Tuesday, March 5, 2013

ECCC 2013: Fanboy Friday, The Opening Scene

(Image from:  Marvel.com)
 
Yesterday, I wrote that my original intent was to attend panel discussions on the craft of writing comics at this year's Emerald City Comicon (ECCC 2013). 
 
Well, that went out the window when I managed to get through the ticket/badge exchange line with just enough time to make the "Felicia Day--Warrior Queen Goddess of All Nerds" interview, being held in the Main Hall. 
 
So instead of toiling away, scribbling notes, I decided today I'd play "fanboy."
 
By the time got to the Main Hall, the ginormous room was 75% occupied and was filling fast.  At the distance I sat, Felicia and her hostess, IMDb's Melanie McFarland, appeared no bigger than my thumb.  Setting my camera for maximum magnification, I managed to snap a couple grainy photos.
 
 
Fortunately, the whole convention was being recorded by FlipOn.tv, so there were a couple of big screens in the Main Hall for those of us sitting in steerage.
 
 
During the interview and Q&A session, Felicia discussed her career as an actress and  how her interest in gaming melded with her web video productions, especially The Guild.  This webseries is currently in hiatus while Felicia & CO focus on other things.  These projects usually fall under her Geek & Sundry company.  Her "info and how-to" segment is known as The Flog, (short for "Felicia's Video Log"), which is updated each Monday.
 
One of the benefits of sitting towards the back of the Main Hall, was that I was close to the exit when the interview was over.  As I left, I assumed this was as close as I'll get to the "Warrior Queen Goddess of All Nerds." 
 
However, as I meandered through the gaming area, I stumbled across the Gaming Celebrities Autograph Section.  Since I had both volumes of The Guild graphic novels, I figured now was the best time to get them autographed, rather then lug them around for another day or two.
 
The line for Felicia's booth didn't seem too long, especially since she dropped her autograph price from $35 to $25 and included a free photo op.  (Yes folks, you have to pay for celebrity autographs because this is how conventions recoup their money for getting celebrities to attend). 
 
Normally, I bring something to read when I expect to be standing in line.  (I already read the graphic novels--twice).  Oh the irony of ironies!  Here I was at a comic book convention with nothing new to read.  So to pass the time, I chatted with my fellow line-mates and took pictures of nearby cosplayers
 
During the hour I stood in line, I developed a vague idea what I'd chat with Miss Day about.  I wanted to compliment her work, because thanks to her Flog, I discovered other interesting webseries that I've enjoyed.
 
But when it came to my turn to get Felicia's autograph, my vague ideas dissolved.  Or to put it another way, I had a "Ralphie meets Santa moment."
 
 
So what did I talk to her about? 
 
The weather.
 
Could there possibly be any other way to spell "B-O-R-I-N-G" than discussing the weather?
 
The conversation went like this--
 
Me:  Are you enjoying your stay in Seattle?
 
Felicia:  Oh, I love Seattle!  But I can't live here, because I like a lot of sunlight.  That's why I live in LA.
 
Me:  I actually love it here because my home town in Upstate NY gets nearly as many cloudy days as Seattle does.  So the weather here reminds me of home.
 
And then it was time for the photo op...
 
 
 
While I may have bored the poor girl with my comparison of the prevailing weather conditions in New York State's Southern Tier Region with the Pacific Northwest, she was sweet enough to write a couple of endearments in both my graphic novels.  (I later learned that one was suppose to pay the posted fee for each item).
 
Besides, at least I didn't bring something like this for her to autograph...
 
(Image highjacked from Felicia Day's Facebook Page)
 
...which according to Facebook post, was the wierdest thing she's ever had to sign. 
 
I certainly wouldn't want such noteriety, so talking about the weather may not have been such a bad thing afterall.

Monday, March 4, 2013

Emerald City Comicon 2013: Getting There, 1/2 The Fun



Because of my rotating work schedule, I'm usually on duty most Saturdays and/or Sundays.  It's only after several weeks that I get an entire weekend off.  Such was the case this past weekend, which allowed me to attend all three days of the Emerald City Comicon (ECCC).

Since I started my own webcomic, Breakout from Bongolaan, over a year ago, I planned on attending some of the panel discussions dealing with such topics as comic  writing, creation and promotion, etc.  In short, I was going to act like I was at a writers conference.

