Friday, September 10, 2021

The Undead Mohrg for Old-School Essentials RPG

 As some may have noticed, I love Mohrg. These fiendish undead are a sort of hyper-advanced ghoul with a long proboscis/tongue that paralyses targets and makes for a generally fine mid-tier foe. Just ask my regular players! They have many mohrg horror stories.

Anyway, here is the mohrg for OSE, my new favorite D&D variant:

Mohrg

Mohrg are terrifying undead forged from the vile souls of serial killers and murderers. They resemble skeletons with a writhing mass of organs and flesh in their body cavity and skull, from which emerges a hideous tentacle-like purple tongue covered in paralytic slime.

Mohrg are noted for their unrelenting sense of commitment to the evil ways that led them to their fate. When mohrg gather in groups this can quickly lead to a unique and terrifying epidemic of undead in the form of zombies and new mohrg.


AC 3 [16], HD 8 (36 HP), Att 2X slam (1D6+3 plus grab) and 1X tongue (1D4 plus paralysis), THACO 12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (8), ML 10, AL chaotic, XP 1,750, NA 1 (1D6), TT R, U

Slam if the mohrg strikes with both blows it can restrain the target with a grab long enough to gain +2 on its tongue attack.

Tongue save vs. paralysis or become paralyzed for 1D4 minutes. Target can save each turn to end the effect.

Undead does not make noise until attacking, immune to effects that target the living (such as poison), immune to mind-affecting or mind-reading spells.      

Create Spawn creatures killed by a mohrg rise in 1D4 rounds as zombie. When this happens the burst of necrotic energy heals the mohrg for 1 hit point per hit die of the slain creature and the mohrg gains the benefit of the haste spell until the end of its next round. On occasion some mohrg generate new mohrg instead of zombies as an effect of slaying a foe. These mohrg are exceptionally dangerous. When a mohrg slays a target, there is a 10% chance that it returns as a new mohrg instead. At the GM’s option any evil character slain by the mohrg has a 50% chance of returning as a new mohrg.


Saturday, September 4, 2021

Okay I can see why so many People Love Old-School Essentials

 One of my friendly local game stores has taken to stocking all sorts of hard to find indie and OSR titles in recent months and this has allowed me to, among other things, get my hands on Old School Essentials RPG, specifically the Advanced Player's Guide and Advanced Referee's Guide. These have been genuinely difficult to find online, always appearing to be sold out wherever I go. Admittedly, part of me was also suspicious that should I buy OSE, I'd just be getting yet another variant on the exact same classic B/X/Advanced experience I have in countless other tomes.

Well, while it is certainly true that I have bought yet another OSR variant, I can now see (and very quickly, I might add) why Old-School Essentials RPG is no mere OSR heartbreaker, but a genuinely good game as well as a noteworthy evolution in what it means to be an OSR homage to D&D.

For starters....OSE seems focused on an economy of design, form over function, but also providing a clear and distinct vision in terms of graphics and layout. It's art is simultaneously reminiscent of old school aesthetics (particularly if you equate Erol Otus as high on that list) and still evocative in a manner which feels modernized. The look of OSE is retro-inspired but contemporary, and also it helps that there was clearly a budget for the art, so I am not seeing any old familiar packaged art so common in older OSR works (including my own).

Second, OSE seems to be about capturing the essence of B/X along with Advanced D&D in principle, but it sheds no tears over providing a modern framework to handle contemporary expectations. A few examples of what I mean:

--Optional multiclassing, but not limited to specific races, nor are humans restricted; and a GM who wants those restrictions can decide to do so on their own terms;

--Both class as race and race as its own thing (in the Advanced books, at least); handled well enough that I would readily allow players to pick their preference, and on top of that it embraces drow, svirnfeblin, duergar and gnomes who often for inexplicable reasons get short changed in other OSR products;

--Level scaling embedded in the spell mechanics....a very modern notion, one which aligns OSE much more closely to modern iterations of D&D and in fact does a really nice job of making the scaling even easier and more interesting than, say, D&D 5E.

There are a few items that feel needlessly excluded, I suppose: notably there's an absence of demons and devils in the Referee's Book, which seems anathema to an "Advanced" version of the game; I have honestly been terribly unclear on exactly why it is so hard for an OSR version of D&D to embrace fiends, something in the late eighties that was singular for many in defining a distaste for TSR's capitulation to the moral panic with AD&D 2E. There are obviously specific reasons certain authors choose not to include them, part of the "author's voice" coming through the game design, and that is another thing OSE does really well, as it has no author's voice....just a clean set of comprehensive old school themed rules. So not seeing demons or devils in the game is...weird.

