fistulas which are not a pretty picture.  What we are talking about in hemodialysis is the AV fistula.  I have the ideal which is the non catheter brescia fistula, catheters can get infected so are not the best.  When you get one you are sort of at the mercy of your vascular surgeon as some like to do them at the wrist and other at the upper arm.  I have the lowers wrist version.  I will show you a couple of pictures.

Fistula shaved to show full scaring for dialysis treatments
The line on the bulging area directly above my thumb is the incision site. That is where the doctor actually merged the artery and vein.  There are a couple of other types of dialysis accesses but I only really saw my wrist fistula the upper arm style and direct in chest catheters.  The chest ones are actually sort of nice as there is no pain and you are not constantly having open wounds.  I am including a picture of my now healed tracks but while actually on dialysis i had two to three pairs of healing needle wounds at any time.


transplant pill box
Now that i am post kidney transplant i am doing a lot better.  I will let you know i am hugely fat and added 20% extra weight after the transplant due to the steroid medication.  I also need to take a mood enhancer to combat the roid rage that was apart of that.  Here is a picture of my pill box, yes its a small tool box and that is a pad lock.  I like it as its easy to keep everything together and no one will steal my medication.  It's not the kind that will get you high but more the kind you will have a lowered immune system and die of pneumonia instead.

Sample game rules part 8 ramblings on experience

I have sort of talked a bit about experience but the more I consider what I have said it seems like I am getting at a level based system.  I don't really think I have ever decide that it actually was a level based game.  I actually think I started specifically not wanting a leveling system. 

That said I have two thoughts that are pulling me back around.  Those are the thought that no matter how granular i get it I am going to have a break down where players have not enough reward to improve or the will.  I don't want it to be all rewards come with level but there will be some times where they get less reward than they need to improve, its just a fact.  The second though is I am inclined to have some sort of role arch type if only for role playing purposes.

To expand that last thing, I have played in Gurps and the GM clearly said "While GuRPs doesn't have classes it kind of does have classes."  What he meant was you have an idea behind what your doing even though you haven't a class.  With complete freedom there still is an idea you are working from.  I want players to be able to argue , without rules and dice, "I am totally a rogue guy!" or "I'm a viking I should be able to do that!"  And just have the concept keywords sway my decision as the GM.  What I don't want is the players pulling these statements out of their ass.

I think my reward scheme would be something like you are grated some number of reward/experience/whatever points for completing a goal.  Those goals may be either personal, adventure or community.  Personal are things you worked out at character creation and have a major and minor.  Adventure are things the GM would have written into an adventure.  The Community goals are going to be things the player turn into goal by each handing over seven points of stones, Aligned stones count for two and the other count as one. This could be anything that has been annoyingly thwarting the players.  Getting into a location or dealing with some baddy who often gets away.

The reward points will be spent for increasing skills and buying some extras, like spells or combat maneuvers.  Skill can be purchased at a rate of 1 point per X+1 reward points, where X is the number of successes currently.  So 0s1-7 cost one for one. 1s1-7 cost 2 for one.

N6 Against the cult of Dain part 6

Our path eventually found us at the library. While wireless access was ever present few of us actually to make use of it.  My companions priced out of the market and I was either at home or with the few people whom may have called. Hull and Tony sipped computer access fifteen minutes a shot here, fighting the elderly and unemployed for a turn.  I volunteered my house but Hull complained about the trip cutting into his gas money profits.

I was soon to find the trip more about weed that second rate computers.  I am naive, in my mind drug dealers live in back alleys and other dark places.  They don't read the Economist or wear an ascot and they don't sit politely chatting with elderly ladies at the library.  But Matt was the embodiment of this quaint picture.  Everyone Hull knew seemed to be named Matt so forgive me if I forget his last name.  There was a fat Matt, a tall Matt, one who cheated at Dungeons and Dragons, a mechanic Matt and several more.

This Matt always made me nervous.  Something in my disposition was jumpy around the illegal even or especially when it was wrapped up gentile and exquisitely dress. 

Purchases made Tony began "So you see Maris lately?" Clearly a soar subject Matt winced at the mention of the name.  She was a Filipino girl he had been tied up with for years.  It was wildly off and on but mostly off these days. "No she is with Rhino now!" was Matt's sullen reply.  "She still see Kimber?" "Probably yeah but I don't know Rhino doesn't want me around, I don't really want to be around anyway!"

Tuesday, January 10, 2012

Sample Rules part 7 more skill musing

With some time and thought on my super new Role playing game I present more musings on skills.  I have long thought I would have skill trees of some sort. My previous thoughts on exploding skills gives me the idea of mixing the two concepts.

The roleplaying game's skills will have a general skill or skill group.  This will represent the collapsed skill that can be used when you are using it for general stuff or when the game isn't allowing for that skill to explode.  Some games will just not need all your skills to explode open for a greater level of detail.  I seriously doubt knowledge type skills will require more detail for example.   But you can also have two games that are played with different focus.  Lets say shadowrun is the setting, one game may not focus on decking, so no exploding of matrix skills.  The second game is all decking all the time so it almost requires it.

As I currently see it skills would have a list of sub skills and talents.  These would be purchased to round out a skill branch.  Your skill would directly transfer over to some primary subskill you selected.  Then you reduce the skill pay four points for your next sub skill or talent.  Talents would only be available if you already have that same number of subskills.  If you have one subskill you can have one talent.  Once you have a number that can not be positively subtracted by four you are done.

For example a stealth skill of 2s3 that is unexploded may work like the following.  2s3 hiding sub skill.  Then you subtract four for 1s7 in sneaking.  Next we want a couple of talents again subtracting 4 we have an effective 1s3 and talk a talent that allows for faster sneaking.  Our second talent drops us to effectively 0s7, we take a sniping talent that allows for hiding successes to be added to attacks.  We may want another talent but can only have as many as we have skills.  Her were would need another skill at 0s3 for tailing.  We are done here as we cant go negative.

You will notice in the above example its actually best to take our three skills and then our talents.  As that would make our tailing at 1s3. I think the way this will work out is you will take the skill or talent at the time it becomes available then as you increase skills it will automatically increase the whole tree.  That way you are again losing out if you don't take your skills early in your progression but you will also not have the advantage of the talents.

N6 Against the Cult of the Dain part 5

Latham's name was said in disgust in most circles.  All too common was "Fucking Latham" or the reviled "You slept with Latham?"  An acquaintance had even dislocated Latham's arm at a party only to relocate the same night.  Sorci was one of the few who didn't want to kill him on sight. 

Hull was counting on Sorc getting some answers out of him, this was wise Tony or I would have just kicked his teeth in.  Sorc was hesitant to get involved but owed Tony.  He blew off my offer to drive, well knowing I would make a mess of things. "Go with Hull, he won't know the roads."  Truth be told Tony knew Mount Madonna better than I but I understood.

