Tuesday, July 18, 2017

When the door opens - Storytime Part 3


*click*

Falken smiled, the door opened, and a massive wooden log shaped as a battering ram swung down straight into Falken’chest.

The kid flew back and hit the wall with a loud crack and hit the floor with a sickening thud. He felt his ribs shifting in places they shouldn’t, his lungs heaving and hurting with every single breath. The all too familiar taste of copper started sliding through his teeth after a painful cough showed him his own blood, now spattered on the floor.

Falken tried to get up, but the pain was too much. Lying face down in a pool of his own blood was not new to him. The streets of Waterdeep were ruthless and unforgiving if you didn’t know how to take care of yourself. Thugs, guards, people bigger and stronger than you in general, always found a way to remind you of your place. More often than not, your place was between the sole of their boot and the ground. He had learned to avoid these situations, to sneak away from people bigger than him, usually taking something of theirs with him as well.

This time he had messed up. He ran through all the reasons why the trap, the annoyingly simple trap, had sprung; however, as much as he thought about it, he couldn’t change the fact the trap had sprung, and now he was losing blood, fast.

His arms and legs were responding but the pain in his chest was too much to get up and move, so he started crawling towards the corridor’s wall, scraping across the stone floor. With some effort he sat upright against the wall and looked left and right, trying to weigh his options. His friends were still waiting for him downstairs, he could try and crawl his way down the stairs, it was just 4 stories down until he reached the Rookery. He wasn’t sure he would not kill himself going down those stairs, but it was the best chance at he had.

That’s when he heard footsteps.

For a second he thought there was only one set of footsteps, then he heard two, three, a whole group of people were getting up from their barracks and clattering around, probably alerted by the loud sound of the battering ram that had hit him. The trap was probably rigged to sound off some sort of alarm in a separate room in the tower as well.

Falken closed his eyes and held in a painful groan. That was it… the trap was made to seem simple so whoever looked at it would think it was easy enough to disarm, when in fact the trap was a more complex mechanism, made to disable whoever was picking the lock and to alert any nearby guards. Now he could barely move, was bleeding internally and externally, and would be a very easy mark to track down.

“If I wasn’t sturdy enough I could be a very nice wall decoration by now”

Falken closed his eyes, let out a small painful chuckle, coughed up some more blood and tilted his head back against the wall. He clutched one of the daggers he was using to pick the lock, held it against his chest and gritted his teeth. If this was it… he might as well go down fighting.

The footsteps got closer, Falken tightened his grip on the dagger and his breathing got faster. His eyesight was failing him now, he felt dizzy, and his eyes were getting foggy, everything looked white and just as suddenly as the battering ram hit him, he felt himself slip away into a cold sleep.

The fog surrounded Falken’s body and obscured the whole corridor, as Lauren entered and almost tripped over the boy’s body. She had heard the boy’s grunts as she was going up the stairs, but she also caught the sound of footsteps coming from above. Thinking fast she concentrated on the air’s moisture and added some of her own body’s water to it, creating a thick cold fog in the corridor where she presumed Falken would be. If the guards would come in she would at least have a few extra seconds to try and help the kid before they were spotted.

She had to fight her urge to audibly gasp when she finally saw Falken bloodied on the floor. She checked for a pulse and placed her cheek next to his mouth to see if he was breathing. After a second that seemed like an eternity she could feel the warm wisp of his breath on her face. Choking back her tears she placed her hand on his chest and spoke to the water spirits in the fog, and within herself to channel enough energy to bring the boy back from the brink of death. His bones started to realign themselves and the internal wounds slowly began to close. The loud footsteps startled her for a moment and broke her concentration. They were heavy, unusually thick and loud.

The Goliath stood behind her squinting through the fog


“Lauren? Is Damian with you?”

Thursday, July 6, 2017

The Feathergale Spire - Stories from the campfire part 2

As they left Summit Hall on that morning Falken kept checking that every single one of his possessions was where it was supposed to be. Last time they had spent a night among unknown armed forces they ended up flying (or falling) down a deep canyon full of rocks.

“Hey kid, did you lose something?”

Falken turned to Damian and gave him a playful smile.

“No, but I believe you did.”

He showed Damian him one of his own daggers. It was actually the one the Sorcerer kept hidden most of the time. Damian gave a snort and a laugh while giving the boy an approving look.

“Well look at that. Last time someone took this dagger away from me, the one who did it had to sleep with me the night before and get me drunk as well… good job kid, keep those eyes sharp.”

Falken smiled and tossed the dagger over to Damian. He remembered that night well. He had lowered his guard just as much as the tiefling had… and would come to regret it as much as every one of them.

~ *** ~

The Feathergale Spire was a white tower that went up for what it seemed to be miles and miles up into the sky, as if signifying the desire of the cultists that inhabited it to reach the heavens and attain some sort of enlightenment from a higher power.

To Damian it was just very pretentious architecture.

The last time they had been here they came asking for information on the missing Mirabar caravan, and shared their stories with the cultists. They took them in, shared bread and salt with them, invited them to partake in a glorious Manticore hunt where they fought alongside them and brought down two of the beasts, and then they continued to celebrate their deeds for the rest of that night.

Then on the morning of the next day, they woke up, their hands tied, taken hostage by the very people they feasted with, and in Damian’s case, shared a bed with, the night before. Thulls, the captain of the “Sky Knights” as these cultists called themselves, informed them that they would be offered as a tribute to the Spirit of air. Helmdorn challenged Thulls to a sword fight to the death in exchange for their freedom and their equipment. Thulls simply laughed, and then had his henchmen throw them off the top of the Spire.

To Helmdorn they were pretentious pricks with no honor whatsoever.