Another oddity, one which doesn't bug me but nonetheless given the other modernities in OSE is surprising is the use of descending Armor Class as the rule of choice. It does provide for both options, though (I'm just blind and didn't notice it does cover this for both even after reading these books for hours, d'oh).

All that aside, if I can find a resources for demons and devils (which tend to play an important role in my own campaigns, especially my venerable Keepers of Lingusia campaign that started in 1981) then I could easily see running and enjoying OSE for a long time. It seems that some other gamers rely on Labyrinth Lord for their demons and devils, though it seems to me my current AD&D Monster Manual reprint would also work just fine.

So...OSE is really damned good. I am impressed! I should have tried harder to find this a while ago. 


Tuesday, August 17, 2021

Seven Reasons I Prefer Tabletop (even as my state is probably going to go full lockdown again...)

 Talking about why one does or does not like VTT (virtual tabletop) gaming can be a tricky thing.....what usually happens is you are really critiquing VTT in ways that it fails to replicate the experience at a live tabletop, or you critique the extras that it brings to the tabletop which may only be possible in VTT, but done better in other ways.

My recent return to gaming in a live environment has helped me to clarify significant reasons as to why live tabletop gaming provides for a more fulfilling experience, using seven short and easy reasons:

1. You can actually look at someone who is talking to show you are focusing on what they are saying. Even better, the table can see this and other players will react in context.

2. More than one conversation can be had at once (with people recognizing when they need to talk quietly about plans on the side and such).

3. If you did not plan to TPK the party and would prefer the dice fall where you want them to to insure a good time is had by all rather than watch the group disintegrate under a wave of arbitrary RNG misfortune, you can do so.

4. If someone has an issue or is upset/unhappy/needs help you can easily identify that through a range of visual and verbal queues.

5. You will (almost) never feel like you are talking in to the void at the game table. You see who you are talking to, and you know who is listening (and not playing a video game on a second screen).

6. If you are in a public space when gaming you can meet actual new humans who may want to join your game. The vetting process is much more empathic and efficient due to the actual range of physical and verbal communication at play.

7. Small talk before/after a game can be about fun stuff instead of technical issues.

BONUS!

8. Don't ask why, but TotM (theater of the mind) style combat/event resolution seems to go much, much more efficiently at the live table.* On VTT the white space demanding you fill it with virtual maps and minis is like a black hole into which all creativity is crunched up and spat out in the form of nominal tactical gains and amazing lighting effects (at the potential expense of an interesting mental picture and narrative).



*Presumably for my style of DMing, but as always YMMV.

Monday, August 16, 2021

Original Delta Green Kickstarter

 Just discovered this Kickstarter by accident.....count me in at the $300 level!


This reprint/revamp appears to update to the current Delta Green ruleset, which is built off of the Legend OGL. Still, 95% compatible at its core with Call of Cthulhu 6th edition, and close enough to CoC 7E (a pity it's not officially licensed and 100% compatible, though.....yes, I really like what CoC 7E did to the system).

Check it out here.

Monday, August 9, 2021

Considering a new SF Campaign - What System to Pick

 I've been saturated in fantasy gaming for most of this year now (and last year, too!) and I am getting the Scifi itch again. The question is....what system?

Traveller remains a viable and well supported system and the Imperium is a perfectly good, venerable setting. Arguably Traveller is SF gaming's standard candle of excellence.

I happen to really have an interest in The Stars are Fire, which is the SF expansion for Cypher System. I had developed and run a couple one-shots in a future setting where humankind lost Earth long ago (for various reasons), and the distant colonies of this future, once more restored to starfaring powers, stumble across the relics of what mankind's old empire had grown in to before it collapsed. Running this would be a breeze with The Stars are Fire, which is full of useful stuff for SF gaming.

I also have Mothership, which is a curious breed apart. It's core book is a zine game, essentially, with densely packed rules for rolling up space truckers and laborers (it's not shy about its influence coming from Alien, Outland and Dead Space). The meat is in the swathe of supplements which are mostly all in a similar format, with a heavy emphasis on exotic artistically eccentric approaches to outlining a variety of settings in which your space truckers might get eaten, absorbed, mutated or mind controlled. The biggest obstacle I can see if that it's a lot like Call of Cthulhu on overdrive: you can play Call of Cthulhu as a campaign for a long time as long as the GM (and players) are mindful of how often nightmarish situations arise to slaughter or drive everyone mad. In Mothership, each setting seems dedicated to topping off the level of doom and destruction from the last, and some are completely over the top. The digital editions of some of the scenarios even include voice recordings and other fun things. All told, though, Mothership does feel like it works best for one-shots and short campaigns. I may test that theory soon.

