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Monday, April 29, 2024

Wait... I have a gaming blog, don't I?

It's been awhile, and my muse and I are back on speaking terms, so it's time to dust off the blog and get to writing again. Even though it seems that blogs have gone the way of MySpace and Google Glass, I don't see a lot of other options for young, aspiring, game writers like myself, so I'll be using this dinosaur to get my ill-informed opinions out to you, the people. 

Also, I recently lost my job, so I've got more time on my hands and I need to do something before I starve to death.

What have I been doing all this time? Well...

I've discovered 'Zine games, namely Mothership and Mörk Borg and its variants. At first glance I wondered if games these rules-lite were even playable. I asked myself, Self, how many rules do you need to play what is essentially a grown-up version of "let's pretend?" Then, after a few sessions at home and conventions, I came to the conclusion:  Not as many as you think? 

I also rediscovered the Cyberpunk genre. It's not that I ever really lost it, but it fell by the wayside as I pursued other gaming interests. However, after CD Red released (and they fixed all the bugs) Cyberpunk 2077, based on Mike Pondsmith's classic TTRPG, I was over the moon. I've started to reread old books and short stories of the genre, collect and paint cyberpunk minis, I'm even trying to come up with a sandbox hexcrawler for Cy_Borg set on a O'Neill space colony. Also, let's face it, our current state of economic and political affairs could have lifted straight out of a William Gibson novel. You want an idea for a cyberpunk campaign, just turn on the news or read Elon's Twitter--or whatever he's calling it now.

I've struggled with my love of Tékumel and the revelations about M.A.R. Barker's clandestine fascism and Holocaust denial. On one hand, the last decade of right wing shenanigans have made me militantly mistrustful of anything coming from the mind of a closet Nazi. On the other hand Tékumel is still one of the coolest fantasy settings ever created and Barker seemed to have kept most of his fascist baggage out of his game. I suppose it falls right along side my love of Burroughs, Howard, and Lovecraft; try to separate the art from the bigoted, out-of-touch artist. Some might be able to, others won't and I can't say I blame them.

I've gotten BIG into 3D printing. Believe it or not, this is the future of miniature gaming. No longer do you have to go to Games Workshop, Reaper, Ral Partha, or any major miniature manufacture, hoping they make something you like or can convert into something you like. Now, there are hundreds of creators who create awesome 3D objects you can purchase and print. Also, after the initial equipment investment, you can print out armies for a fraction of the cost of traditional figures. Even Têkumel has gotten in on the action with their own line of 3D models

As for my own gaming, I've been involved with a group of Old School Essentials players at one of my FLGS since last summer and things are going pretty well. In fact, they let me run for the first time last week, and it seems everyone had a good time. Otherwise, I'm still looking for other people willing to do other non-fantasy rpgs, but I haven't been able to find one that aligns with my interests and schedule. I may have to go back to Roll 20 or Foundry for that.

But enough about me, what have YOU been up to? 


Monday, October 5, 2020

Still alive and rethinking a few things:

Hey all. It's been a while. I hope you're all doing well in the dystopian Hell that is 2020 CE. Speaking for myself, I've... OKish. I've been busy with work and few other projects and in that time, I've been rethinking the direction of this blog.

Since starting this venture, I've mainly written about the OSR and classic RPGs. Eventually I folded in the material from my previous Savage Worlds and Traveller blogs along with some infrequent posts on miniature gaming. However, over the last year, I've been wondering if my scope has been too narrow. It's becoming harder and harder to write about classic gaming lately, especially since the OSR has waned in popularity. I think that my blogging would be far more frequent if I didn't constrain myself to just one topic.

So, in the next few weeks, expect to see some changes to the look and even the name of the blog. I'll be expanding the scope of material where I'll be writing more and more about contemporary RPGs I've playing as well as greater emphasis on miniature wargaming. 

See you all later.

Monday, February 24, 2020

I do reviews...

Dear gaming content creators:

If you have a hot gaming product that you'd like a honest, review by a veteran role-player and miniature wargaming who's work has been published in Pyramid magazine, please let me know.  I need some excuse to post on stuff on this blog. 

Monday, January 20, 2020

Mu: Shadows of Ghatanothoa

Let's head into the new year--and a new burst of productivity--with some new material for Mu using the Eldritch Tales rules involving the terrible god of Mount Yaddith-Gho, Ghatanothoa.


Slaves of Ghatanothoa:

AC: 3 [16]
HD: 3
Save: 16
Move: 6
Morale: 1
Level/XP:  4/120
Insanity: -1/1/1d3
Attacks: Claws+3, 1d6
Special: Ghatanothoa Curse, Immune to Sleep or Charm.