A group of friendly Aaracockras had picked them up as they fell, bringing them to a safe place. That was when they realized their friend Draupnir had injured his neck when they caught him mid-air, and was now in a catatonic state. After much deliberation, the group of adventurers had to take the decision to… end his life themselves, and give him a proper burial instead of leaving him out there for the wild beasts to take him.

Shieldbuster now saw them as the ones who forced him to kill his friend. Pretentious murdering pricks who would taste death at the end of his blade.

A few nights later they had come back to the spire under the cover of night to recover their equipment and exact vengeance on these fools, or at least make sure they rued the day their paths crossed. As of now they had managed to climb up to the level where the cultists kept their flying mounts’ roost. The air cultists had a great deal of Flying creatures which they had domesticated in order to serve them as mounts, most of them being griffons, large magical  beasts with the head and wings of an eagle and the body of a lion, and giant  vultures way larger than those you would encounter out in the wild. They managed to get in and have Lauren befriend one of the giant vultures with her druidic arts. The easy part was over. From now on, stealth was going to be absolutely necessary. So Falken was sent ahead to scout the floor where the cultists’ armory was located. Lauren, Shieldbuster, Helmdorn and Damian stayed behind.

As time passed, the minutes turned into hours, and Falken was still out there.

“That’s it, we need to go help him! –Lauren said- What if he got captured?”

“Hush!! Lower you voice, I’m trying to think of something here…”

“Well Damian you can think all you want… I’m going after him”

The druid got up, left the Vulture’s roost and went down the stairs to go after the kid. Lauren had taken a liking to this kid, and had become very protective of him ever since they started to travel together, and she was not going to let him die at the hands of some pretentious murdering fools who thought they could command the forces of nature by killing innocents and offering them to some spirit in the sky, or some such nonsense. Nature was all about balance, and this construction... this temple was just another slight against nature that put everything out of balance. She would not stand for it... her very skin crawled every time she saw depictions of the sacrificial rituals on the halls of the Spire, and she shuddered as she thought about what they would do to the boy once... or if they found him.

“Those two are going to be the death of us…Shieldbuster, I’m going up to see what I can find, you stay here with Helmdorn and work on an escape plan”

Helmdorn and Shieldbuster looked back at Damian with a pair of puzzled looks and said exactly what they were thinking at the same time.

“Escape Plan?”

They were pretty high up and the chances of navigating through the spire were minimal, so coming up with an escape plan in these conditions was a daunting task to say the least.

“Look, just try to find out a way to get us out of here ok? I need to go down there and make sure they don’t wake the guards”

And with that, Damian left. Hoping that this visit to the Feathergale Spire would end up significantly less disastrous than their last.


On a floor right below the vulture’s roost, Falken had managed to slip past a couple of sleepy guards and into a room that seemed to be the cultist’s armory. Several suits of armor hung on some wooden busts, and an array of martial and simple weapons had been collected into a couple of barrels to the left and right of the room. If his eyes did not deceive him, and they usually didn’t, their equipment should be stashed away from the cultist’s regular equipment… now there was only one thing keeping him from his goal.

A simple lock, with a simple trap.

Back in Waterdeep he used to pick locks like this at least once a week. He wasn’t trespassing, he just removed obstacles from his way in order to survive. Survival usually meant “appropriating” food that he could not afford for himself. Merchants never really appreciated the way he spirited away their goods so the locks on their warehouses got more and more complex. Other street kids that did not have his skills were a lot less fortunate than him, so he always tried to help them out whenever he could, but if he needed it more than someone else, then it was his for the taking. The kid was talented like few, had a keen eye for detail, nimble hands and was quick on his feet. However, picking a lock without sounding off the alarm, moving in, taking the goods, then exiting and leaving the door with no trace of having picked the lock… THAT, was something you learned.

And His teacher taught him well

This one was a simple one though, a simple lock with a simple trap that would activate through a spring mechanism built into the lock. If you did not have they key and tried to open the lock, the trap would trigger and bad things would happen. This, of course, meant nothing for someone with Falken’s skills. He just needed to put in the pin and hook from his tool kit and twist a bit until the lock opened, all while keeping the spring mechanism from going off.

That is, if he HAD his tool kit with him. Right now his tool kit was somewhere behind this very door, and he was using two daggers to open the lock. A simple lock. With a simple trap.


*click*

Tuesday, July 4, 2017

Music and storytelling - Iron Maiden's Dance of Death

As I’ve noted several times before in this blog, I love bards. Mainly because they use music and poetry to produce magical effects. Out of all the forms of magic used in fantasy RPGs, this is the most relatable one to me. Music is a very real thing, it causes people to feel a certain way, and in some cases, it also moves people to do things. It tells the tale of things that were, are and will be, and in the right hands, music can both silence millions and make those same millions erupt into a myriad of emotions.
Now, when it comes to storytelling through music, there are few artists as skilled as the respectable gentlemen from the heavy metal group, Iron Maiden. The storytelling they employ in most of their songs (often inspired by actual literary works) is truly inspiring. So, as promised in the title of this piece, here’s what I find so inspiring about Iron Maiden, and their storytelling through music.
*insert musical montage, lots of hair, spandex, spikes, and guitars but also bass… lots of bass and Nico on drums*

Iron Maiden is Heavy Metal. No offense to the many other bands that identify themselves with this type of music, but Iron Maiden pretty much defines the genre. Lots of guitar work, amazing vocal range, powerful rhythm sequences which combined produce songs that feel truly epic in their feel and composition. In the 42 years they have been active, they have produced a grand total of 16 (read: SIXTEEN) albums, and are still touring around the world, giving their fans some of the most exciting live concert experiences ever.