There is also Esper Genesis, but I am still holding out for their version of the DMG, the Operations Manual, which is about a year or two past due right now. I've also ruled out M-Space for various reasons, mostly because the underlying design assumptions in M-Space just don't quite align with what I want out of a game. 

Anyway.....still thinking it over. Been re-reading a lot of Larry Niven lately, and also catching up on Neal Asher, so lots of inspirational ideas! I've always been a fan of Known Space, and Asher's Polity is quite interesting.

Monday, August 2, 2021

Month Nine of the New Console Generation - My gaming Laptop is the best!

 Just a few errant comments on having had a Playstation 5 (which I had to drive to another city to pickup) and Xbox Series X (and two Series S's) since roughly December/January: it's nice to have them, but also not really. Despite their popularity, this is starting to feel like the Laziest Console Generation, indeed perhaps even a clear indication that the Big Two have moved from the old notion of releasing new consoles as a demonstration of new computing power for games to merely being incremental iterations in which a virtual dearth of actual timed support is leaving me with the sensation that neither Microsoft nor Sony ever intended for this generation to be anything more than a general purpose hardware upgrade.

I'm not including Nintendo in this because Nintendo is still playing its own game, making consoles designed to be an experience in their own right. It is not trying to compete with the Big Boys, it is trying to cater to the consumer notions of what it means to buy and experience a console. Nintendo has made something of a mis-step with its Switch OLED edition but only because for months now the online buzz has been about an imaginary Switch Pro that Nintendo never said was coming and which likely Nintendo is aware it does not want to release at this time in the midst of a worldwide microprocessor/electronic parts shortage. This has not stopped an amazing number of Youtubers who make their clicks and likes out of insisting they have an inside scoop look like idiots and in turn viciously attack Nintendo for not catering to their imaginations. Nintendo is only guilty of not realizing the narrative that they needed to get out ahead of before announcing the mildly upgrades OLED console.

Meanwhile, Sony and Microsoft might finally have some games by the Fall/Winter season that fit the definition of "next gen" for the new consoles. Up to this point though we've got mostly last gen holdouts with very mild upgrades, and a smattering of "new" stuff. On the plus side it has never been easier to find games and playing old games on the new consoles does give console players a chance to feel, briefly, like PC gamers have felt all along.

For me personally my investment in a decent gaming laptop (with a 2070 TI GPU, mind you) has eclipsed my console experiences. Pretty much everything except for Returnal (one of a handful of PS5 exclusives) is available on PC, and runs great on the laptop, usually at 4K resolution or maybe 2550p for higher framerates. Meanwhile if I play something on console it is purely as a deliberate choice....for example it is still easier to play split-screen Gears 5 or Call of Duty with my son on Xbox Series X, and Returnal is, after all, only available on PS5. 

Most of the newer games to come out so far (including Outriders which my wife and I both like despite its flaws) have been less than stellar, the sort of stuff you usually see coming out on last gen consoles catering to that quiet period between really good releases. For the most part, though, the next gen has benefited the most from the Games as a Service types including Destiny 2 and Fortnite, but I think there's a limit to how much people can put up with the never-ending hamster wheel of repetition and microtransactions these games sustain on, and you most definitely do not need a Ps5 or Series X/S to enjoy either of these games.

This is all a long way of saying, that had I not secured the new consoles I would still have the satisfaction of being envious of those who have gotten them. But because I have them, I now realize it was kind of a trap and I could easily have waited to 2022 without actually missing anything. 

Wednesday, July 28, 2021

Suggested Read - Gibbering Mouth

 A brief post, but I really enjoyed the blog post at Gibbering Mouth by Alex Augunas (here). He reviews his recent experiences with Pathfinder 1 E and 2E, D&D 5E and Starfinder and talks about his experience with their strengths and weaknesses. He does a better job of expressing some of the issues, particularly with Starfinder (and its enormous setting strengths) than I have, and I find his discussion on PF2E a cogent analysis, one I have not quite seen as well as a GM, but which my players feel and likely would agree with from his analysis.

