Nuketown

Game Day

Game Day: Return to the Lost Caverns of Tsojcanth

After many months away from the game, my group is returning to Dungeons & Dragond 3rd Edition for an old school dungeon crawl through the Lost Caverns of Tsojcanth using the D&D 3.5 version released in 2007.

I've got mixed feelings about this.

While I owned the Lost Caverns as a kid and read through it cover to cover several times, I never had a chance to run it. Moreover, with this module we're going to continue what we started with our White Plume Mountain run by travelling back into our D&D campaign's history to the founding of the Blackrazor Guild. In White Plume Mountain, guild leader Brant Bladescream recovered the infamous soul-devouring sword Blackrazor (but lost most of his adventuring companions in the process). In The Lost Caverns, he's taking a new band of heroes into the depths of an infamous dungeon in search of even more powerful magical relics.

Game Day: Return to D&D 4E

 Revenge of the GiantsGiants stalk the land, threatening one of the few flickering lights of civilization. Someone needs to deal with the threat ... and it turns out that's us.

My gaming group is returning to Dungeons & Dragons 4th Edition with a megashot of Revenge of the Giants, the new super module from Wizards of the Coast. I received a review copy of the book in October, and at the time I knew it was a perfect chance for my group to experiment with 4th Edition again.

We played 4th Edition back in Summer 2008, but decided we didn't want to convert our regular campaign to the new game. A few of us have continued to dabble in 4E however, and there's been interest in getting another game together.

Revenge of the Giants is that game and we're going to carve off a huge chunk of it with an eight-hour marathon post-Thanksgiving session.

Game Day: Fighting SciFi RPG Writer’s Cramp

We’re well into Episode 5 of our Star Wars: Knights of the Old Republic campaign and I’ve got to say I’ve found switching gears from fantasy to science fiction harder than I expected. 

It’s not that I don’t know science fiction; hell I’ve been reading it ever since I could read. But after a dozen years of playing D&D in Greyhawk, I’ve grown used to certain kinds of stories, and being able to rely on the genres familiar tropes and clichés.

In some ways, it’s a question of switching tropes and clichés; when writing fantasy (or designing a fantasy campaign) there are certain standard story ideas (the dungeon crawl, the rampaging monster, the damsel in distress, the crazed cult) you can pull out with barely a moment’s thought. Make a few tweaks, change some of the setup and whammo, you’ve got an adventure.

Game Day: Star Spawn Munchkin

Posted in by Kenneth Newquist on Sun, 07/26/2009 - 8:37am

When will people start listening to the Herald of Bob? I argue. I reason. I yell. I shout. But no one, not a single blessed soul, every fully understands that Bob is the real enemy. And that if he's doing something that looks like it's going to help you, that means he's about to win. Or setting up a win in three moves.

He is, by no means, actually helping you. And he is the real enemy.

Such was the case Friday night when -- in honor of of the 8th anniversary of Steve Jackson's Munckin -- we combined my Star Munckin, Star Munckin 2 and Munchkin Cthulhu sets to create a truly epic space/horror mashup that will forever be known as ... Star Spawn Munckin.

It was a surprisingly effective combination, leading to feline cultists, mutant investigators, and bounty hunter bugs battling against clown troopers, geek ones, and various forms of shoggoth. It also saw our single best Munckin moment ever.

Game Day: The Final Flight of the Aeon Harrier

Our Star Wars campaign reached a major milestone last Friday: our heroes bought their first starship. The group is loosely divided into two factions: the Jedi padawans and the crew. The later group served aboard a ship known as the Aeon Harrier, which the Jedi occasionally contracted out for missions. It served as the group's spaceborn home for the last 15 game sessions.

Friday night, she met her end, not in flames, but on blocks. The old freighter -- a 578-R -- took a lot of hits over the last few months, engaging in firefights with pirates, narrowly escaping a shipjacking frigate, and nearly melting to slag in the heart of a protostar-rich nebula.