Having recorded sixteen albums means there are over a hundred songs to look at, and doing so would probably take years and make me eligible for a Ph.D. So instead of that, I’ll focus on one song that I think will be easy to use in order to get my point across. So I present to you, a step by step analisys of the title track of Iron Maiden's 2003 album, "Dance of Death. Here's the link to the song, so you can listen to it while you read.



Any good story has five parts: a hook, a buildup to a climax, the climax, the falling action, and conclusion. So, in that order...

"Let me tell you a story to chill the bones, about a thing that I saw...One night wandering in the everglades... I had one drink, but no more..."

The song starts with a slow, clean guitar riff that gives us the idea that what we're about to hear is both intriguing and mysterious, Bruce (the vocalist) matches this mood by almost whispering the first few lines of the song. You can imagine yourself listening to this nameless narrator, sitting around a campfire, having had more than one drink yourself... 50 seconds into the song and you have successfully been hooked into the story.

The buildup to the climax, or "rising action" has the narrator tell us how he was assailed by unknown figures in the forest, then led to a place where he was induced into a form of astral projection. His spirit is then lifted into the air, as he watches his own body dance with these figures, he now recognizes as Undead creatures "ascended from Hell". The music throughout this second part contains a steady drum beat, synthesizer generated string choruses that slowly take us away from that initial introductory guitar riff and build towards a halt in the music that leaves us wondering "wait, is that it? what happened then? did he survive?"

What comes next is an absolute explosion of rhythm and music when the song changes gears and dances (pun intended) wildly off into the climax of the story and song, by employing a melody that evokes images of pagan rituals and bonfires. Our narrator tells us how both he and his spirit were dancing wildly in, around and above a firepit until they were re-joined. He then keeps dancing and is joined by the others until he comes back to his senses, takes advantage of a small skirmish and makes a run for it.

In the falling action, there is very little to no text, however; it is in this part of the song that one hears Iron Maiden's iconic use of simple riffs that, when played live, results in thousands of fans singing along with the melody of the song. Gers, Smith, and Murray take their turns soloing while Harris lays the foundation of the song, taking us into another shift in rhythm, back to the slow paced crawl at the start of the song.

"To this day, I guess I'll never know, just why they let me go. But I'll never go dancing no more... 'till I dance with the dead..."

In the conclusion, our narrator finishes his enthralling story will a foreboding sense of doom for himself. He feels as if they could have kept him there just as easily as they caught him in the first place. And the experience has left him marked for life, so much so, that he knows that on the last day of his life, he will join the dance of death once again.

This song is an absolute thrill to listen to. It tells you a very exciting story and holds your attention with both sound and text, managing to transport your mind to a place where you've (probably... hopefully) never been. So many emotions are passed through the melody of the song. Fear, excitement, exhilaration, all of these in 8 minutes of a song that doesn't feel as long as that thanks to great storytelling.

Iron Maiden inspires me to write stories of my own. I hope you enjoyed reading while I gushed about one of my favorite bands of all time. If you feel like this is something you would enjoy listening to, there are sixteen albums to choose from, but my personal favorites are "Seventh Son of a Seventh Son", "Powerslave", and "Piece of Mind". "Seventh Son" is actually a whole album telling one overarching story. It is quite possibly the best Heavy Metal album ever written.

Thank you for reading, I look forward to telling you a story one of these days.

Tuesday, June 28, 2016

Pintas y Dados - El podcast




Una de las cosas más gratificantes de ser un Dungeon Master es ver como toda la preparación previa al juego resulta en una historia divertida y asombrosa a la hora de jugar. El proceso que cada DM sigue para prepararse y escribir la historia antes de contarla difiere de DM a DM. A algunos nos gusta improvisar, a otros nos gusta planear todos y cada uno de los puntos de la historia, otros lo planean pero dejan que la decisión dependa de una tirada de dados… En fin, todos tenemos nuestro “librito” que seguimos a la hora de correr nuestros juegos.

Por otro lado, una de las cosas más gratificantes de ser un jugador de DnD, es que tu Dungeon Master no te mate.

HAH!!

Pero no hay nada mejor que encontrarse con tus amigos luego de un juego y hablar sobre lo cool que fue el juego, o las diferentes formas en las que podemos correr otro juego la próxima vez que nos toque ser DM.

Con esto en mente, dos amigos y yo nos pusimos de acuerdo para crear “Pintas y Dados”.
Pintas y dados, el podcast, es básicamente una ventana en la que Fernando, Moisés y yo les hablaremos sobre varios aspectos de nuestro hobby favorito: Los juegos de Rol. Hablaremos de Dungeons & Dragons, Pathfinder, Fate, Numenera, Legend of the 5 rings, y muchos otros sistemas de juego, mientras comentamos sobre los monstruos, las reglas, las historias y las ideas que pasan por nuestras mentes a la hora de preparar una sesión de juego. Todo esto mientras nos tomamos una que otra pinta :) .

Además de esto, con la ayuda de nuestro grupo de amigos, grabamos varios juegos de rol que presentaremos como una historia en episodios. Así como cuando nuestros padres escuchaban radionovelas? bueno, así mismo solo que con nerdos, dados, sin guiones, y un humor mucho más cuestionable.

El día de mañana (29 de Junio) presentaremos nuestro primer episodio, gracias a nuestros amigos de Patacoins, ustedes, mis muy estimados lectores, podrán encontrar el podcast en el sitio de patacoinstv.com y así también en iTunes y cualquier aplicación de podcasts en Android (yo uso Podcast Republic, es gratis, soy pobre)

También si tienen alguna pregunta, o algún tema que les gustaría que comentemos en el podcast nos pueden escribir a pintasydados@gmail.com, o encontrarnos en twitter como @Pintas_y_Dados y en Instagram como pintasydados. En un futuro grabaremos un capítulo con sus preguntas y comentarios, asi que envíennos todas las ideas que quieran escuchar en el podcast!

