Showing posts with label D And D Next. Show all posts
Showing posts with label D And D Next. Show all posts

Tuesday, July 15, 2014

My Orcs Are Not Different

This is a post I thought I'd never do, but it's been a long time coming.

The catalyst for this entry is (not surprisingly I suppose) the many posts on the internet by innumerable Gamemasters touting how utterly unique their particular snowflake Orcs are.

Then I got to thinking about this one post of mine. Also question and answer number 46 on this one. There are other posts as well. (If you are interested, use the Search function in the upper left hand corner with the key word 'Orc')

What spurred me on further was this recent post, which was inspired by this one, which in turn originated with this one I believe. None of which I really care about (Nothing wrong with them. As valid a discussing as any other in the gaming blogsphere I suppose) as they get into too much book-keeping minutiae for my tastes.

They did get me to thinking about Orcs though...and how much I thoroughly despise them.

Let me get this off my chest, right from the start.

I hate Orcs. Hate'em.

Not 'creature-I-love-to-hate' kinda hate. I just vehemently dislike them.

For me, the Orc* symbolizes a lot of what I don't like about Dungeons & Dragons type fantasy.

They are not creatures of myth or folklore no matter how hard the Wikipedia entry tries to relate them to something from a pre-Middle Earth source. They originated in the writings of J.R.R. Tolkien, and have since gone on to infest and permeate so many fantasy related stories and games that, for me, black mold and hay fever are more welcome.

They are uninteresting to me in the extreme. Mechanically they do nothing exciting. No special or challenging abilities, no unusual traits, nada. Why use them instead of a Goblin, a Hobgoblin, or simply a Human brigand? Ah yes, because that are the ones in the rulebook with the correct set of hit points and such. No Goblin could have that many hit points! No Troll would be that weak! The others can't be altered now can they? This makes Orcs the ONLY choice obviously. Logic I say!

Visually they are usually fairly boring in design. What is special about the Orcish face, the Orcish visage? Anything? Fifty percent of the time they are muscular, bulky, and green. The other half of the time they are muscular, bulky, pale and even uglier. So varied!


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The Orcs of Warhammer and World of Warcraft. Or is it Warcraft and Warhammer?
I mean, I can totally tell them a part. For reals. 


Oh how I long for those rare occasions when they look like gray, frog-beast people or green lizard-pigs. Ah, those were the days.


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All in all, I just don't care for them. This feeling is made all the more intense by all the GMs who take them and, Roddenberry help us,  'do something different with them'. Spare me. Doing something different with them would be not using them. Better yet, something different would be creating your own, original monstrous humanoid.

Tolkien made these guys up. Go make up your own mainstay monsters ya lazy bastards.

Your Orcs are not different. Neither are mine.

in the interest of equal ridicule, here are my Orcs:


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On the rare occasions when I run D&D (usually my homebrewed 'D&D AD' system, aka, 'D&D-But-Not'), you will practically never run into an Orc. It is extremely unusual to even see an Orc in games set on my world of Aerth.

According to my world's myths and historical records, Orcs (a Kind** of Goblin) were quite numerous and widespread at one time. That is no longer the case. 

The legend goes that after all the pantheons of gods divvied up the world, each taking a region for their people, they chuckled, and said to the first great Goblin King, "You can have all the rest.".

Overjoyed, the Goblin King looked at the Map of the World that the gods had laid out to survey his domains. All that was left for him and the Goblin race were swamps, bogs, dark corners of drafty caves and canyons, burnt out forests, and farmland where nothing would grow.

The Goblin King's face fell but his eldest son began to laugh - a bitter, cold sound like icicles cracking in a deep cavern. "You seek to rob us of the world's riches but have handed us the keys to take them. We will flourish in the rotten and unhappy places. We will breed in the swamps and play in the marsh. We will hunt on the sallow farmland, and grow Goblin fruit in the desiccated woods. We will live in the caves. We will strike from the darkness."