Our paths left the game still running our lives slowly beat to death by the nameless villains of Captain Commando.  Tony and I climbed into the motor home behind Hull crunching down a couple of old insulin needles on the floor and clearing trash from the seats.  Shadows bled away as we left the back alleys turned toward the suburbs.

I remember asking for something quiet and acoustic from the radio, to fit my mood.  The best Hull could do was some Dio though it was only near as solemn as me.  Another day a trip to the kings temple would be grand but something was off today. 

Monday, January 09, 2012

Sample Rules part 6 musings on experienc and role playing

Some aspects of gaming that I would like to rope back in is smarts.  Good ideas were at the core of early gaming and modern gaming seems to have taken and wrapped them up in skills.  I have seen several articles talking about 4th edition D&D not promoting role playing and just being a dice game.  Really 3rd did the same thing.  You just don't use cleaver ideas anymore you use skills. 

I have been on both sides of the fence on this idea, I mean throwing out ideas and Knowledge that your character doesn't have is bad role playing too.  Also why shouldn't the simple and direct guy be able to play a rogue.

The thing is Character interaction is good, quick witted ideas are great.  These are the sorts of things that make Role playing valuable and worthwhile. I mean that aside from the fun these are solid interpersonal skills.

What I suggest is a goal and description system that comes from many of the rules light system.  Players role playing to their description key words or toward a described goals should generate something like my pente stones and exp.

Role playing along the concept description should give stones as should working on a goal that is outside of the group.  Finishing a goal should give exp.  The Pente stones will be useful in the gaming itself.  I may have described them but I will if i haven't.

My experience system is not as granular as AD&D experience.  it will be something where you have two tracks, sessions played and goals.  Goals will be the real system used and players will be able to log and track their complete goals with some listing multiple goals.  Completing a module could give a three goal completion for example.  The sessions played will be a secondary track that will be try to be a fall back for players and campaigns not going as intended.

Characters would have a couple of sentences or up to seven key words for their character description of concept.  They would have big and small goals to describe, one each.  These would allow the player to say what they are all about and what they want to do.  After some time a new description could be worked out after some large goal is met.  Perhaps every adventure or personal goal they complete they are given a chance to rewrite.

N6 Against the Cult of the Dain part 4

"Do they still have cults?  I mean now that the Satan Worshiping Albino's are gone you don't hear about cults."  Tony looked on low browed with a mouth drawn hard at a single cheek. "Don't be stupid, Man! This is serious she went and a car load of people went up to Mount Madonna a week ago.  The only one back is that jackass Latham.  I'm gonna kick his ass, when I find him!"

Hull thought a moment "your making me dinner after I find him, and a full tank."  Tony quickly agreed and the two climbed back into the cab.  Moments later the motor sputtered to life and shuttered toward the south end of town. 

This is where I come in. Hull parked in the inglorious back alley behind a failing strip mall.  Wandering in the back door of a long forgot arcade he past a biker playing pool and down the lone line of machines.  Half were broken but still flashed static and pixels and called longingly in attract mode.

Two figures haunted one of the machines in the deep dark of the establishment.  The one with long thin golden locks was Sorci.  The tallest of a large Italian family he stood the height of a normal man but towered over most of his kin.  The mountain of fat and curses next to him was me. I'm sure I was wearing denim and a Rush shirt I nearly always am.  Hull was looking for Sorc.

Friday, January 06, 2012

Sample Rules part 5 musings on skills

My game is basically a fantasy setting, with hints of technology. The catch is the technology is organic rather than mechanical or electronic.  From a fiction perspective I would call it a planetary romance, in the vein of John Carter.  The role playing game that were influence by these books are are also sources of inspiration.  Jorune and Empire of the Petal throne are both settings that have the feel I am looking for.  But perhaps the greatest influence is the character of Arzak.

I mention the influences to give a hint at the desired ton of the game.  The skills that are included should look and feel much like any adventuring game with some heavier focuses to add to that feel.  

An aspect of skills that I have also been toying with is having them explode and collapse in detail from time to time.  This comes from the idea that Eskimos have fifty words for snow.  You live in San Jose like me and you only need one, but if you go skiing maybe you need more.  Some of this is to combat the Decker effect of games like shadowrun having a game within the game.  The last thing I want is the majority of the table sitting around talking about glass blowing an artifical phallus for Andy Gibb (Sadly a true story).

What I would like is a skill that looks like Net running 90% of the time but has a series of options and specifications at a level below.  We would play with the net running skill most of the time but would actually use the more evolved if something more was needed.  This could allow for games to take a more detailed turn driven by the needs of the game.

Also I have always thought certain locations within the game world may ambiently increase skills.  This is a little like the Torg game from the early nineties.  A place like the city of Carinthis may be high flying and acrobatic in feel.  Players may just be given increased states in related skills.  Players with detailed related skills may have them forced open so this sort of play is required.

I am a little not sure what to do about having people with skills that have these hidden detailed skill trees and those that don't though.  I don't want the non tree players to have an advantage and I don't want the player to sink points in when it may not be commonly used. 

Perhaps this only is available when a skill is beyond a certain point and the character concept calls for it.  So rogues may have the option on stealth and intrigue skills but may not be able to expand this way in magic skills like this.

Also Rule 1 would be applied if the GM doesnt want to do it then it's skipped. Maybe he only allows it for a few skills that are the focus of the campaign. 

N6 Against the Cult of the Dain part 3

The days of shopping mall vice deals were well behind Hull.  Most were well aware of this change, even the mall had changed.  All of it was unrecognisable from the man to the cavernous video arcade where he presided over the air hockey table.  The once forgotten second rate mall renovated and bright, too bright. Now a cathedral of commerce well patrolled and dark corners plant filled and light.

Our Hero had gone clean long before to tell the truth.  A poor purchase of Windex vials destroyed his bank roll and set him straight.  He was uninterested in these things himself, just a job , his habits never cut into profits.

I don't remember much about the friend at the door of Hulls' motor home.  I think this was Will or Paul, I have a hard time keeping all of them straight.  He looked at Hull dismayed saying "I know, it's Kimber have you seen her?"  Hull seemed to know everyone, He knew this was a girl many of his friends had been trying to fuck for a number of years.  "No , she  still around?" Hull asked.

"She's joined a cult!" Came the reply from Tony, this was Tony now I remember, another stocky guy a bit taller than Hull but build like a tank. Hull thought a moment, finally answering " Yeah her family was like that, they wouldn't even let her pick the movies she went to and they threw out most of her tapes..." "No a real cult, like shaving your head and wearing jogging suits kind of cult!" "Hm you mean some sort of Cult of the Reptile God, I have that module around her some where." Hull laughed to Tony's growing impatience.