Estamos muy entusiasmados con este proyecto y esperamos que les guste lo que tenemos preparado para ustedes.


Cheers!

Julio

Tuesday, May 17, 2016

G.I.F.T.E.D.

It started with an accident, as many of these stories do…

It was a rainy night and the bus was full of people. The driver had taken an extra shift, those new school books weren’t going to pay for themselves after all, so he needed to put in all the extra hours he could… He needed to provide, he had to give his son a proper education and make sure he’d never have to work graveyard shifts like his old man…

The truck hit him out of nowhere… in just a few seconds he wondered if he had passed a red light, had he fallen asleep on the wheel? or maybe the other driver had, he wasn’t sure. The horrified screams of his passengers mingled with his own as he thought about his son and his dog, who were the only family he had left. The bus bounced on its side and he felt one of his ribs crack under his own weight on the safety belt of his seat, it tumbled twice and just as it seemed it would hit the side of a building… it stopped.

It was as if all of the impulse behind the rolling bus had simply come to a halt, the driver, who was bracing himself for a big impact, slowly opened his eyes, and to his amazement, the bus seemed to be floating in midair, suspended by an eerie light that seemed to glow with a violet aura. Not only was the bus suspended in midair… but also the shattered glass, the passengers’ bags, and the passengers themselves were suspended as if gravity had sort of forgotten about them. The driver, now breathing heavily sat still for a moment, not knowing what to do, until he finally tried looking at his rearview mirror.

Floating amongst the debris and the injured passengers, a little girl with a bowl cut, a purple flower dress and mismatched sneakers was shaking and sobbing. Her eyes glowed with a light that matched the color of the energy that seemed to be holding up the bus and its passengers.

"W… wha… what’s happening? I… where’s my momma?”

The media were all over the news like rats on peanut butter, trying to find out who the girl was, where she lived, why her mom had taken her away from her father’s home that night, and how she had managed to develop what they were now calling a *gift*. After a few days of open harassment by the press and the public, the girl and her mom were accepted into a variation of the “witness protection program”. This government-appointed program was later dubbed the “Gifted Individuals Protection Service” or GIPS. As if acting on a chain reaction, many cases of “gifted” people, mostly children, began appearing in cities all over the country, seemingly without a clear reason and with abilities that ranged from the seemingly harmless to others that could constitute a sizable threat to the world’s population if left unchecked.

As time passed, these individuals and their families started asking for a chance to re-insert themselves into normal life. They weren’t asking for any type of special treatment, just a chance to have a life outside the walls of the pseudo-prison they were living in. After much deliberation the central government appointed a task force, dubbing it the Gifted Individuals Federal Training and Education Department, G.I.F.T.E.D. they would oversee the development of a network of facilities around the country, one in each major city, where they would train and supervise gifted people's actions so as to better assess a way in which these individuals could contribute to society's advancement.

As time passed the Department served to help these gifted individuals to find their place in society either by giving them jobs that suited their special abilities, or by helping law enforcement deal with others who used their powers to break the law. Not everyone who found themselves gifted with superhuman abilities accepted to be taken into G.I.F.T.E.D., and some of those who did not find themselves the recipient of a “gift” took up the vigilante mantle anyway, each having their own reasons to fight crime in their own way. Some of these “superior individuals” have been known to work alongside with the members of G.I.F.T.E.D. Their work, however, is not recognized as official.

As of today you find yourself assigned to the city of Westfall, a place where the police finds itself constantly outnumbered by street gangs and the gifted villains who run them. The city council finally agreed to approve a sizeable part of its budget in order to bring in some help from G.I.F.T.E.D. in hopes of lowering the city’s crime rate.

You now stand in front of the greatest challenge you've ever had in your entire life...

Will you make a name for yourself as one of the greatest heroes of all time? Or will you fail to leave your mark, like many others before you?


Roll the dice and see what FATE has in store for you!

Friday, September 25, 2015

A daughter's duty - Story time

Toku Akiko was born in the fall of the third year after the Naishou dispute that left the Monkey clan and the Crane clan as rulers of the province. Her birth, just like her older sister’s was met with joyous celebration as is customary of the Monkey clan. Toku Uryo, Naishou’s daimyo and Fuzake Nabiki, the spiritual leader of the region had traveled along with their most trusted Samurai and family members to the nearest temple of Toku, the fortune of Virtue and founder of their clan. She was presented to their ancestor in a great celebration so as to show Toku that their clan was still growing strong.

From a very young age it was very apparent that if Sumiko took after her mother, Akiko was every bit her father’s daughter. Always running around the house, always causing trouble. She would constantly ask her father to teach her how to wield a sword, to which Uryo would only laugh at first. Though he eventually gave in and let her practice with the same wooden swords that he once used to spar with her uncle Gorobei. She was a very beautiful girl with long black hair (which was usually full of twigs and mud) a skin that resembled more that of her father, slightly darker than her mother’s, and two big grey eyes that were always full of joy, wonder, and most of all… mischief.

As time passed and the relations with the crane began to deteriorate, Uryo decided that it was time to have his family make some connections outside of Naishou. During the Naishou tournament Uryo had competed against Isawa Daisuke of the Phoenix clan, and though he lost the duel, he earned his respect. As Akiko reached the age a child would normally be sent to attend a school within her own clan, he used his friendship with Daisuke, his own political contacts and Gorobei’s influence in the Imperial court to have Akiko sent to the Phoenix lands to study in the Shiba Bushi school.

