Tuesday, February 16, 2016

Macrocosm: Attributes part 2

After you decide what, if any, attribute subsets you would like to use you have your characters start by defining their Base attributes.  These will define how the subsets will be used.  When players are establishing the four attributes they start at 0; the level of the average human.  Players can trade up to a +2 in an attribute for a -2 in another.  Players are then given two extra points to distribute into their attributes.  Below are some restrictions.
  • You can not put more than -2 into any given attribute
  • You can not put more than +3 into a given attribute unless allowed by the specific setting.
Once your base attributes have been set you next move on the attribute subsets you will be using.  Your base attribute serves as the number of points you have to distribute into the attribute subsets.  This allows you to set a particular sub set equal to your base attribute and zero out the others should you like or set the points as you like.  This applies for both positive and negative values.  Finally characters are given a single point per attribute subset, that must be placed in that set.  It is up to the game master if this can be added to take an attribute beyond +3.  I recommend yes for fantasy, supers and tranhuman settings and no for modern or historical settings.

Example: A Character with a base Observation attribute of 3 has to distribute points between social, physical and mental subsets.  The player has resided to be a paranormal investigator that functional poorly in society.  Our Social attribute could be set to 0 but perhaps we should go with a -1 instead; Aspergers' perhaps.  Our player wants a solid skill to observe the physical and spiritual.  For Physical we place the 1 point we got for the -1 decrease to social; giving us +1.  Our final 3 points go to mental observation.  We now have to look over the physical, mental and social sets to decide if we wish to place our 1 point bonus for each subset into observation.  Probably not for social, but yes for physical and mental.  Physical is no problem as it sums to only +2 and is legal.  We would need to ask Game Master approval for the +4 in mental observation.

Adding a new attribute subset can also happen when the Game Master so chooses.  The addition of an Insanity or force subsets into a game that previously did not include such rules could be an example of this. 

The player always has the option of moving a stat from an existing subset to the new subset.  This allows the character to say this is what I was really meaning when I assigned the value before.  Perhaps you only had a mental subset and later add a magic subset.  The original subset is placed to zero, but is assumed to have a deficit that must be be paid off through experience awards.  Please note consider attribute subset bonus values when applying these numbers; they must remain in their original subset.  You are free to apply your bonus from the new subset to the value you carried over.  Again the Game Master must approve values of +4 and above.

Should the player not carry over attribute values, they can apply negative and positives values as was described when creating base attributes.  Again applying the subset bonus when they are finished.

Macrocosm: Attributes

Macrocosm uses four attributes to describe characters, in its most basic form. These attributes are used to modify skill roles and can be applied as the Game Master Desires.  This allows for the GM to apply unusual attribute and skill combinations as situations arise.  The basic attributes follow.

  • Strength: This relates to the power and results of checks.  Raw Strength when chopping with an axe and the emotional effect of a piece of art both fall under strength. 
  • Resistance: This accounts for resisting (or perhaps saving from) the some effect.  Willpower and Constitution are both represented here. 
  • Manipulation: Should be used in cases of change and modification.  This could be manual dexterity or even charismatic manipulation. 
  • Observation: It is simplest to point to the senses, but this represents more.  Noting a key of music or the subtext of a story also fall under observation.

Attributes range between -2 on the low end and +5 on the high end. These are modifiers that are applied to the roll.  Lower than -2 assumes a character so deficient in the particular area it would impede the heroic stories present in most game worlds.  An Attribute rated at 0 is actually the average person on the street.  Attributes of +5 are truly superhuman.

Design Note: For those of us coming through Dungeons and Dragons, only four attributes feels petty limited.  In initial design I had assumed these attributes duplicated in physical and mental subsets.  This maps more closely with the role playing games I played throughout my life. The following was my solution.

While one is more than welcome to play with the four basic attributes game masters are free to establish subsets that better capture their world or gaming philosophy.  Should your game function in a highly social world such as a song of Ice and Fire; by all meaning include a social subset of the four attributes.  Perhaps someone playing in the Star Wars universe may wish to include a Force subset.  Spiritual, Creative or even Sanity attribute subsets could be used depending on your game world.  Game Masters are of course free to use the attributes they feel best reflects their own play style / philosophy.