When I consider my time with Pathfinder 1E, for example, I am in total agreement....PF1E broke me in many ways as a GM, which is why I like PF2E so much more. I haven't yet reconciled my current new obsession with D&D 3.5 (and that game is still going strong!) beyond that D&D 3rd is a known quantity and that I am running it with careful consideration for all of its mechanical expectations at present. When that campaign hits level 12 I do sort of expect it to go off the rails....but also I recall how that was not really a thing I noticed (except for once when I experienced a CoDzilla first hand) until 3.5 was retired and Pathfinder 1E had risen to carry the torch. 

Still, PF2E is a lot of fun to play. I think my players are more in sync with it overall now, but I'd also suggest it's a hard game to play on autopilot....despite some trimming of the rules a bit, the game still is pervasive with the philosophy of system mastery and a casual player can easily find themselves spamming the quick and easy to understand stuff and miss out on interesting synergies and hidden options.

D&D 5E, meanwhile, is most definitely as Alex characterizes it: so easy it almost feels like you're missing something. I disagree on the skills, though. The complaint about definitions and their absence only makes sense if you are overly used to the rigor applied from 3rd edition onward to tightly defining what skills can do. If you are used to more holistic systems such as BRP/Call of Cthulhu and most other skill based RPGs of prior decades (GURPS excluded), a more generalized "eyeball and guesstimate the best approach" sort of attitude toward skills makes more sense.

His enthusiasm for Starfinder is infectious, though. It makes me really want to dive back in. His analysis on the problem with the game economy is intriguing, as I hadn't thought of the issue in this manner before (that the game drives players to spend their currency on constant upgrades at the expense of more tangential and fun rewards) but makes total sense. Still, just reading it makes me want to dive back in. I've had one really good Starfinder campaign two fun but failed ones, and a medley of one-offs that should have gone somewhere but didn't. I am thinking that the next time I try, everyone starts at level 5 to begin with to bypass the excruciating low level experience and I work on envisioning a stronger and more coherent space fantasy setting that I can riff from in a manner similar to the fantasy setting I find so easy.


Thursday, July 22, 2021

Return to Live Gaming Part II - D&D 5E Returns (some re-impressions)

 Our second week of gaming has resumed in the live venue, which has by coincidence been an awfully nice and quiet place to game on Tuesday nights, shared mostly by a smattering of wargamers. I am told Wednesday nights are busier, so I am glad we moved to the new night a while back.

For Tuesday, the Roll20 game I had been running on the "off week" was essentially at a close. I had plans to continue the campaign, but rather than do so with D&D 3.5 I advised we should move back to D&D 5E. The other rotating game night will stick with 3.5 for now, though, until that campaign is done, if only because I love juggling editions of the same game (not! I just want to finish out that campaign).

The basic reason for moving to D&D 5E again is pretty simple: it's the edition which shows the most efficiency in providing a ruleset that runs according to the way most people want to play and experience the game in a live environment.* D&D 3.5 is a lot of fun to run right now, but I know it will inevitably get increasingly convoluted as it advances toward higher level play, and the very tactical rigor that makes it distinct also means I need to haul maps and minis along for effect. With D&D 5E the maps and minis are almost entirely optional, and we ran Tuesday night's game with no need for visual references.....theater of the mind combat management worked absolutely fine.

D&D 5E has some other advantages, too. At least one of these I came to realize was something which I had ordinarily been unhappy with in prior 5E experiences, but in an odd twist after playing some Baldur's Gate Enhanced Edition again** I realized I probably shouldn't look to negatively upon. In a nutshell: I've never been a huge fan, as a DM, of the hit die and resting mechanic in 5E. It's a hold over from the 4th edition of the game which used quick recoveries to effectively let groups play through scenarios without worrying about having to take several days off back in town to recover from various damage types. The concept, back in 2008 when 4E came out seemed well intended, but the long term consequence (from my actual play experience) was that the game deflated the sense of risk dramatically. Risk became something that mattered during combat only, for the most part; even diseases were rarely a threat as they were written in 4th edition, and long term debilitation simply ceased, for all intent, to be a thing.

Back in 2008 this was an issue for me because I have a very descriptive style as a DM. In 3rd edition and earlier if someone took a massive injury or dropped to dying status it was easy to suggest through description that that person really had taken a serious wound and the game design supported the notion. Healing from such a wound took magic or time (or both). Suddenly, in 4th edition that was essentially gone from the equation. The closest one could get to "near death" in 4E was when all recovery options were completely exhausted, and that took serious effort and intentional DM overkill to achieve such a state.