Sight of the god, or its image, as all the legends of the Yuggoth-spawn agreed, meant paralysis and petrifaction of a singularly shocking sort, in which the victim was turned to stone and leather on the outside, while the brain within remained perpetually alive—horribly fixed and prisoned through the ages, and maddeningly conscious of the passage of interminable epochs of helpless inaction till chance and time might complete the decay of the petrified shell and leave it exposed to die. 
--H. P. Lovecraft and Hazel Heald, Out of the Aeons
The poor wretches unfortunate enough to gaze upon the fell form of Ghatanothoa, the God of Mount Yaddith-Gho, are doomed to to a grisly fate of living death. Their still-living brains trapped in a prison of desiccated and petrified flesh and bone. However the priests and sorcerers devoted to the Mountain God have found a use for these poor souls.

Created by the spell "Awaken Slaves of Ghatanothoa" (see below), these shambling creatures obey the commands of the caster without question or pause. Their leathery skin and sinew make them exceedingly tough, and the tips of their shriveled fingers are razor sharp. Worse, someone wounded by these talons must make a saving throw or they themselves will surfer Ghatanothoa's Cruse, becoming a petrified mummy within 1d3 rounds. Anyone seeing this horrific transformation must make a saving throw vs. insanity or gain 1 insanity. Only very powerful magical intervention can save the victim from this end.

Awaken Slaves of Ghatanothoa:

Spell Level: 5
Learn Spell: -2
Casting Time: 2 Rounds
Spell Check: Intelligence -2
Range: 20 ft.
Duration: Permanent until broken.
Failure: All Slaves within the spell range awaken and attack the operator until either the Slaves or the operator are slain.

This spell activates all dormant mummies petrified by Ghatanothoa's Curse within the range of the operator. The awakened Slaves will obey the operator until they are destroyed or willingly released by the Operator.

The Amulet of T'yog

So T’yog wrote his protective formula on a scroll of pthagon membrane (according to von Junzt, the inner skin of the extinct yakith-lizard) and enclosed it in a carven cylinder of lagh metal—the metal brought by the Elder Ones from Yuggoth, and found in no mine of earth. This charm, carried in his robe, would make him proof against the menace of Ghatanothoa—it would even restore the Dark God’s petrified victims if that monstrous entity should ever emerge and begin its devastations.
--H.P. Lovecraft and Hazel Heald, Out of the Aeons

Created by T'yog of K'naa, the ancient Naacal sorcerer-priest of Shub Niggurath, this powerful amulet can protect the bearer from the petrifying effects of Ghatanothoa's Curse. Also, if touched to the Mountain God's mummified victims, the amulet will restore them to full life and vigor. However, depending on how long they've been cursed, their sanity might not be intact.

As far as we know, only one of these potent talismans were ever created. It was stolen by T'yog's rival, Immash-Mo, the High Priest of the Temple of Ghatanothoa, and is believed to have been lost with the destruction of Mu.  

Monday, December 9, 2019

I'm back...


OK, I'm done with all this moping around. Time to down a fistful of Adderall with a Red Bull chaser and do some blogging!

Monday, August 20, 2018

Celebrate HPL’s 128 birthday with Eldritch Tales!


After dwelling in primal darkness for countless aeons, the stars aligned properly and Joe Salvador at Raven God Games has just released Eldritch Tales: Lovecraftian White Box Role Playing on the 128th anniversary of the birth of Howard Phillips Lovecraft! You can purchase a digital copy at DriveThruRPG with print-on-demand options coming soon! 

As stated previously, I was privileged to lend a hand in playtesting this stand-alone game, and if you are looking for a minimalist, Old-school style alternative to other Cthulhu Mythos RPGs, you should really give Eldritch Tales a try! Also, fans of all the other iterations of the White Box engine will find the new rules, spells, items, and monsters to be welcome addition to their repertoire, whether they’re playing White Star: Galaxy Edition for “Cthulhu in Spaaaaace” campaigns, White Lies if you want to try an OSR rendition of Delta Green, or even WWII: Operation Whitebox (“Damn Nazi occultists calling down Yog Sothoth… Again!”).

Joe has also thoughtfully released the official character sheet along with it along with a compatibility logo and licensing guidelines for those who wish to create their own third-party support. I've only had a chance to skim over the final product, but it looks fantastic! I'll give a more thorough review later.

Until then, Happy Birthday HPL!

Tuesday, August 14, 2018

The Sleeper has AWAKENED!