Value Base Attribute Physical Subset Mental Subset
+2 Strength +2 -1
0 Resistance +1 -1
+1 Manipulation +1 0
-1 Observation 0 -2

Look for part 2 which will include assigning starting values and adding an additional subset during game play.

Road Incantations 2

This was a store of my youth, tucked away and unchanging.  Memories and energy dowsed up with the connections of formative friendships.  Houses called home by friends reminded me of change that under lied and unsettled.  Coming here was ritual even deeper than that of the road.  The raw vitae gurgled in between the hostess snack cakes and five cent gum that still unsold since adolescence.  With wise eyes one could see the ambrosia crusted around a corner that held the game cabinets long ago. 

The eyes of teens haunting the storefront were mundane, though one looked to be looking.  Those inside were the magi of the road, that much was plain.  Somehow we knew our own.  Nods told each there was no conflict to occur.  The Seven Eleven was most oft safe, almost holy ground.  Other watering holes could be contentious but this was a night camp one found for safety.  I would pay my ration with coins of fallen realms.

Monday, February 15, 2016

Road Incantations 1

Marsh was dark and expired, with the evil things done.  White was long with slow words to bind down the ghosts to the land forever reworked.  Sierra required burning sage.  El Camino was the long spine of through the valley asking for peace in Ohlone and Pomo.  Hicks was home and the incantations stopped for the night with everything made right.

The old road to Alum Rock assaulted the traveler and told of years lost to us.  Here I gave offering for others memory and bespoke the intoned tales to continue their dreams.  Halt the car and drink down the sulfur springs.  Long ancestral calls to maintain the land amid the chaotic eons.  Then Along I would drive down Piedmont and unwork the knots left along the road.  At the end the ley lines roads converged seeping with the mana of seven eleven.

Tuesday, October 06, 2015

Happiness

coming in the morning with pain of war
my hearts beating loud in my sores

My dogs are sounding
But im not going to the door

There is no you and me anymore
lets wash away everything before

I'll walk away and lose my voice
never to say a word evermore
Can't feel my fingers
because of pills and steal
can't feel my fingers
or they're burning in the rain

keep talking I hear you
Even though I shut the door

walking across the mountains
I hear and want to hear more

Somewhat sick this morning
hearts beating in my sore

Can't feel my fingers
because of pills and steal
can't feel my fingers
or they're burning in the rain

grey skin in the mirror
touching hurts like its torn

Can't feel my fingers

Tuesday, August 04, 2015

Rickel's guide to Lock Picking for Role Playing Games part 1

I have been putting off doing something on lock picking until I had a better handle on the subject.  I think I have enough of the basics to cover the subject with some depth.  It is important to know I am a novice who has read a bit and watch quit a few videos.  I have picked a practice see through lock, but nothing real. There is a guy named Solomon whom authored a great booklet on the art of picking. It fills out the information better than I could, and in colorful language.

Lock picking in role playing games is a bit weird as they are often presented as a technology in advance of real world locking tech.  In fantasy gaming there has always been this vision of clock work locks that contain self resetting traps.  This is not the case in the real world.  You could imagine the legal repercussions of someone getting hurt by a trap in the modern world.  There is also a terrible secret you will learn if you being picking locks yourself.  Many modern locks offer little to no security.

There are all sorts of locks in the world; historical and modern.  For gaming purposes Lets treat all pre modern locks as of two types; pin and tumbler and other.  Pin and tumbler type locks are defeated by the art of picking.  Locks that fall into the "Other" category are defeated by exploiting known design flaws.  When we talk about picking locks in fantasy gaming are talking about pin and tumbler type locks generally.  Opening handcuffs or cracking a safe in a pulp game would fall into the exploiting "Other" category.

Pin and Tumbler locks are those in padlocks or your door.  You can imagine nearly everything in the fantasy realm is going to be pin and tumbler.  Solomon does a great job of explaining these locks in his article, you should read it.  Generally locks have two part pins that prevent them from turning.  When the key is inserted the pins are raised to the exact magic height where turning splits the two parts of the pin.  When you are picking you are manually raising the pins to this magic height.  Normally they would spring down but because of the voodoo of tension and imperfections in the locks manufacturing tolerances picking becomes possible.  Its fine if you just take this as black magic but understand the operation involves to processes.  The application of tension through a tension wrench typically executed through the non dominate hand, is the first part.  The second step is manipulation of the pins with a pick held in your most dexterous hand.  This is not to say this cant be done one handed, it would be difficult or require a weighted tension wrench but would be possible.