The day before she left, Uryo took her into the inner garden of Toshi no Naishou and sat with her in the small gazebo in the center of the garden. He mentioned what little he knew about the Phoenix lands, about the Isawa Mori, the forest that was veiled in mistery and legend, the Phoenix Mountains known for the many temples housed within. He told her about Kyuden Isawa the Palace of the Phoenix clan, and Shiro Shiba, the castle where she would be spending most of her time. Uryo went through the different ceremonies she would have to go through once she reached phoenix lands. Akiko did not understand half of them, and the other half sounded just plain stupid, but she would obey.

After a good hour of going through all of these things Uryo fell silent. He had never been good at keeping up the face of a Samurai, which is probably why he kept her uncle Gorobei close at all times when they needed to handle political matters. His eyes, usually very calm and happy, were now very sad and his face looked tired, and burdened.

“Akiko, my dear child, I want you to be strong… the coming years will be hard, I won’t lie to you… everything will seem to be working against you on every turn… you will be singled out as an outcast and be constantly reminded of your name and family. But I want you to remember these words and keep them close to you… “

Courtesy, Courage
Honor, compassion
Sincerity, and Duty.

Be Courteous to everyone, no matter who it is. Be courageous… Our clan was founded by a farmer who took up a sword and fought not because he wanted glory, but because it was the right thing to do. Honor is part of our lives and as such you must always be mindful of your actions, since you represent not only you, or your family, but our whole clan. Be compassionate… Samurai are of higher stature than the Bonge, but this only means that you are charged with protecting them, so care for them, and keep them from harm. Be sincere, both in how you speak and how you act, for this shall reflect on your honor. Keep your Duty in mind. Our clan is small, but strong, and we uphold the values of justice and peace in Rokugan. Our duty is to keep the legacy of Toku alive through our deeds”

Her father spoke with a passion she had never witnessed before, yet when he came to the end of it, when he talked about Duty, tears started running down his eyes. His face was shaking and his hands were grasping the cloth of the kimono around his knees.
Akiko was wide-eyed and gasping for a moment. She then quickly looked at the ground for a moment as if to give her father a moment to regain his composure. A long silence was broken by a skittering monkey on one of the garden trees. Akiko then spoke, her eyes still looking at the ground…
“Father?”
A longer silence followed, giving Akiko a very uneasy feeling.
“Dad?”
Before she could look up again, Uryo’s arms were already around her as her father’s embrace took her in.
“You are strong… you mother and I are very proud of you. The challenges that lie ahead are difficult, but you will prevail… such is the way of the monkey”

She did not know that at the time, but this was but the first step in an elaborate plan by her family to close ties with one of Rokugan’s most powerful families. Her parents had spent a sizeable amount of resources and political favors to have her become betrothed to a member of the Isawa family, and to have her enlisted in the Shiba Bushi school.

Akiko said goodbye to her parents the day after that, receiving a parting gift from each of them. Her mother gave her an Obi with embroidered cherries, which she would use with her dress kimono, and her father gave her a small white handkerchief that had a scent very much like the flowers that grew around the gardens. It had been a gift from an old friend to her father in his traveling swordsman days. He also gave her a straw hat, way too big for her at her current size. When she asked what it meant, Uryo simply said 

"That hat belonged to Doji Hakusho, one of the most skilled Iaijutsu masters I have ever had the Honor of meeting. Our relations with the Crane are very delicate at the moment, and I need you to remember that your father once had a friend amongst the Crane"

She hated the idea of leaving her home. She hated the idea of leaving her parents, her friends, her older sister and her little brother Yoshiro. But she also understood that from now on everything she did would be in representation of the monkey clan… nay… of the Uryo Family. She was to become a Samurai like her father and mother before her. She would overcome whatever task they set before her and fulfill her duty.

Thursday, September 24, 2015

The fine line between challenging and impossible - DM THOUGHTS

Ever had a game of DnD where your Dungeon Master seems to be out to kill you no matter what?

First round: Everyone’s surprised, the enemy spellcaster casts Hold person on both the fighter and the cleric. Don't question it, he just does. The rogue suddenly realizes he is in a place with absolutely NO place to hide or run to. The enemy hard hitter hits the mage for infinity hit points of damage and kills him. Now it’s the party’s turn, but the rogue now has a mage down, a Cleric and a Fighter on hold for 7 to 10 business days, and a mage, two Barbarians, and a pack of wolves on top of him.

Don't be this douchebag...



Another (less extreme) example

The players prepare for a Dungeon crawl. They enter the Dungeon and immediately spring a trap. One player fails his reflex check and dies. The other three continue and enter a room with a deadly encounter with a vampire. Just as the name of the encounter suggests it, another player dies. The remaining two decide to exit the dungeon for now, and return with a different approach and two other companions. Just as they start to leave, the doors close and water starts to flood the room. 2 rounds later they are drowning, and a few failed Constitution checks later, it's a TPK.

Ugh... why?


The first thing that comes to mind when a DM sets his players up for failure like this, is "Why would he do that?".

- Players were getting cocky, the DM needed to show them that death was very possible.

- Nobody likes an easy game.

- Encounters are meant to be challenging

- I don't want to make it easy on them, my games are always hard.

These are ALL valid reasons to make a game harder, more difficult, or more challenging. However there is a fine line between making it challenging and making it impossible. Encounters should be challenging to keep your game interesting and your players awake. However, once you start throwing deadly encounter after deadly encounter, eventually one of them will die, and will probably resent the fact that you seemed to be trying to kill them from the beginning.