Earlier this month, Gale Force Nine, popular producer of board games and miniature wargaming rules and accessories released the following press release on their website:

BURBANK, CA – August 6, 2018 – Legendary Entertainment and Herbert Properties LLC have reached a multi-year licensing agreement with Gale Force Nine (GF9). The award-winning game publisher is now set to bring the beloved sci-fi franchise DUNE to the world of tabletop gaming.
“Gale Force Nine has consistently demonstrated a skill and passion for building successful tabletop game series alongside category leading partners and we are thrilled to announce this exciting addition to the Dune licensing program ,” said Jamie Kampel, Vice President of Licensing & Partnerships for Legendary. “Legendary looks forward to a fun and meaningful contribution to this revered legacy property.”
The agreement calls for Gale Force Nine to produce original tabletop games drawing from the full scope of the Dune franchise—spanning the many publications from Frank Herbert, Brian Herbert, and Kevin J. Anderson—along with multiple direct tie-ins with Legendary’s highly-anticipated film from director Denis Villeneuve.
“This is only the beginning of our big plans in tabletop for this captivating franchise,” says John-Paul Brisigotti, CEO of Gale Force Nine. “Dune is a rich and wonderful universe, and we expect to produce an equally expansive and inspired line of games for years to come.” 
The full range of tabletop games, including board and miniatures games are slated to hit the market just prior to Legendary’s theatrical release of DUNE in 2020. In addition, GF9 plans to align with other game companies on numerous categories and formats in the future.
I recall the long-defunct Last Unicorn Games, who had published a rather popular CCG based on the series, was to publish a Dune RPG in the 90s. The company was bought out by Wizards of the Coast and Dune: Chronicles of the Imperium was given a very limited (and, as I recall, expensive) release. It’d be interesting to see what GF9 does with it.... Wait a minute...

The full range of tabletop games, including board and miniatures games are slated to hit the market just prior to Legendary’s theatrical release of DUNE in 2020. (Emphasis added.)
Will this mean I’ll finally be able to command my own sietch of Freman warriors, rampaging across the cosmos to spread Muad’Dib's Holy Jihad?

Ya Hya Chouhada!

UPDATE:

It turns out that while GF9 is handling the miniature and tabletop aspect of this new license, they’ve teamed up with Modiphius to handle the actual RPG. Excellent choice!


Wednesday, July 18, 2018

OHMYGODOHMYGODOHMYGOD!!!

For the past few years, I’ve had the opportunity to enjoy James S. A.  Corey’s (aka Ty Frank and Daniel Abraham) epic science fiction series The Expanse in both print and TV formats. Earlier this year, I had heard that Green Ronin Publishing was going to create a RPG set in this action-packed universe, and they were going to run a Kickstarter for it sometime this year. Well, according to a recent post on Twitter, it looks like “sometime”is going to be this upcoming Monday!

From what Green Ronin has promised, the game will use a modified version of their AGE engine modified for the action-packed, hard sci-fi of The Expanse. So pump up the Juice, and fire up your Epstein Drives, beltalowdas.  Whatever you do, though, DON’T touch any brown goo.

Monday, July 9, 2018

Lovecraft E-Zine Interviews Joe Salvador

Last year I had the opportunity to help playtest Joe Salvador's Eldritch Tales, an upcoming White Box take on Lovecraftian horror role-playing published by Raven God Games. I can't really say much beyond that Joe has put a lot of work into this game and it promises to be hit in and out of the OSR community! Today, Acep Hale with The Lovecraft ezine, a blog dedicated to all things squamous and cyclopean, published an in-depth interview with Salvador about ET, it's inspirations, and what the future holds for his awesome new game.

Could a certain Lovecraftian Sword & Sorcery campaign setting originally intended for Sword & Wizardy find a landing pad for this game? Only the Great Old Ones know.

Monday, June 25, 2018

Rant: On "#DNDGate" and the sad culture of being a loudmouthed asshole.

Ugh, I take an unannounced year-plus-long hiatus from blogging and I come back to a political shit storm? OK, time to say something about it and alienate some readers.

From what I gathered, someone wants the tabletop RPG community to start its own version of the gamergate silliness in hopes of driving out the darkies. womenfolk, queer-mo-sexuals, and all those who threaten to emasculate the hobby by allowing them to play or avoiding treating them like garbage. Unfortunately, there appears to be more than a little support for this effort coming from some in the OSR community. This bullshit has got to cease.

I got into this hobby as a child, long before I was politically or socially aware. I embraced what would become the OSR because I thought many of the classic edition games deserved preservation and expansion. Unless it's somehow important to a scenario or campaign, political activism usually doesn't figure into any of my games.

However, if you really want to turn me off toward your group, all you need do is start screaming about "social justice warriors" and "political correctness." As a younger, stupider, man I was on the right-wing side of the political spectrum and I fell for the insane notion that scary left wing people (mostly in academia) and their brown-skinned, female, and LGBT minions where out to censor my red-blooded, conservative, racist, sexist, homophobic, jingoistic, theocratic, all-American beliefs. Of course, I didn't see myself as the raging bigot that I was; no bigot does. I thought I was defending freedom of speech from those fanatical Marxist tyrants who hated freedom, capitalism, Christianity, the traditional family, and "Western Culture" (which I would eventually figure out was a dog whistle for the elevation of Anglo-European culture at the expense of all others). As I grew older, I would slowly emerge from my provincial, lily-white, small-town Wisconsin upbringing and the College Republican bubble I took refuge in while at university and I'd start dealing face to face with the people and ideologies that I used to deride and fear. I found out two things: 1) I was horribly wrong about them, 2) I was behaving like a huge asshole.