But as von Moltke said, "no plan survives contact with the enemy."

The first pre-con crisis was getting tickets.  I waited until my duty schedule was confirmed before buying them.  When I logged on to the ECCC website, at 4:30 PM on a Sunday, I discovered to my horror, that the 3-day passes were sold out!

Once I stopped hyperventilating, I read the fine print and learned it was the on-line tickets that were gone.  Hard copy tickets were still available at various comic book stores.  The nearest one to me was Atomic Comics


One frantic phone call later, I was relieved to hear they were open until 6 PM.  So it was a hell-for-leather drive to the store before they either closed or sold the last ticket.  Fortunately, I arrived on time and purchased a 3-day pass for me and a Sunday pass for my fiance.

The next hurdle didn't pop up until the morning of day one.  The ECCC website provided excellent directions to the Washington State Convention Center.  However, in my zeal, I didn't read them properly.  I drove up from the Tacoma area, which is south of Seattle, so I scribbled down instructions under the "I-5 South" heading. 

I left early enough, because after living in this area for over a dozen years, I expect traffic on I-5 to look like this:


Especially on any given Friday.  It wasn't until reached the exit that I realized "South" actually meant southbound--as in driving down from the north.  Zipping my way through the Emerald City's busy streets, I looped back around to the point where I could follow the "I-5 South" instructions.

This brought me right to the Convention Center's parking garage--which was full.  So I drove to the next parking garage--and that was full.  And so was the next, and the one after that.  Four blocks later, I came across one that had some spaces available in the lower catacombs.

From there I trudged up hill, back to the convention center, only to stand in a line that looked something like this:


Alright, I'm exaggerating a little (okay, a lot).  The line though, was enormous and snaked throughout the convention lobby.  So consider this my "artistic interpretation" of how we felt waiting to exchange our tickets for badges.  Yes we needed stinkin' badges because the convention areas were often segmented and some sort of proof would be needed that we were all paying customers.

Seriously, the ECCC staff and volunteers did a great job at crowd control without having to resort to this:


Although one volunteer shouted "Make Room! Make Room!" repeatedly to keep the line moving. 

Needless to say, no one in this crowd needed a Wikipedia app to get the joke. 

Despite the best efforts of the ECCC staff to hustle the herd through the ticket-badge exchange, it still took over an hour to get into the inner sanctum of the convention. 

After deciphering part of the floor plan, provided in the program guide, I managed to arrive only a few minutes late for the first event I attended.

To find out what this was--stay tuned for the (possibly exciting) next blog post!

Thursday, February 28, 2013

The Guild Creator visits the Emerald City

(Image by Michael A. Robles)
 
A week ago, I did a review of The Guild.  Here's a photo I hijacked on Facebook of Guild creator, Felicia Day, being interviewed for a podcast by Shelly Mazzanoble and other members of Wizards of the Coast.  Miss Day will be one of the featured guests at the Emerald City Comicon this weekend.
 
Until the doors haven't opened yet at the  Washington State Convention Center, Miss Day was given a guided tour of the Wizards of the Coast facility:

(Image by Michael A. Robles)

Monday, February 25, 2013

Saturday Double Feature Movie Review: Iron Sky and No Country For Old Men

 
"It wasn't as bad as I thought it was going to be," said my friend Joe after we finished watching Iron Sky
 
No it wasn't.  But it certainly wasn't as good as it could have been either. 
 
This Finnish production is available on DVD in the US and actually averages a 3.5 star rating, out of 5 stars.  The special effects are very good, but as to the rest of the film, I guess that depends not only on your taste in movies, but in your political beliefs as well.  (The movie paints American conservative leaders, which includes a Sarah Palin caricature as president, in a bad light). 
 
But even those who aren't card-carrying members of the Republican Party, or Tea Party, didn't care for the film either. Feelings ranged from the plot not measuring up to the trailer's premise, to being outright dumb. 
 
At least it was better than movies made by the SyFy Channel and I didn't pay a bunch of money to see this at the multiplex, nor did I buy the DVD.  So I'll give the Finnish flick 3 stars.
 
So if you don't want to waste your time and nearly two hours of your life, here's the plot synopsis, along with production info.  And if you're an Iron Sky fan, here's the official movie site.
 