As a DM, one should be mindful of this balance, after all the idea behind a roleplaying game is to defeat an objective using everyone's abilities in creative ways. You do this while playing what is essentially a part in a story. you, the DM, are ALSO playing a part in that story. However you get to play everyone else in the world. and here's where you need to make a distinction.

It's not a game of "the players vs the DM".

The moment you start seeing the players as your enemies, it will be easier for you to start enjoying it every time you put an impossible obstacle in front of them, because then you "win". And where's the fun in that?

Yeah, I know... it's pretty sweet...but hear me out

There's just one DM and at least 3 or 4 players. If in the end you're the only one having fun at the table, then you have failed to make it entertaining for the majority of those at your table. This eventually leads to players asking themselves why they are doing this in the first place... subjecting themselves to hours of frustration just so YOU can have a laugh everytime they fail, and once they realize they don't like it, they leave and stop going to your games.. So how do you avoid this?

Try this: the players are not your enemies, see them as your allies. Sure, you're the one who places the problems in front of them, and you probably have an idea of how they could overcome that problem. S use that in your advantage. Your attitude should be "Ok guys here's the situation, how are we going to move the story forward?". If they give you ideas that are creative and inventive, then reward them with a positive outcome and move the story forward. It's a lot more fun to do this than just throw in a random no-win scenario and have them all die.

This does not mean that there should not be any impossible tasks in your world. A level 1 party that stumbles upon a dragon's hoard should be very aware of the fact that they are in for an almost guaranteed death if the dragon finds them. This is common sense. But placing nothing but extremely hard or near-impossible tasks between the players and their ultimate goal will get boring for them really fast.

So in conclusion, keep your games balanced, give your players the opportunities to shine and solve the problems in front of them. Don't go easy on them. And don't go out of your way to make their lives miserable either. Balance. Balance is everything.

Thanks for reading!

Tuesday, September 22, 2015

Edge of The Empire - Dice head Review

“Hokey religions and ancient weapons are no match for a good blaster at your side kid…”

When you think “Star Wars” most people think about, Luke Skywalker, Darth Vader, Yoda, Obi Wan Kenobi… You know, the guys who have lightsabers and gtheir mastery of the force could, in theory, kill anyone with a mere thought.

However, there’s also Han Solo, Chewie, Lando Calrissian, The Millenium Falcon, Bobba Fett, the scum of the galaxy, the Hutts, the Black Sun syndicate, Mos Eisley, Ryloth, the lower levels of Coruscant. The dark gritty side of the Star Wars Galaxy is just as big as the more flashy force-wielding side of it, and there are so many ways in which one could run an RPG adventure in a setting like that.

So a long time ago, in a Galaxy far far away (In the 2000s), Wizards of the Coast owned the license for all Star Wars Collectible card and roleplaying games. Their license expired in 2010, and they declined to renew it. In comes Fantasy Flight games, doing what they do best, and pick up the Star Wars License from Lucasfilm Ltd. 2 years, a card game and a miniature game later, Fantasy Flight releases the first Game in the three part series of games that would comprise the Fantasy Flight Star Wars roleplaying game, Star Wars: Edge of the Empire. Since then, another two games have been released, “Age of rebellion”, and “Force and Destiny”, to complete the “Trilogy” of Star Wars roleplaying games.
These three games, although separate from each other, are designed to be able to play using the rules from all 3 books. Today, we’ll be looking at the first and, for now, my favorite one:



CONTENTS:
I have the Beginners’ game and the Core Rulebook for Edge of the Empire [EoTE]. The Beginner’s guide includes a set of Roleplaying dice (I’ll talk more about those later) 4 character folios, a quick introductory adventure, a summarized rulebook and some adventure supplements like a two-sided map, and some placeholders for your characters and the other NPCs

The Core Rulebook has a much more complete and detailed version of the rules of the game. It gives you a brief overview on what it means to play on the Edge of the Empire, and the tone and feel of the adventures played with this system. It has a very extensive character creation chapter, then a chapter about the equipment, the ships you will be using, and other very important aspects of running the game, such as a description of the most prominent worlds on the outer rim of the Galaxy.

In addition to that, there is a whole chapter dedicated to the different factions of the Galaxy, such as the Hutt cartel, the Black Sun Syndicate, and obviously the Empire and the Rebel alliance. Since you're playing people who are the thugs, smugglers, hot-shot pilots and bounty hunters of the galaxy, it's pretty cool to see all of the oportunities you might have by working for or against any of these factions.

The last chapters of the book include a chapter on the Force Exile, a class that has a minor connection to the force and somehow survived the great Jedi purge. And a short adventure with everything you need to run it as a GM.

GAMEPLAY

Edge of the Empire, just like all of the other Star Wars RPGs by Fantasy Flight, is a heavily narrative game. It uses "Narrative dice" to let you know whether you succeed or not in doing an action, and whether doing said action gave you an advantage or disadvantage in play.


When you decide you want to do an action you start by assembling your dice pool. Let's assume you're making a computers check in order to slice (*Hack* in Star Wars lingo) the security system and open a door. Your character is very Intelligent (her intellect is 3) and has invested some exp in her computers skill. First you take three positive green ability dice to go with her intellect score (3), then you replace two of those with the 2 yellow dice since she has 2 ranks in Computers. These are your positive dice.

Now let's say that the security system is average, not too easy, but not too hard to crack. This would be a medium difficulty roll, so we add 2 setback dice (the purple ones). We end up with something like this:



Basically, you roll the dice, and compare how many success and advantage symbols you have, versus how many failure and disadvantage symbols you have, these cancel each other out, and if in the end you have more success symbols left, that means you succeeded!

