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Wednesday, January 22, 2014

Hey! There's an Ad Banner at The Tavern! The F'er Has Gone Commercial! (Nope)

Here's the deal.

Commercializing The Tavern is a bad idea. Lack of control over ads is my main hang up. Well, that and my own integrity.

However, The Tavern does decent traffic and could help projects that I believe in and want to support.

So, how about free banner ads for the projects I want to support? Win / Win / Win if you ask me.

I get to show some love for projects / products / whatever I like.

Creators get some extra eyes on their stuff.

The readers get to look at something new and hopefully exciting.

The first such banner is for the Barrowmaze Complete project over on Indiegogo. +Greg Gillespie has been kind enough to keep me in the Barrowmaze loop right from the beginning (or damn near so) and I offered him the first banner when he mentioned his latest project to me. Greg will have his banner up until the end of February. It's good to be the first ;)

After that, I'll be opening it up to all on a weekly basis. Accepted banners will be displayed in weekly intervals. Whether or not I accept your banner is totally subjective on my part, although if we have communicated in the past, you are an active commenter on the blog or you are part of the "inner circle" (trust me when I say folks in the "inner circle" should know they are in the circle) you have a better than average chance to get on the list. If your product is available in PDF and you want to donate a copy to be given away to a random Tavern Patron, so much the better.

I'll keep this experiment running at least until July.

Use the contact form on the right side if you are interested. I'll post this again as February comes to a close.

Whisper & Venom - Dungeon Module WV1 - (OSR Adventure)


When +Zach Glazar announce to those of us he was doing a limited release of an adventure for his Whisper & Venom Boxed Set, I jumped at the chance to snag a copy. Just like a classic TSR adventure, the map is printed on the inside of the cover (which is NOT stapled / attached to the module proper).

Looks very cool at quick glance. I'll try to give it a closer look when things calm down on this end. Our doggie just came home from a stay at the emergency vet (seizures are now mixed in with her congestive heart failure). She's an angel and has been through the ringer, so I forgive the bed wetting shortly after she got home ;)

Mix the pet adventures in with all the other events going on, and 2014 HAS to get better...

Tuesday, January 21, 2014

Final "Fight On!" # 14 for Sale on Lulu


Fight On! is a snapshot of the OSR. Grab any issue and is just bleeds Old School and passions about gaming.

Issue #14 will be the last one unless things have changed (Edit: an Issue # 15 is apparently planned)

I look forward to reading the latest and the greatest of the Fight On! releases.

Print - $9.99    PDF - $4.99

Followup Thoughts on Last Week's Interview - My Thoughts on Blogging

There are people that consider Tenkar's Tavern a popular blog - and for the corner of the RPG hobby that is the OSR, it is. I'm pretty happy with how things have worked out and I'm happy to share the secrets of its success.

The first secret is - there are no secrets.

Really.

If you read this blog on a regular basis, you know it is probably popular because of the passion I have for the subject matter. I love RPGs and I fucking love the OSR. If you enjoy writing your blog's content, there is a good chance your readers will enjoy it too. If posting is "work", that will be obvious to your readers too. Blog about something you have passion for and you've already passed the first and largest hurdle.

Engage your readers. Engage other bloggers on their blogs. If you enjoy reading forums, engage the readers there. Engage, engage, engage.

Establish a posting frequency. I'd suggest at least once a week, but whatever it is, try to stick to it. Multiple times a week is even better. I'm not suggesting multiple times a day like I tend to do, because the trick to that isn't just "blogging in the moments between", it also requires a certain type of controlled ADD and perpetual multitasking. I blame it on the chemo from a few years back - I used to read a book a week on average, now I'm maybe a book a year. I am still a voracious reader, but now I look for it in smaller pieces.

Be yourself. That may not be the person you are in everyday life or it may be, but it needs to be a true aspect of you. Nothing is worse than a blogger putting on a false show. It's hard to maintain and sooner or later, the facade will fail.

Do NOT expect to get rich off of blogging, especially in a niche the size of the OSR, or RPGs in general. Heck, don't expect to make any money doing it - this way, if you do make some nickels and dimes, you'll be thrilled as opposed to disappointed.