 
(I guess this is the closest thing to the Oval Office they could find in Finland) 
 
Well that was the first movie Joe and I watched.  We managed to find time in our busy schedules, prior to our upcoming weddings, to get together for a Saturday "bachelor party for two."  After watching a couple of episodes of Archer, Joe plugged in No Country For Old Men
 
 
 
For an Academy Award winner, this movie averaged only 0.2 stars on Amazon.com above Iron Sky.  A lot of the 1-star grievances are on the quality of the DVD/Blu Ray disc. 
 
But not all of them. 
 
There are plenty of complaints about the plot itself.  The biggest gripe--including mine--is about the "non-ending ending."  After sitting through two hours of a thriller/caper--that doesn't end well for anyone--the movie screeches to a halt with no resolution--good or bad.
 
True, there are plenty of folks who love this movie, giving it 436 x 5-star reviews and 152 x 4-stars, respectively. 

I'm not one of them.

Each scene in the movie, is indeed, well crafted and acted; not only by the big-named stars, but by the minor characters as well.  The screenwriter also did a great job of introducing characters with little or no backstory, while maintaining the intensity of the drama.  However, there's no synergistic effect.  The movie as a whole does not even equal, let alone exceed, the sum of it's parts. 

I enjoyed spending a Saturday with a close friend I rarely get to see.  This, along with not paying big bucks to see the film while it was on the silver screen, or buy the DVD, I'm feeling generous and give this flick 3-stars. 

If you like movies with a happy ending or even a satisfying one, then No Country for Old Men is not for you.

Friday, February 22, 2013

Books and Program Reviews: The Guild Webseries and Graphic Novels

 
 Because of my rotating work schedule and extensive workout routine, to fight my personal "Battle of the Bulge," I don't have the time to play any Massively Multi-player On-Line Role Playing Games (MMORPGs). 
 
However, as table-top wargamer and role player, this hasn't stopped me from enjoying antics of "The Knights of Good" in the smash-hit webseries The Guild
 
 
Created by actress/gamer Felicia Day, The Guild has been popular with fans and critics alike for six seasons.  Earlier this week it was edged out of the Best Comedy Writing category by the Lizzie Bennet Diaries in the 3rd Annual Streamy Awards.  (Lizzie Bennet will be the subject of a future Program Review). 
 
While The Guild is also available on DVD (as of now, up to Season 5) via Amazon.com.  These "hardcopies" come with bonus material, which makes purchasing them an attractive option. 
 
At a quick glance, Seasons 1 & 2 earned, on average, a fire-wall 5-star rating.  Subsequent seasons dipped a trifle to an average of 4.5 stars. I'll try to boost these ratings a bit by adding my 5-star rating to each DVD.  I think the webseries is a hoot and if you've done any gaming whatsoever, you could probably identify with all or most of mayhem the series portrays--on line and off.
 
 
 
Once I caught up with viewing The Guild's entire six-season history, I became interested in the characters' backstories.  Oh sure, there's the plot synopses and character sketches on Wikipedia, but it certainly lacks in the visual-appeal department. 
 
Instead of producing additional webisodes, Felica Day turned to another medium to delve deeper into her character Cyd Sherman/Codex:  The graphic novel.  This prequel is touching and humorous look at Cyd's life and her attempt to "transform herself" by delving into "The Game." 
 
While the book gets an overwhelming 16 x 5-star ratings, there are minor-to-moderate complaints about the artwork.  The most common comment was the art was inconsistent.  Maybe so, but I thought the artwork was fine and certainly will add another 5-star rating to the novel. 
 
Full disclosure:  I'm not an artist and I couldn't draw a straight line to save my life, so I probably don't know any better.
 
 
Cyd Sherman doesn't escape her dreary life into the world of "The Game" alone.  She's joined by a band of equally dysfunctional characters, who have interesting backstories of their own--to say the least.
 
Hence, the "sequel to the prequel:" The Knights of Good (The Guild Vol 2).  I snatched-up my copy during an impromptu visit to Atomic Comics
 
Unlike the first volume, which centered around Cyd/Codex, each chapter in this novel gives us a glimpse into the supporting cast of The Knights of Good
 
 
 While I didn't notice any artistic inconsistency, reviewers complained about in Volume 1, there is a definite distinction in styles among each of the chapters.  I don't mind, because each chapter is a seperate story dealing with a different character, so the stylistic differences provide a sense of variety to the book.
 