There is a petulant and callous movement in 21st century America that doesn't seem to give a damn whom they abuse or hurt to preserve the facade of cultural superiority they're so afraid of losing. Showing empathy toward the historically disenfranchised is considered a weakness. Given how the Bible-thumping reactionaries treated our hobby back in the 80s, I would have hoped we'd be better than this. Sadly, this cancer has also infected geek culture. It's the same mentality who freak out about the amount of vaginas and melanin in the new Star Wars movies. It's the same bunch of perpetual frat boys who send threats of death and/or rape to feminist blogger's who complain about about how video games portray women or rant about sexual harassment policies at sci-fi conventions. For all their raving about "freedom of speech" and "the Free Market of Ideas," these are the same wannabe fascists who want to "make America great again."

I have non-white gaming friends. I have female gaming friends. I have LGBT gaming friends. Since I rather not alienate them, I will have nothing to do with the jerks who adorn their Twitter posts with "#DNDgate" without sarcasm. I don't want to play in their games. I don't want them at my table. If I had one, I refuse to serve them at my restaurant. There needs to be consequences for being an bigot, regardless what would-be spray-tanned Mussolini sitting the Oval Office. In turn, if they don't want me around, fine. Just take your hashtag and shove it.

Now, that's said and done, time to get back to our regularly unscheduled blogging. Where did I put those random tables for Lovecraftian dessert menus for my Mu campaign?

Tuesday, April 18, 2017

Photos: "Legion of the Petal Throne" Game At Gary Con

I had intended to get this out a lot sooner, but Real Life™ and ADD keeps getting in the way. Last month at Gary Con, Victor Raymond refereed a game of "Legion of the Petal Throne" where a Tsolyáni army faced off against a Yán Kóryani force. As an extra-added treat, the game was played using some of Prof. M.A.R. Barker's miniatures. While I wasn't able to observe the whole game (Victor told me that was a victory for Yán Kór), I did manage to snap the following photos.

Two mighty armies marshal their forces.

The armies prepare for battle. 

Yán Kór is on the right, Tsolyánu is on the left.

Yán Kóryani slingers. (I think.)

Yán Kóryani Medium Infantry, with Crossbows behind them.

Contact!

Hláka mercenaries harass the Tsolyáni center.

Monday, April 3, 2017

Fauna of Mu

While the continent of Mu was once home to many strange eldritch beings that defy human comprehension, during its period of human habitation, the local ecology wasn't unlike most tropical regions and its natural fauna was quite mundane. Cattle, goats, swine and other familiar livestock are kept on Naacal farms. Exotic birds and monkeys squawk and chatter high in rainforest canopies while reptiles, frogs, and insects scurry along the floor. Fish, whales, and dolphins swim in Mu's warm coastal waters. For the most part, there are few animals that would have been unrecognizable to modern eyes.
Of course, being a prehistoric age where many forms of now-extinct animal life existed, there are a few note-worthy exceptions. Below, in White Box (there is a reason for this) stats, are a few examples of some of the long-vanished beasts that once dwelt in this doomed land.

Naacal Mammoth (Col'hun):

Armor Class: 5 [14]
Hit Dice: 12
Attacks: 1 Trunk (Id6+2), 2 Tusk Gore (2d6), Trample (2d6+2)
Special: None
Move: 12
HDE/XP 13/2300
Larger than modern elephants, these prehistoric pachyderms are far less hirsute than their contemporary tundra-dwelling cousins. Living in large herds, wild Col'hun live mainly in the equatorial jungles and savannahs. Domesticated for the great size, strength, and surprising degree of intelligence, the Col'hun are the Naacal's primary beast of burden. Even the smallest village keeps one or two of these animals to aid with heavy work such as clearing land. Merchants also use them to pull massive carts, laden with trade goods, across the length and breadth of the continent. Many Naacal armies fight from the backs of Col'hun fitted with barding and howdahs. When treated with kindness, a domestic Col'hun can be a loyal and gentle giant. When abused or threatened, they can be deadly, near unstoppable brute.

Terror Bird (Skal'los):


Armor Class: 6 [13]
Hit Dice: 3
Attacks: 2 Talons (Id6), 1 Beak (Id6+2)
Special: None Move: 18
HDE/XP 3/60
For the average Naacal, the most terrifying sound in the world is the screech of the dreaded Skal'los, a lingering species of Phorusrhacids or Terror Bird. Flocks of these giant flightless, meat-eating birds fearlessly prowl the jungles of Mu for prey—any prey. Using coordinated tactics and attacking with their massive, bone-cracking beak or kicking with their razor-sharp talons, these swift, agile birds can bring down an adult Col'hun if the opportunity arises. While their meat is inedible, the bright plumage of the males (the feathers of the female are shades of brown and gray) is prized by hunters. Also, if properly tamed and trained, they are large and strong enough for a human to ride and several Naacal kingdoms field elite units of Skal'los cavalry. Peasant levies have been known to break ranks and run when they see these armored warriors and their equally-deadly mounts charging at them.

