Showing posts with label dice. Show all posts
Showing posts with label dice. Show all posts

Sunday, February 14, 2016

Ask Jetpack Jack! - Of Toppings and Tarrasques

Welcome to another scintillating installment of Ask Jetpack Jack!

Since this the first installment of 2016, Jack thought it would be great to help out those who were kind and/or hopeless enough to send in questions about how to better in the upcoming new year. (JJ: I know, I know, we’re two months in already, but I’m trying to be topical here, so just grin and bear it, okay?)  As stated before, if you have questions you would like answered about gaming and tabletop etiquette, send them in to brian@chippewavalleygeek.com with "Ask Jetpack Jack" in the subject line! (Note: emails may be edited for content, but as little as possible) 

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Dear Jetpack Jack,

My gaming group consists of a vegan, a person who is lactose intolerant, a person with nut allergies, a person who eats only kosher food, and a person who is always trying fad diets like "grapefruit and garbanzos" or "figs and flatulence".  What kind of pizza should we order for game night?


Sincerely,
Pepperoni and Mushrooms

Dear Pepperoni and Mushrooms, 

When food becomes a part of the gaming experience, it can lead to disagreements about what to get. Your group is admittedly more diverse than most, but when you can’t come to agreement, the best option is the one my group usually takes – everyone can bring their own food/snacks to the table. That way, everyone gets what they want, and you aren’t stuck eating paleo-matzo-grapefruit pesto pizza. If everyone does insist on getting food as a group, there’s always hot wings and garlic bread…


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Dear JJ,

I have terrible dice luck, especially with d20's.  I have had multiple game sessions where I went the whole game without rolling a double digit result on the die.  Can you recommend some suitable ways to punish my dice?


Best regards,
Natural One.


Dear Natural One, 

It’s always a bad time when your rolls make you look like a complete goober. Aside from the old standbys or yelling, throwing things, and cursing, some people started using shaming tactics (google it if you are curious). Personally, if my dice are acting up, I would first check and see if the dice are balanced correctly. 


Even with modern manufacturing techniques, dice sometimes are as crooked as politicians. To check, use a cup of water and place your die inside and give it a spin. If the die keeps coming up with the same number, it’s not balanced. If it’s rolling low, maybe your DM would like a new die? [Ed. Chippewa Valley Geek does not endorse giving loaded dice to your DM.] 


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Dear Mr. Jetpack Jack.

So you know how sometimes when I'm at Kwik Trip and there's two registers open but one line for them?  Y'know the one guy who comes along and tries to line jump by standing right in front of the one register, like there's a line of 20 people all waiting for the left side but no one thought to go over to the right side?  Is it ever morally or legally permissible to just set that asshat on fucking fire?

Thanks,
Late for game night

Dear Late for Game Night, 


Unfortunately, it is not permissible to alight your fellow human beings, even if they really, REALLY deserve it. However, I do have some tips to help you be at the gaming table in time. First, try leaving a little bit earlier, if you can. Extra time on the front end will make you more able to exude zen-like patience as the fetid, self-important little carbuncle shows no regard for anyone else. Or, you could do what I always do, and picture their face the next time you crack orc skulls (it works great for bosses, too).


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Dear Jetpack Jack,

There is a squirrel in my garden, and I swear to Nyarlathotep he is always watching me whenever I leave home.  Even when I'm in the house, I can feel his beady little rodent eyes peering at me through the window.  I'm often losing hours of sleep worrying about this and I no longer have any appetite. So my question is, what's the best way to defeat a Tarrasque?


Sincerely,
And will it work on squirrels?

Dear AWIWOS?, 

First off, that’s one heck of a name you got there. Second, do you want to kill the Tarrasque? Come on,I’ll show you how to play. You can try to cheat, and use a Wish, or you can try my wayyyy… okay, that’s the last time I watch Frozen with my kids. 

The standard answer for this is to use Wish once you grind down its hit points, but it depends on the system. Dungeons and Dragons v3.5 will allow ability damage, so take down either its Wisdom or Constitution (Allips and Bebeliths are monsters that are great for summoning to fight this beast). Pathfinder, however, got rid of those oversights, so the only way I can possibly come up with to kill the Tarrasque for good is to get a Great Old One to do it for you. That’s right, I said Cthulhu! Cthulhu, I say! IA! IA! CTHULHU  FHTAGN!!!!!.....sorry, what was I saying?

Thursday, December 3, 2015

Ask Jetpack Jack! - Dice Rolling With Authority!

Here at long last is our first installment of the Ask Jetpack Jack advice column on the CVG!

Remember, you can submit your own questions for the man by emailing brian@chippewavalleygeek.com with "Ask Jetpack Jack" in the subject line!

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Welcome to the very first installment of Ask Jetpack Jack, where I will try to answer your questions about life, the universe, and everything. Except, you know, about games and the gamers who play them. I can already hear you, dear reader in the comments, saying “But JJ, why would we want to get advice from you? You can’t even stop yourself from singing about montages!” I’ll tell you why.