My personal observations have shown me that Adsense and Amazon are just not worth the hassle for the minimal income they will generate. I have found that referral sales from OBS / RPGNow have raised sufficient funds to allow me to run contests and give away gift credit and the like to my readers. A win / win if you ask me.

Most of all?

Do.

Do it. Start blogging. The only failed blog is the one that never was. Even a blog like Grognardia, long since silent, has a voice that still resonates across the internet.


Monday, January 20, 2014

Why I had to pass the DM Torch on Saturday Night

I was supposed to run the second part of a two part adventure this past Saturday Night, but as has been the usual ritual lately, weekends seem best if they could be avoided. I woke to my cell phone ringing twice with a "private number", which 4 out of 5 times means work is calling, and as I was off, I was not picking up. Thirty minutes later I received a text message - one of my detectives, out sick with stage 4 cancer since July of 2012, passed in the early hours of Saturday morning. It was a shock to the family, as she had been hopeful that the third treatment would be the one to finally work.

I was supposed to have been away for the three day weekend, but the threat of snow in the Poconos kept us home. We spent part of Saturday afternoon with the family. I've been through this before, and it's always a shame that the only reason I get to meet such amazing people is because they lost a loved one that happened to be a member of the department.

My wife and I just lost her mother to a long fight with cancer back in the fall, so we know very well what the family is going through now and what they will go through later. Damn shame but at least the suffering is over. Shit like this makes me even feel even more guilty for surviving my bout with cancer. No, doesn't have to make sense, it is what it is.

Anyhow, I asked if the other DM in the group could handle Saturday night's session, as I still wanted to play, but my head wasn't in it to DM and God himself knew I needed a few beers. Thanks Joe for stepping up - I needed it.

The wake is Friday Night (need to cancel the monthly S&W session) and the funeral is Saturday.

Ozzie, you fought the good fight. Rest now, you earned it.

Grid or Theatre of the Mind - Does it Effect Spell Interpretation?

After reading the responses to yesterday's post, How Strict are you with "Fireball Volume?" it got me thinking - are these responses based in part on two extremes of style? We have those that run their games with a grid, with minis or not, where facing, distance and counting out squares is part of the gaming experience and we have those that run their games as Theatre of the Mind, where little is mapped out to exacting specifications and much is left to DM interpretation and fiat. Needless to say, most gamers fall somewhere in the middle of those two extremes.

Myself, i fall on the far end of Theater of the Mind. I use maps that are revealed on screen using Fog of War (Roll20 is our VTT of choice these days) but we don't use tokens, we don't stress exact placement and my players put a lot of faith in me to run things fair and square (I do believe that successful Theatre of the Mind style play requires player trust). If one of my players were to put himself and their party in the way of a "fireball blowback" I'd be sure to give them a hint of such a possibility as they announced their intentions.

I'd expect that "use of a grid" leads to a more precise spell interpretations than the "Theatre of the Mind" style of gaming, but I could be wrong.

I'm not saying one style is more correct than the other, as the rules support both extremes out of the box, at least until late in 3x.

So, thoughts, comments, questions?

Follow Up Thoughts on Last Week's Interview - Crowdfunding and RPGs

You can read, watch and / or listen to me being interviewed over at the Gaming Ballistic Blog. We touched on a lot of topics, but the first one I feel a need to expand upon is "Crowdsourcing of RPG Products".

I don't think anyone starts a Kickstarter with the idea of screwing folks over. Really, I don't. Not even the worse of the lot, the Mike Nystuls, James Mals, Toms, Gareths, Joshuas and the rest of them went into the process thinking that a successful Kickstarter could lead to their greatest failure. They had some amazing idea that they wanted to see in print and the Kickstarter money machine was there to help them.

Which brings up a point I'm pretty sure I missed during the interview - the greater the success (especially for those that aren't coming from some sort of business background) can lead to the biggest failures. If your Kickstarter "fails to fund" - no harm, no foul. Your backers aren't out a cent (unless it's one of those "Variable Funding" deals at Indiegogo). If you fund with a bunch of stretch goals that sounded great on paper, but the reality is that they are less then feasible, both in cost and time, your extra success just screwed you over. More importantly, you screwed your backers over.