During the Great Goblin War, when the then current Goblin King united all the Kinds** of the Goblin race together, it was Orcs, said to have descended from the first king's eldest son, who served as the first strikers and the front lines of nearly every battle. At the wars end, with the alliance of Man, Dwarf, Elf, and Wilder victorious, Orcs needed a way to rebuild. Knowing little beyond fighting, most adult male Orcs took jobs as mercenaries, guards, and other soldiers of fortune. Many tribes of Orcs took to living in the ruins of old castles and in dungeons, or inside the wrecks of ships that had crashed on rocks or run aground.

Time is not kind to that way of life and the victors of the war were in no hurry to aid the defeated. Many Human warriors hunted and killed Orcs as revenge for that latters wartime 'atrocities'. Others were killed purely out of fear and hate. If something as menacing as an Orc lived near by, surely that threatened the safety of a Human settlement. Better to get them first before they get us. 

Now, many years later, Orcs are nearly extinct. The vast majority have been killed off, not just by Humans, but Elves, Dwarves, Wilders, and their allies. Barely 500 Orcs remain on the world of Aerth. The most of them dwell on an island off the Southern Coast on the Old World continent. They were moved there by members of The Order of The Winghorn Guard as a means of protecting the Orcs and their way of life from total annihilation. While this was truly their intent, they were also trying to calm the locals. "Don't worry, the Orcs are not out to steal your land. No, Orcs aren't coming for your children in the night. They all live on an island far away. Don't worry, we'll be watching them."

Sometimes, when players ask why there are so few Orcs, I answer, "Because PCs killed them all and took their stuff."

The typical Aerth Orc is virtually identical to a Hobgoblin to the uneducated eye. They stand around 6 feet on the average, but can easily be as tall as 6 foot 6 inches, or as short as 5 feet. They resemble prehistoric Humans but have large, wide, pointed ears, bestial noses, pronounced teeth, and [to varying degrees] an underbite. Their coloration varies widely, though it is usually a pale green-grey, blue-grey, or blue-tan. Their eyes and brows resemble those of gorillas but are not identical. 

The Hobgoblin can be identified by a redder, often ruddier complexion, and a black, or blue-black nose. Hobgoblins have longer ears that end in a more definitive point. Orcs stoop forward slightly, especially when they run, whereas the stance of Hobgoblins is the same as Humans.

Hobgoblins are the more intelligent of the two, though Orcs can be quite clever, cunning, and have a much better sense of their environment and the world around them. The senses of an Orc are somewhat more acute than a Hobgoblin's.

Mechanically (crunch time!), Orcs possess two abilities unique to their natures.

First, they have Adaption. This ability eliminates any penalties for movement or general actions in the environment their tribe comes from. A Orc of the Northern Forests moves at his normal speed through the snow and undergrowth of his homeland. Orcs of the South Eastern swamps are not hindered when fighting or running through bogs.

Their second ability is called Feral. This gives them a bonus on any perception check involving their heightened senses of hearing and smell. They can get a visual bonus, but only at night or in the deep dark.

***

So those are my Orcs.

Are they different? Meh. Not really. Are they interesting? I hope so.

Now my Dragons...

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*Orc - On Aerth there are numerous types of Goblins. The people of different regions have given the Goblin 'Kinds' (see below) different names based on their different appearances, locations, the language of the people of the area, etc.

The Orc is really another name for the Hobgoblin, although they do differ as noted above. Hobgoblins tend to be better organized and actually build huts, small houses, and will even take up residence in an abandoned Human house and maintain it to some degree. Orcs tend to live in or near woods and will only live in the ruins of a building, dungeon, or similar construction. They do not build their own homes and can not fix or maintain anything too complex.

**Kind - On Aerth, the term 'Kind' is sometimes used to describe subspecies of the same species or species of genus. For example, Orcs, Hobgoblins, Bugbears, Bugaboos, Boggles, Buggle Nahs, and Norkies are all 'Kinds' of Goblins.





Saturday, July 12, 2014

Inspired By Mediocrity

I am in one of my moods.