I have been an avid tabletop gamer for over a decade, a video game fan for over 25, and a Dungeon Master for almost 10 years. I have run dozens of games over the years and have done so with a very diverse group of people. During this time, I have found that some things just aren’t seen as good etiquette when it comes to gaming in general and tabletop gaming in particular.

One of these contentious things is at the core of most games – dice rolling. It’s almost as ubiquitous as books and pencils for games today, and so many people just seem to do it wrong. Whether it’s palming dice to try and get a higher number on the drop, or tossing dice like they’re at the craps table, there are a lot of wrong ways to roll these little polyhedrals. With my help, you will be gaming faster, more efficiently, and with less arguments at the table.

The #1 problem when it comes to dice rolling is taking forever with your dice rolls.  Combat in games is by far the slowest time for a game, taking up over half the time of every session. When it is your time to roll, try and do so quickly. You don’t need to shake your dice for a long time to get a result, and doing so will take up more time, making the combat drag on even longer, so keep it brief. For most people, the modifiers for their dice rolls do not change much from roll to roll, if at all. In order to make the game flow better, take the time beforehand to write down your total modifiers for your rolls. Your DM, and the other players, will thank you.

This does not mean, however, that you should roll your dice ahead of time. While you might be tempted to do so, rolling ahead of time does two things that will cause problems – it distracts the DM when he is trying to resolve actions made by the other players at the table, and it ends up interrupting the playtime of the other players. It’s as bad as interrupting the DM or players in the middle of describing a situation or location, and can be even more distracting.  Planning your move in advance, however, is a good idea. You show to the DM that you are engaged in the game, and it also keeps lag to a minimum.

Unfortunately, whenever you talk about gaming and rolling dice, you also have to talk about cheating. Some people (and you know who you are) will ‘fudge’ dice rolls, or obscure results in order to improve their roll. This not only makes the DM not trust you, but it also removes some of the fun of the game. Dice are supposed to introduce the effects of randomness to a game, and if your character never, ever fails, that randomless is lost. So, be the bigger gamer and let the dice fall where they may. This is Jetpack Jack, signing off.

Thursday, May 23, 2013

What's Geekin' Me Now - The One Ring from Cubicle 7


Like most folks of my generation, my first real exposure to fantasy literature was through the works of J.R.R. Tolkien.  In particular, I always connected in my youth with The Hobbit, the Rankin-Bass film version of which was shown regularly at events in my elementary school, and to this day it still probably remains my favorite book.  So I think like most, when I first encountered fantasy gaming through the red box Basic D&D in the early '80s, it was with a subconscious desire to try to play out the tropes and adventures I had seen my Baggins-y counterpart have for years.  And to some degree it worked...  My first significant character was a halfling after all who did pretty well for himself.  But for various reasons, some legal, some creative, the game, while totally fun, never quite gave me the same feeling deep down.  I was never able to immerse in a totally Middle Earthian experience.  Even later on when I learned of the Middle Earth Role Playing system from I.C.E., something was definitely lacking (though they've always had the best critical hit tables ever).  Whether the games used halflings or hobbits, paladins or Rohirrim, neither system really ever quite got the feel of Tolkien right, at least from a young fanboy's perspective, and I resigned myself early on to never really being able to go to there through rpg's.  Recently though, I have found myself being turned around on this entirely.

Back at GenCon 2012, I had a chance to demo the relatively new rpg The One Ring, written by Francesco Nepitello and published by Cubicle 7 Games, and it definitely went a lot further to capturing the essence of that world for me than any other attempt I had ever seen.  It stayed on my mind front and center in the many months that followed that session, and late last year, I finally scored my own copy of the core set for TOR, Adventures Over the Edge of the Wild.  



The first thing one notices when looking through these books is that they are utterly gorgeous. The artwork perfectly captures the feel of Middle Earth without feeling derivative of existing material/interpretations at all.  There are stunning landscapes and vistas that make you wistfully think back to certain passages from the books, as well as amazing character studies throughout, including the first interesting elves I've seen in a good long while, and totally bad-ass women in realistic looking armor (no really).  My only criticism of the books themselves is the lack of a good index, which would be especially useful here since the layout of some of the rules at times seems a bit counter-intuitive.
Descending the Misty Mountains by Jon Hodgson

The game system itself is one that can be overwhelming at first, just because it throws a lot of information at you right away.  But as usual, once you get a couple of core mechanics down, everything is really a lot simpler than it seems.  Basic task resolution starts with the feat die - a modified d12 which is numbered 1-10 and has two runes on the other faces (the Gandalf "G" and the Eye of Sauron).  Skills and abilities each have ranks from 0-5, very similar to World of Darkness, and each rank your PC has adds a d6 to your roll (which also have additional runes on the 6's).  Success is gauged by hitting a task's or foe's TN, and the combination of runes rolled can also result in automatic or critical successes or failures.