Does that mean that stretch goals should be avoided? Not at all, but the physical product should be what the base goal funds. Any extras probably should be PDF only (much like the FATE Kickstarter) unless you really know your break even numbers, and as postage increases are a variable, the less physical product you add, the less that variable will hurt you. Because it will hurt you. Especially as the project runs long - the longer you take to ship, the greater the chance a postage increase will bite you in the ass.

There ARE project creators that KNOW how to do this. They can handle stretch goals, exceptional funding success and get their projects out on time or even early. I'd never hesitate to back a project by +Greg Gillespie , +Joseph Bloch , +Zach Glazar , +Kevin Crawford or +Fred Hicks . These guys can DO. There are others that can also do, but they do so significantly late, so no shout outs to them ;)

I am wary of project creators that offer a project right after another project, before the first one is even written they are looking to fund another. I find this to be one of the biggest warning signs of someone that has been bitten by the "Kickstarter is a Gold Mine bug", and it is seen in the Nystul trifecta of failures, The Quantum RPG and Myth & Magic. I'm sure there are others, but these come to mind unbidden. Look for the signs and maybe you won't throw more money after bad.

I still feel that Kickstarter and other crowdsourced funding is an overall positive for the RPG hobby, but I fear it may have a similar result of the D20 Implosion had on 3x except this time it won't be the retailers stuck with a bunch of unsellable shit, but instead it will consumers with money tied up in RPG projects that don't deliver. Heck, already retailers complain that Kickstarter projects hurt their revenue. Money lost to Kickstarter failures wont even put playable projects into gamers hands let alone retail stores. (retail is a whole 'nother topic, what with Amazon undercutting most brick and mortar retailers on a piece by piece comparison).

Alright, enough for tonight. I'll flesh out some other stuff (blogging and such) in further posts.


Sunday, January 19, 2014

Barrowmaze Complete goes live on Indiegogo (OSR Megadungeon and Miniatures)


Barrowmaze Complete went live on Indiegogo earlier today. Barrowmaze is +Greg Gillespie 's megadungeon and originally appeared separately as Barrowmaze and Barrowmaze II (if you look in Barrowmaze II, "Teknar's Pole" is a bit of a shout out to the Tavern).

This time, Greg is making the two parts a coherent whole with some additional content AND the option to support at a level that includes miniatures.

Personally, if I had to choose between Rappan Athuk and Barrowmaze, I'd probably go with Barrowmaze. It's the more accessible of the two, as it's parts stand much easier on their own - you can isolate section and remove them from the megadungeon structure and they'll play out just as well on their own as they do as part of the greater whole.

I'll be in for this project, as +Greg Gillespie 's projects are always on time or damn near so and communication has always been excellent. The question is just: "do I go for the minis or not?"

From the Barrowmaze Complete Indiegogo site:

The Plan: Barrowmaze Complete

Barrowmaze I and II need to be combined into one definitive volume: Barrowmaze Complete. In addition to combining the two books, this campaign will facilitate the introduction of 1) New Content, 2) New Art, 3) New Professional Layout and Cover Design.

1. New Content:

The village of Helix, the starting point for the campaign, will be detailed in full to provide a threshold to the adventure. The focus will be on NPCs to create role-playing opportunities to balance the emphasis on dungeon crawling. Locations like The Brazen Strumpet Tavern (with a random patron generator), as well as the Shrine of St. Ygg (and many others), will be laid out. Numerous sub-plots will be added for the PCs to pursue both in town and to piece together information gleaned from Barrowmaze. The town will include a map of the various locations. My goal is to bring Helix to life through interesting NPCs (all with illustrations) and create a vibrant and intriguing gaming environment.

Additional Barrow Mounds (especially mid-level) will be added, as well as dungeon rooms, map additions, rumours, rival adventuring parties, monsters, magic items, and spells. There will also be further revisions to the plot line surrounding the Pit of Chaos and role-playing opportunities in the dungeon.

Although I can encapsulate everything into a concise paragraph or two, the above constitutes a substantive amount of work.

2. New Art:

I am thrilled to announce that Erol Otus will illustrate the colour cover and the frontispiece of Barrowmaze Complete. I must admit, I am very excited about Erol's involvement. He is my favourite TSR artist and think his otherworldly oeuvre fits Barrowmaze perfectly. I had the opportunity to meet Erol at the NTRPGcon last June and he was keen to take part in this project.