Thursday, January 05, 2012

Sample Rules part 4 The Cazzit

Well I have talked about the game mechanics and written silly little bits of fiction maybe its time to do more with the setting that is concrete.  Lets try and tackle one of the game races. 

The Cazzit were the first of the architects children, races specifically built by an uncaring but actively involved creator.  They were designed for the vast sand sea of southern E'his.  The Cazzit are a hardy people able to survive long periods without water and are well adapted for heat.  Their skin is leathery and almost scaled, generally a thick brown but many have discolored patches of orange and black skin.  They are stunted of height and squat.

The Cazzit are a divided culture city of city dwellers and caravaning outriders.  City folk are often seen as weak gilded tongued manipulators by the Caravanners.  The caravanners seen as simple or uncouth by the city folk.  Both are rather dependent on each other and often the highest ranks of society are those that have crossed from one path to the other.

While the blanket term desert gnome could be applied to the Cazzit it was not what I was going after in their design.  I was much more inspired by the real life Beduin and Kasmirian of the Talislanta game world.  I want them to be sturdy and full of guile with natural resistance to heat and thirst.  The caravanners should be skilled with animals and navigation while the city folk would be versed in deception and intrigue.

If put into Pathfinder terms they would look something like this.

Racial Traits

    +2 Constitution, +2 Charisma, –2 Wisdom: The Cazzit are hardy.  They are silver tongued but often prone to take chances a wiser man would balk at
   
Small: Cazzit are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

    Slow Speed: Cazzit have a base speed of 20 feet.
   
   
    Cultural skills: Cazzit receive a +2 racial bonus on a Appraise, Handle animal, Diplomacy, Bluff or Profession Caravaneer skill.
   
    Endure Heat:  All cazzit function as if they the spell endure elements continually cast upon them.  This only applies for temperatures 50-140.  They are uncomfortable and sluggish in cool climates.
 
    Endure Thirst: Cazzit can go 5 days without water before thirst rules being applied.

N6 Against the Cult of the Dain part 2

Hull kept the coach going on gas money donations he dutifully collected from everyone who entered.  He held several Dungeons and Dragons games running so there was always a gang coming or going.   He mostly ate the snacks that always seemed to show up with these event and happily claimed any leavings.  A sordid diet for a diabetic, which Hull was, often leading to wild insulin fits.

Under the knit afghan Hull stirred to wake, a hand rubbing a balding head that longed to be shaggy and worn long. He blew his nose honking hard into a dish towel, already full of unsavory things.  Soon he was to his feet and walking.  The light trickled through the trees on the lands of my youth.  But I wasn't there and these placed didn't mean much to Hull, he was looking for someplace to eat.

The meal et and some minor restroom bathing done, Hull found his way home.  He had only shut the door when a pounding at the door sent him whirling around.  Rather than hesitation he cast open the door and bounded out with a "hello".  One would worry about cops but Hull often countered opposition with boisterous and naive pleasantness.  Eyes finally focused on an old acquaintance met happily, but with the words "I'm not dealing anymore."

Wednesday, January 04, 2012

Sample Rules part 3 skill rolls

The basic mechanic for any role playing game is the skill role.  It is the one that is up front for players to see and is something they own.  There are some systems that account for a more basic control of the scene system but my game is not meant to cover that particular style of play at present.  I personally prefer a crunchier system and just don't have the players for a diceless game. 

As I have stated the rolls made in my game are generally covered by a D10 + D4 open ended roll added to skill value.  This gives me an average of 8 points for any dice roll plus skills. 

Moving onto the skill levels the Characters Might have I am thinking something that looks like the below chart.  But with this I really don't see a starting character having beyond a 0s5 unless they have made some rather foolish sacrifices.

0    Unskilled
1     Read a wiki entry
2    Read a book
3    Had a class
4    Has done it enough to get the hang of it
5    Skilled or naturally talented
6    10 years in
7    Grizzled old Pro   

1s1+     Master
2s1+     Rarefied circle of experts
3s1+    Advanced the art

Now taking the base roll of 8 with a skill potential of 0-5 we are skill checks of 8 to 13 being the norm.  From here I really want the 3 or 4 to be the characters go to skills so we are looking at 11 or 12 being average rolls coming out of starting characters. 

I personally dislike games that don't give beginning players a shot at kills, I am specially thinking of Palladium here, and want to set my target numbers appropriately.  I would want my players with the 0s3 skills to succeed about 75% of the time and the 0s4 skills 80-85% of the time.  Here are the percentages of my rolls.


2    2.5    100
3    5    97.5
4    7.5    92.5
5    10    85
6    10    75
7    10    65   
8    10    55
9    10    45
10    10    35
11    10    25
12    7.5    15
13    5    7.5
14    2.5    .25

It looks like a target of 9 is going to give me the rolls I am looking for.  So my skill chart is going to take 9 as the average target

7     Easy
9     Average
11    Tricky
13    Hard
15    Very difficult
17    Near Impossible

Maybe a touch too hard but we will see in a demo.

N6 Against the Cult of the Dain part 1

A little fan rattled furiously trying hard to blow the stale air in the cab around.  The air conditioner was long dead with no attempt at repair.  The drivers' window thrown open you could only see the head of the short man at the wheel driving reckless and unconcerned.  His music spilled out the window shattering the quiet morning piece of lonely streets. 

These were the empty road ways of progress or were before being bled empty by recession.  Low buildings empty and quiet once sunlit and bird sung seemed swallowed up by drums and guitar.  The music was metal and I'm sure our little driver could point to a patch on his jacket and tell you much of the band.  If you are curious lets say it was Coroner or King Diamond or something like that. Whatever it was the streets were once quiet and now they were not.

The coach rolled hard on the road but finally came to a stop.  The Driver found a cul de sac and settled the motor home in for the day.  Everything here was empty not a business open for work, which suited him well.  There was no one to bang on the door and tell him to leave.  None cared or were concerned by his few day long camp.  Hull parked his home and drew the curtains closed, sleeping a few hours before the day was ready to begin.

Tuesday, January 03, 2012

On the Dark Side

Well I starting playing that Star Wars the old Republic over Christmas.  Despite it being everything I feared it is actually pretty fun.   It is Warcraft, people who say it is not are liars.  If someone said it was a licensed engine I would not be surprised.  My character even seems to jump the same way my Dwarf did in Warcraft.

It has the same click to use cooling off abilities that make up combat.  Everything is select a target and go.  It is basically everything that Dungeons and Dragons is not.  But me as a solid DDO player actually can enjoy that a bit.  The exploration and quick nature of quests is pretty fun.  I can kill my Rakghoul quote and be done with just a few minutes of play.  I don't have to invest in a group and then feel bad for leaving them.  Also I don't have to hear or talk to anyone.