You know the one I'm talking about. I'm sure you get into it yourself. It's the one where ideas are coming at you like a Japanese Bullet Train. Dozens of them pulling into the same station at the same time, threatening to crash into those already there at any moment.


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Seriously, they look like freakin' starships.


Right now my brain is a madhouse! A MADHOUSE!


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Funny enough, this has been the case every since I ran Dungeons & Dragons 5E on July 4th. Funnier still is that none of the ideas I'm having have anything to do with D&D 5E.

I found the game serviceable, and if I had to play a D&D game, I would prefer 5E over any of the others based on what I've seen so far. As one of my friends and players said today, "That's high praise from Adam."

Yes, tell the people that Barking Alien approves of this game. It makes him vomit least of all the versions. That's marketing, that is.

The only negative thing I have to say about it, so far as my experience with it goes, is that it is a tad bland. Not exactly dry, as it's probably a bit unnecessarily flowering in its prose, but just not exciting.

It doesn't stir me, or make me want to work up a campaign of it. Perhaps it would if I were predisposed to Dungeons and Dragons style gaming, but I'm not, so it left me with an uncontrollable urge to make something really interesting to compensate.

It would be like having a really boring lunch, and afterwards all you can think of is stirring up something really exotic and spicy for dinner to make up for it.

***

So What's On My Mind?

Attack The Block, The Role Playing Game

Awesome concept. Not letting this one go. Still developing some ideas for it on the side. No idea when I'll be able to run this, but if I can work out a holiday one-shot some time in the not-too-distant future I'd be really happy.

Fringeworthy/The Long Earth

I am currently reading the third novel in the Long Earth series by Terry Pratchett and Stephen Baxter, The Long Mars. The idea of parallel Earths, and the undertaking of reaching and exploring them, has long been a fascination of mine. Strangely underwhelmed by the various Stargate series, I have always wanted to run a game in an original, or at least more original, version of what you saw in the first of those programs (Stargate SG-1).

Fringeworthy, the first alternate world and alternate history RPG ever published, is a precursor to Stargate in many ways. I am pretty much convinced that Stargate was someone's Fringeworthy campaign. There are just too many similarities.

So basically my idea is a bit of Stargate-by-way-of-Fringeworthy, a bit of The Long Earth series. I'm still working it out in my head.

UFO, The RPG

Working title for my revamped, Sci-Fi, comedy game about blue collar flying saucer jockeys. Inspired by Attack The Block, I want to make it a little more creepy-weird, in that way documentaries on UFOs and other unexplained phenomena often are. I don't want to lose the comedic aspect, but I feel it needs to generate the same feeling you'd get if you actually saw odd lights in the night sky, and wondered, "What the *^%# is that?", immediately followed by, "That's pretty awesome!"

It is my hope to publish this game some day. Once I can really lock in on what it is.

Unfinished Business

Yeah, I'm back to thinking about my supernatural, ghost story game. Another game I want to publish in the not too distant future. I just can't seem to get past the awesome, initial idea to actually making it work as a game.

***

So these are some of the ideas rolling around in my mind. I have others. Many, many others.

What crazy things are you thinking of doing this summer?

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Tuesday, July 8, 2014

Five By Five

I had a very interesting weekend.

(By the way, Happy Independence Day USA! Um...belated ^ ^; )

Sunday I taught the first classes of my summer program at the tutoring center in Brooklyn where I work on weekends. In addition to reading and writing, my morning class of second to fourth grade students created characters for Faery's Tale Deluxe. Hopefully I will tell you more about that in the near future.

Saturday my group and I played the second session of our new Champions Superhero campaign, Champions: REBIRTH. Not all of those in the first session were able to make it, although my friend Hans did, which was awesome. We also added a new player, which, well, I'll address my feelings on that in an upcoming post.

Looks like I already have some great material for my next few blog entries.

On Friday, July 4th, I went to New Jersey (yes, on purpose!), in order to run a game for some ol' friends, including my ex-wife. The game?

Basic D&D, using the free PDF of Wizard of the Coast's 5th Edition rules set.