Also, it isn't until Season 6, that viewers actually get to see images of the game the guildees are gaga over.  Both graphic novels provide some nice gaming imagery to fill in the earlier seasons' lack of in-game adventures.
 
I'm definately happy with both of my graphic novel purchases and one day I may even buy the DVDs.

Thursday, February 7, 2013

Program Review: Space Janitors

 
Need a laugh or three while waiting for Disney's Star Wars sequels?   Then check out the web series Space Janitors, which finished its first season three weeks ago. 
 
I stumbled across Space Janitors through Felicia Day's Geek & Sundry.
 
The initial eight episodes revolves around Custodian Darby attempting to improve his lot within the Empire--with comedic/disasterous results.  Episodes 1-6 are parody vignettes of Star Wars tropes, but also import other sci-fi staples as well. 
 
By Episode 7 a singular story line emerges dealing with Darby's origin.
 
 
The show certainly provides a chuckle or two, but you have to be a Star Wars fan to fully appreciate the humor.  So as a Star Wars fan myself, I'll give this show a 4-star rating.  It's an enjoyable internet diversion. 
 
 
 

Sunday, February 3, 2013

Product Review and Game Report: Wilderness War



When I joined the military, I quickly learned to tell people I was from "Upstate New York," when asked where I'm from.  If I merely said "New York," they'd assume I grew up in the concrete jungle of New York City.  And despite my clarification, some folks still believed the entire State of New York is one giant, urban sprawl. 

It's not. 

See...


In fact, Lake George, pictured above, was a contested piece of real estate during the French and Indian War and the setting for James Fenimore Cooper's The Last of the Mohicans.  I remember at least two family trips to the lake, which included visits to Fort William Henry and  Fort Ticonderoga

While in high school, I made two trips to Quebec with the French Club.  By day we'd tour the old city and surrounding countryside, practicing our execrable French, while at night we'd dodge our chaperons and hit the discotheques. (Don't judge--it was the 70s).

But I digress...

These nostalgic locales (minus the discotheques) once again, became contested pieces of real estate during a game of Wilderness War my friend Joe and I played last weekend.  Unfortunately on game day, I was running late and I forgot my camera.  So this blogpost will be a general overview of the game system and our particular session.

I did manage to bring my Last of the Mohicans CD for appropriate "mood music," while we played.  (Here's a sample you can listen to while reading this post).

Wilderness War is part of a family of Card Driven Games (CDGs) that started to emerge almost ten years ago.  What I like about CDGs is that it imposes on both players events and/or situations neither player can fully control--much like real life. 

In addition to cards, the game employs a Point-to-Point Movement Mechanic (PtP) instead of the traditional square, or hexagonal grid map.  When these games first came out, I thought the PtP system was a too abstract.  But after playing a few of them, I realized this was an efficient way to streamline movement and decision making.  If designed correctly, a PtP game's easiest transit lines will correspond to "traditional invasion routes."  Meaning, it is difficult to move and supply armies in adverse terrain, like mountains and deserts, so traveling  across such features can be costly--even deadly.  (Hannibal lost nearly half his troops and almost all his elephants crossing the Alps). 

By the 1750s forests and mountains separated New England from New France.  Which in game terms, means the area of operations looks like this:


The different shapes on the map correspond to cultivated areas (white squares), wilderness (green circles) and mountainous (the brown triangle-ish shapes).  The unit counters, or playing pieces, also come in a variety of shapes.  Units representing Drilled Troops are square; while Auxiliaries, such as Indians, Rangers and Coureur des bois are round. 

Leaders are represented by stand-up counters and can command a force of several units, which is a cost-effective way of moving a bunch of units simultaneously.  It is often best that a force be comprised of both Drilled Troops and Auxiliaries in order to take advantage of each other's strengths while moving and fighting in cultivated and wilderness areas, respectively.

Each turn represents part of a year and is divided into an Early Campaign Season (Spring--Summer) and Late Campaign Season (Summer--Autumn).  Since Joe selected the Annus Mirabilis (Year of Miracles) Scenario (1757-1759) for our game, we only had six turns to pull off a table-top "mirabilis" of our own.