Smilodon (Fra'zur):


Armor Class: 6 [13]
Hit Dice: 7
Attacks: 2 Claws (Id6), Bite (2D6)
Special: None
Move: 12
HDE/XP 8/800
Several species of the fabled Smilodon or "Saber-Toothed Tiger" (although, these animals were not closely related to modern felines) are another ferocious predator, feared throughout Mu. Some varieties, like modern tigers or panthers, live in the jungles, waiting in trees or cliffs to pounce upon unsuspecting prey. Other species live in the grasslands and mountainous region in prides like lions. Along with slashing attacks from their massive claws, their long incisors and powerful jaws make the Fra'zur an especially dangerous threat.

These are just some of the unique, prehistoric creatures that you're characters can encounter. Have suggestions for more? Post them in the comments below.

Monday, November 21, 2016

Remembering Full Thrust

I didn't get out much when I was a teenager. Besides being the official friendless geek of my high school, I had the misfortune of being born to a pair of domineering parents who wouldn't let me learn to drive until I was in college. However, once I had my license, I did my best to make up for lost time by going to all the local game stores my uptight mom and dad wouldn't take me to when I was a kid. One of these stores, Adventures Games Plus in Greenfield, WI, would become my home away from home and its usual crowd would become the crazy, geeky friends and the second family that I had longed for all my life.

While Adventure Games Plus (or just AGP) catered to all gaming interests, there was very strong miniature gaming clique who'd meet on Tuesdays and weekends to play. There was a group that played Star Fleet Battles each Sunday, and being a fan of old-school Trek, I jumped at the chance to learn. I didn't realize what I was getting myself into. I thought SFB was going to be this fast-paced game of space combat. What I got instead were hours of energy allocation accounting and slogging across a hex map. My young ADD-addled mind rebelled at the codified dullness of the rules and the dichotomy of how could something that looked so cool could be so boring. After a game where a single impulse took four hours to resolve, I had all but given up on miniature gaming. Then I found out about a little game called Full Thrust.

Full Thrust was everything I was looking for in a space combat game. It was fast and easy to learn, you could field large fleets of ships, and it was generic enough to be used for just about any science fiction setting: Star Trek, Star Wars, Babylon 5, and many others. Tuesday nights became the night of the week I lived for. It was the night that I would meet with my growing group of friends with our fleets of miniature ships and pit them against each other in white-hot science fiction battle. This was the time I started to learn to paint figures, where I started to learn basic tactics, and

I was in college at the time (circa 1994) and one of my professors mentioned the existence of this strange new computer technology called "the Internet" and the "World Wide Web." Discovering an online community of FT fans on an e-mail discussion group, I started to make connections with players across the planet, including the game's author, Jon Tuffley of Ground Zero Games. I soon discovered how easy it was to create your own web pages, and using a basic HTML reference and a share of server space on the University of Milwaukee--Wisconsin I started an online resource for players. Thus, The Unofficial Full Thrust WWW Page  (i.e. UFTWWWP) was born.

About that time, I met Gina, a girl who seemed interested in my strange and esoteric interests and we struck up a relationship. I was able to convince her to play FT and despite not knowing anything about tactics she always beat me. (No, I didn't let her win!) She and I attended my first Gen Con together when I found out there was going to be a large group of FT players running events. Back then, Gen Con was run in Milwaukee so attending only entailed a 20-minute drive into town. Even better, Jon Tuffley was flying in from Great Britain to attend. Gina said I was like a kid in a candy store, and after a whole day of gaming, I vowed to make keep making the annual pilgrimage and run game of my own.

After that, I started running convention games. Being the mid-90s, my sci-fi media obsession was Babylon 5 and I nearly swooned when Agents of Gaming came out with their Babylon 5 Wars line of miniatures. For one of my favorite con games, I got ahold of the Monogram model of the Babylon 5 station itself along with several Omega Class Destroyers and Hyperion Class Heavy Cruisers and created a scenario based on the epic battle in the B5 episode "Severed Dreams." It was always a sellout game.
Full Thrust Ship System Diagram

Sadly, local interest in FT began to wane by the late 90s, especially when the official "Fleet Books" series was released. Gina dumped me about a year-and-a-half and I haven't found a gamer girlfriend (or any other for that matter) since. While I found the brand new ship construction rules to be open up new possibilities, my friends found them too constraining. Eventually, my friends moved on to other games. Full Thrust became something I could only play at Gen Con. The final blow was the fateful day when it was announced that Gen Con would move from Milwaukee to distant Indianapolis. Being an impoverished nerd, working a series of low-paying office jobs, even a weekend in a cheap hotel was a cost I couldn't bear. I haven't played Full Thrust since around 2004.