For gaming obviously one roll can cover the entire lock picking experience, but you are here for  depth.  Rickel goes deep on shit like Phoenix Command, that's right Barry Nakazono I love you too! So here is a general series of steps to flesh out picking.

  1. (Optional) External Identification - Identifying the lock type and external search for traps.  here we are looking to see if this is a known lock type that may have a known exploit.  The rules for picking in most games are stacked against newbie rogues.  Living in a small town with few locksmiths they are probably going to have a fair bit of understanding of the local locks and their faults.  I would give 15 to 30 Percent bonus in situations like this.  Visual checks for traps are going to have poor results but are also completely safe.  When you roll this make sure its is Skill plus Intelligence.
  2. Internal Identification - Here we are identifying the number and type of pins we are playing with and looking for traps.  There are things called security pins which increase the difficulty of the picking process.  I would not allow taking 20 on a lock without doing an internal identification.  Traps are another concern and performing an internal identification successfully will alert the rogue to their presence.  On the other hand a fumble ( Or failure if your a nasty DM, are you nasty?) will trigger the trap.  This is both a mental and physical process as you are probing the lock and creating a mental picture of its mechanism.
  3. (Optional) Disabling Traps - Here you are disabling any traps that are present.  This can be both mechanical disabling and simply activating the trap in a safe fashion.  Here I am going to deffer to the game master, if you think your player has a good idea of how to accomplish the task give them a bonus.  You can have activating the trap require a fumble or just a failed check.  I would give some sort of saving throw.  You may be wondering about how this step is optional.  The player may be in a hurry and just attempt open the lock.  Its a mistake but give your players the rope so they can make their own noose..
  4. Actually picking the lock - Here you are manipulating pins and applying tension.  You are welcome to apply a 5% penalty per security pin in the lock if you like, but in reality these things increase time to pick more than they do difficulty.  In game terms that can be pretty much the same I understand, but there is a subtle difference.  In D20 I would do something like increasing the time to take 20 rather than not allowing it. You can do a similar Bonus or Penalty  if you have more or less pins. 

    Lock Quality         Number of Pins        Bonus/Penalty
Crap            Less than four        +15%
Poor            4                              +5%
Average       5                             None
Good          6                           -05%
Great         7                          -15%
 Exceptional   More than 7           -25%   

Going back to those that skipped disabling traps.  If they fail or succeed they are getting hit by the trap.  I guess give a save maybe.  If they fumble don't even give that.  If you are playing in a system that allows for superior success you can think about having that be the requirement to not activate traps.

For those picking the exact same lock again and again its worth noting that I gets easier.  This is due to something called binding order.  A particular lock binds up in the same fashion because of its imperfections.  If you open and lock again and again you are going to become accustomed to it.  Game Masters please consider this when assigning difficulty.

Environment is another factor when dealing with locks of all sort.  Locks in the outdoors have a tendency to wear heavily and be difficult to use.  Anything submerged will be in even worse repair, perhaps rusting parts together.  The other side of environment is the general affluence of the area. Wealth buys better locks.  And also there is the consideration of what it guards.

I also wanted to call out another lock that is functionally similar to the pin and tumbler called the Lever or Mortise.  These are locks that have a series of levers that lift up like a railroad crossing sign.  When all are in the stop position they prevent the lock from opening.  Picking these locks requires a different tension wrench and picking wire.  You are pushing the levers up like an open railroad crossing sign and opening the bolt.  Rather than a pushing of pins its a turn of the wrist and working through the lever stack again and again.  I would not change the rules outlined for pin and tumblers as both can be modeled with the same rules presented above.

Other locks are going to be less common in your fantasy game but shackles would certainly fall into this category.  These are easier to defeat and will almost always have some sort of flaw in design. If the player can identify the lock they can take 20 to defeat these sort of locks, excepting a combination safe lock.  I would give the player a roll should they want to attempt these tasks quickly. 

Combination style locks can be cracked with feel and mathematical processes.  A Combination padlock is going to be easy enough but a safe is exponentially harder.  The padlock may be more easily shimmed in truth though.  This is a process of using a disposable piece of metal to depress the locking mechanism. 