There are two basic strategies for winning the game:  Waging a border war, or conducting a conventional campaign.  The former means achieving victory in half-point increments by launching raids against stockades and cultivated areas.  While a conventional campaign involves marshaling Drilled Troops and striking directly at the centers of military power--the forts and fortresses of the enemy. 

The cards themselves could be played as Events (historical or situational occurrences), Activations (the ability to move Leaders and their forces, or individual units), or Construction (building fortifications).

Since I don't have any photos to provide a more focused narrative, here are my general impressions of how Joe and I waged our Wilderness War:

Joe chose to play the French under King Louis XV, leaving me to lead the forces of His Majesty King George II

This was a lucky break for me, because the hand I was dealt included:  One Campaign (where I could activate two leaders instead of one), one Amphibious Landing and a Surrender Card.  With large forces of Drilled Troops mustered at Halifax, Albany, Fort Edward and Fort William Henry, I felt I had an early advantage in conducting a series of conventional attacks against Joe.  The Amphibious Landing card would allow me to attack Louisbourg, while the Surrender Card would force it's garrison to vacate the fortress more quickly than normal--in theory.  I think I also received the Quiberon Bay card at this time.  If not, I got it shortly thereafter, which was another determining factor in pursuing a conventional strategy.

Joe on the otherhand, leaned more toward a border war strategy.  He dispatched war parties of his Indians to cause mayhem in my cultivated areas.  I was determined not to become distracted by these pesky raids.

While Louisbourg fell rather quickly, my campaign up the Hudson River-Lake Champlain avenue began to stall when Joe played a Small Pox Card.  The largest concentration of units turned out to be in Albany, so over half the troops there died without a shot being fired.  (Prior to modern medical advances, often more troops perished off, rather than on the battlefield).  This was followed up by a Stingy Provincial Assembly card, which reduced the amount of militia to counter Indian raids.  I tried countering with a Blockhouses Card, to strengthen my border fortifications, but Joe merely attacked my stockades instead. 

Then I had trouble prodding my leaders into action.  Loudon and Abercromby (I think), both needed high activation cards to get them moving.  More often than not, I had low-value cards, or needed the high-value ones for my non-discotheque adventures in Canada.

Once Louisbourg was secured, I tried advancing up the Saint Lawrence River only to be pushed back by a sizable force of French regulars.  At some point I played a Governor Vaudreuil Interferes card, in order to displace his best leader, the Marquis de Montcalm.  The effect was only temporary however, since Montcalm was able to utilize river movement and go back to where Joe wanted him in the first place.  (Before the invention of steam engines and railroads, rivers and lakes were the fastest means of transportation).

I did manage to take a French fort and tried besieging Ticonderoga, but was pushed back by a counter attack led by Montcalm.  This turned out to be something of a blessing.  The campaign season was over and Montcalm's victorious forces were decimated by the frigid forces of nature (Winter Attrition).

The next couple of turns were a blur of Joe's Indian raids vs my slogging up Lake Champlain and the Saint Lawrence.  Neither of us devoted much resources into building new fortifications.  I think I built a stockade to replace one Joe's Indians burned and I can't remember if Joe built any at all.  We needed our cards to keep our respective campaigns going, rather than diverting them to construction projects. 

We were also running out of troops--fast.  While small in comparison to the fighting going in Europe at this time, wilderness battles were vicious affairs. 
 

Receiving replacements and reinforcements, along with additional leaders, was only possible by playing the proper cards as Events.  So applying concept of "choosing one's battles wisely" was not merely a good idea, but a matter of strategic survival.  More often than not, both of us had cards the other needed.  In this respect, I was luckier than Joe.  I managed to augment my Rangers and regulars, while beefing up my forces with Highlander battalions.  Meanwhile, the availability of Drilled Troops for New France continued to dwindle.

By this time, Joe attempted to break the tightening Champlain-Saint Lawrence Vice and dispatched several auxiliary forces to threaten my western theater and Albany--which was still only garrisoned by the remnants of two pox-ridden battalions. 

My Indian Agent-in-Chief Sir William Johnson, couldn't convince any of the Iroquois Nations to go on the warpath for me, so he became my "fire brigade leader."  Immediately dubbed "Big Johnson," he thwarted one spoiling attack after another.  (Yes, here's where things went downhill as phallic innuendos popped up).