I am also very excited to announce that Timothy Truman, another Ex-TSR artist from the early days of the hobby, will provide new interior illustrations including a full page illustration of Barrowmaze II baddie Lord Varghoulis! This is an exciting development for the OSR, as I have yet to see Tim's work return in the context of the old school movement.

In addition, Cory Hamel, Stefan Poag, Zhu Bajie, and others will all return to provide new illustrations.

As you may already know, I am absolutely committed to providing the best classic fantasy art possible for this project. Barrowmaze will celebrate the art of classic fantasy role-playing games.

3. New Professional Layout and Cover Design:

Cory Hamel, the Barrowmaze II cartographer and artist, is a professional graphic designer for a firm in Vancouver. Cory will facilitate the layout and create the new cover design. The new layout will include header illustrations and commentary by me in the outside margins to help facilitate play for referees.

What are the Official Barrowmaze Miniatures by Otherworld?

Alongside the Barrowmaze Complete book, this project includes the creation of a new Boxed Set of Barrowmaze monsters developed in concert with Richard Scott of Otherworld Miniatures (Richard has also run a successful campaign on Indiegogo).The Barrowmaze boxed set will be modeled after the sets of Dungeon Adventurers currently available on the Otherworld Website and include art by Victor Corbella.




How Strict Are You With "Fireball Volume"?

A "fireball blast" not only has a burst radius of 20', but also fills 33k cubic feet (33 10' x 10' x10' cubes - paraphrasing S&W Complete, but it follows AD&D if I recall correctly)

Outside, a fireball is fairly easy to account for, but in a dungeon, the opportunity for substantial blowback is considerable.

I remember an article in the Dragon (issue in the late 60's or early 70's of numbering I think) that dealt with the issue, but damned if I can find it.

How do you handle the area of effect of a fireball? BTB, handwave, guestimate or something else entirely?

(The magic-user in the party is now 4th level - I expect fireball will be one of the spells he will be looking to learn ASAP after hitting 5th ;)

New OSR Ruleset - Seven Voyages of Zylarthen (OD&D W/O Clerics + FREE)



Alright, in truth, Seven Voyages of Zylarthen is a lot more than OD&D without clerics, but at the same time it's a lot like OD&D without the supplements.

It comes in 4 booklets that are obvious homages to the 3LBBs:

Volume 1 is Characters & Combat

Volume 2 is The Book of Monsters

Volume 3 is The Book of Magic

Volume 4 is The Campaign

A review will be forthcoming. I literally just got notice of this when I awoke this morning and digesting will take a bit. If nothing else, I'm sure there is much I can yoke for my Swords & Wizardry games and the price (FREE on PDF) is certainly right.

From the blurb on Lulu:
SEVEN VOYAGES of ZYLARTHEN is a re-imagining of the original edition of the world’s most popular paper and pencil fantasy adventure game, first published in 1974. The brilliance and charm of the earliest version was its simplicity and elegance, combined with a certain asymmetrical quirkiness. It invoked many sources—King Arthur, the Crusades, Middle-earth, the Arabian Nights, pulp fantasy, fairy tales, even science fiction. Its breadth of tone was a virtue, offering to the players a multiplicity of delights. SEVEN VOYAGES of ZYLARTHEN is a different game, published under the Open Game License. We are not affiliated with TSR (old or new) or the current Wizards of the Coast. But our intention was to follow the spirit of the original as closely as possible. Happy dungeoneering! Guard the innocent! Avenge the wronged! May you find heaps of gold at the end of your path, or at the least a memorable and heroic demise! But above all, God grant that you find wonder everywhere!

Saturday, January 18, 2014

Kickstarter - Ares Magazine - Update From the Source (Sci Fi Fiction and Board Game Magazine)



I posted previously about the Ares Magazine Kickstarter. The idea of a SciFi fiction magazine with optional game included (it comes in both flavors) I find intriguing if not a little bit exciting. My initial posting on it did raise some questions in the comments section.

Carmen Andres was kind enough to give some further details and background on the project via an email, which I will share below:
Thank you for sharing news about the Kickstarter campaign for Ares Magazine with your readers! We greatly appreciate your interest and support.