5th Edition seemed to try to course correct a bit, providing hit dice as the recovery mechanic, with rules which seem to encourage at least a long rest to get back to full health. However, the DMG has optional rules (of which I am using one in the new game) to regulate the pace of healing. It's a good compromise, though one I had been reluctant to use when I ran 5E before, but I think it will work just fine now. The rule in question is the slow natural healing rule, which simply states that players don't recover HP after a long rest, and instead must spend hit dice to do so. The hit dice continue to return at a rate of 1/2 the level of the character, so the ability to spontaneously recover quickly in this process is a bit diminished. It's not the grittiest mechanic on offer (the DMG has the one where it shifts a short rest to 8 hours and a long rest to 1 week!) but I feel it provides an excellent middle ground, slowing down recovery rates a bit (making healers more useful) while still giving players some flexibility with hit dice.

 Other things I like in 3.5 but also happen to like not having in 5E include some of the fiddly combat bits. Stuff like a -4 penalty to firing into melee, positional flanking and other combat rules of specific note work really well with a map and minis (and ergo very well in Roll20 where maps/minis are trivial to manage). At the game table, however, it is really useful to not have to worry about that stuff when you are seeking a more narrative/freeform TotM approach to the game. People can describe their actions with more creativity (or will, when they get used to that process again....I honestly know some of my players likely prefer a set of "things you can/can't do" in combat situations but they will readjust!)

Although I love 3.5's skills, I also can't say I don't like the way 5E does skills. In fact, 5E's skill approach is more organic and essentially unrelated to the leveling experience, which is really cool. It also has more "natural" skill choices for its limited list.....it reflects very accurately the skills I want to call out checks for when running a game. In contrast, I am still after two years of Pathfinder 2E trying to adjust to the fact that it rolled so many skills up into nonintuitive clusters (society I am looking at you!) ....put another way, some of the consolidated skills in Pathfinder organized for efficiency in design at the dramatic expense of useful granularity and specialization. Some of the specialization was retained through the skill feats, but the skill feats are universally regarded as awkward throwbacks to the time when feats ruled all, and it's a weakness in PF2E. 5E sidesteps this entirely.

The thing I found oddest in last night's game was readjusting to the very small modifiers we were dealing with, but that's no big deal (but it also means low level 5E is forever swingy). I will, later, get somewhat annoyed with the way it makes monsters tougher through HP inflation, but that is also solved best by relying more on other third party monster books when possible, as Kobold Press, Onyx Path, Frog God Games and others are very good at making monsters with better "dangerous abilities over  HP bloat" balances.

Either way....still insanely happy to be live gaming again! 



*Yes there are people who might prefer to play it a different way, but they are in their own cluster niches in the hobby and not the people propelling the game to immense levels of popularity via current sales, play, and Youtube stuff. 

**This deserves some elaboration: the short version is I haven't managed to get anywhere close to replaying Baldur's Gate Enhanced Edition with its new content and DLC (or move on to BGII which I have never played at all) because I kept trying to play it on the "normal" mode, which for a real-time game at my age means serious annoyance and frustration as my group dies repeatedly and the laws of diminishing returns leave me disinterested in continuing. It's like playing with a DM who ends every third game in a TPK and then demands you restart and reroll from the beginning. This weekend I put it on "story mode" (alias easy mode) and was shocked to get through and blow right past the wandering encounter sections that kept wiping me out with ease. The game is using some basic tricks to make my characters hit tougher and take more damage, but the result felt like I could focus on my main and let the rest of the group efficiently do their thing. As this happened, I realized it was essentially jury rigging the experience to play more like an at-the-table event in which you weren't actually having to engage in the wargame micromanagement minigame that the old isometric engines focused on. That was fun in 1998 because Reasons but for me, in 2021, I just don't have that kind of time and need games that help me to relax, not stress me out. Either way, I suddenly had an epiphany and realized that the same principle concept helped explain why the economy of 5E design worked so well for such a large crowd of gamers.