Now, the GM could say in this case, that you succeed opening the door, and you did it in such a way that prevents the security system from raising the alarm (that's how you count the advantage symbol). However, it is also possible to succeed with disadvantage though, in which case you would open the door and raise the alarm, giving you less time to move in and do what you need to do.

This is the core mechanic of the game, it makes everything move very smoothly and give the GM a lot of opportunities to add twists and turns to the game's narrative.



Final Thoughts:


I LOVE the Star Wars Universe. Ever since I started playing tabletop RPGs I've wanted to give a Star Wars RPG a try. I was aware of the existence of the Star Wars d20 books, but once I found out they were already out of print, the number of books and supplements was absurdly high, and most important of all, I didn't have a the money to buy all of that :). 

Fantasy Flight has done a great job translating the feel of a Star Wars story into the basic rules of the game. I feel like the game plays very smoothly, even though learning the rules of the game may take a bit of reading. Also if you've never seen the movies, or are not familiar with the terminology, then it might be a bit difficult to get into the mood of the game. However, if you like Sci-fi settings and Space battles, and laser pistols and big starships, then you will have a good time regardless.

All in all, I think this game is really good. As a Dungeon Master you get TONS of tools to build great stories in the Star Wars Galaxy. You want your characters to go hunting for bounties and compete against the likes of Boba Fett? Make deals with Jabba the Hutt? Explore the lower levels of Coruscant? Steal valuable information from the Empire? mess up the communications array of the Rebel Alliance? 

You can, and it'll be a blast. But don't take it from me, here's what some friends who got to play with me as a GM have to say about Edge of the Empire.

"Ever wanted to shoot first? this is your game"
Samuel the Wookie - 2015

"From the start of the game you immerse yourself in familiar places of the Star Wars Universe, the adventure gets you hooked right from the beginning. The force guides you to complete your objectives and overcome challenges. I recommend it for everyone, even non-star Wars fans"
Ludwig the smuggler - 2015

"The setting is very easy to explain, I liked the starter set with the character folios. It's a very complete game. Although, if you don't know anything about Star Wars you might need a bit of help from your friends who are familiar with the terminologies. But this doesn't stop you from having fun!"
Krystle, the Medical Droid - 2015

And well, this one from my friend Fernando is so well written I'm just going to put it here in Spanish, and hope I don't butcher it when I translate it into English.

"Muy pocos juegos tratan de enfatizar, realmente, el aspecto de roleplay de los juegos de rol. Ignorando conceptos pre establecidos por juegos como D&D o pathfinder, Edge of the Empire y sus sucesores de enfocan de lleno en los mismos con un juego altamente narrativo, dispuesto para los narradores aventureros que mas que preparar una historia en su mente le permiten a sus jugadores decidir de que manera seguirá la narrativa. Los dados y sus símbolos tomaran un rato en aprenderse, pero una vez todo es explicado se nota una poderosa elegancia y sencillez que deja a muchos otros "juegos de rol" en vergüenza. Con esta generación de juegos de rol con énfasis en narrativas mas aya de donde las espadas golpean las escamas de los enemigos, no esta de mas decir que la fuerza esta al borde del imperio."

Now, in english:

"Very few games try to really emphasize the roleplaying aspect in a roleplaying game. Ignoring concepts pre-established by games like D&D or Pathfinder, Edge of the Empire and its successors focus fully on roleplaying with a highly narrative-centric game that gives adventurous narrators the opportunity to not just prepare a story in their minds, but also let their players decide how the narrative will progress. The dice and their symbols will take a while to get used to, but once everything has been explained you will see a very powerful elegance and simplicity in the gameplay, which leaves other "Roleplaying" games in shame. With this new generation of roleplaying games, which emphasize narrative beyond swords hitting the scales of our enemies, it's not too much to say that the force, is on the edge of the empire."

Fernando - Bounty Hunter


Beautiful, isn't it?


Thanks for reading!


Friday, September 4, 2015

Legend of the 5 Rings - DICE HEAD REVIEW!

A few months ago a friend of mine convinced me to give this game a try. Basically, as he said, it’s a game where you roleplay as Samurai. And that was pretty much all I needed to give it a try.

Legend of the Five Rings (often abbreviated L5R) is a fictional setting created by John Zinser, Dave Seay, Dave Williams, and John Wick and published by Alderac Entertainment Group in 1995. The setting primarily involves the fictional empire of Rokugan, though some additional areas and cultures have been discussed. Rokugan is based roughly on feudal Japan with influences from other East Asian cultures such as China, Mongolia and Korea.



Now that we’ve got the Wikipedia part of the review out of the way, let’s get into what the game has, how it plays and my general thoughts about it.

"If you see the "half-persons" -as you call them- like posessions, you should take care of them properly. Will you leave your wonderful yukata dirty with mud, or would you clean it and make sure it is anything but perfect?"
-Daidoji Natsuki


CONTENTS!


The core rulebook is pretty thick. It has 404 pages and it’s divided by books titled after the rings referenced in the name of the game. First there’s an introduction, then there’s the Book of Air, which has about 60 pages full of Lore dealing with How the world was created, how Rokugan (the name of the setting, like “Greyhawk” or “Faerun”) came to be, the social classes, everyday rituals, religion, philosophy, Honor, Politics, Economics, and a very thorough description of the 8 Great Clans of Rokugan.

It has a METRIC ASS-TON of Lore.

I think L5R is a rich role-play game. It is quite fantastic how simple is to understand it, and though it is fictional, you can make realistic characters with it.
-Elii Mascarin – Player and Game Master

The Book of Earth deals with Game mechanics, how to roll dice, how to read the dice, how combat works, how skill checks are made and how to deal with certain situations in the game. Even though it’s mostly about mechanics, this book also has a few lore entries that help the reader to get immersed into the world of Rokugan.