In the last couple of weeks, we’ve added several new reward levels--and we’re most excited about the addition of two subscription-based levels. The ITHACAN gives pledgers six issues chock-full of quality science fiction wrapped around a unique board game for $120—that’s $60 off the cover price. The ATHENIAN is for collectors: two copies of the first six issues for $235, which is $125 off the cover price.

We want to provide customers with a range of products to best suit their tastes, so we also offer pledge levels to allow separate purchases of the fiction magazine or the game.

We pay all of our fiction contributors a fixed price per word. We have a small editorial staff that reads each story and assesses it on the bases of preferred genre, quality of writing, and originality. Two of our staff members have worked as staff on magazines, and one has worked on the staff of a newspaper. All of our editors are mad science fiction fans.

Game designs are paid for at a flat rate depending upon completeness and pedigree of the design. Ares Magazine is a project of OSS Games, which has almost two decades of experience in designing and marketing games.

Again, we appreciate your interest and support. If the above information is valuable to your readers, we hope you will continue to share news about us and our Kickstarter campaign. Let me know if you have any questions or would like more information!
                                                                                                                                                                                                   
Best regards,
Carmen Andres

Web: www.aresmagazine.com
Facebook: www.facebook.com/AresMagazine
Kickstarter: www.kickstarter.com/projects/1488075951/ares-magazine
 
Consider this a question (and hopefully answer) thread. Post your comments / questions below and let's see if we can't get you some answers.

As for me, I might go for the 6 issue subscription. Can't be more of a risk than the majority of the Kickstarters I've backed ;)

Some Swords & Wizardry Houserules For Your Perusal

The link below will take you to the INVULNERABLOG. At it, you will see an article on some Swords & Wizardry Houserules by +Joshua Kubli .

It was supposed to have appeared in the Unofficial OSR Zine that never fully got off the ground, so Josh posted it on his site. It's a really nice piece, and I'm tempted to steal bits and pieces of it for my current games of S&W Complete.

I'm posting the beginning of the the article here, but you'll need to go HERE for the full article:



MY OSR HOUSE RULES

I’ve got a set of house rules I use for most OSR games I run. They add a simple “hero point” mechanic, skill system, and critical damage system to the game. Why did I add these rules?

It gives the players something to look forward to between levels, without adding a lot of complexity or minmax potential.
It gives players the option of surviving with lasting injury or trauma, instead of dying immediately from serious injuries. I don’t use these rules when running Dungeon Crawl Classics, for example, because heroes characters are supposed to die in droves in that system. That’s half the fun.
It gets players involved and moving forward. They don’t get rewarded for playing it safe and cautious, they win big, and if they screw up, they have a chance to survive.
My first DM used an ad-hoc “point reward” system, to give us stuff when we rolled well or had great ideas. My beloved fighter-wizard had a peanut butter point, a “Knight of the Bone” point (it was because he saved the party by striking up a conversation with a lich, although the name certainly suggests other tales of bravery…) and assorted other silly points by the time that first campaign was done. This is a similar idea, just implemented in a slightly less silly way.

The rules have two parts: Valor and Cunning, and Anguish and Trauma.

VALOR AND CUNNING POINTS
This section provides a rudimentary “hero point” and “skill/feat” system.

GAINING VALOR AND CUNNING POINTS
Each time a character gains a Valor or Cunning Point if they roll:

Any extremely effective, clever, entertaining, humorous, and/or successful plan or action.
01 to 05 on a Thief Skill check.
 20 on an attack roll.
 1 on an Attribute roll.
Any other roll, if the player rolls the best possible result. If the best possible result occurs less than 5% of the time, round up. So, for example, players would gain points on a roll of 1 or 2 on 1d30 (roughly 6.67% chance).
Gaining Valor Points: Characters that roll well on physical actions, or that act with vigor, speed, force, and good combat tactics, earn Valor Points. Attack rolls using physical weapons, lockpicking, and tumbling earns Valor.

Gaining Cunning Points: Characters that roll well on mental actions, or that demonstrate good long-term or large-scale planning, ideas, puzzle-solving, deductions, foresight, and persuasive skills, earn Cunning. Well-placed attacks with spells, social interaction, and abstract thought are all worthy of Cunning Points.