Wednesday, July 22, 2015

Rickel's guide to Pick Pocketing for Role Playing Games

Pickpocketing is a much overlooked aspect of thieves bag of tricks.  Players may find the risk of being detected does not out weigh the rewards.  Game Masters would generally be unwise to hinge completion of an adventure on the party thief succeeding on a single die roll.  In first edition Dungeons and Dragons the best possible chance for a first level thief picking pockets was so low players would not consider an attempt until several levels higher.  The thieves guild game did a great job of expanding pickpocketing rules but that material can be difficult to find and is intrinsic to rules of the era.  I want to express my debt to the Gamelords material in writing this post.  My goal is to look at pickpocketing in depth with a eye toward modern games. 

Any time a pickpocket check is made there is potential for a great deal of drama is introduced to the gaming session.  Players, even of low level, should be able to create situations where odds are in their favor.  The game master should feel new avenues of role playing are opened up to them.  A ball or social evening could becomes a goldmine of thievery.

Many games have presented pickpocketing as a skill check that measures the ability of the rogue attempting the theft.  There was the the assumption that failure would be bad, but little was concrete.  I would advise before any roll is made four quests need to be answered.

1. What is being stolen?
2. What is the disposition of the target?
3. What are the environmental conditions?
4. Who else might see?

What is being stolen?  Cutting a coin purse or lifting a wallet are easy tasks for professional thieves.  Taking a watch or jewelry that is being worn if far more difficult.  Removing a dagger from under a belt is going to be easier than removing it from a sheath at least without detection. 

  • Bag        +2    +10%
  • Rings,necklace    -1    -5%
  • Earrings    -2    -10%
  • Small weapon    -3    -15%
  • Large weapon    -5    -25%

What is the disposition of the target? Stilling from someone in a drunk stupor is far easier than someone on the alert.  I wear my wallet in my front pocket and will often check to assure it is in the correct location.  Assume items in hand as not being able to be pick pocketed.  Rogues or anyone whom professionally steals has and additional state that can be applied on top of their disposition.

  • Drunk        +10    +50%
  • Distracted    +3    +15%
  • Apprehensive    -2    -10%
  • Alert        -4    -20%
  • Rogue        -1    -5%

What are the environmental conditions?  Darkness and crowds aid the rogue in their attempt.  Also a particularly engrossing activity can help make the job easier. Apply all conditions that are present.

  • Daylight    -2    -10%
  • Dusk        +2    +10%
  • Night        +3    +15%
  • Crowded street    +6    +30%
  • Alone        -1    -5%
   
Who else might see?  People generally will alert the target if they witness theft.  The problem is most folks are not often looking.  As we see above crowds actually make theft harder to detect.  If the target is part of a host apply -1 or -5% to account for the added difficulty of being an outsider.  If a bodyguard is present at the time of a theft; the rogue makes a single skill roll that is first used to determine success and then used as part of a contested skill roll against the guards alertness.

There are a few special situations I wanted to address.  Pickpocketing can also be used to plant an item on a person.  This is usually just popping an item into a pocket.  You can apply penalties for larger items as you feel is best.  Spells also can mimic the above effects.  While others will not see some sort of alertness check should be allowed by the target to feel a shift of the weight on their person.  You also have a few groups or individuals I call amenable observers.  These can be anyone from a culture that does not have solid ownership of individual property like kinder, tricksters and other thieves.  These observers often represent even more role playing opportunity.  Thieves will not rat you out but may demand a cut.  A guild may take even stronger steps to assure no one poaches from their patch.  A spy network would perhaps coerce the players co operation .

Monday, July 20, 2015

Never silent my muse

I didn't think I would stick
to this thing so long,
but I know the stories come together
better with you there. 

I wouldn't be lost to the country
if the sunset didn't hang so well. 
I wouldn't need to be lost
if I didn't need be undone. 

I would be at home
in everything I own. 
I would make peace
if I was peaceful.

Lets cut the car off
and walk on home.
It's not too late
I don't want to be alone

Sunset hangs in the country
Pink and broken blue
each made for the other
another day made anew.

Monday, July 13, 2015

I Keep Forgetting

In the far flung veils of autumn is where my home decays.  Time and gravity chewing at the structures that once held me safe.  I am a wing and undone with the winter rain. Unsettled and thrown to flight.  Come to lands forgotten by light.  Give me peace and love but regret and guilt are laid at my door.  How am I to repair when you choose to rush headlong into the fray.  Away through the summer is where I will stay.