Science fiction was moving on too, as many TV space operas began to finish their series and science fiction was moving to less expensive, SFX-lite conspiracy dramas. I lost the password to the UFTWWP and owners of the homegame.org server aren't answering my e-mails, I've been unable to update the page since 2005. I've often thought of moving it to a new site, but there was something always comes up to distract me.

However, I sometimes hear the siren song of my favorite miniature game. I still collect and paint starship miniatures. The rules are still available for free from Ground Zero Games website. There is still an active Full Thrust fan community online. The only thing I lack are people willing to play. Maybe it's time to dust off the figs and make an effort to bring the game back to life.

Review: Delta Green: Agent's Handbook

I was never very big on conspiracy theories—at least, believing in them, that is. Being a skeptical and scientifically-inclined person, I always figured that they were merely a way for people who had little understanding of how humanity worked and a lot of paranoia tried to explain the world. As a result, I was never into TV shows like The X-Files or Dark Skies. Whenever anyone starts to ramble on about how the Military-Industrial Complex were responsible for the Kennedy assassination, I roll my eyes and try to change the subject. When I hear some self-proclaimed "contrarian" claim that the moon landing is a cunningly contrived hoax, I look for a way to disengage from the conversation. When I hear some Grade-A-loonburger-with-a side-of-fries rant about how the Jewish Bankers are trans-dimensional lizard-men out to summon demons from GMO corn chips, I slowly start to back away to the nearest exit.

On the other hand, if years of reading Ken Hite's Suppressed Transmissions has taught me anything it's that there is a wealth of fresh gaming material buried in amongst all that crazy and even recycled crazy can be fun when you put an interesting spin on it. Like it or not, the insanity that spews from the mouths of Alex Jones and Oliver Stone is our modern-day folklore. The Roswell Incident and the Philadelphia Experiment have become as much a part of the Western tradition as The Iliad, or Beowulf, or Gulliver's Travels, or the Star Wars Saga...
...or the Cthulhu Mythos.
My first exposure to Delta Green was back in the 90s when it was a supplemental campaign for Call of Cthulhu. While I had no love for conspiracy fiction, I have loved Cthulhu since I was in middle school. However, while it certainly looked interesting, my interests were focused elsewhere. Granted, there has always been quite a bit of conspiracy thriller already baked into Lovecraftian fiction: secretive, diabolical secret cults of depraved lunatics, worshipping strange alien super-beings from beyond space and time. However, Delta Green takes that concept and ramps it up to the nth power. In Delta Green, investigators don’t have just Great Old Ones and the cults that serve them, they also must contend with the near-omnipotent power of the United States Government, who have their own entanglements with the Mythos.
Last year, Arc Dream Publishing decided that the stars were right for a brand-new edition, this time as a completely stand-alone RPG. After a successful crowdfunding drive last autumn, Arc Dream released the first batch of new product this summer, including the Silver Ennie Award winning Delta Green: Agent's Handbook which contains all the basic rules that the players need to start covering up the existence of eldritch horrors.
For those without the clearance to be read in, let me tell you what Delta Green is all about (though, I may have to kill you afterward): After the U.S. military shut down the degenerate town of Innsmouth, MA, the government started to take the existence of the Great Old Ones seriously. They create an ultra-secret organization tasked with investigating, destroying, and covering-up Mythos threats by any means necessary, codenamed Delta Green. Throughout WWII and the Cold War, Delta Green kept America safe from numerous supernatural threats, but after a botched operation in Cambodia, the government pulled the plug. After that, Delta Green reorganized itself as an unsanctioned conspiracy that continued their crusade illegally.
However, after September 11, the government let Delta Green back into the federal fold under the auspices of combating international terrorism.  Delta Green agents are usually drawn from various federal law enforcement, the military, or any other useful profession. While they have more resources and an official support than they did in their post-Vietnam days, their mission remains the same. Protect America from the unnatural, no matter what the cost.
The rules featured in Delta Green: Agents Handbook are a streamlined, rules-lite, and OGL version of Chaosium’s percentile-based engine used in Call of Cthulhu, Runequest, Basic Role-Playing, et al. Rather than bogging players down with hundreds of skill points to divide out, Delta Green gives skill packages with each profession that makes for fast, easy character creation. Other new rules include a system where, if the situation is calm, players with attributes or skills at a certain level automatically succeed in a task, eliminating the problem of missing a vital clue when you miss a Search roll. Combat is fast and deadly, with a new Lethality rule that makes dealing with damage from automatic and heavy weapon easy. When you hit a rampaging cultist with a burst from your submachine gun, rather than figuring out damage from every volley of bullets, you roll percentiles and compare the result to the weapon’s Lethality rating. If you succeed, the target is automatically reduced to 0 hp, if you fail, the d100 is treated at a 2d10 roll minus any Armor modifiers. Either way, a deadly prospect for NPCs and PCs alike.
Of course, characters in Delta Green don’t have to worry about just physical injury. As in most horror games, PCs must face the prospect of insanity as they delve into things that man was not meant to know. Sanity operates much as it does in Call of Cthulhu, but challenges to a PCs mental health are broken up into three categories: Violence (i.e. situations where PCs either give or receive violent action), Helplessness (i.e. situations where trauma is beyond the character’s control), and the Unnatural (e.g. seeing monsters, performing magic, discovering forbidden knowledge, etc.). As your PC’s Sanity points dwindle, they will start to pick up psychological disorders that will further complicate their lives. Eventually, if they aren’t killed first, an agent will face the very real possibility of going incurably insane.
Perhaps one of the most interesting new mechanics is Bonds. Upon creation, a PC has a certain number of Bonds: people that are important to their character. When a character faces the threat of indefinite insanity, they can draw upon that bond to suppress the psychosis. The trouble is, the strength of that bond is weakened. In between missions, player and GM can role-play brief vignettes to find out how your relationship with your bond was negatively affected. (e.g. You shout at your spouse. You inexplicably lash out at your daughter. You ignore your parent’s phone calls.) Eventually, you will have exhausted your Bond completely, and they will desert you leaving you to face the horrors on a cruel and inimical cosmos naked and alone.
Sounds fun, doesn’t it?
My only complaint is that I wish that Arc Dream would have first published the full rules (the upcoming Delta Green: The Role-playing Game, coming this spring) which feature the newly updated history of Delta Green since the 90s, stats for the various Lovecraftian horror your agents will face, and rules for magic to help or hinder (mostly hinder) your players. In the meantime, Arc Dream has wisely released several scenarios for the new rules that should keep your players busy. Also, since the rules are based on CoC, GMs can easily borrow Chaosium’s stat blocks for Deep Ones, Mi-Go, Ghouls, and other terrors until the official bestiary is released.
Weighing in at 192 pages, this gorgeously illustrated and laid out tome, is currently available in both hardcover and .PDF. Veteran Call of Cthulhu fans will likely enjoy this new interpretation of the classic horror role-playing rules useful as any of its mechanics can be easily imported into any edition of the original CoC. New Lovecraftian gamers will find the rules easy and well laid out, giving them just enough background to tantalize, but not spoil the mystery of this cloak-and-dagger setting.
Who knows? You're exploits just might make the into the rants of your local conspiracy theorist. Good thing no one believes them, right? 