In honor of it being the fifth edition, I'm going to break down my thoughts into five, small sections. Here goes:

Disclaimer: This is not exactly a review. This is a combination of first impressions, how play went, and the opinions I, and the other players, had after the game session was over. Your mileage my vary. Widely.

Wait...before I begin, rant coming...

I have to say, I am really glad I do not consider myself part of the D&D fan community.

In the handful of days since the PDF has been available...

There is already a controversy over some of the people who were involved. I'm not going to speak on the subject, as I have not really come face-to-face with the negative nature of those people. Why not? How did I avoid it? One has always been nice to me, even when we've disagreed (which is often), and the other, well, is a D&D person. I don't go to the blogs of too many strictly D&D people. Old Schoolers even less so.

I was treated like a newb on Google+ for asking exactly where on Wizards of the Coast's site you would go to download the basic rules (I asked 'where', and was mostly answered with when. Attention D&Ders:  It has come to my attention that you were not informed of this as children, but time and place is NOT the same thing. They are in fact, two DIFFERENT things. You're welcome. Glad I could help).

When I asked for the opinions of those fans of older D&D games, who also liked what they'd read in 5E, how I could best use new elements that they found interesting, I was given the most generic answers possible. Stuff like, "The rules are a tool. You have a new hammer, with a handle, head, and claw that are a little different than the one before. The hammer design might excite you a little, might not, but what you're making with the hammer better light your fire." Gee thanks. If only I were an adult, Human being with over thirty-seven years of gaming experience I would've known that. Wait...yeah.

I can only surmise that much like DC Comics has absolutely no clue what makes their characters and universe cool, a large number of D&D fans don't know why they like D&D. It was first, so they do. I've always thought that was the case. Now I know for sure.

Zak Smith himself responded with, "I think that's a bad way to go in--you're basically asking for preconceptions. Just read the rules and do what you're gonna do." Yes Zak, that is EXACTLY what I am asking for! If I were going to 'do what I'm gonna do', I'd not bother with 5E at all. I'd just as soon go play Champions, Star Trek, Star Wars, Traveller, Teenagers from Outer Space, InSpectres, Mekton, Faery's Tale Deluxe, my Galaxy Quest game, my Muppets RPG...you get the picture. Thing is, I promised some gaming friends I like gaming with that I'd run the new 5E rules that were recently released. Not being a D&D fan, I thought (foolishly it seems) that those who ARE fans might give me some ideas for what to do with some gamers who share their preference for the beast.

Honestly though, Zak's advice was the best I received.

I am glad I gave 5E a go, and I had fun thanks to the players involved, but trying to get real assistance and a genuine 'sense of community' from the D&D community at large is a no go. I won't bother in the future. It's like trying to get a straight, and truthful answer out of a politician. Forget about it. It'll just harsh your mellow.

Now, on to the actual post...

Take Five 

When I first read through the Basic Rules for 5E (and this was the first I'd ever seen of it), I was a little disappointed.

I had not been part of the playtest, and had no real interest in most of the posts about interviews with the creators, rules reveals, or the like. I would love to say my expectations were low, but some recent conversations with Charles Atkins of the blog Dyvers, had gotten me a little excited. He made it sound really cool. Plus, Zak was involved, and I thought, 'Well, Zak has cool ideas so, maybe this will be good.'

It's not that it wasn't. It just wasn't exciting. It was nothing really special. Nothing stood out. Nothing grabbed me. I felt like I was reading a blog post of some one's campaign who had thrown some indie stuff into their D&D game. OK. That's all though. Only OK.

Number Five Is Alive

After trying (unsuccessfully - see above) to get some help and some ideas percolating, I put together a really simple story idea I've used before for other D&D and similar games. I created a couple of monsters, and rolled up an NPC to balance out the party. I was going to have three players, and I already knew they wanted to play a Halfling Fighter, a Dwarf Cleric, and a Human Rogue. I made an Elf Wizard, and the party was good to go.

Character creation, while quicker than some of the previous editions, still took much longer than I expected.