The quests are really the thing that I enjoy though.  The cut scene narration really puts you in the story.  Also the Class quest storyline for my Jedi Sage has been top notch.  I want to do quests just for the story progression.  I like that I can make the light and dark side choices and how that I get reprimanded for being an evil dick later on.  Really these are what make the game fun for me.

I also like the space bit, that is sort of fun.  I haven't done any flying around stuff with my ship but I will be soon.  I like that I have the ship and its mine all mine.  I don't have the guild worry and can do whatever stupid stuff I like.  I wish I could type a name for it thought. 

If you are on the fence I say give it a try its a really good game.  I am sure Star Wars and Wow people will like it.  I am more of a D&D guy but I am still having fun saving Yuon Parr.

Wednesday, December 21, 2011

A blurb on Gaming for my project game

Every game in the world does that "What is Gaming" section and its a waste of space.  Either you know, as you just bought the damn book or you are going to be shit confused.  So really the person I need to talk to is unsuspecting person who buys this as a gift or something and the odd few who pick this up all wide eyed and innocent.

Hello my friend, thank you for considering the purchase of this book.  It is what is known as a Role playing game.  While I highly encourage your purchase of this product, I must first offer a warning.  This is not a mere book but a gateway drug to a path not easily walked.  Many great things you will find but it is not without its price.  There is a great social stigma associated with our hobby it is not for all.  The best of us are infinitely sure of ourselves others have little to lose.

OK kidding aside role playing is primarily a bunch of goofy white guys sitting around a table.  There are occasionally some Asian players too but yeah its usually a crackerfest.  If you were to listen you will find there is often more joking around anything else. The game being played often has them talking in funny voices or overtly worrying about the placement of little figurines on a map.  They will be rolling dice sometimes to determine a random element of the game but mostly just fucking off with them. 

If one of these role play games breaks out in your house here are some things to expect.  They are loud!  You will hear lots of shouts and cheers along with cried of Fuck and Shit!  There will be a lot of laughing and such.  There will probably be food, perhaps booze, there will certainly be a smell of some sort.  Expect a clogged toilet from time to time.  Also expect to clear the mess yourself, if you host expect to clean up too.  More often than not you will just want the motherfuckers to leave at the end of the night rather than stay and help.  These things are long too maybe four to six hours of play.  Also expect it to happen again and again.  They things usually are weekly or every other week and can go on for years.  That is where wives and parents usually get pissed, when you have an ongoing commitment to screw around every week.

It's not all lame and gloom though.  Role playing is great for someone who is shy or even high functioning on the autism spectrum.  You are interacting in a safe environment with the same people over and over again.  You are able to be yourself, or even someone else, without judgement.  Our wired in world seems to remove value from face to face interaction.  This is the entire point of the role playing game.  This is not a text message or an online game but an interpersonal game.  Often you make some of the best friends of your life playing games like this. 

These games involve a degree of math skills and problem solving.  These games are often highly mathematical to model real world situations.  I know several instances of geometry being used directly in games.  You are often give situations were a clever idea or trick is called upon.  A great deal of lateral thinking is involved in these games.  There are artistic elements be it painting miniature figurines or drawing a map.

Really I recommend you go to YouTube and search for Freaks and Geeks or Community.  Both of these shows have featured gaming sessions in episodes that while poking fun also seem to get the idea across.  James Franco's, Carlos the dwarf perhaps best shows a new player entering the world of gaming.  Please give it a look if you want to come back we will be here.

Tuesday, December 20, 2011

Whole milk is Our Birthright

The folks at Formal Sweatpants get the spirit of Krampus 100% right with this fantastic cartoon.  I am not anti vegan but I really hate the Gluten free.  It just seems like a fad like altruism or New Coke.

I think the soy stuff is more offensive Santa is obviously Nordic.  We northern folk have a near 100% occurrence of lactose tolerance.  Whole milk is our birthright.

Monday, December 19, 2011

A tale of the Beltinovites part 1

Books crowded every corner and step of Galav.  It was once the Beltinovites capital now their last city and some would say prison.  It was not a high commanding city but rather a pit dug low into the ground.  It was not something to be assaulted but rather ignored just a hole full of books.

Galav was perhaps the most ancient of all cities it was built and rebuilt and hundred times some in triumph some in defeat.  The Beltinovites have said it was even built before the Architect arose though such talk was reason for much of their current plight.  The stunted race claim to being a higher form of the Aron Veja wise and enlightened.  Few like to to be told such things, though the Aron have said to be thralled by the Beltinovites in their distant past.

These Beltinovites were not dwarves or goblins but rather just short and wide eyed.  Their heads large and hands sleight.  Yes they were quick witted and had hands dexterous none could deny.  They worked magic and understood the genomes the Architect himself played.  They were the first to build the living machines and only now were their works being surpassed.  Carinthis sold either goods as fine works of art and beauty.  

Their city was a library overflowing with books like the sand.  And Linent Siall loved these books like his children.  For a Beltinovite he was a simple man non a wizard nor chemist or breeder of machines. No Linent held the highest of all titles he was a librarian.  

Linus and Lucy

I recently sat the child down and forced her to watch A Charlie Brown Christmas.  She has had little interest in Charlie Brown until now, often asking if it was Caillou.  Yes kid I see the similarities but WTF one is the most sincere depiction of my feelings on Christmas and the other is a spoiled fucking prick.  I was surprised she did well watching it and enjoyed it. 

In watching I really focused in on the Christmas tree, that has a huge amount of symbolism in it. It seems to represent the heroes faith in Christmas as a whole.  You can see through the show the tree gaining branches as the show progresses.  It is not without its down turns though, every time Charlie presents it for others to see it looses needles.  Its as though it has a personal strength but whenever interacted with it fails. 

Oddly this was not an intentional choice, as even Charles Shultz has lamented the constant change in the appearance of the tree.  So it is clearly not a direct decision but rather a happy accident of the production.  These happy accidents seem to have happened everywhere in the show.  Every time someone stuck to their guns it ended up being the right choice, that has forge a timeless classic that captures the holidays in both joy and sadness.

I love the shows conclusion with Charlie "killing" the tree.  Its like he finally tries to put some weight on his new found faith and it really has no strength.  Fleeing his tree and faith the final lesson of the holidays is presented.  Others and community are essential for the holidays, as it is the group of kids accepting the tree and each adding something to it. They in essence accept Charlie and restore his faith.

Thursday, December 15, 2011

Omaha

You stitched me up
and I was on my way
I Left my hat and
didn't even say, goodbye

It was raining hard
before I realized
and I'm closer to gone
with every mile.