Friday, November 18, 2016

OK, OK, I'm back again...

Between a depressing death toll of beloved artists and celebrities, and a contentious election year that culminated in the most "WHAT THE FUCK?!?!" outcomes in American political history, 2016 has got to be one of the suckiet years in recent memory. Throw in a crappy job with an insane schedule that drags me in for mandatory overtime, stress and anxiety issues, and the death of another laptop, and you don't feel all that creative.

Sometimes, it's jut better to take a step away for awhile. Which I did.

And now I'm back.

I've got a few ideas bouncing around in my ADD-addled excuse for a brain, and the time has come for me to express them. I've fallen head-over-heels in love with the new edition of Delta Green and it's smartly streamlined mechanics. I've got some ideas I'd like to share here. Also, expect to see some more Mu-related activity as well as some more miniature pics as my painting has picked up lately. I've also discovered 3D printing, so I'm churning out various models and do-dads that are suitable for gaming, so expect

Languages Of Mu


It's been a long while since I've written anything about Mu, but the Sword & Sorcery bug has nibbled on me again, so here are some notes about the primary languages in the setting along with a little about the cultures that use them. Don't expect any in-depth discussion about the grammar and diction of these languages. I'm just a mediocre college grad with a useless Journalism degree, not J.R.R. Tolkien or M.A.R. Barker.

Naacal (Low and High):


There are two major dialects of the language of the people of Mu. Low Naacal is spoken by much of the population. Since it is the guttural, common tongue of illiterate peasants and slaves, there is no written version. On the other hand, High Naacal is almost exclusively spoken by Mu's ruling class and priesthood. It's hieratic written script is taught only to the scions of the wealthy, and the various temples have their own hieratic variants. Per custom, a Naacal noble would not sully their tongue by speaking the low tongue. If the need arises for them to communicate their wishes to the low-born, they have servants to do that for them. It is death for any low-born to attempt to learn the high tongue.

Atlantean:


A brash and younger civilization, far across the ocean, Atlantis is fast becoming Mu's primary economic and military rival. Great distance and the South American continent keeps Mu and Atlantis from all-out war, but both great empires plot against each one another over trade and resources. Atlantis also has its own rich tradition of sorcery making Atlantean a major language of magical scholarship.