Monday, July 06, 2015

The Rose

Last night's true detective was weird, real weird.  first off they failed to execute Colin Farrel, missed opportunity.  I like the thing they are setting up where the actors represent three state organizations trying to stick it to the others, but any Colin Farrel death is a good thing. 

The dream sequence that came out was wacky.  I though OK Elvis but the blue suit was clearly wrong.  The voice was also country and too me back to forced drives in rural California with my parents.  The car would be a Pontiac Bonneville and I would be the dead man Casper.  I am not sure but i think they lip synced over Conway Twitty.  I tracked that info down I couldn't pull that it was Conway off my head but it quickly registered that it was a traditional country star.  I just couldn't place whom it was, I guess i have never been that far before , bum bum bum bum.  I checked and Jake La Botz is actually playing Conway per the imdb credits.  weird man weird.

Wednesday, July 01, 2015

Skill UP! Roleplaying

I have been checking out the numerous monthly crate projects folks are advertising. I really like them but what I would love to see is a crate that is sent to me with a new Hobby or Skill to try out each month.  I actually passed this along to the folks at Loot Crate.  I doubt they will do anything with it so I figured I would create a DIY version.

This first month I will start with something near and dear to my heart; Roleplaying!  I am going to give you a list of the basics you are going to need to get started.  I have looked for cheaper or entry level products.  This gives you the basics without too much of cash outlay.  All the products to follow are new and can be purchases through their producer or Amazon.com

DICE: Dice are a mandatory component of role playing game.  Even if you are playing a dice less game you need to own dice to be in the milieu of role playing.
 http://www.amazon.com/Polyhedral-7-Die-Translucent-Dice-Set/dp/B0015IQOA6/ref=sr_1_8?ie=UTF8&qid=1435783410&sr=8-8&keywords=dice+set


GAME:  You are going to need a game to actually play.  So why am I putting forth Splicers as that game?  Cost is the first reason.  A complete game in a single book for under 25$ is a great deal in this day and age.  Also I have always thought the palladium system was a great starting point for the new gamer.  All of the rules are easy to apply and adjudicate.  Percentage chance rolls for skills is something everyone can wrap their head around.  The combat system is simple but plays big and over the top.  This is a great choice for teenagers as it offers a Mondo experience they often enjoy.  Finally the rules are very reflective of the role playing experience as a whole. 

https://palladium-store.com/1001/product/200-Splicers-RPG.html

GRAPH PAPER: We really don't use this much anymore.  You can download full adventures and information from a ton of websites.  But it's still very much in our blood.  You are going to need to draw up at least one dungeon or villain infested warehouse district.   I don't think you can call yourself a game master if you haven't.  I really don't want to know in all truth!
http://www.amazon.com/Five-Star-Filler-Reinforced-17016/dp/B002N6EB7M/ref=sr_1_1?ie=UTF8&qid=1435783464&sr=8-1&keywords=graph+paper


DORKNESS RISING:  This is not something I have seen but it is said to include some spot on depictions of gamers.  I personally find the gaming scene in Freaks and Geeks a bit to close for comfort.  I don't know how much self loathing I want to conjure up.

http://www.amazon.com/Gamers-Dorkness-Rising-Special/dp/B0050KEF1A/ref=sr_1_1?ie=UTF8&qid=1435785407&sr=8-1&keywords=dorkness+rising



The last few odds and ends you are probably going to find around your house.  Pencils for writing this all up.  Pencil Sharpeners for the game session.  Erasers for mistakes and hit points.  I think that will total up to somewhere around 55$ bucks which is a fair new hobby.  You only really need the Game and dice so that is around 30$ which is very fair.  You can not get a good set of darts for that.

Friday, May 08, 2015

The Original New York Seltzer in my Fridge at this very moment

Yesterday I was greeted with a treat years in the making upon coming home.  What you are seeing are new bottles of The Original New York Seltzer.  I scored 12 bottles of my two favorite flavors and was thrilled to dive into them.  At this point I have tried a bottle of each but am constantly tempted to guzzle down the rest.