This is the way with running
and never looking back.
You try not to remember
what you're missing until it's forgot.

it's the white lines
and biting flies on the road
with a few too many
Ladies waiting back home

Ill keep on running
always heading toward
The setting sun
Alone on the road

This was quick and its weak.  I am loaded up on nyquil for a head cold so its sort of the best i can pull out of the toilet

Wednesday, December 14, 2011

Monkey gone to Heaven

Well i was finally able to finish up Adam Curtis's All Watched Over By Machines of Loving Grace.  My thoughts on the piece as a whole is it was good but not a solid as his other work.  It also has a problem in not having a solid wrap up, this is an issue I have with Curtis.  He seems to let his point be implied rather than directly getting at it.

Also It seems that he was coming out against the "Selfish gene" theory, he could have supported this better.  The theory generally is that we are not  individually important but are collectively working to pass our common genes.  Selflessness is also an act to help those with similar genes and conflict worked to hurt those with dissimilar genes.  It seems the Tutsi and Hutu group conflict was manufactured and was actually a group of people with the same genes in conflict.  Mr. Curtis also has mentioned a study in south America in a previous show.  Some researcher took apart a video of a violent conflict between tribal groups.  He claimed those with closers relations sided with each other.  In Fact it was proven to just be a conflict between the haves and have nots after several other researchers reviewed the film.

Also while the show tackles altruism it doesn't seem to address another human ideal that challenged the selfish gene theory, that being justice.  Justice seems to be a large driving force in political environments and is often the source or justification of revolutionary forces.  When you boil fairness down to its base elements it in no way helps the genes.  Rather it works against the selfish gene.

I would liked if Curtis would have addressed the social implications of accepting that we are machines.  That was the original thought that excited me about the series.  I think there is much that could be done with philosophy of loss of self in groups.  There could be another episode just in that. Lack of personal accountability and the desire to accept modes of life that have historically been viewed as less evolved.  I could see Kierkegaard and Heidegger being talked about significantly.

Tuesday, December 13, 2011

Fascination Street

I was listening to Fascination Street by the Cure on the radio and this is the song that popped in my head.  It sort of goes with that dark droning music of the song.  I have had a few of these sort of songs or alternate lyrics inspired by another song.  If you have a band and want to use them your welcome to.  Just send me a link.  You can even come up with the title.



Why am I falling apart
Why are you walking away
Ill take you down with me
I'm going to tear it down
I'll burn it all up
Then sweep it under the rug

If I ever get through
You'll be the first I see
If it's the last id do
I'm coming for you

Better keep an eye out
Better watch where you go
Don't you ever stray
from the narrow way
I'll be a thorn in your side
You won't be able to hide

If I ever get through
You'll be the first I see
If it's the last id do
I'm coming for you

So don't be so smug
Thinking you've won
I still have another hand
All will go as planned
You've already lost
before the dice were tossed

If I ever get through
You'll be the first I see
If it's the last id do
I'm coming for you

Monday, December 12, 2011

Crescent Star Progressive Rock score card 10

Machines of loving grace is actuall the name of a collection of poetry but it was also used by the band.  Where is a video I really dont know the band or any of their music.  http://www.youtube.com/watch?v=XEt86vB1seU

Summer Nights and my radio is something off 5150 Van Halen or Haggar depending.  My cousins cousin played this near constantly way back when so I have most of the record stuck in my head.  It's actually not nearly as good as I remember.  The choruses are solid but alot of the songs are sort of goofy.  http://www.youtube.com/watch?v=1LOkTGpaTYA

More Metal than you is something from Brian Posehn the commedian.  I like the D&D with Dio bit, I bet he would have been a fine DM. http://www.youtube.com/watch?v=Y24MmylTeY4

Tin man is by America I really don't know the record, I heard the song and sort of started thinking the piece that is written there. http://www.youtube.com/watch?v=O3fI0mLz3ks

Hello It's Me is by Todd Rundgren it's an ok song here check it out http://www.youtube.com/watch?v=jsezr0qiFIc

Working on a chain gang is by Sam Cooke though I think i was really thinking of Devos' working in a coal mine http://www.youtube.com/watch?v=L2XHYKWLGTg
http://www.youtube.com/watch?v=6WRjgv62Ayc

Bron Yr Arur is the the quiet song by Led Zepplin not the Stomp song which has a very similar name.  Its a great acoustic song really much better than a lot of the Zepplin they force feed you on the radio.
http://www.youtube.com/watch?v=9xHvnMC7KFg

Cinema is by Yes, i know i like them too much.  I think that is from that super poppy record 90125 they had with all the hits from the 80s
http://www.youtube.com/watch?v=kqwmK_H0JcI

Everything you want is by Vertical Horizon or someone like that.  They played that song almost too much awhile go I heard it recently and was sort of like this again. http://www.youtube.com/watch?v=rZoD8JEFjAE

The song remains the same. Led Zepplin i dont thing you need to say any more on it. I actually was probably thinking of the organ bit in the movie but here is the song http://www.youtube.com/watch?v=CcYZlRWWxO0

I should be singing but I am tired out of breath is a line from the fountain of lamneth by Rush this is off of Caress of Steel the kick ass record you should go buy. http://www.youtube.com/watch?v=7UeDqx84ND8

Wait for you is by that Bonham group they had in the 80's http://www.youtube.com/watch?v=mciP59WSnNw&list=PL4D2195630FF548EF&index=1&feature=plpp_video

Back in the Village again is by Iron Maiden off of powerslave http://www.youtube.com/watch?v=XJ1tBzH1Cek

Live Undead is the title of Slayers live record from way back when.

The swan is a murderer is Cherry Five/Goblin some hard core italian prog.  The bass player is insane http://www.youtube.com/watch?v=ap6sZMJRWgY

Through fire and flames every guitar hero player will know is Dragonforce they are pretty cool in that they try.  Not enough of us try. http://www.youtube.com/watch?v=0jgrCKhxE1s

In the garage is Weezer they are a bit hipster and lame for my tastes but at least its a song about D&D http://www.youtube.com/watch?v=ZCOTW5AD9a8

Meddle is one of Pink floyds records but I am sure you know that.

Bullet hits the bone is by Golden earring they probably play that on your radio all the time http://www.youtube.com/watch?v=GrnDm72sdQE

Who Cares wins is Anthrax http://www.youtube.com/watch?v=gtD_GUvu-wc

A murder of one is Counting crows on their first record http://www.youtube.com/watch?v=5ePfsdr94ow

a murder of one

Everything is growing gray on the morning with The things we are left out for the weather The burlap of our skin laying ragged out with the frost  Long forgot all thing mold and rot in a yard left to winter Even the scarecrow wordless bent by the winds that laid us bare the months before  Reaching up with all aware only dark birds left to care in this empty winter air

Friday, December 09, 2011

A tale of Carinthis part 3

From high above the sun broke through the haze of cloud and momentarily bathed the square in light.  It was not dark prior but for a few moments it seemed dazzling almost scintillating bright. As that moment faded Reglin caught the bright gleam of the sun upon an instrument of death, as it fell.

