So let's start with:
pondering, geeking, whining, thinking, being boring... and just talking twak.
Thursday, May 25, 2023
D&D Homebrew Babble: What's happening with the Saffas?
Thursday, April 20, 2023
D&D: You win some, you lose some (random progress babble)
So my one Dragon Heist game ended. Well, to be more accurate, I ended it. It was another situation where it was a square peg in a round hole. I won't go into the details of it but I felt it should be noted in this here blog thinger. I'm not super happy about it, but I think it's for the best.
This means I have one Dragon Heist game left - of which they're probably like three-four sessions from the conclusion. I'm happy to report that, after a five-month break, we're reconvening to finish off the game. I'm very happy about it.
I've also started an Ironsworn game with two friends. We've created the world in our last gathering and now need to make our characters. The energy of the collaboration has me excited. We still have a lot to learn about the actual game mechanics and whatnot, but we've already created a world that's unique to any I've played in and it's driven by them, not me. Which makes me very happy.
Finally, I'm going to risk my homebrew with a group of fresh faces. I'm nervous about it but excited. The group has been assembled, the primer has been given, jokes have been made and characters are in the process of being created. So far, so good. I've specifically chosen people who I feel will work well together and hopefully spend time diving into character backstory - which is one thing that, while not absolutely essential, kinda sorta is important for my homebrew. That will drive character motivation when things are still uncertain and they don't know what they're doing.
In my South African group, we're getting a new player into my homebrew. Poor bastard doesn't know what he's letting himself in for. I chatted with him and then on the same day cooked up a seven-page primer for him. Mwahaha. He doesn't get to know what the others know yet until they start playing, but he'll have a better idea of the dynamics of his immediate surroundings. At least, that's the idea.
Hm, that reminds me. I still have some more information to babble at him about.
So yes, I lost some and won some these past two weeks. But overall the winnings outweigh the losings.
Oh! One more thing to babble about briefly. In the past couple of weeks I've joined a roleplay-heavy play-by-post. It's rather challenging, but fun!
So that's another win.
Saturday, April 1, 2023
D&D Babble: The Aftermath
As the gargantuan juggernaut rose out of the flaming pool of lava, the heroes (and the DM) steeled their resolve to fight in what would be their most challenging battle to date.
When I was a lot younger, I used to play guitar quite a bit. I was self taught and didn't know much, but could sing and made reasonable amount of noise that could be misconstrued as music. The problem was that I had the horrible habit of making an utter fool and failure of myself the moment you put me in the limelight. Sure, I had times where I didn't choke, but the times I did were... memorable.
Long story short, this is a persistent fear in me now and drives my performance anxiety to its limits.
Fortunately, despite what my anxiety was trying to tell me, I didn't drop the ball (or the robot) this time. In fact, I had quite a bit of fun.
It's eyes glows bright and fires radiant light down on the heroes.
They say that, like characters, game masters have alignments. I'm definitely of the more benign DMs out there. I cheered and encouraged as the party whittled down this enormous construct before them. I did get to blast them with eye beams - which was fun - and I got to slap around a player who had turned into a dragon, but I was still cheering as they found creative (and destructive) ways to deal with their foe.
In the end, time was the biggest enemy. We had three hours and the objective wasn't completed by that time. We improvised and I hope that the players still felt like they had accomplished something big.
I won't be sitting in for the conclusion of the campaigns. Time, again, is the enemy in this regard. But I am hoping that with the ending of their journey, they will feel determined, liberated, and satisfied.
Tuesday, March 28, 2023
D&D Babble: Sometimes wonderful, unexpected things happen.
As anyone who plays D&D - or any TTRPG for that matter - could tell you, the game is unpredictable and surprising. Most often in delightful ways. But my babble today and the title thereof comes from outside of the table.
For the past near-on-a-year, I've been playing D&D with a group of people on alternating Saturdays who're living predominantly on the North American coast. I got pulled into the discord server and the first thing I saw was the sheer amount of people connected to this dungeon master and went *gulp*. The gentleman in question has multiple games running throughout the week, all set within his world, all containing different people playing characters in this world which becomes influenced by their actions. It's a beautiful thing to see.
And what is happening is also kinda rare in that his homebrew story is coming to a spectacular conclusion. The goodies are fighting the baddies and the odds are stacked against success, but they still fight and may just succeed and each player involved in the story is deeply invested.
From a DM-ing perspective, it's inspiring because it takes one helluva story and one amazing DM to garner such devotion. These are people who have busy lives and yet they make the time because they're captured by the unfolding story.
My Saturday games are detached from the events, but I'd have to be blind not to see the excitement of the other groups on a near-daily basis as things slowly come to a head.
And then the unexpected happened:
"Hey! Got a sec?" the DM asks me after our game. "I was wondering if you would be my second DM for the epic?"
...
......
..........
!
My brain stops functioning for a time as I try to absorb the enormity of the suggestion. At first I wonder whether he got the right person. Maybe he was meaning to talk to someone else. I mean his channel has over 60 people and mistakes happen.