As I mentioned, one of the players was my ex-wife. If it weren't for her, I wouldn't just dislike D&D, I would hate it with a passion. She likes it, and she has a way of making me like it while we're playing together in the same game.

This was no different. She took to the new rules pretty quickly, and liked several of the new mechanics. She especially like the Inspiration related character elements. I like that part too, though I have seen its like many, many times before.

She made the game come to life really, as her excitement over there being a new edition made me excited to be running it.

Five For Fighting

Two things I do like about the new edition is that it isn't all about fighting, but when the fighting does start, it moves pretty smoothly, and quickly. Now granted, this is the basic rules at their most basic. Very likely, additional rules and options in the Player's Handbook will slow down the easy breezy feel of the basic rule set quite a bit, but still, this is a vast improvement over the grinding, 'button-mashing' feeling of 4E, and 3E+'s gluttony of feats.

The Fifth Element

I have to say that my favorite thing about Fifth Edition is that it isn't Fourth Edition. I am not sure I can say that I can identify it's particular, unique flavor as of yet, but it does not feel as MMO-video gamey as it's predecessor. At the same time, it does have a few features that my MMORPG obsessed buddy found both familiar and interesting. I find that refreshing. Maybe, without trying so hard to appeal to both the table top and laptop gaming, WotC will be able to actually accomplish that feat.

Give Me Five

I am glad I downloaded the basic rules, and it was fun to play. Not Champions fun, or Mutants & Masterminds fun, or even Marvel Heroic fun, but fun. If I had to play D&D, or else my eyes with be poked out with red-hot chopsticks, I would prefer to play this.

I am highly unlikely to purchase the game, but I think my ex-wife definitely will. It is possible at least one of the other two players will as well.

Good work Wizards of the Coast.

I was hoping for something a little different but what you have works.

Kudos.

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Barking Alien





Thursday, May 31, 2012

After 35 Years, What's Next?


Recent posts by others on the blogosphere got me thinking about this...even though they weren't really all that related. Funny thing the mind.

I have a lot of RPGs in my collection.

While it's not anywhere near the height of dragon hoard infamy it once achieved, it's still a pretty impressive library if I do say so myself.

What is most impressive about it to me is not it's sheer volume but rather that the vast majority of it includes games I actually play and sourcebooks and supplements I actually use.

At present, I am running Champions and I am using the 4th Edition Rulebook, my 4th, 5th and 6th Edition Villain sourcebooks (with modifications of course) and a smattering of other supplemental materials and books as well.

When I ran Mutants & Masterminds 3E not long ago I used something from almost every book in the line including material from the previous editions.

My next campaign (it has been decided) will be Traveller and I am currently reading through a bunch of the original LBBs (Little Black Books), issues of the Journal of the Traveller Aid Society and various sourcebooks from Digest Group Publications' MegaTraveller material to products produced by the games' Japanese distributor.

Is there room in my collection for D&D Next?

Let's say it comes out and it's awesome, the perfect blend of the old and the new. Would it matter? Would it get played?

I rarely run Fantasy and when I do my players' first request is my D&D homebrew (25-30 years in the making). My own preference is to grab Ars Magica. Beyond those two RPGs there are a host of Japanese TRPGs I'd love to run (Make Your Kingdom, Dragon's Egg, etc.). If I am feeling more nostalgic (which is usually the only emotion or state of mind that drums up a desire for D&D), I still have my 1st Ed. AD&D books and all my 3.0 and 3.5 material.

So Next...it just doesn't interest me. As a long time RPG game hobbyist I am curious as to how it works and how it's release will effect the fan base but as an actual member of that fan base, a gamer who loves to game, it's of absolutely no concern. Of my current group of 4-6 regulars, only one seems to really be following Next's progression and then only because he works in a store that sells games. When he plays D&D (with me of course) he plays Pathfinder.

After 35 years of RPG gaming...what is D&D Next? Just another game. One of thousands that I will likely try once or read once to say I did and be able to engage in an informed conversation.

Want to get me excited about a game? When is the next official Star Trek RPG coming out?

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Barking Alien