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Showing posts with the label violence

28 Years Later Part 1 review

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I say "Part 1" because this movie is the first of a planned trilogy. The movie doesn't announce that anywhere explicitly -- I had to read about it on Wikipedia -- and if you don't know this, you'll be confused and annoyed by its final minutes. I give this movie a strong 3 or weak 4 out of 5. If you like this sort of movie, you'll enjoy this one, and you may enjoy it even if you don't normally like this sort of movie. Thematic summary This guy is desperately trying to find healthy masculinity I don't remember anybody's names, so I'm going to call them the kid, the mom, the dad, the grandad, the alpha, the Swedish soldier, the doctor, and Jimmy. The kid is presented with several conflicting archetypes of masculinity, all of which prove unsatisfactory. He rejects them and leaves society to establish his own values. In more detail: the kid goes on a rite of passage hunting trip with the (his) dad. He thinks he has failed to act properly and feels...

Melee history and character builds

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I played Melee with Vivit yesterday and have some thoughts on charop. Box art of the most recent edition of Melee Why melee? A history of the game Melee is an early game by Steve Jackson, published by Metagaming in 1977. (I'm playing the 2019 3rd edition, published by Steve Jackson Games.) He intended it to work as a standalone combat board game, or to function as a drop-in replacement for D&D combat. It is the first combat ruleset to work on a small timescale, to bring the regimented action ordering from wargaming into roleplaying, and to require actual combat tactics. (D&D on the other hand focuses on operational matters.) It also introduced the conceit of point-buy character creation. Moreover, Jackson kept developing the game, making a sequel, Wizard , the next year, and a full-fledged RPG, The Fantasy Trip , in 1980. Later that year Jackson left Metagaming and founded Steve Jackson Games. He couldn't afford the rights to The Fantasy Trip. Thus in 1985 he publishe...

Enter the Tunnelmaster

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Clickbait opener  The D&D killer has finally dropped: Tunnels & Trolls, by Ken St Andre, with illustrations by Liz Danforth, published 1975. Interior illustration from T&T 5e by Liz Danforth More seriously  I've been playing a lot of Tunnels & Trolls at the Table-Time server lately. It's fantastic. (No, it's not a "D&D killer", there's no such thing, it is not even desirable, just play the games you enjoy. I'm still playing D&D.) I haven't interacted with the T&T community, if there still is one, so I have no way of knowing if what I describe bears any resemblance to T&T as others have played it. Here I will explain the game as it strikes me, and what's so good about it. Player-side fun Tunnels & Trolls is designed for 3 to 5 players, including a GM. I find old-school D&D's insistence on a big play group stifling, not to mention impractical, so this is a nice change. The game is intimate.  Players are ex...

Recent games AP reports

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It Was a Mutual Decision (2002) Photo of It Was a Mutual Decision, stolen from the internet Played with Misha, Divya, and Ken. Misha and I are a real-life couple, and Ken and Divya are a real-life couple. Misha and Divya are women, Ken is a man, and I am nonbinary, though I played on Ken's team in the game. All three, and everyone else I have talked to, were absolutely charmed by the premise of the game. It is an extremely easy sell. The rulebook promises that the rat content will serve to soften the blow of the breakup content, and this is certainly what I observed in play. We would go from shouting and breathing hard as we hurled in-character invectives across the room, to giggling uncontrollably while figuring out how to add rats to the scene. Authorities in play were natural and easy. Ken and I, and Misha and Divya, handed of narration without a word and without conflict. Everyone was creatively focused. We did not put much work into establishing the social landscape around our...

There's more to life than life and death

If you only play with life and death at stake, you'll flatten your game and lose a lot of interesting scenarios. Defeat and death in the dungeon How often are these goblins going to fight to the last man? How often are they going to stay in a pitched battle when they're already losing? How often are your retainers going to do the same? In the second world war, the deadliest military conflict in history,  21 to 25 million soldiers died, out of 70 to 130 million mobilized. Yet nearly every fight in the dungeon is a fight to the last man. Ridiculous! In my game, if an organized enemy comes into contact with the players, they immediately send a runner to a strongpoint to get reinforcements. And they retreat long before they're wiped out; 20% casualties is a good time to turn around, if you can get away. (This requires a precise interpretation of morale. Morale can't just be "roll this to see if the enemy runs away'; the enemy must be played smart enough to retreat ...