As you might expect, fightery types, including rangers and paladins, are more likely to earn Valor Points, while spellcasters are more likely to earn Cunning Points. Characters that act in both a physical and a mental capacity, like thieves and bards, have a good chance of earning both.

(go to the INVULNERABLOG for the rest)

Friday, January 17, 2014

Bundle of Holding - The Dying Earth RPG


I'll admit it. I've never read any of Jack Vance's stuff, let alone The Dying Earth series. Shit, this feels like a true confession. The thing is, back in my High School and College years, no one I knew was reading Vance, and the only mention of him I knew of was in the AD&D DMG (it was the DMG, right?).

Now I have a chance to grab The Dying Earth RPG - 7.95 for the core stuff, less then 15 for the full boat.

I'm in for 15. I'll read one of the setting books first, as I'm less interested in the rules than the setting. Maybe I'll find a Vance book to read on my Kindle while I'm at it...


Followed Up By "This" Asinine Email...

You know what I hate about marketers? They don't bother reading. Sure, my site is about "gaming", but not their style of gaming:
Guest editorial on tenkarstavern.com 
Hi Erik, 
We are interested in producing editorial content for your site. 
We would be happy to pay an administration fee of $110 annually for your time spent reviewing and publishing our content referencing our client, one of the largest betting and gaming operators in the UK & worldwide. The content will be professionally written in line with your site’s tone and voice.  
Payment can be made by PayPal (or check delivered via FedEx US/Canada only).
I appreciate your consideration and look forward to hearing from you. 
Sincerely, 
Jonathan Hart
Marketing Assistant 
P: (919) 890-3927 x304
P: (919) 890-3919
Email: jonathan.hart@totalmarketing.com
Web: www.TotalMarketing.com
514-137 Daniels Street
Raleigh, NC 27605 
So, apart from maybe checking my Alexa rating and looking at the number of folks that have circled me on G+, how much time do you think was actually spent reading the blog? Anything more than a minute is a fucking lie.

For a hair more than 9 bucks a month one is expected to sell the integrity of their work and / or hobby?

I wouldn't do it for 110 bucks a month (or any price), but at least it wouldn't be so insulting.

So, is this a sign of "hitting it big", because if it is, it's fucking lame.

I have thoughts on monetizing the blog (or any blog) but this shit certainly isnt it.

God, I really want to send Grumpy after them...

I Got This Awesome Email Last Night...

Somethings make you smile. THIS email had me grinning like a kid in a candy store last night:
I have a funny story for ya. 
Last night my wife was doing some stickers for a little boy at school. (Autistic kid.) Turns out this kid is a FREAK fan of D&D. So, my wife was searching the internet for D&D pictures. 
She says to me "This Erik Tenkar guy has a lot of stuff out there." I was like "holy shit. Do you know who that is? That's NYC Erik !" So, your fame is really getting out there. You da man!
Heh! An Interview AND random fame ;)

Thursday, January 16, 2014

The Interview is Live to View / Listen / Read! Flog Away!

I was interviewed by +Douglas Cole on this past Monday Night for his Gaming Ballistic Blog.

The interview is now posted over at the Gaming Ballistic Blog - Youtube for the video, MP3 format for download and a transcript.

I'm pretty pleased with how it all went. It never would have happened, as I never would have been on the radar, if it wasn't for the community that has enveloped this fine blog. I can't thank each of you enough. All this would just be a form of "mental masturbation" if it wasn't for the fine patrons of this Tavern (I'm paraphrasing my college Creative Writing professor).

Commence the flogging!

I Listened to the Pre-Release Version of My Interview - I'm Actually Pleased



I NEVER like how I sound when I hear my voice. Still don't, but I didn't sound half bad. Sure, some stammering, some dramatic pauses as I racked by brain trying to find the answer. Heck, even guilty of being the average New Yoiker - abbreviated words, fast talking at points and the like - but not bad at all. The rocking in my chair annoys the shit outa me, but what can I say? I was nervous...

I most certainly will need to expand on some of my answers, especially in regards to Kickstarter, my thoughts on being a successful blogger and monetizing the blog. I'll hold off on that until you folks get a chance to watch, listen to and / or read the interview. I am quite sure there will be some flogging of the bartender - both here and elsewhere.