First, Big Johnson saved the Albany Small Pox Colony from a French attack.  (I never managed to move the afflicted survivors of the initial outbreak).  Then, when Montcalm slipped through the woods and laid seige to Boston, Big Johnson had the situation in hand as he mustered a relief force in New York City.  After a long, hard march against stiff opposition, Big Johnson annihilated the French force at the gates of Bean Town.  Montcalm survived the debacle and made his way back to Ticonderoga. 

I acquired another Surrender Card, along with a Coehorns & Howitzers Card (artillery) and had Loudon and Ambercromby evict the Marquis before he could settle back in to his old command post. 
 
As it turned out though, Ticonderoga became an icy death trap for the second time.  The campaign season of 1758 was over and winter was upon us.  I shot my wad keeping Big Johnson employed, so I couldn't disperse the force that just seized Ticonderoga.  Over half of the troops occupying the fort froze to death.

Once the 1759 campaign season opened, English troops made it to the gates of Quebec and Montcalm's forces retreated up Lake Champlain.  As the 1759 campaign season drew to a close, Joe and I had one card remaining in our respective hands.  My last card was Call Out Militias.
 
Normally, I'm rather methodical, almost to the point of caution.  I would have chosen this as an Event if we were playing the Late War or Full Campaign (both ending in 1762), since Joe's pesky Indians continued to harass my cultivated areas. 
 
But since this was the very last turn I threw caution to the wind, activated Ambercromby and pursued Montcalm.  I reaped the whirlwind as a result.
 
Joe played his last card--Ambush! 
 
Normally, combat is "simultaneous."  Even though one side inflicts casualties first, the opponent gets to fight back at his pre-casualty strength.  That is, unless someone plays an Ambush Card.  To pull off a successful ambush, the bushwhackers need to have more Auxiliaries than the bushwhackees.  (Joe did).  An ambush also effectively doubles the bushwhacker's attack strength.  After the butchery, the defender can only fight back with the force he has left--if any.
 
In Ambercromby's case, enough fugitives survived the carnage and fled back to Ticonderoga. 
 
Despite this ignominious retreat down Lake Champlain, the English by now, had a preponderance of troops and were poised to seize New France's capital, Montreal, within a campaign season.  My Annus Mirabilis was about a year or so behind schedule.
 
Final Notes
 
Due to our work schedules, its a rare moment when Joe and I can get together.  Its rarer still, when we can actually finish a game.  Since this was our first time playing Wilderness War, some mistakes were made regarding movement and raiding, along with getting use to other mechanics.  After a couple of turns though, we both got the hang of the game and felt the game provided an accurate, strategic feel of the French and Indian War.  The card play is both fun and frustrating.
 
While Wilderness War comes with the necessary playing aids, we used the cool charts Joe downloaded and printed out from the Boardgamegeek File Section
 
Overall, the game is rated 7.75 stars out of 10 and comes in at #28 among the wargames currently being played.

Monday, January 21, 2013

Book Review: SnarfQuest

 
Larry Elmore is one of my favorite fantasy artists.  Anyone who has played Dungeons & Dragons(D&D) is familiar with his work, since many of his paintings and drawings graced the box and booklet covers.  And continue to do so, like this one:
 
Anyone familiar with D&D's early years, probably has seen at least a copy or three of the Dragon magazine to supplement their game knowledge.  Since I wasn't a subscriber to Dragon, I only caught snippets of Snarf's escapades during its publication period.I still own numerous copies of Dragon, (which is still available as an on-line magazine), but I don't have all the issues that featured Larry's SnarfQuest, (Issues # 75--145). 
 
When I spotted a copy of Snarfquest--The Book at Half Price Books, I snatched right away.  It was practically a reflex action. 
 
Now here was my chance to read the complete Quest for the Crown saga!
 
Snarf, a blundering adventurer, is on a year-long quest to gain the most fame and fortune in order to become King of Zeetville.

Mayhem ensues.
 
Despite the not-quite-half-price of the book, which was about $2 less than the original 1987 listing price.  I'm very happy I bought this copy when I did, especially after looking at the collectors' prices on Amazon.com--anywhere from $30.53 to $236.04!  Judging from the folds and beverage stains on my recently acquired copy, I don't think I'll be getting top-dollar should I ever decide to sell it.
 