Hyperborean:


Thousands of years earlier, the Hyperborean civilization ruled what we would eventually call Greenland. Once a lush and tropical jungle empire, Hyperborea is now buried under the great seas of glacial ice that creep down from the world's poles. Once it was the abode of mighty sorcerers like Eibon and Klarkash-Ton, whose occult works survived the coming of the Ice Age and are still studied by scholars of magic to this day. The decedents of Hyperborea, who have long since fallen into barbarism and dwell upon the glaciers and tundra of the northern lands, speak a broken, pidgin version of their ancestor's tongue. Prized for their strength and endurance, slavers from Mu and Atlantis often prey upon ethnic Hyperborean settlements for new stock.

Aklo:


Handed down by a line of priests and sorcerers, Aklo is said to be the language or the gods themselves, or rather, it is as close as the mere minds and tongues of mortal humans can approximate. Used in high ritual prayer and magical spells, Aklo appeals for the attention of the Old Ones to evoke their mighty power and bend reality to their will. Any wishing to learn magic or aspires to high rank in any of the temples would be wise to learn this tongue.

Sunday, May 15, 2016

Some More Mini Pics

It's been a while since I posted some pictures of any finished miniatures: Here are some of my latest:

An Ahóggya from The Tékumel Club.

Bára, an Aridáni warrior, also from The Tékumel Club

Unfinished Arthurian/Romano-British from Westwind.

Saturday, May 14, 2016

Some thoughts on H.P. Lovecraft.

"It's my estimation that every man ever got a statue made of 'em was one kinda sombitch or another."
--Cpt. Malcolm Reynolds,
Firefly, "Jaynestown"

Whether it's gaming, comic books, science fiction or fantasy, nerd culture is no longer the mainly-white-male-cis-gendererd-heterosexual-club that it used to be. As we welcome more and more non-whites, women, and LGBT members into our community of weirdos, there is bound to be some tension between our new brothers and sister geeks and those in the Old Guard who want to keep things status quo. Particularly contentious is how should we approach sexual and racial matters in our favorite media?  One of these issues that comes up again and again is how the various branches of geekdom should approach H.P. Lovecraft and his works.

Sigh... Lovecraft.

Over the years, I've come to be of two of minds about HPL. On one hand, I've enjoyed reading his stories and playing Call of Cthulhu and other related RPGs since I was in 8th grade. I love the Mythos: the cosmic nihilism, the tentacled alien deities and the diabolical cults that worshiped them, the strange blending of occult horror and science fiction. Certainly, there was much to admire about the man himself. He was quite intelligent and erudite. He loved knowledge, science, and appreciated critical thinking (at least in some things). He loved language--boy did he love language! He also loved cats. That's usually a big plus in my book.

But yeeeeah... On the other hand, he was a racist and xenophobe and a pretty vile one too by all accounts. According to his ex-wife, Sonja Greene, during his brief residence in New York City, he'd yell at any groups of immigrants with whom he came in contact with. His private letters defended Southern lynch mobs and initially spoke glowingly of Hitler. You can see his obvious disdain for anyone who wasn't a WASP—or, in his case, a WASA: "White Anglo-Saxon Atheist"—in stories like "Hebert West: Reanimator" and "The Horror At Red Hook." The cults of the Great Old Ones where usually filled with "degenerate" half-breeds and led by shadowy Orientals, secluded in China or the Himalayas. The Deep Ones were a conglomeration of Lovecraft's paranoia over miscegenation and his dislike for fish. He even named one of his cat's "Nigger Man."

So while I think he was an excellent, imaginative writer, I also think he was kind of an asshole.

Of course, like many fandom communities, there are those who will militantly defend HPL from such criticism then make lame justifications for his beliefs in a attempt to rehabilitate his image. Yes, you can say he was a product of his time, when casual racial bigotry was the norm. Yes, he had a sheltered childhood, raised by a broken family that was rapidly deteriorating both financially and psychologically (i.e. both his parents died in an asylum). Yes, he himself probably suffered from various mental health issues. Those are all very good reasons for Lovecraft's behavior, but I don't think they are excuses.

In my opinion, the best and most honest thing we Lovecraft fans can do with try to distill the positive products of Lovecraft's talent while openly acknowledging and condemning him for his foibles. No more excuses or justifications. It's entirely understandable why some defend him some vehemently. No one wants to think less of their heroes, especially when you are dealing with something as odious as racial and/or sexual prejudice. However, in the end, you're efforts to defend the indefensible will only further tarnish his reputation. It's best to know when you are on the losing side of a lost cause.

Personally, I see HPL as a-man-who-could-have-been. He was someone who had the capacity for greatness but is largely overshadowed by his flaws. I love the horror writer, I hate the racist "sombitch," and, most of all, I pity the human being who was Howard Phillips Lovecraft.