Tuesday, November 16, 2010
I'm definitely not going to be able to avoid something this awesome now. Lord Carver is just a matter of time, and with him all kinds of bacon-y goodness.
Monday, November 15, 2010
Thursday, November 4, 2010
In other news, It appears that I'm officially making a game. Not a campaign for D&D or anything, but an actual game, with the intent to sell it. It's called Tir Cayad, and I'm co-creator with Adam Rosenblum. It's a three-tiered game, with an RPG tier, a skirmish-level tier, and a war-level tier. So far we're just looking at the RPG aspect, since it'll be the most complex (and the basis for the higher two levels), but it's shaping up to be something entirely new. I've never seen a system like this before, but it's certainly influenced by other things. The skill tree smacks a little of Diablo II, the attributes are more like WoD than D&D, but all in all it's very original. I'll post more when I have more to show for it, but we're hoping by next week to have a functional system we can stumble through for a basic RPG experience.
Thursday, October 28, 2010
The Slag Troll is done, even thought I'm not super pleased with him. I don't really care for the model, so it's not a big deal, but I'll probably want to go back and fix him some day.
On the other hand, I painted Gunbjorn up, and he's looking mighty sexy (I should really take pics before I do these posts. Next time!). I really like the color scheme I worked out for him. It's got a military drab look to it, with a little Confederate grey-ish thrown in, but it's got a lot of spots of color so it doesn't look flat. His skin is a good blue color (the one I started with Borka and will now be my whole force's), he's got little brass buckles all over him, and his rockets are white, with yellow tips and red fins. I'm really pleased with him.
I also bought some new stuff from Brookhurst, which I'll have to fit into the schedule. I bought another blister to max out my Scattergunners, bought another Thumper Crew, bought another pack of Welps, the Runebearer (Troll Moses), and a Swamp Troll. The Scattergunners will get added to the rest of the unit when they get painted, and the Thumper will be a priority, not just because I friggin' LOVE that model, but also because it's needed for Gunbjorn's tier lists. I'm really looking forward to running a Troll ranged army with AD Thumpers and trenches.
I need to set an order I'm going to do the rest of these in, however flexible, so that I don't get paralyzed with indecision:
- Krielstone Bearer + UA (7 models)
- Pyg Bushwackers (10 models)
- Troll Impaler (1 model)
- Dire Troll Bomber (1 model)
- Scattergunners (10 models)
- Thumper Crew (3 models)
- Champions (5 models)
- Fennblades (10 models)
- Calandra (1 model)
- Pyg Burrowers (6 models)
- Runebearer (1 model)
- Welps (5 models)
- Swamp Troll (1 model)
Anyway, pics to follow.
Monday, October 25, 2010
Here are the models that need painting, as well as their point costs, to my knowledge:
Impossible Dream Challenge
Slag Troll -6
Dire Troll Bomber -10
Troll Impaler -5
Krielstone Bearer and Stone Scribes (6) -3
Stone Scribe Elder -1
Trollkin Champions (5) -10
Scattergunners (6) -5
Pyg Bushwackers (10) -8
Pyg Burrowers (6) -4
Fennblades (10) -8
Number of Models: 49
Days in November: 30
Models painted each day: 1.63
Points to be painted: 50 (after adding in Warlock points)
Some of these are partially painted, and some have been partially painted for months or even years. Regardless, this is a chance to make my force complete. There are certain models, like the Scatter gunners, where I actually have 8 (good ol' Mark I holdovers), and I'd like to buy 2 more and then paint all 10. Likewise, I'd like to get the Trollkin Scouts, another Thumper Crew, another Winter Troll, and plenty of other models that I simply don't have money for right now. If I paint up the majority of my Trolls, then I will feel not only less bad buying more models, but also more motivated to do things like complete some of the Tier Lists I'm very close to (Especially Gunbjorn's, Calandra's, and Borka's) with a few more models, which I can paint up when I get them and then have a largely completed and painted force. I'll also be free to do things like repaint my Mauler and some of my other stuff that simply hasn't held up to my more recent paint jobs as well as some other things.
Plus, then Jackie will give me less crap about all my unpainted models. And I gotta be honest - she's been a pretty huge motivation to paint. I'd like to have the kind of ability to run a fully painted army when I put models on the table that she has. I'm not sure I'll ever be as hard-lined about it as she is, but being able to play a fully painted 35 points in Hardcore at SoCal Smackdown was absolutely thrilling.