Body, injury, size, monsters, benchmarking

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Famously, your ability/competence doesn't decrease as you lose HP. Lots of games have tried to model injuries and death at low/zero HP; here's my shot at it. We'll add a new stat to people and monsters, Injury Points, or IP, scaled to their size. System assumptions HP doesn't represent physical durability or martial fitness directly; it represents protagonism in a genre that privileges those things. Thus as we increase in HP (via leveling) we normally improve our attack bonus, but we also improve our ability to ignore various harms and annoyances. If I've got high HP, it'll take me ages to starve to death, not because I have secret caloric reserves, but because, holy mackerel, when was the last time you read a good pulp fantasy novel where the hero starved to death? Similarly, I'll last for ages in combat, taking many more hits than a normal man, and it's not because I'm more physically durable, but because I am a hero, and heroes don't die in pi...

Various AP capsule reviews

Untitled Vampire Game with Martin. Martin played a refugee and orphan from a civil war between rival ethnic groups in a small east African country. I played a charismatic older boy assembling a gang of child soldiers among the refugee. Despite the oppressive subject matter, play was in a sense relaxed; we didn't drive towards any climax or conflicts, we simply narrated events as they struck us. In the end, the boy survived the gang, but his overall odds look grim, and I doubt he'll live much longer. I have complicated feelings about the ending of the game. It worked, as in, it felt right, that the boy should escape the gang by jumping off a bridge, and in the process breaking his leg. But I don't want things to be up whim like this in general; the chance of wimping out and pulling punches is too high. I want a resolution method with teeth. My current thought is that the Vampire should add a die whenever they take steps to feed on the Victim, and the Victim sh...

Combat overhaul: damage scaling, injuries

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I don't like looking things up in play. I also don't like asinine detail or unprincipled differences. The AD&D monster manual statblock is basically my worst nightmare. You're telling me a wolverine is a 3 HD monster with claw/claw/bite? A wolverine can defeat three trained level 1 human combatants in armor? (They also have an extra +4 to hit, for a total of +7. Plate armor is meaningless to these beasts.) I don't want to have to look up how much damage a creature does, and I don't want the answer to be some ridiculous bullshit. I want clear guidelines for monster damage, guidelines which I can apply consistently and on the fly , without consulting any books. Principles In my heartbreaker, I distinguish between HP (hero points) and IP (injury points). HP is protagonism, plot armor. Only people and monsters with levels have HP. (Nameless humans don't get HP.) You can lose HP all you want and still stay effective, as long as you've got at least 1 left. IP ...

Combat overhaul: desiderata

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I've been using a slightly modified version of Eero's combat structure for about a year, and my brand-new attack procedure for about a week, and I like both. Why? What's so good about them? What's so good about any combat procedure whatsoever? I'll start by narrowing the field a bit. I'm only interested in combat procedures for a war game that's roughly compatible with classic D&D modules. The procedures need to scale from ordinary humanity to pulp action heroes. (Conceivably it could go higher than that, but I've never played a game that is that high level, so I don't really care.) The procedures need to take as inputs the kinds of things we find in a D&D dungeon key and monster write-up: number, defenses, level, special abilities, place in the dungeon ecosystem. It doesn't have to use all those things, but it can't ask for any information outside of those things. Ok, that's it for hard requirements. Now let's list the thin...

Combat overhaul: attack algorithm

Dice tech basics When you make a check of TN/D difficulty, you want to roll TN or lower on a D-sided die. Call that a hit, otherwise, the die is a miss. Sometimes you'll modify the roll by adding bonus dice (roll an extra die of the same size and take the better result), penalty dice (roll an extra die of the same size and take the worse result), or changing the target number (TN). If you would increase TN to the point where the task is a sure thing (in other words, TN = die size), bump up the die size instead and increase the TN accordingly. (So a task gets easier as 4/6, 5/6, 7/8, 9/10, 11/12, 19/20...) Similarly, if you would ever decrease TN to the point where the task is impossible (in other words, TN = 0 or less), keep TN the same and increase the die size. (So a task gets harder as 2/6, 1/6, 1/8, 1/10, 1/12, 1/20...) If you have both bonus and penalty dice, cancel out one of each until you have only bonus dice, only penalty dice, or neither. Now, roll the dice. If you have a...

Murderous Ghosts 10/14 AP

Played two games of Murderous Ghosts with Misha, Divya, and Ken. I was the MC for the first game. Ken was the MC for the second game -- his first-ever time MCing! Unfortunately, I don't remember the sequence of pulls or moves precisely, so this  Before play I thought up a pretty detailed chronology of the violent act which spawned the ghosts. A husband, the owner of the hotel, found his wife cheating on him. He castrated his wife's lover and tossed their twin babies in the fireplace, and then hung himself. His wife clawed her eyes out in despair and slit her own throat. The precise chronology turned out not to matter at all during play. And the whole thing was more complicated than it needed to be. We started off with "Fang" finding the husband's corpse, still swinging, dripping someone else's blood from its hands. Fang recalls that he doesn't want children any time soon. Fang moves to another room, a richly appointed living room, where he finds the burnt ...