For those of you not in the know this is one of the best beverages to come out of the 80's.  It's a seltzer that is light and crisp with fantastic full and complex flavor.  From the photos below you will see it is clear focusing on its seltzer water appearance rather than going after a soda appeal.  It drinks very clean!  Its a drink that best chilled but not diluted, shaken with ice not stirred.  The nearest comparison is going to be Clearly Canadian or one of those flavored waters they are selling at the grocery store.

For those of you who remember ONYS this is the real Mc'coy.  The taste is unchanged from the 80's.  Even the packaging is unchanged.  The caps have the same perforated tabs.  The is the same strange paper label that was so rewarding to tear off.  This is truly a perfect recreation of the product you know and love.  The flavors are exactly the same and that is a wonderful thing!

You are going to want to go to http://drinknewyorkseltzer.com/ to pick up a case for yourself or wait until it hits stores in June. 




Tuesday, April 14, 2015

Pandora Don't Prog

Dear Pandora I am a little confused by your suggested listening.  I have been doing my best to create a station to my liking, but we have a disconnect.  I started with a song by Genesis called The Lamia which is pretty hard core prog.  From there I have added various Progressive groups. Yes and Marillion for sure but also the German side of prog with groups like Neu and Egg.  I have given any Prog Metal you have suggested a big thumbs up.  Symphony X, Dream Theater and even Queensryche all have nice thumbs held high.

Adding Voivod was a bit of a bad idea, sure I love them but it added a bit too much metal to the station.  I like my Thrash but this station I want to keep progressive, like an episode of Stone Trek.  I think liking Opeth may have also confused you.  I understand they were heavy and went weird so you didn't know I enjoyed just the art rock stuff.

But Champagne Supernova what the fuck is that Pandora.  Is that Muse or Oasis?  God what the hell do you think of me?   Perhaps this is because of the Peter Gabriel?  Understand he once sang for Genesis and has always maintained a bit of the progressive sound I enjoy.  Oasis my God it's personally insulting!

Thursday, April 09, 2015

Movie Review: Last Knights

I rented Last Knights starring Clive Owen a few days ago and wanted to throw up a few quick thoughts.  It was alright, with good action but a little slow in getting there.  The presentation was good, with nothing feeling hoaky as some indie action movies have a tendency.  The design of things was a little confusing, often seeming an amalgam of ancient, modern , eastern and western.

The story seemed something akin to 47 ronin.  A lord is disgraced and his retainers seek revenge by storming a fortress is the general outline of the story.  That would have been cool but there is a fair amount of time spent on the commander of the forces proving he is a broken man who has fallen into drinking and whoring.  That could have been a bit shorter, but it at least felt convincing.

The actually attack on Gezza Motts , read bad guy, fortress could have been longer or filmed with a bit more impact.  I didn't really have much concern when on of the good guys died and non when baddies did.  I am not sure but some of the sets seemed to be the same as A Game of Thrones and there was a water skin that looked the same as Sandor Cleganes.  That was a

All in all sort of a meh.  I have seen worse movies, Solomon Kane comes to mind.  This is not as good as Children of Men though. 
bit distracting.

Monday, April 06, 2015

Original New York Seltzer Back Soon

Well apparently they have heard our players!  Original New York Seltzer is coming back!  I have very few details other than this facebook link https://www.facebook.com/Originalnewyorkseltzer?

They actually showed up in a comment to one of my previous posts about trying to recreate this stuff.  I contacted them and they said my new home of Washington should get some.  Looks like most of the west coast will as well, I see a post saying California will have ONYS.

I know i am going to probably buy out all the vanilla cream and raspberry they have.  I will probably grab one of each and pass some around to friends actually.

I am looking for more info on when and exactly where.  I am ready to get my eager hands one some I may even bring a cooler to get it chilling right away.  I will keep looking and update when i can.  I know that post got some ongoing interest and I will help with any info I can.  

Right now i need to console myself with memories of peeling of the Styrofoam label and pulling out the semi perforated tabs on the caps.  My weird habit as a kid.

Monday, March 30, 2015

Wonderous Stories

Well being a gamer I have finally realized I need to find a game.  Think we have started to be all set up in the house.  Now something feels like it is missing in various places in my families lives.  I have been intentionally staying away from online gaming as it takes too much time for the reward it gives me. I even deleted Svegrund on Khyber server for D&D Online. But a table top game sounds great.