It's not even kind of 100 points, but it's far more important for me than an arbitrary army size. It may be an impossible dream, but it's one I'm going to try for.
Wednesday, October 13, 2010
Wednesday, September 22, 2010
Tuesday, September 7, 2010
I also discovered a new game at SoCal Smackdown (much to Jackie's chagrin), called Rezolution. It's a pretty cool little Sci-Fi cyberpunk miniatures game, about on the scale of Malifaux in terms of models on the table. I really liked the minis, and in talking with the creator of it he gave me a rulebook for it and a couple freebies. Well, after that I was pretty much forced to buy a box set.
I've already painted 2.5 of the 6 miniatures that came with it, and I'm really blown away by it. Not only do I think I've done an excellent job painting them, but they're just really cool little models. I got some CSO Peacekeepers, and am in the process of painting them up into little cyberpunk commandos, something of a cross between the colonial marines from Aliens and the Clone Commandos from the Clone Wars cartoon (the Genndy Tartakovsky one) and Republic Commando.
This would all mostly just be for fun, since no one plays the game that I know of, but the rules actually lend itself well to an idea I've been throwing around - a campaign-driven, miniatures based RPG-ish game played one scenario at a time. I talked with Patrick from Brookhurst and he said he's into it, and we'll probably get a couple others in on it too. It'll probably play out similar to a tabletop version of SWAT Aftermath or Alien Swarm, and if so that's exactly what I'm looking for - badass dudes in armor with guns, working as a team against an NPC foe, all with a slight narrative bent and a very cinematic feel.
If I can accomplish this, it'll be spectacular.
Tuesday, August 3, 2010
BLOOD IN THE SAND
A campaign for Warmachine and Hordes
Army Composition: Each faction initially creates two 25 point army lists. Neither list can share character models. Tier lists are allowed. These lists represent a “pool” of models in the army, which can be expanded over the course of the campaign, but which may not be used in every battle.
Battle Sizes: Both players must be able to field the amount of points necessary for the battle taking place, not counting attrition losses. This may mean that one or both players have models that will go unused, so that they meet a lower point level necessary for the battle.
Campaign Map Army Movement: On a player’s turn, they get to move one of their armies into one adjacent territories. If there is no enemy army in the territory, and no enemy army intercepts them, the army takes control of the territory for their faction.
- If there is an enemy army in the territory, they must fight to resolve control of the territory. If the aggressor wins, the defender must withdraw to an adjacent friendly territory in any direction so that it is not occupying the conquered territory. If this is not possible, it must withdraw to an adjacent territory that does not have an enemy army on it.
- If the defender wins, the aggressor remains in the territory it previously occupied and does not advance.
Interception: If an army attempts to move into a territory adjacent to an enemy army, the enemy army has the option to intercept them. They rush to the site to try and vanquish the invaders, but in doing so suffer -1 to their starting roll for the battle.
Strategic Sites: There are various areas of the battlefield that have strategic importance to one or more factions. If the site is in a faction’s controlled territory, they gain the benefit. Site bonuses are cumulative, unless noted otherwise.
- Graveyard: Every time a faction recruits undead models/units before a battle, it gains a free army point, which can be spent on one undead model/unit.
- Farmland: Every time a faction recruits living models/units before a battle, it gains a free army point, which can be spent on one living model/unit.
- Mercenary Camp: Every time a faction recruits Mercenary models/units before a battle, it gains a free army point, which can be spent on one Mercenary model/unit.
- Minion Village: Every time a faction recruits Minion models/units before a battle, it gains a free army point, which can be spent on one Minion model/unit.
Reinforcements: At the end of every battle, both sides get army points to build up their armies. This number is based on a number of circumstances from the battle.
- The victor of the battle gets d6 army points, and the loser gets d3.
- Each side gets +1 army points for every unit killed (all members of the unit must have been killed, and remain off the table).
- Each side gets +1 army points for each warjack or warbeast destroyed (this does not count warjacks that would have gone inert if their controlling warcaster if killed. The warjack has to be completely destroyed, with all its damage boxes filled, reducing it to a wreck marker).
- If there was a scenario objective that was achieved, the side that achieved it receives +1 army points.
Each side can spend army points before a battle to replenish forces lost in battle, or to increase the size of their army, up to the maximum point level allotted for that battle. If the battle is taking place in territory controlled by the faction, they can spend their points on faction models, or Merce nary or Minion models. If the battle takes place in any Neutral or enemy territory, they can only spend their points on Mercenary or Minion models and units.