Then I finally understood what Troy Baker felt when he got to the audition for the Joker in the Batman: Arkham Origins and, not knowing what he was there to audition for, spotted the dialogue that was undoubtedly from the Joker himself and went, "Oh God."
I composed myself, admirably, and accepted the honour with as much gravitas as I could muster.
Since then, I've been battling with brain goblins on a daily basis - much like I did when I took the Glentana gig. The emotional pendulum is swinging from glee to horror at a somewhat rapid pace. In many ways this is a bigger step for me than DM-ing in Glentana, because Harlen's shoes are fucking massive. And I will not be leading newbies. These are veteran players at a level of gaming and roleplaying that I have not necessarily encountered before. I'm used to sitting at the feet of experienced players. Sitting at the head of the table is going to be a challenge.
But it is a challenge I'm willing to take on and am taking on. I've already started prepping by printing out materials and making notes. Harlen has been awesome in supplying all the details, setting up everything, and making me feel as comfortable as possible.
My goal is a simple task, but I feel an enormously crucial one: As we come to the end of the story, make the conclusion worth the journey.
*cough* In other words, don't be a Mass Effect 3 *cough*
And I think I can do that.
I'm going to absorb as much as I can. I'm going to forget myself, step out of my goblin-infested mind, and just present the best story I can for people who deserve their long and arduous journey to have a fulfilling end.
Wednesday, March 1, 2023
Gaming Babble: Sons of the Forest
There are a number of similarities to The Forest. Crafting has expanded but basically works the same way: Gather ingredients, combine them, boom. The difference is that there at least seems to be a lot more items available than before. Your inventory expands quite a bit and you have to swing your cursor around left and right to make sure you spot everything that you've accumulated so far. Being early access, there are a number of things subject to change. Currently some plants are hugely overpowered while others are pointless to gather. Some weapons are effective, others are like using a fly swatter on that big lady's ass in Resident Evil - meaning: pointless but amusing.
A big difference is how building works. There are a few pre-fab buildings that are built in similar ways to the original game: gather logs and lob it in the blueprint area. But the developers have decided to make free building a thing. It takes some getting used to and, as with all things, there are bugs, but I managed to craft a cabin for myself with a ramp and I'm currently working on a palisade-esque wall to surround the area. It's a lot of work but it'll be worth it, I'm sure.
Then there are the additions of companion AI. The first you encounter not far from where start. Kelvin is a useful companion who can't hear you swear at him... which is probably for the better. ;)Tuesday, January 17, 2023
TTRPG Babble: Delve - A Solo Map-drawing Game
I've been quietly stalking some youtube channels who talk about solo-ttrpg games and stumbled over a map-drawing game called Delve.
Saturday, December 31, 2022
2022 in retrospect
...
I find myself a little conflicted.
I don't know about you, but the last day of a year always has me very reflective and I can't decide where on the scale between fabulous and god-awful 2022 lands.
It was a year of firsts.
- First time streaming.
- First time running a dnd game at a gaming convention for strangers.
- First time a judge told me to go sit outside in the corridor like a schoolchild.
Friday, December 16, 2022
Babble: Twitch - WHAT WAS I THINKING?!
I honestly don't know. That's the truth. I've sat and tried to figure out my own motivations and I can say that I don't know.
Whatever the reason, I've begun streaming on Twitch. And by begun I mean "did a single solo stream".
For now.
I think my intentions were/are fairly pure. I'm currently enjoying my holidays and thought that I should play some Ironsworn since I'm usually too tired to play. But what usually gets me is the fact that I don't have anyone to bounce ideas off of. As I've said in a previous post, Ironsworn can be played solo, co-op, or guided. While I'm still fairly new at the game (and solo gaming in general), I find that playing in isolation ends up with me staring blankly at an equally blank piece of paper.
So what if I could do a couple of things in one go?
- Showcase Ironsworn - which is a pretty cool game all by itself. (And whose pdfs are free btw)
- Play the game (mostly) solo
- Grab as many ideas off of those who decided to take the time to watch me fumble, stumble, and mostly wildly twitch on camera. Stupid anxiety.
Saturday, November 26, 2022
Geeky Babble: Fun at Con.ect 2022
Con.ect is a geek convention held in Gqeberha, South Africa almost annually. I say almost because this year was the first time since the pandemic that the convention was held. It was down-scaled somewhat with it being held only on one day (as opposed to the usual two), but up-scaled in terms of the variety of things that were going on. They had their first LAN arrangement, which was an interesting development. They also had an actual play D&D session running in another room... Which is a little strange for me, but I'm happy for the TTRPG exposure it offers. Beyond that, they had the standard geeky fare: stalls, geek quiz, cosplay, some demos, etc.