I'm happy I've had the chance to read this comedic tale in its entirety.  Elmore's story is quirky-funny to the point of being silly.  However, as a gamer, I remember many a game session that started with serious intent, only to have it degenerate into silliness.
 
Snarfquest was published long before such things as "Amazon Reviews" came into being.  This being the case, only 3 people provided feedback for the book--all of them gave it 5-stars.  As soon as I finish this review and log on to Amazon, I'll add another 5-star rating. 
 
Non-D&D players may, or may not think Snarf's misadventures are as funny as us gamers do.  However, anyone into fantasy literature, or graphic novels should still get a kick out of it.  The book also contains a page of character stats for D&D and AD&D, (see my previous post on OSRIC gaming), along with an additional full-color story that wasn't part of the Dragon's series.
 
Despite being out of print, interest in Snarf continues.  Several years ago, a role playing game and a card game were developed, which received mediocre to moderate praise. 
 
But fear not, you long-time comic strip fans: 

 
Starting this month, Snarf will start running on Knights of the Dinner Table (KoDT) Webstrips sometime this month. 
 
KoDT is popular in it's own right for parodying D&D and roleplaying in general, so SnarfQuest will fit right in with Kenzer & Co

Saturday, January 19, 2013

OSRIC Game Session


Intro to OSRIC

When my gaming buddy Dan met the woman he'd eventually marry and explained his (our) gaming hobby, she asked:  "People still play Dungeons & Dragons?"

Why--yes--in fact--we do.

D&D as it's commonly referred to, is now on it's 4th Edition (4E), while the wizards of Wizards of the Coast (WotC) are in the arcane process of conjuring up a batch of 5th Edition.



However, not everyone is happy with the later renditions, especially 4E.  I liked 3rd Edition D&D and while I have several 4E rulebooks I've yet to play it.  I can't comment on the any of the issues some (a lot?) of players have against it. 
 
But I can tell you is this:  Within months of 4E being published, copies of the rulebooks ended up in the used bookstores.  (That's where I got mine).

With all the updating and revising, there has been a longing to go back to the "good old days," or "old school" role playing games (RPGs).  OSRIC, or Old School Reference Index and Compilation, helps satisfy this yearning for the RPG days of yore.  (Anyone remember THAC0?). 

You can still find tattered and beverage-stained copies of AD&D--or--you can simply check out Knights-n-Knaves and download a PDF index of the rules--for free. Having sold all my AD&D books to finance purchases of 3E, I downloaded the PDF. 

Note:  I found reading the print to be extremely difficult.  I needed both my reading glasses and a magnifying glass to make out the content.  So it may be best to print the file.
 
Puyallup Wargamers Delve into Retro Gaming
 
Several months ago, Chris started an OSRIC campaign involving several players.  I didn't participate until I happened to attended a group council meeting.  The purpose of this "White Council" was to establish a coherent gaming schedule for the upcoming year(s).  After the meeting adjourned, I was invited to join the campaign in-progress.

 
The Campaign Synopsis
 
While traveling through the border region, the party became involved in a plague outbreak.  At least one entire village succumbed to a disease that turned people into--well, not quite zombies--but that's what we called them.  Tell-tale signs of infection were a yellowing of the eyes and exhaling, or giving off brown vapors through the skin.
 
Alarmed by the spreading plague, the neighboring elves slaughtered anyone they caught wandering the area in an attempt to contain the contagion. 
 
While evading elven patrols, the party stumbled across a remote castle that turned out to be the epicenter of the plague.  After defeating several monsters and other creatures, the adventurers determined that the source of the plague was a spore-spewing, yellow fungus that overran the castle's domain. 
 
I joined the party as they delved into the castle's caverns.  Our charismatic ranger, Fodder, was disfigured when her head was enveloped by some blob-like creature and we had to burn it off her.  Once we made it to the cavern, we discovered a semi-ruined temple--locked from the inside.  The halfling thief, Brony, snuck inside through a small hole in the wall and discovered a fungus farm, along with an entire column, or pillar encrusted with the yellow stuff.


(Image:  Our party's standard marching order)
 
We made our way to an uninfected, but disreputable village ("...a wretched hive of scum and villainy...") to trade some of our treasure for barrels of oil and a cart.  After the usual haggling, along with being shortchanged, we made our way back to the castle to burn the fungoid "grow operation."