Attrition: After each battle, the winner is forced to press his advantage, which may lead to stretched supply lines and difficulty replenishing lost troops and repairing warjacks or healing warbeasts before the next battle. This is represented in several ways:
- Every time an army that was victorious in its last battle fights another battle, the army suffers attrition. This is cumulative until the army loses.
- When a unit ends the game with half the models or less that it started the game with (rounded up), it starts the next battle with one less grunt. For example: A unit with 5 models suffers attrition if it loses 3 out of its 5 models.
o When aunit loses all the models in the unit, it starts the next game with two fewer grunts.
- When a warjack or warbeast is destroyed, it starts the next game with the first box in each column or spiral marked.
I'm thinking it might just be easier to say it's a 35 point campaign and do away with all the army purchasing stuff, but that was sort of the appeal to me - that if an army was fighting out of its controlled lands, it needed to hire mercenaries to fill in the gaps in the army, while on the defensive it has more loyal soldiers to pull from. I'll pitch it Thursday night and see how it goes, I guess.
Thursday, June 10, 2010
Monday, May 24, 2010
Wednesday, May 19, 2010
Tuesday, February 9, 2010
Monday, February 1, 2010
I found some sweet terrain that I think I can use for the D&D game. It's PDFs you buy and then print out on cardstock and assemble...it'll take a lot of work to make it ready to go and all that, but it's cheap as all hell and totally effective. I'll probably buy a few.
The game on Saturday fell apart, since no one ended up being available. I'll see if this Saturday ends up being better, but we'll see. For my part, the...recent events with my girlfriend mean that I now have much more free time to work with. Dang.
I have been informed to fix something - it's "Jamie" not "Jaime", and I'm told I'll be "very sorry" if I don't "correct this mistake." Best part is I'll probably make the mistake all the time after this anyway.
Going to try for a game on SATURDAY, FEBRUARY 6TH
Tuesday, January 26, 2010
Our heroes had a somewhat...unconventional time, but fun nonetheless (I think). Father Dumas has moved them to a local inn known for catering to Adventurers, as he cannot afford to look after them as much any more. Darthinian and Robespierre met up with 2 new characters (whose names escape me at the moment, due to their character sheets being at home, and one of them not even being names yet...), a Rhulic cleric and his Ogrun barbarian bokur. They are out seeking their fortunes and trying to find and help out other Rhulic enclaves, and stopped off for the time being in Corvis.
Darthinian managed to convince the others to go in with him on a heist and try to steal a shipment of steamjack parts bound for one of the factories in the city. After much planning, it was decided that Darthinian (with this experience as a sailor) would try to jump down from one the bridges spanning the river, infiltrate the crew, and try and find out where the goods were stashed. The ogrun would then meet up with them on the dock, move onto the ship, and start unloading boxes of the parts into the back of a wagon being manned by the two dwarves (Robespierre and the cleric). In, out, easy money.
Well, the day started out badly. It was cold and drizzly, with a fog clinging to the river and really limiting visibility. Everyone waited in their appropriate spots, until Darthinian saw the ship coming through the fog. He grabbed his rope and made a lasso, throwing it off the bridge to grab the top of a mast and swing down into the rigging, but...well, he managed to catch the mast, but got his foot tangled in the rope. Realizing that as the ship was going to go under the bridge (and thereby drag him off rather ingloriously) he tried to about by grabbing his hatchet and cutting the rope, but between the slippery rain and his haste he couldn't get it, and he was dragged over the edge, falling down into the rigging and getting tangled up. As he tried to free himself he actually fell further and got more tangled, making enough noise in the process to attract the attention of the crew, who came to investigate. Thinking fast, he began sobbing and acting suicidal, and they bought that he was just a jumper who had botched his suicide attempt, taking him down to the deck. Feeling suspicious, the captain told him to just stay put and that he could disembark when they made port shortly. Darthinian was unable to convince the captain that he should huddle below deck for a few minutes to get out of the cold.
Meanwhile, on the docks, the ogrun was standing around trying to fit in and not look conspicuous - and doing a rather poor job of it. The authorities were alerted, and had been watching him for some time by the time the ship made berth and he began toward it. They intercepted him and told him that he should probably leave peaceably, and he told them to get out of his way. When they refused to comply he decided to try and grab one to intimidate them both. He grabbed him, but the guard, being a trained soldier and all, was able to push him away and brandish his halberd. The other guard lunged forward and impaled him in the side with his halberd, nearly disembowling him, but yet he survived due to his mighty ogrun constitution. He took the hint and backed away, meeting up with the others to lick their wounds and escape back to the inn.