Combat uses an interesting mechanic which seems almost purposefully designed to be the exact opposite of the heavy tactical focus of OGL fantasy gaming.  Instead of moving minis around a battle-mat, characters in each round choose one of four combat stances, such as Forward or Defensive, and these determine the order of action and your options in the fight.  (Put simply, the more aggressive your stance, the more likely you are to strike a foe, but the easier you are to hit as well.)  Each stance also has a special action associated with it which makes use of a character's skills in the battle, from demoralizing your foes, to taking attacks meant for your companions.  Characters with extensive knowledge of tactics can use their savvy to earn bonus d6s at the beginning of each fight and add them to whatever rolls they want during the encounter, as they use their expertise to manipulate terrain or the flow of battle. Beyond the four stances though, combat flows in a pretty much free-form manner, and it would seem almost impossible to use miniatures with this system as written. (Though of course, I for one am sure as hell going to try, just to say I did.  I've been working on a custom "battle board" for TOR with the four stances broken out for players to move minis around into each round, and with all sorts of combat rules and cheats jotted in the margins.  Hopefully it eases the learning curve for new players a bit when we finally do get around to sitting down and trying this out at my table.)



A Work In Process...


In addition, there are little subsystems peppered throughout the game which capture the grander feel of Middle Earth perfectly, from playing through journeys and fellowships, to tracking hope and fatigue, or descents into shadow, corruption and madness.  As well, the game seems perfectly designed for long-term campaign play.  In fact, there is even a game phase/mechanic for players to spend XP to improve skills and abilities together at the table as a party.  I, for one, can't wait to put it all through its paces.

It now seems to me like such a stroke of brilliance to set the starting campaign material in the 20 years immediately following The Hobbit (To be clear, there is a 60 year gap between the Battle of Five Armies and the events of LotR.), and I wonder why no one seems to have thought of this before in previous renditions of Tolkien rpg's.  It always seemed a major stumbling block which impacts the playability of games like this (and those based on other licensed properties, like Robotech, or even Star Wars), having that limiting choice of playing either within the confines and time-frame of the established narrative arc (and thus limiting players' ability to affect the world and greater story around them,  unless you play in a alternate history of the game universe), or playing a game set after the established narrative, say in the Fourth Age of Middle Earth, when the world has already changed, and it takes a master GM to make the big bads not seem totally lame.  "Sure he's mean to kids and trips the elderly, but he's no Sauron, you know..."  Instead, setting a campaign in this interregnum allows the Loremaster total freedom and control of the plot.  Crucial events are proceeding in the background, but they are not dominating every waking thought of most Free Peoples, at least yet,  The Shadow is there, lurking, but not at full strength, and it can be as large or as small a part of the ultimate campaign as the Loremaster wishes It to be.

The only major drawback to the game as currently presented is a lack of expanded character options, resulting directly from the geographical focus on the Wilderlands in that 20 year span of time (i.e. - points directly east of the Misty Mountains).  Available cultural backgrounds include Bardings, Beornings, Dwarves, Elves, Hobbits and Woodmen (or Woodwomen if you want to be fair).  Thus, if a player wanted to take a crack at playing a wandering Rohirrim or Gondorian, the Loremaster would have no option but to either deny the request or put in some serious time adapting new culture traits and such from the options presented.  There are some who have the time or patience to do that themselves, but sadly not me.  That said I am led to understand that two large future expansions of the game are planned in the years ahead, each covering another 20-year period leading up to the War of the Ring,  I can only hope that these options would be fleshed out in the future expansions.  Fingers crossed.



Woodwoman of Mirkwood by Jon Hodgson
The other fantastic thing I have discovered in regards to TOR is the amount and quality of additional resources available out there.  The Cubicle 7 forums are awash with players and Loremasters offering advice and tips, from expanded rules, to recommendations on linking available adventures together into a longer campaign, and the C7 team has provided a number of additional free resources themselves, from a new master Index available for download, to a series of original TOR YouTube clips you can connect to and use for ambient background music on your game night.

And yeah, sure TOR takes special dice, which is usually a big obstacle to purchase for me.  You could always modify your existing dice for free at home in a pinch with some forethought and a Sharpie maybe.  But honestly the dice available are so gorgeous, I didn't begrudge the additional investment personally.  And it should be noted that you do get a free set in the core box.  You only really need to pony up extra if you want more to share at the table as a host/Loremaster or if you are maybe a player who doesn't want to buy the core set, but you still want your own private dice bag.




In any event, Cubicle 7 has a fantastic product on their hands, in my opinion.  Not they need me to tell them that.  I have been obsessed with this game for the last few months and can't wait to get started running a campaign for my group the next time we rotate and tag in or out of the GM chair.  My only worry is that, given my recent history running campaigns, it's likely I will get bored after a few sessions and instead get obsessed about the NEXT thing I want to run.  And that'd be a damn shame, but that's also a gripe for another blog.  For the moment, I just want to throw down with my new dice and show those ringwraith-ey bitches how we do things downtown...



You can help support the Geek by ordering your own pdf of The One Ring: Adventures over the Edge of the Wild here or here!