Fell from its perch held upon high lashing through the heavy throat of a stead.  It was a twice handed cleaver of steel, a treasure in and of it self, the butcher a man of the a'ron vega' to Reglin's eyes. Though shrouded Reglin could see a second skin which clung tight and masked all his features with the exception of his mouth.  There it had been scrapped away the true flesh almost that of a broken blister.  A sunless white of flesh and teeth that wordlessly mouthed rage.

The horse fell hard taking its rider with it; A squat Cazz'it dressed for the desert. In a moment the assassin was on him stabbing with a tooth dagger.  Relentless and rhythmic he stabbed again and again. Though the veil of flesh Reglin wondered if his eyes were now on him, he gulped hard and began his blood song.

Thursday, December 08, 2011

A tale of Carinthis part 2

The shops and stalls ranged from fragrant familiar to flavors strange.  Often Reglin stopped staggered in awe of the wonders and horrors he saw.  The green people had some small use of the biomachinary he saw here; but it was autonomous or self contained in living entities they coexisted with.  The green people would call many of the wears sold in the shops parasitic.

Reglin vaguely understood offers allow him to breath in water or for a second skin.  One even tried to purchase his voice with the offer of four solid iron links.  He fled in terror when the process of removal was described.

His feet worn, he almost without mind found himself at the animal pens.  Perhaps he could hire onto an eastward caravan and put more distance between himself and his kin. 

This quarter of the city was the most sparse and in need of open air.  Much of the trade and supply of the pack trains occurred here.  Horse and Camel were hauled up for the desert floor far below, along with the chitin covered Sammis Worms.

Wednesday, December 07, 2011

Sample Rules part 2 thoughts on spells and combos

Another aspect of the game that I wanted to delve into are spells and combos.  I am not a huge fan of free form magic such as that found in Mage.  I don't want to rule it out as many people really like that sort of thing but I also wanted to keep something like AD&D spell.  Magic that has the same very specific effect time and time again.  The combos I am talking about are similar but for melee combat.

In general when you use magic you are are making a skill roll and then purchasing effects from a list.  These could be damage , area of effect, distance the list goes on.  It can be free form where you and the GM decide the cost or you can have a big of things you can purchase with successes.  A spell instead is a preconstructed set of effects that has a prescribed cost.  It usually can not be extended beyond its description though some may have minor upgrades that can be applied.  Spells are usually the first step of magic with the more free form style being more difficult and costly. 

A spell may give you a requirement of one or more successes needed to cast, if you don't have enough it doesn't work, that's it.  When you succeed it follows the description and the only available success purchases you can make are those within the description.  All extra spell points are lost unless you have some extra purchased ability that specifically allow you to do something else with them.  There are "Feat" like abilities that allow you to purchase magic stones with your extra successes but these will not effect the spell itself.

As for Combos and combat actions they are similar but allow for actions that would not be possible otherwise.  In some ways they are like the linked actions I mentioned in the sample rules section but go beyond that.  They are a specific mapped out attack or attack and movement that require miniatures and a combat grid to fully use.  The idea for these come directly from video games and you may recognize a few of them.  One example is an attack to the hex directly in front of you then moving two hexes forward followed but an increased damage attack to the hex directly in front of you.  Mechanically you would require an acrobatics success and two melee combat successes.  The could be accomplished in a number of ways.  A strong melee with no stones by make an acrobatics roll and then carry over their automatic melee successes.  A character with plenty of stones may make a standard melee attack role and then take two clear stones to make an acrobatic success.

Tuesday, December 06, 2011

A tale of Carinthis part 1

The streets of Carinthis were wild and chaotic.  Full of colors in designs that seemed to move constantly. It was as if the city made and unmade itself every moment, which of course it did.  It sat as a crown high atop a pillar of stone which rose out of the desert.  A bazaar of tented streets pierced by six high towers and one low, wind blown against a sky that did not seem to want it.

Reglin was veiled and short but seemed tall and lethe against the throngs of Cazzit which called the city home.  They were a desert race short and stunted their skin almost scaled to fight the wind and sand.  The Green was a head taller than the dwarves, supple skinned and elegant.  His voice was song even though he tried to drive melody from his voice.  He moved with watching eyes to each stall seeking.

He was looking for work or somewhere he could hold up unseen.  He had been hunted most of his life though just as often was the hunter.  His people warred openly with the beastly race that shared their forests.  Now he was hunted by his own.  for Reglin had grown old, nearly twenty five, and wished to live a little more. 

It was common desire but not one allowed by the Green people. Their rites sought rebirth at this time and all would find it, desired or not.  Reglin had not been the first to flee his people, many had tried.  Few made it this far from their territory, perhaps far enough to begin to hope.

Monday, December 05, 2011

A tale of the Gannith part 2

Cornass hoped it would only be death the big steed was to face.  He knew the incantations of animating the dead well, but had little desire to invoke them now.  Wise men often dealt with spirits themselves some of them dark.  Some doorways were crossed by uninvited guests.

The strange faces he painted on the flesh of the fallen were often to confuse these darker spirits.  The bindings were some for show but some to restrain should the wrong ones get in.  The tokens, seals and coins woven into the horses mane were to pay debts unpaid in life but also to clink; chiming away the unseen.

All done Vall finally lead his guest and horse on to the east. The riders alone travelled against the great wheels the Gannith people walked.  The dead man would travel to the east wall just once in his life, though it truth it was his death. 

Cornass held his spear high allowing the banners to stream with the hard wind.  Some marked the dark circle another was for the fallen man.  The last banner that whipped furiously with the wind marked contagion.

Who Cares Wins

I knew the no initiative thing was going to be controversial with my gaming group.  I gave it a try with Pinnacles Savage Worlds rules set to see what they thought.  There was some resistance as expected.

The players were not used to the idea of simultaneous action.  They seemed to think if they won initiative they really won something big.  I was explaining even with initiative they only real benefit is on the round they kill someone they prevent their action.  So in reality they are only avoiding one attack or action.  With simultaneous action that last action goes off.  This really just gave enemies a chance to run, which seemed to piss of the players even more, they are very concerned with wrapping up loose ends i guess.

They were a little hesitant with the opponent going first, this surprised me.  I tried to explain that since everyone acts in a round they were actually better off going last.  They got to see their enemies action and react after.  Again grumbling.

Finally they showed me the real fatal flaw in my evil scheme to speed up combat, players acting against each other.  Damn I didn't even expect this would happen, but first fucking game! First fucking encounter!  In my game there is less of a problem with this as you have the stones you can used to control the actions. But damn they have them in Savage worlds too.  The players just didn't spend them. FUCK!

From here you have a few options some of which will not sit well with players.  Just decided which ever outcome suits your story best happens.  Screw it your the GM you have a hard enough job, you deserve a break.  But players start feeling railroaded.  Go with logic the fastest character wins a chase or whatever.  But here you will get down to some actions were the characters are just equal mechanically and neither have role played out a reason that the scene should go their way.  Coin flip or something?  These are often rather important game defining scenes when two characters are in conflict, you really need something more dramatic.