I am been trying to reach out the through http://www.rpggamefind.com/ but have yet to hear anything.   The funny thing for me is you almost have to be looking for a relationship when hunting a gaming group.  I often say i am looking for something Fun but Serious.  Which sort of means i want to role-play but a few jokes are great.  What I am actually trying to get at is I want to play with folks who are not drunk or on drugs.

So with everyone shocked and outraged I should probably explain.  I am a black and white sort of person and endeavor to be so.  I was raised up in the 80's with the just say no to drugs thing going on. For me drugs are out of the question and even being around pot smoke makes me very uncomfortable.  If pot was a pill I may not feel so weird but I don't even want to smell it.  I would say whatever for other folks partaking but not in a game.  I want to be playing with people active and contributing to the whole.  I'm a game snob i guess.

Well it makes hunting for a game a bit of a challenge.  It this point I am even considering games I actively dislike.  If you are in Vancouver Washington and have an extra seat at the table, maybe give me a comment or email at jameslrickel@gmail.com

Friday, March 27, 2015

Not One of Us

I miss my old haunts and I miss my youth.  I miss the dilemmas of driving to boulder creek or finding a gas station along five. I miss memories rising up with roads near my old homes.  I miss poor friends who never showed up when we needed them.  I miss my marginal successes I've turned into triumphs in retelling.  I miss tables where I first said I love you and parking lot fights.  I miss needing to escape because we escaped.  I miss understanding it was all too much but being too tied in to get out.  I miss sitting on the hillside waiting for the world to end, we missed it and now its time to head on home.

Wednesday, March 25, 2015

Bethorm first impressions

Howdy friend.  I recently received my copy of Bethrom from the kick starter Jeff Dee ran some months ago.  There was trouble with my address after moving from San Jose to Vancouver.  I have been going through the book and looking over rules for the past couple of weeks.   I wanted to give you not a real review but a few general thoughts.

I have always been a person who favored rules over fluff in roleplaying games, until recently.  I think with Bethorm I was actually hoping for more of the Tekumel back ground than I got.  I was wanting to get into MAR Barkers works, but this is book is not a great resource for those not already familiar with The Empire of the Petal throne.  You almost need to dredge up some old books to get the source material to drive stories in Bethorm. 

That this book tackles is a rules system with an extensive set of magic and creature rules that are setting specific.  I say that not as a bad thing, especially for Tekumel, which has seemed to have more system free sources.  This gives a crunchier setting for adventures in that world.

My general impressions are the book is very content heavy per page.  The material is packed on to each page.  This has come with at the expense of organization and layout.  If anything this book reminds me of the original The Mechanoids book from Palladium, in its lay out.  It can bee a bit of a challenge looking for certain information.

All in all I see this as a good book but a very niche one.  The empire of the petal throne is just weird and any buyer needs to know this going into it.  Folks familiar with Tekumel will enjoy it and those of us wishing to get to know Tekumel will understand its a set on a larger undertaking.

Monday, March 23, 2015

Magic Hour

I just want a warm day to sit under a tree with my dog, jasper.  I want to sit there and be warm and loved.  I want to look at clouds turning pink with softened light with no expectations of any more.  I want not to hope or fear some dissolution. Not worry about flesh or oil not feel acid running though my veins telling me to run.  Not want or scheme anymore.  Not even memory to feel the loss or have any imagination of cost.  Only a soft seldom wind and a broken lust for me.  Fur for my fingers a lap for my face love again eternal.

Wednesday, March 18, 2015

This is my friend Dittmer he is the wizard of meat

I have mentioned my struggles with food here in the Great North West in my previous post.  I had an experience today that clarified to me whats wrong here. 

Often I am shocked at how much cheaper food is here, but they just give you crap.  I paid 7.99 for a turkey sandwich I could have made at home today.  It was on some bland ass bread they tried to pass off as sourdough.  I want a sourdough roll, homes!  I want a kick ass sausage you made from scratch!  I want Dittmers!

I am sure I am not going to the fantastic foodie places Portland has to offer, since I have no idea where to go.  But!  So far nothing has been a place that makes me want to make a special trip.  I think some of this may be the parking situation dictates you walk.  But also nothing here haunts my nights with vision of awesome lunch.  I am never sated with deliciousness!