It was all in all an unsuccessful venture, but considering it was 100% player created, run, and executed, I think it was a successful experiment. I'll probably put in a little more structure in the future, but if the players want to create their own adventure like this, I'm glad to know they can.
It's also worth noting that I've never seen as many failed rolls in a row as Jaime rolled for Darthinian. It was spectacular.
I am going to shoot for having another game on Saturday, January 30th from probably 3 to 7 or so. Jaime is a "mostly sure" confirmation, and hopefully Laurie, Robby, James, and KC are free. There will also hopefully be a guest appearance from Jason Tarpley,who will be in town for the weekend.
The tournament was set up so that it was increasing in point size each game, the first game being a 35 point, the second 50 points, and the final round a massive 75 point game. I brought a list with Master Necrotech Mortenebra that followed her progression with her most trusted Necrotech and best Necrosurgeon as they set out to build a powerful army for Cryx from the armies of lesser nations. It was a really fun tournament, and all 3 games I won by caster assassination, scoring barely any control points. The combination of Mortenebra's Terminal Velocity spell with her Overrun spell and a selection of helljacks is just absolutely brutal. I think for the time being I'm going to retire her from play and try out other casters. For the next tournament I'll probably try to run Asphyxious or Terminus and see how I do with them.
Anyway, the first game I played against Khador with Vlad, the second against Cygnar with Darius, and the third against Cygnar again with Kraye. I beat them all and ended up trying for first place with a guy who played Retribution - we both had the exact same number of tournament points and the same strength of schedule. The TO had an extra Merc coin to give out (since there were no Merc players there) so we decided that first place would get the overall champoin coin while the other would get the merc coin, as well as their respective best in faction coins. We decided to settle it with a D6 roll, and I rolled a 5 and he rolled a 4. So I came out in first place, getting 2 coins for my work and having a great day to top it off.
As a side note, I think every tournament list I make from here on out is going to have an Ogrun Bokur in it, if for no other reason then to flip Eiryss the bird. The first and third games I played both had the elf, and many other players there had her. If other people want to cheese up their list with a 3 point bitch, I'm willing to put in my 3 point Ogrun Elf Insurance (TM) every time.
Wednesday, January 13, 2010
Darthinian Smelchmonger: an Ordic-born sailor, traveller, swashbuckler, and general hooligan, formerly of the Ordic navy where he served as a scout in charting and exploring the various Scharde Islands and fighting the Cryxians they inevitably encountered. Class: Ranger. Played by Jamie Sweet.
Kerry Jackson: a native of the Cygnaran city of Corvis, where he was born into the privileged life of a well-to-do merchant family. He was well-trained as a merchant and was expected to continue the family trade, but he recently manifested the Gift of magic, and he opted to leave his family and not cause a stir by seeking a life of adventure for the time being, while he grapples with the implications of his new Gift. Class: Sorcerer. Played by Robby Spengler.
Robespierre Holderhek: A surly Rhulic man with a taste for adventure and a low tolerance for bullshit, Robespierre found he had an affinity for pistols in his homeland, and before long he found he could channel some magic through them. He told his family farewell and set out on a life of adventure to make a name for himself in the lands of mankind. Class: Gun Mage. Played by Laurie Frasier.
Grim Bloodscent: As good a hunter as ever came out of the Thornwood Forest, Grim Bloodscent has sought to emulate many of the Trollkin leaders of the United Kriels - he is following in the footsteps of Grim Angus (who he named himself after in homage) by seeking his fortune hunting the humans he finds so weak and distasteful, but he looks at Madrak Ironhide as the savior of the Trollkin race, as well as believing Hoarluk Doomshaper's rhetoric of the innate superiority of Troll blood over the dilluted stuff in other races' veins. He takes great delight in hunting down humans, the reward bounty being more of a consolation. Class: Ranger. Played by Chris Greenwood.
THE STORY SO FAR
Darthinian, Kerry, and Robespierre hired themselves on as mercenary guards on a caravan from Point Bourne East to Corvis. On the way they were attacked by Swamp Gobbers in the Widower's Wood near Corvis, but fended off the attack with minimal loss of goods. Robespierre was wounded badly and incapacitated, but the rest of the party made it all right.