I am almost thinking I need that initiative roll there just to keep people happy.  It just seems to time consuming and for a less than important aspect of the game.  See I have wasted all this time writing up a post just for my problems with it.

Sunday, December 04, 2011

Sample Rules


Ok this is the start of me putting down some of my game ideas.  I will probably start pretty general and then work on detail as I have more and more feedback.  This is something of my philosophy for the game as well.  I want do a game that has a configurable level of detail. So you can dial up focus in some areas and down in other areas. For example a thief heavy fantasy campaign could increase the level of detail around traps and go with a simplified version of magic rules.

While the above is my philosophy I also have a set of goals in mind that will have effected my ideas.  For example, I really want to be able to capture aspects of brawler video game combat.  I want there to be moves and chained combos.  I also want to be able to simulate timed events with increasing stress.  Finally i want to do things with a percision that allows the difference between success levels to be clearly distinguished.
well lets get down to it. Combat seems to be the heart of most systems, but I have never seen a "Good" system that doesn't derive combat from the basic task/skill resolution mechanic.  having two entirely different systems for combat and general roleplaying sort of sucks for everyone involved, so i want to steer clear of that.

taking that in mind I have stolen from a couple of game and came up with a system based on roles and automatic successes.  Borrowing heavily from hero wars skills are repressented with a number of successes and a modifier to role.  For example Toad has a stealth of 1S3; meaning before roling the dice Toad already has one success and when rolling gets to add 3 to the role.  I am going with a set dice role, say d10, for all skill and attribute checks.  I really hope to do the same in combat and everywhere else but we will see what happens.

For dice i dont know why but I am going with D10+D4, its weird like me.  also it bears out on the earthdawn step math I have been using to check things with.  I am not sure if i will stick with it, but i do know its exploding.  With all the standard open ended dice rules.  I hope everyone reading this will be clear with this but assume you reroll and add the total to your roll if you max out a die.  Keep doing it if you role max again.  In rolling you are going to add you role total with that modifier.  For example Razgum has a seduction skill of 0s7.  When he tries to lay down his best lines at the local bar he starts off with a failure already but he has 7 to add to the die role.  Lets assume he roles 6,4 and 1 for 11 plus his skill of 7 for 18. 

Alright lets talk about different types of skill checks now that we have Razgum's role. I am currently thinking there needs to be two types of skill roles.  A basic skill check where the GM sets the difficulty and the player tries to meet it.  And an actively opposed check.  THis is where you have an undefined difficulty that is set by the defenders resistence role to an action.  Perhaps a parry being made against an attack for example.  So what is the difference here.  When a character makes a basic skill check they are trying to meet the GM defined target number and then every 7 beyond that counts as an additional success.  On the opposed check the lower role just becomes the target number for the higher role.  Every 7 beyond that role counting as an additional success.  Lets go back to Razgum, and lets say the situation is Razgum is trying pick up lines on a no consequence NPC.  So if the GM set a target of 9 then Razgum would have generated 2 successes on his check.  If Razgum had a skill of -1s7 he would have only come up with a single success.  I will talk about multiple successes later on but you need to assume you need a single success to do an action and the rest are considered additional successes.

Moving to the other type of role.  Lets have Razgum try and seduce an improtant leader in the opposing army with his trollish charm.  The GM would probably role some sort of willpower check to resist.  Taking Razgums roll of 18 the army leader rolls 28.  Comparine 18 to 28 that 10 more so the army leader gets two successes.  In this case Razgum needed to suceed to even zero successes would have worked for the army leader.  Normally a role must generate one success, which additional successes being used else where but here both success can be used against razgum.  While thinking about this you will notice it is possible for a 4s2 to generate a lower number than a -1s7 skilled person which could be total bs.  after the roll and the calculation of successes and subtract the lower from the higher.  This makes it a dual step process which sort of sucks but makes stuff more fair.  Giving Toad a chance with a 4s7 seduction and a roll of 18 against the 0s7 army leaders total roll of 28.  We now have Toad with 4 automatic successes and The Army Leader with 2; allowing Toad to succeed with 2 successes.  As opposed to resistence Toad needs 1S for success leaving 1 additional success. 

I am talking a lot about additional successes without really addressing them.  The come out sounding a lot like WOD or Shadowrun, which I actually dislike.  I hate how nebulous the difference between 3 and 4 successes.  Going back to my goals, I really want these things to be clear.  My solution is to allow players to uses additional success to buy better results.  I like this because it give me a clear idea how things resolve and I think it would be fun for the players.  Earthdawn sort of had an example of this where two success levels equalled and armor defeating hits on an attack.  I dont have enough details on this but I would like to say a stealth with a lot of additional successes could spend those successes to make a search or spot check more difficult.  In some cases I think the character could buy options to use additional successes for.  Like having a rogue who can spend 2 additional successes to make it impossible to tell if they picked a lock.

I understand I am talking about tons of additional successes here.  Which brings me to my next component of the games.  I am going to use pente stones as additional successes that anyone can throw in with their role.  You will have a limited pool of these but they will be there when you want them.  Its really a rip off of Karma from Earthdawn or chips in deadlands.  The only real difference is i am going to have three colors of stones.  Green, Clear and Red; which represent Positive, Neutral and Negative alignment. I will be giving out stones as rewards during play.  On occassion I will say ok this represents high magic in the area.  Chris will often be playing a mage and will say oh some of my abilities require magic, so that is positively aligned; meaning i can use it as a green stone to power some specific ability.  Rich is playing a Xambrian who has a hinderance against magic, because he likes to roleplay gothy guys.  He says oh I have a magic hinderance that is a negatively aligned red stone.  I am playing something totally stupid that talks in a funny voice, its nothing to me so I take a clear stone.  We can all use them whenever we want and they function the same (as an additional success) but Chris can also use the red as magic.  Some of his spells/abilities may require a few magic stones.  I will just used the stone as normal, thats all i can do.  Rich may take an exp penalty for using a non aligned stone.  Also these stones could be used at the end of a night for exp.  If you have more than one positive alignment category just count them as flexible, it gets too much of a pain to track many types of things.  I was thinking of having tons and tons of types of these stones but ugh headache.

I wanted to talk about crits and fumbles.  Basically there are no crits that is just a very open ended role that give lots of successes.  Fumbles is a D10+D4 roll of 11 that ends with 0 successes or less.  I know this is going to be a problem with low skilled characters so i will probably give a confirmation reroll if you have 0 or less automatic successes.  You can even throw in you stones, but the GM will probably also be throwing in stones against you knowing what is at stake.