The Harrier barely made it home to the party's home base of Zebulon Beta, and after she landed (with only two of her three struts descending, the third having been melted closed) her captain handed the keys over to the crew (for a minor sum) and then announced his intention to spend the rest of his days drinking home-brewed alcohol and hunting.

Game Day: Return of the Revenge of White Plume Mountain

In 12 years of adventuring in Greyhawk, our group built up a number of legends, told, but never experienced. The recovery of the soul-devouring sword Blackrazor is one of them.

Brant Bladescream, warrior, adventurer and conman, recovered Blackrazor from the volcanic dungeon known as White Plume Mountain and used its notoriety to found the Blackrazor Guild. The guild would go on to become one of the cornerstones of our Greyhawk campaign, and last year we decided to finally play out the events in which Brant secured the epic blade. We were aided in this quest by Wizards of the Coast, which updated the classic S2 White Plume Mountain to the 3.5 rule set in 2005.

Game Day: Random Stellar Encounters II

Another week, another game of Star Wars. The adventure rolls on with a special flashback episode. Last week, our band of heroes learned of 32 Belasco Division E-company (aka the Early Birds), an Old Republic Army advance assault unit that went missing on Toprawa during the Great Sith War. This week, we'll be playing soldiers in the Early Birds, allowing us to learn first hand what happened to the division.

It's a cool idea, and one we talked about before heading into the campaign. One of our goals with our Knights of the Old Republic game is to get to play characters at low, mid and high levels. To accomplish that, we're going to occasionally jump the campaign forward a few years/levels, and then run one-shots (or multi-shots) to fill in the resulting time gaps.

For example, when the Mandalorian Wars finally arrive, we'll stop the regular campaign and jump into the skins of Mandolorian Neocrusaders invading the Republic. When we've played through their assault on some frontier world, we'll jump back into our newly-leveled up main characters, and react to the invasion.

Game Day: Random Stellar Encounters

We played our first Star Wars game since December on Friday. Prepping the session had me digging through my various web resources looking for inspiration (and new entries for the campaign blog). They're a useful collection of tools for anyone running a Star Wars/scifi game, so I thought I'd share them.

Star Wars Galaxies at Stratics' Random Name Generator will produce for human, Bothan, Twi'lek, Rodian, Wookiee, Trandoshan, Zabrak and Mon Calamari characters. Meanwhile Twi'lek Name Generator will randomly create Twi'lek-inspired first and last names.

Finally, Hexagonstar.com has a very cool little planet and character name generator that lets you specify the starting letter, number of syllables, number of words, use of hyphens and apostrophes, suffixes, and orbit numbers. It doesn't let you choose random names by species, but it's still a handy tool, particularly when you already have a name in mind (or at least, a certain sound in mind).

Game Day: Return to Arkham

Posted in by Kenneth Newquist on Sun, 12/28/2008 - 8:52pm

The biggest box under the Geek Tree this year belonged to Arkham Horror, a board game I've wanted ever since my friend (and fellow Blackrazor) Lance got it a few years back.

We cracked it open for Friday's Game Day; there were only three of us to face the horrors of Shub-Niggurath because of the Christmas holiday, but we still had plenty of fun. Heck, we even managed to eek out a 17-point victory.

Leafing through the boxed set before the guys arrived I discovered that my version is the 2nd printing of the game. For the most part the game looks and plays the same as its predecessor, but there are a few notable differences:

Game Day: Playing through the Storm

Posted in by Kenneth Newquist on Fri, 12/19/2008 - 12:53pm

Snow plays havoc with Game Days. We plan out everything -- whose house we'll be at, what game we're playing, who's able to make it and then whammo, a Nor'Easter comes roaring in and dumps a half foot of snow over our plans.

In the old days, that would have meant the end of game night but now we have Xbox 360 and Xbox Live.

Rolling the Virtual Dice

The Blackrazors are primarily an role-playing game group, but we do break out the board games on occasion (and more than a few of us start to get twitchy if we don't). Thanks to Xbox Live, we can now play these games online -- there are digital versions of Carcassone, Catan, and Ticket to Ride, all of which are games my group's enjoyed.