They arrived in Corvis and were dropped off at the Cathedral of Morrow, where the kindly Father Dumas took them in and tended to their wounds. He told them that if they were looking for more work, the Captain of the Guard Julian Helstrom was usually hiring someone for something. They went to meet him the next day and he told them of a bounty of a Bridge Troll he'd had reports had been attacking citizens in the northern part of the city. The party searched for the Troll in question and finally found it when it leaped out from under a bridge. The fight that ensued was mercifully short when Kerry Jackson got off a shot with his pistol right between the eyes of the beast and felled it. They cut off the head and brought it back for the bounty, much to Captain Helstrom's surprise.
The next day they went to the compound of the Fraternal Order of Wizardry, which turned them away from entering. As they wondered what to do next, they were corralled and ambushed by a number of thugs with short swords and bows. They fought valiantly, but it looked bad until Grim showed up and started putting axe to mouth on some of the bandits. The remaining bandits were fended off, and the wounded party retreated to the Cathedral to seek aid from Father Dumas.
As he tended to their wounds, Father Dumas told them of a strange occurrence where he'd heard reports from around the city of grave robbers, and sent the party to investigate. They arrived outside the city walls at the small hamlet and set up camp for the night, watching over the graveyard to see if they could see anything.
That's about what I remember as the major points so far. As more characters get added and more events take place, I'll update them here.
Monday, January 11, 2010
There are a few new rules I'd like to try and iron the kinks out of, as well as a particular problem Robby brought to my attention.
These tokens represent the party's combined will and ability to complete tasks every day. They can be used in a number of ways, and are always considered a communal resource.
Resolve tokens always reset to full after a full 6-hour rest.
The party gains 5 Resolve tokens per member in the party at the start of each day.
Each token represents roughly a couple "man-hours" as it were, with more tokens not necessarily representing more time, but more people helping to accomplish the same tasks in less time. This allows many actions to be tried again if they are failed, like searching the same area again by just spending more time doing it.
1. A resolve token can be used to move 5 spaces. Moving from a space with a major road to another with a major road counts as half a space for this purpose, so characters can cover twice the distance by going along the main thoroughfares. This is just meant to represent that the characters can't go infinite distance every day, and travelling across town by itself can be tiring, before any adventuring is done at all.
2. A resolve token can be spent for the party to search the hex they're in for a particular person, place, or thing. This will be treated as a communal action, with a primary participant and everyone else helping him/her.
3. This one I'm less certain of, but I'm thinking about letting the resolve tokens be expended in combat by a character for something along the lines of adding +1 to a roll per token spent - essentially letting the party go all-out if they need to at the expense of being totally exhausted when they're done. I think I'll try it out in a couple of games before committing to it, but it's definitely an idea.
The Level Issue
Robby brought up a good point that I'm not entirely sure of how to deal with. If there is a revolving door of players every session, some are by nature going to be a higher level than others. This leads to a problem where you might have a party of some particularly good adventurers and some particularly weak adventurers. I might institute a thing where I auto-correct people of dramatically lower level up to some semblance of usefulness. I don't like doing this, but if the characters are supposedly going off and doing their own thing outside the confines of the party, there's some logic to it.
Since it (hopefully) won't come into play for a while, I don't intend to address the issue right now, but if anyone has any ideas about how to deal with this I'd appreciate the input.
Well, step 1 of creating this game is giving the players a map to visualize where they can go and what they can do. This will be represented in-game with an actual map that they get and write on, and so all the players can make edits to the map as they explore and learn more about the city.
The ladder-looking things are bridges.
The double-lines around the edge are city walls.
The dashed lines snaking around are major thoroughfares in the city.
Other stuff is labeled, I guess we'll see how this goes!
That being said, the first major change is going to be in the structure of the game itself. Rather than a traditional D&D game where players show up and are led by the nose through a session designed by by the DM, I am going to be taking more of a cue from the West Marches campaign, which was also adapted by Gabe at Penny Arcade. The game will allow players a more free-form environment to come and go if they can't make all the sessions, and each game will be a more player-driven, self-contained adventure. We'll see how it turns out, but I like the idea that for the first part of the game the players will be exploring the town of Corvis, complete with a World map they can explore and flesh out. Ideally I won't even use a screen, and basically the DM becomes just someone to react to the player decisions and let them have real control over what they explore, who they kill, and how much phat lewt they get.
We'll see how it turns out in the end.
Next session is scheduled for SATURDAY, JANUARY 16TH