This brings me to another concept the devils hand.  While boss and sub boss NPC's will probably have their own stones the GM can always draw a random stone against you.  this effect happens during a roll.  On the up side the opposed player gets a random draw from the stones immediately after resolution of the action.
I probably should get onto the linked action thing now.  this is my way of doing timed actions and multiple attacks on high skill characters.  You can link actions on top of each other and they will be resolved within the same round.  This can go on indefinetly but the mechanic is going it going to take X+1 successes to link an action; where x is the previous number of actions taken in the round.  So you first link will cost you 2 successes.  This gets you to another action and another roll.  From here you would need 3 successes to link a third action.  I like this because I have always wanted to be able to generate suspense related to quick actions like jumping from a falling pipe into a roll under a portculus.



Combat Round
Ok Lets move onto the meat of this.  COmbat is pretty unfleshed out in my mind but i have a few idea.

Initiative is simultaneous so all actions happen and then are resolved.  So dont even roll it, its 2 second rounds or something.  If you want to interrupt an action you will need the specific ability and then pay the stones.  Or already be doing some sort of reactive action, parry dodge etc.  Chained actions are resolved within the same round but not all at once.  Everyone goes then resolution occurs.  Then the next link of the chain goes and is resolved, and so on.  You may infact die before getting to your linked action in which case it is lost.  Also some characters will have abilities to break linked actions cancelling out your next action.

I have been thinking of just having to hit rolls being based of of size and distance.  That would be assuming a target that is just there for the taking.  Active defense of parrying or dodging, could increase the target number to hit the same way opposed roles work.  that will make it pretty easy for melee hits to occur though.  I am not sure what i want to do with that perhaps we could subtract automatic dodge or parry successes.  Or maybe its just and aspect of the game where you are trading blows if not using an active defense. ONly very defensive characters would be able to dodge and then chain for a return attack.  I would have the defense stand for the rest of the round in this case.
Armor will be deducted from damage rolls just like earthdawn
Damage rolls are going to be opposed roles.  The attacker is trying to generate damage numbers with the roll,their modifiers AND THE DEFENDERS HIT POINTS, the defender will be doing a soak roll.  Your are going to compare the rolls and generate success for the higher rolling party. Next check if the attacker was the high roller if so the damage goes directly onto the defenders hit points.  Now compare successes!  Should the defender have more he could completely soak the wounds from the hit.  A really good role could generate some sort of rage stones or effect on certain defenders.  If the attacker has more successes they are applied to the defender as wounds, which deduct from all actions.  Certain attackers may even be able to force a death save by spending their successes.  Normally a death save are made according to the monsters death save chart which defaults to 5,7,9,10,11,etc.

My one fear of that damage system is i am hitting players twice.  If they are getting a bunch of damage they are going to have a harder and harder time soaking it, and if they have wounds they will have a harder and harder time soaking that damage.
The round would go something like this

1. Dont roll initiative.
2. Resolve Defensive opposed rolls
3. Resolve Attack Roles
4. Role for damage on success
5. Deduct Armor from damage
6. Determine Soak roll as Damage roll + current hits
7. Roll for soak
8. Apply damage and wounds to total
9. Resolve Special Actions
10.Death Checks
11.Check if there are any further linked actions
12a. if yes then proceed with 1 with linked actors.
13b. if no then new round
(an interrupt action can happen whenever the conditions are met) interrupt actions are more like AOO's in a way.

1. Dont roll initiative:  THis should be easy for some players.
2. Resolve Defensive opposed rolls:  Any one useing Parry or dodge as an opposed roll will make that roll at this point.  They may generate linked actions as well.
3. Resolve Attack Roles:  Attackers roll against the opposed roll or a target size ,modified by distance, roll.  Again Linked actions can be created here as well.
4. Role for damage on success:  Attackers make a str roll modified by weapon and make not of damage and any make not of any automatic successes they may have.  they should report a number such as 15 hit points and 1 automatic success.
5. Deduct Armor from damage.  subtract armor from the damage.  AC 5 would mean that 15 is now 10.  This has nothing to do with the 1 automatic sucess and it still remains.
6. Determine Soak roll as Damage roll + current hits:  Ok, add the victims current hit points onto the attack roll.  From above the 10 + 13 from a previous attack for 23.
7. Roll for soak: Ok the victim rolls their soak and has a target number of 23.  Lets say we roll great and get 27.  the damage is soaked but with no automatic successes. 
8. Apply damage and wounds to total: Any damage now officially it added to hit points.  From above we have zero.  This is where we remember that 1 automatic success.  This will normally be applied as a wound, even if no damage was applied.  Some characters may have other options allowed to them and could forces a death save or convert the success to Hit points of damage.
9. Resolve Special Actions.  Here we resolve everything else. players running or doing something else.  Everything is resolved
10.Death Checks: Any player that has hit a number of wounds equal to their death save chart must make a death save now.  Also any character that has been forced to make a death save in set 8
11.Check if there are any further linked actions: If anyone has linked an action in this round we start another action phase.  This will be sort of a side pot, with only those with links going.  At the end we check to see if more linked actions occur.
12a.Run that linked action round
12b.New round for everyone.

Friday, December 02, 2011

Bullet hits the bone

heaving hoisted myself out of bed some minutes before I was vaguely aware of the figure standing at the doorway.  At this point nothing was clear except for the smell of vomit and brute cologne, but things were getting clearer.  Someone In trouble.  I wasn't exactly sure if it was I or the person in the doorway but one of us was in a bad way.  On second thought I was surely in trouble, I just didn't know if it pertained to me or him.

I reached for my pistol but I don't have one, so instead relentlessly scratched at my crotch. He started to speak in a low desperate tone, but I just raised a finger indicating my task needed further work.  I had hoped he would leave at the sight of self abuse but he must have been in truly great need.

At this point my words were only a murmur so I let him speak while I descended the stairs and dug around the kitchen for something to drink.  He spoke of some friend in need. I struggled with some year old room temperature Coke gulping it down as bad medicine.  He said he was in trouble and I had to help.  This was a warm buzz of words at my bleary mind for several minutes.  I was all inward and sleep hoping he might leave but he continued.  This wasn't just his friend this was mine.  Mine, mine are asleep in bed upstairs where I should be.  After several dark moments I understood, I needed to help someone, but who?

Thursday, December 01, 2011

Meddle

there is no illusion just the ground between you and me,
it's where we are falling that isn't where it used to be. 
Broken wings shattered against the us no one made
Now only a could have been lost nights you could have stayed.

Give me back my wonder I've used it all upon on you
Let me find something else so other way to muddle through
Drop down the gossamer give me some loss to grieve
this wordless waiting hold on with no reprieve.

Set ablaze these pyre memories I need finally to be free
Take away us even alone it still isn't me.
Tomorrow I'm setting off walking into the sea
Silent and submarine ending this silly plea