Thursday, July 15, 2021

Mechanics that did not Age Well

A month or two back I decided to mix things up a bit (while still stuck entirely on Roll20) and I started running some D&D 3.5 again. Dragging out the old books was fun. There are aspects of D&D 3.5 that I still like a great deal, and realize that their utility has not diminished with time; I still prefer more granular skill systems, for example, and like the idea that spot, listen and search are all separate skills, and that being good at one of them isn't automatically a certainty to be good at another. I really like the fact that the reduced healing mechanics mean PCs need to think and be more careful as there are consequences for pushing on without regard for health and safety. A lack of at-will magic means wizards do have a reason to carry a staff or dagger for other than purely aesthetic reasons. Even some combat rules in 3.5 are appreciated: higher risk from firing in to combat, penalties for lack of proficiency and other little details all make sense to me. Sure, they are fiddly bits which don't need to be in the game as 5E demonstrates, but they add some versatility to the design and make combat feel more tactical and dangerous.

However, what I have found most interesting is in the moments where I notice that a rule from 3.5 not only didn't age well, but it aged so badly that I basically change the rule and substitute a 5E method instead. So far I've run in to this situation a few times. Damage reduction as a rule is just a pain in the ass, and something that is in many ways potentially invisible to the players. If I as GM tell them, "Your blow seems to have little or no effect," the players need to guess if that means they can't penetrate the DR or there's something more troubling going on (like immunity to the attack). If your whole group is striking and rolling low on the damage against a DR protected creature they could be in for a brutal slog. This is where the much more effective resistance/weakness mechanic of 5E is so much more sensible, and luckily incredibly easy to substitute. It even gives the DM easy descriptive language to use: "You strike your foe and it seems especially weak/resistant against your attack," tells the player all they need to know, and if its an actual immunity that is easy to communicate, too.

We've been sticking to low level play in 3.5 so far (that will change over time), but I already know how insane the stackable vs. non-stackable modifiers get as the game progresses along. Needless to say, the elegance of 5E's design eliminates this issue entirely and seamlessly as well.

As fun as advantage/disadvantage is in 5E I haven't seen any reason to introduce it in 3.5 yet. I am quite comfortable with basic modifiers and DCs working as intended, but the ability to award inspiration is missed. 

The way 5E handles magic items is so remarkably different from 3.5 that it bears mentioning. The extremely processual design of 3.5 magic items is in many ways one of the Achilles' heels of the system, as it created the rules and expectation of magic economies, and provided hard rules that sort of demystified the entire process of magic item creation. Nothing short of epic artifacts could not be found at the right level of market, or made by the players, with the rules as presented. In 5E it deliberately eschews this entire affair and only in later 5E do we se some rules creep back in (chiefly because as a result of 3.5 more than anything the notion that every city and town must have a magic item economy had become thoroughly engrained in the genre*).

5E's basic rule on training new skills and languages (pay coin, spend time, get skill) is far superior to the class/level restrictions of 3.5. So while I like granular skills and the skill point method, I much prefer 5E's more organic division on skills, allowing for more realism in how people learn things. It also lets the DM incorporate learning skills over time as a reward without breaking any game balance.

The most noticeable detriment to 3.5 over 5E is that rolling a nonhuman character is a pain in the ass, thanks to the scaling issues being dealt with throgh level adjustments. The 5E method is simply less hassle for the same result.

By coincidence (or not) we are resuming 5E on the next live off-week session, so make of that what you will!



*Sure the notion of a magic item shop existed long before 3E, but the idea that it was part of a mercantile economy with clear rules of commerce and manufacturing, and an almost total absence of mystery was very much a 3rd edition introduction. In 2nd edition and earlier the magic item shop was the weird wizard and strange shop in a large city, surrounded by mystery, usually with a specific and well regarded name attached. But the key idea was that prior to 3E, the magic item shop was a contrivance of the GM and fully in their control, and laden with mystery. The magic item shop of 3E was by contrast well defined and something the players themselves could establish if they were so inclined. It stopped being a DM tool and macguffin and became a player utility. 

Wednesday, July 14, 2021

The Game Store Play Advantage

 Brief post, but last night's return to live gaming was a  blast! It was nice to play a game with actual live humans again. People are still live humans on VTT, sure, but they are distracted people with narrow electronic pinholes peering in to the remote dominions of their cohorts. Not the same, in other words, as just being present around a table and gaming together.

The big advantage of gaming at the local game store, of course, happened immediately last night as we picked up a new player (first time since before the pandemic shutdown) and possibly a second down the road. You can meet people more easily (in person) by being in a common location where people congregate with like interests, and for us locally that means one of the two game stores we have (I bet the student annex at UNM or our community college might also work, too).

Either way, it was nice to be back to gaming in the manner for which it is most suited!