The Campaign Finale
 
We rolled the barrels down to the temple, being careful not to burst any of the nearby fungus spores.  Our crew consisted of the following characters:
 
  Fodder (human-female ranger), Brony (halfling thief), Kylation (human fighter), Quade (human ranger), Baldor Almonger, Harlan (half-elf fighter/cleric) and Fels (human monk).
 
We set up the oil barrels around the temple and on several fungus patches outside the temple.  Just as we were about to enter the temple, several of our members became concerned about leaving the rest of the caverns unexplored.  The main cavern was large enough to serve as a lair for some ginormous monster.  So we set off to ensure nothing would sneak up on us while in the midst of our fungus eradication operation.
 
That's when we nearly killed ourselves.
 
Shortly after setting out, four of us, Quade, Baldor, Harlan and Fels, saw translucent blob-like creatures attach themselves to the back heads of Fodder, Brony and Kylation.  We tried cutting and singeing them off Kylation, but nothing had any effect.  When the afflicted members tried swiping them off, their hands and weapons passed through their bodies.
 
In fact, the afflicted trio accused us of hallucinating at best, or of outright treachery.  Having reached an impasse, we traipsed back to the temple, vowing to settle this matter later.  Brony snuck back in and discovered the fungus encrusted pillar disappeared and there was a strong acidic smell in the air. 
 
When he made his way to the front of the temple, to unbar the main doors--the monster struck!

 
A purple tentacle lashed out and entwined itself around the halfling's neck.  Through fortitude, willpower, or just plain luck, Brony managed to unbar the doors as the tentacle dragged him back towards the hungry creature.  Kyalation burst into the room, winding his sword arm back for a mighty swing a the tentacle.  My character, Baldor, entered next and began an invocation for a Spiritual Hammer.  Everyone else piled in, swinging swords or flinging arrows.  Everyone that is, except for Fels, who crept in rolling an oil barrel infront of him.

 
Baldor's spiritual hammer turned out to be more like a spiritual whiffle ball bat, inflicting no wounds against the monster.  Fels managed to roll the barrel in front of the creature, while Quade peppered the creature with arrows--some even doing damage--and everyone else wielding real weapons, hacked and slashed at the beast.  The tentacle holding Brony was sliced in half but the halfing had to untangle himself, because everyone else was too busy fighting.
 
Once the barrel was in place, Fels stove it in and set the gushing oil on fire.  Within seconds, the creature, which we now noticed was either made of, or taken over by the infectious fungus, began to burn.  As the creature cooked, we ran out and rolled in the rest of the barrels to put the fungus farm to the torch.

 
We fled out the main doors as the flames engulfed the temple's interior.  Once we reached the surface and in the full light of day; Fodder, Brony and Kylation noticed the rest of us had a slight yellow tint to our eyes and we coughed brown dust out of our lungs--the initial signs of fungus infection.  Apparently, hallucinations are another symptom of the fungal plague, but previous victims never lived long enough to pass on this knowledge.
 
And so it was off to a more reputable village, to sell the goods we looted acquired from the castle and seek a healer for the four of us under the fungal influence. 
 
After the haggling and paying more equitable "handling charges," each of us earned over 2,000 gold pieces.  Although the four of us suffering from fungus infection ended up being a couple hundred gold pieces poorer after making a "nominal donation" to the healer's temple.
 
Despite our newfound fame and fortune, a few questions remain unanswered:
 
What kind of creature did we fight? 
Are there any more like it?
And, who was running the fungus farm?
 
To be answered--maybe--the next time we gather for an epic OSRIC adventure.
 
Final Thoughts on OSRIC
 
While I still feel 3E is my favorite version, it was fun going back to a set of rules that most of us grew up with and could easily re-familiarize ourselves with.  I look forward to the next session.
 
Cast of Characters
 
Fodder--played by John
 
Brony--played by Adrian
 
Kylation--played by Kyle
 
Quade--played by Greg
 
Baldor Almonger--played by Ted
 
Harlan--played by Greg
 
Fels--played by Ken

Tuesday, January 1, 2013

Happy New Year!

 
Best wishes to all of you throughout this New Year. 

Thank you for being fans of Stern Rake Studio.