Every year, I save a small, monthly amount in a little money jar for the convention. With the pandemic, that amount grew a bit more than usual, yay. Tradition holds that I buy at least one set of dice at the convention. That tradition was broken as no one was selling dice. My mom, who usually gives me grief about my dice buying, noticed this lack before I did. She proceeded to give some stalls a hard time for this lack. They took it good naturedly - especially the book sellers who never have dice to sell to begin with, but did have some board games on display. (Sorry, Bargain Books!) I directed her to the right stall to exert her customerly annoyance at and the dude simply shrugged. Apparently they didn't have stock in so they didn't bring... A bit weird, but okay.
So instead, I bought myself something else.
Monday, November 21, 2022
D&D Babble: Thoughts on the Wild Beyond the Witchlight
Life is kicking my butt. Life is an evil Dungeon Master.
However, I'm looking forward to a long, hopefully calming, holiday in December where I will sit and veg and whine about the heat. So there's that.
But that's not what this post is about. This post is going to be a discussion on The Wild Beyond the Witchlight. This babble will contain spoilers: Some light, some not so much. I think when I get into my struggle with it, I'll mark where the spoilers run thick. To be honest though, I think this is more for DMs who are looking to run the story to read. So players *makes a shoo motion*.
Wild Beyond the Witchlight (WBtW) is an adventure campaign that takes you from levels 1-7. It starts the party off at the Witchlight Carnival and then takes you deeper on a Feywild-filled adventure. Supposedly this game can be run on "pacifist mode" or gives you the opportunity to use negotiation to get past combat. In most cases, this may be true, but I found some instances where it would be very difficult to do. My group of adventurers was first drawn to the idea of finding ways to circumvent combat and then got surprisingly bloodthirsty with the first boss. So... Yeah. No.
There are two story hooks supplied. Both are interesting. One has the player characters look for things they've lost. The other is a more standard "someone gives you a mission" approach. I think you could use both if you wanted to mix it up. I took my group through the standard mission and in it found the first problem. But more on that later.
Your PCs are sent to the Witchlight Carnival - a place of fun and excitement and lot of whimsy. My players spent several sessions in the carnival and enjoyed it thoroughly. Enough so that, even when the exit was clear, they went to all the smaller stalls to see what was available. They sucked the marrow from the bone, so to speak. Wizards of the Coast really did good here. I have never had a party oblivious to the fact that they were only level one for so long and, it's true, you can introduce this adventure at later levels, though that might require a bit work from the DM to upscale things.
After some time, the party notices that things are not as they would appear and, with some investigation, they find that the patron to the carnival is in some kind of predicament. Through possibly heavy-handed manipulation, the party is sent through to a portion of the Feywild to further investigate and correct things. Depending on the story hook, the party has a clear mission at this point or a 'oh you've lost something? well uhm, go look there.'
[More Spoilers]
WBtW sends you to Prismeer, a domain of delight within the Feywild. You find that the current management consists of three, very uniquely crafted creatures. It is probably the strength of the campaign: how unique their villains are. Prismeer has been divided by these nasty critters and each one's area is different - in landscape, fauna and flora, and mood. For all of this though, the pattern expected of the players get old quick. Reach new area, go to locations, find bad guy, kick bad guy's ass, rinse and repeat. It was probably easier to deal with from the players' point of view, but for the DM's side, it felt really tedious. As unique as the creepy characters were, there was little variety in the actual missions.
Now I realise that some of this is my own fault. For one thing, I use Roll20 and roll in the open. I am also someone not blessed with bountiful luck and so every combat consisted of my baddies being trounced. The players found that entertaining. I did not. And I think that's what bothers me so much about WBtW. It just didn't click with me.
[Even More Spoilers]
So you know how I said the standard mission presented the first problem? Well, WotC was very heavy handed in their hints. The first character you encounter who gives you a mission has a tattoo on his face. The moment my players saw that, they instantly connected it to the final riddle even though they didn't realise it at first. Now you can say "Oh they shouldn't meta-game", but if you're going to have a famous person in an adventure and make it so bluntly obvious from the beginning, it's really, bloody difficult not to meta-game the shit out of that. And so when the final question arose, it wasn't the knowledge accumulated through the game that brought forth the answer, but external knowledge instead. And when the players realised this, they felt a little cheated. Sure, there are some hints of the answer in the adventure itself, but that bloody tattoo... was basically all that was needed for the cat to be out of the bag.
[Final Thoughts]
There are a lot of good things in this adventure. It has a very 'Alice in Wonderland' dark feeling to it. So if that's your cuppa tea, this will be fun. The villains are really good. The game is FULL of whimsy - which is something I just don't have a taste for, but recognise that this is a preference and not necessarily a criticism. It's an adventure that is on rails, to some degree, but with a lot of work, you could free it up. I just found my people didn't really care to go back to the places they were before. As we sped to the end, I think the party felt the same weariness I felt for the adventure. Maybe I just am just projecting this on them. They said they liked it, after all. But yeah.
WBtW is pretty. It is detailed and intricate and whimsical and dark. But just not my type of game.