It does make me think that "Tenkar & The Badger" as a monthly podcast could actually work. Hopefully this summer, once +Jason Paul McCartan 's life notches down the insanity to moderate madness.

In any case, it should be up on the Gaming Ballistic Blog at some point tomorrow.

How Do You Handle the "Sleep" Spell in Your Campaigns?

Sleep is by far the most powerful spell a low level magic-user can cast. It can take out up to 16 adversaries (if they are low enough) and doesn't grant them a saving throw. Which is all fine and grand until you realize that same spell in the hands of your players opponents can bring the session to an awkward halt.

I have no problem hitting my players with a well deserved TPK, but taking them out without a save, even if it is to wake up tied up and captive instead of dead, just doesn't seem right. It's not all that fair, either, but I'm not so worried about fairness ;)

So, the options as I see it are:

- don't give NPC / monsters access to the sleep spell

- give Sleep a saving throw for all

- the players are special and get a saving throw against Sleep - the spell works as written for others

- allow for a save the moment the victim is touched (to be tied or killed)

The second option is probably the best I can think of, but I'm sure I've missed a few.

How do you handle "Sleep" in your campaigns?

Wednesday, January 15, 2014

Reflections on my Interview at Gaming Ballistic

I'm probably more anxious to listen to myself being interviewed for the Gaming Ballistic Blog than any of my readers are. I NEVER like how I sound when I am recorded, but I'll just pretend it's not me but some other goofball. Waiting is always the hardest part.

I do, however, remember the questions that were asked and the gist of my answers. Although I like my answers, as they are my actual thoughts, I've got this nagging feeling I'll need to expand on them, or at the very least, some of them, here at The Tavern.

Now it would be pointless for me to expand on stuff that I haven't yet listened to exactly what I said, let alone dtuff that my readers have yet to listen to or read in transcript form, but that doesn't stop my mind from percolating now. When I say that my mind prepares blog posts in the "in-between times", this is what I mean - my mind is going and thinking and revising posts that won't be written until later this week or next.

I expect I'll have the most to expand upon when I listen to my answers on "how to have a successful blog", monetizing your blog (I have thoughts about Patreon that occurred to me after we logged off) and Kickstarters (can you believe I have more to say on that?). Probably more than those three questions and answers will be expanded upon in a series of posts.

I still owe +Douglas Cole (my interviewer) a favor - feedback on his recent GURPS release: Martial Arts - Technical Grappling. I'm about a dozen pages in and I'm having fond memories of playing GURPS from the old boxed set and Man to Man prior to that. After the different editions of D&D and my near complete Tunnels & Trolls Collection, GURPS holds more shelf and / or storage space than any other game in my collection.  

I Weep for Lost Innocence - Kickstarters That Fail to Deliver, Repeatedly

Strangely enough, this is not directed at a single project, so don't get your panties in a bunch if you think this post is a reflection on you. It probably is, but you have esteemed company.

So, lets see what we have:
A project that has pushed it's release date back by years, has repeatedly promised a PDF "in your hands next month, next week, tomorrow" and has yet to deliver. 
A project that has repeatedly claimed to have shipped, had a pissing match in the comments section of it's project page and has apparently only shipped to big mouth bloggers and the like. 
A project that is overwhelmed by what it promised via stretch goals and it creator historically has been late with just about every product that's been offered as a preorder - the Kickstarter just upped that a notch. Big mouth bloggers received some of their stuff late but others still have nothing. 
A project in which the project creator quit (but not before going dark for months), leaving the folks fronting the project holding the bag - and the backers waiting on something that may or may not be what they expected when they backed the project. 
A project that tried to run a second Kickstarter before the first was even written. Now the creator is broke and there is doubt that it will ever release in PDF, let alone print. 
Projects by a creator that funneled the monies not into the projects themselves, but into creating a company and hiring a staff. Now there are no monies and no releases. 
Those are just the chronic failures I've backed.

It's not so much my innocence that was lost, but the creators above that thought they found the secret to success before learning the gold path they walked upon was actually pyrite.

Well, I also weep for the monies I pissed away, but that's a whole 'nother issue ;)




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