“Good game, if you like manners and went to finishing school! “ 
-Priscilla Shirley - Player


The book of Fire is all about character creation. In here you’ll find tools to create your character, like a set of 20 questions to help you flesh out your character’s background story. Here’s where you choose which clan your Samurai will belong to, wether he will be a Bushi (warrior) a Shugenja (Magic user) Courtier (Politician) or a Monk or Ninja. As always, you should ask your Dungeon Master which one of these fit better in the story. This chapter goes on to explain how skills work, how spells work, and it gives you the stats for armor and weapons. It also has lore.

“Perfect family game, if you want to GET KILLED FOR DRINKING SAKE, like why, are we kids?  And the turning down gifts three times thing is pretty annoying too. Just give me my damn gift bruh. The shadowland prowlin' oni slayin' part makes it kind of worth it, though.”

-Daidouji Takeru, half-crab half-crane full awesome.

The Book of Water Talks about advanced mechanics. It has information on minor clans, Imperial Families, Ronin options, optional systems like massive battle rules. The Lore in this chapter is also very heavy.






Then the last chapter: The book of Void, focuses on tips for Dungeon Masters and gives them a lot of tools to run a game, like different types of campaigns, how to award experience points to the players, stats for monsters and nonhuman races. It also has a complete 30 page adventure that’s ready to run. And of course:  LORE LORE LORE LORE LORE LORE!!!

“We all want to play as a Samurai in some RPG in some moment of our lives. It doesnt matter which one we're playing at the moment there is always that need to wield a Katana. What surprised me about L5R is that the way the convey the setting to you makes you want to do more than just become Battousai and slash people. You do cool thinks. For example, my character, a Crane Clan Courtier by the name of Daidoji Daichi, would speak in code whenever he wanted...and it was awesome.

Daichi: It would be most imperative to suggest that the Monkey will soon land upon the branches where the Crane is taking a rest. 

Which means, basically, that Monkey reinforcements are arriving to the Crane clan's camp.

Or something like:

Daichi: It is known that when choosing between poisonous enemies, nothing goes past the webs of the Spider...or survive the venom of the scorpion.

Which can mean multiple things. So, speaking in code is pretty great. Get this game if you want to go all cryptic on other players and have them laugh/roll their eyes”
-Moises Montero – Player and Dungeon Master


GAMEPLAY!


Legend of the 5 rings has very simple gameplay mechanics. If you want to do something, you determine your level of success by rolling d10s. You take a bunch of d10s, you throw them, keep the highest number of the roll and add them up. If your result reaches the Target number (determined by your DM) you succeed in doing what you want to do.
Now, what determines the amount of d10s you roll? And what determines the amount of high rolls you get to keep? That’s the not-so-simple part. Let’s try to give you an example.

Rolls are described as xky
X is the number of dice you roll, and Y is the number of dice you keep from that roll. So a roll where you roll 8 and keep 3 would be read as 8k3 or “8 keep 3”

So… You want to hit something with a sword.
The skill required to do so is “Kenjutsu”

You have bought 5 skill points in Kenjutsu, which is tied to your Agility trait. Until now you’ve spent some experience points to raise your Agility to 3.

You would add you 5 skill points in Kenjutsu, to the 3 in Agility, for a total of 8 and you would keep the 3 (from your Agility) highest dice from your roll.

8k3

If one or any of your dice land on 0 (meaning you rolled a 10) they “explode”. So you can add 10 to your roll and roll that dice again, keeping whatever number it lands on. If the dice lands on 0 again, you keep adding 10 to the roll and rerolling until you stop exploding dice.
That is the basic mechanic, but this is pretty much the same for all types of checks, you take a number of dice, you roll them and keep a number of dice out of that roll.

Simple right?

Eh… no…. I would be lying to you if I said this system felt simple or in any way intuitive to me. But, as any other game, you learn to roll your skills a lot faster and more naturally the more you play.

FINAL THOUGHTS!

Legend of the Five Rings is an RPG setting with a load of customization options that will make you look at Role Playing Games in a very different way. As any other setting you can always adapt some of the gameplay options to fit the type of game you want to run. Do you want a game full of political intrigue, moral backstabbing (also: literal backstabbing) and sword duels to the death? L5R has got it. Do you want a game where you slice you enemies down with your katana, fighting for the honor of your house? L5R has got that too. Is it the first time you play an RPG, and want to take a swing at roleplaying with a couple of friends for the first time? Stop right there.

“SHAMEFUL DISPLAY!”
-Samuel Gonzalez - Player

This game might work for you if you have never PLAYED an RPG before, as long as your Game Master is familiar with the setting. A GM that knows the intricacies of how the 8 houses interact with each other, and who has also familiarized him or herself with the oriental cultural aspects that have been integrated into this setting, is your best bet at running a really awesome adventure in Rokugan.

If you’re a Game Master that has never run a Roleplaying Game, then you might want to steer away from this one. I would suggest that you get the Core Rulebook (4th Edition) and read it. Then read it again, and again, and again. Then when you’ve finally learned the details of this game, read it again. THEN you can run a game in Rokugan. Trust me, it’s in your best interests to get REALLY immersed in the setting before you run it. It will make it a lot more fun for you, and most importantly, for your players.

“If you like Intrigue and strategy, Legend of the 5 rings will be an enormously satisfying experience for you.”
-Fernando Dolande – Game Master and player


Here’s my absolutely honest opinion, this game is awesome. If you’re looking for a game that draws inspiration from Oriental culture, and lets you play as Samurai. Then look no further than Legend of the 5 Rings.




Also did you know they have a Collectible Card game?!?!? Time for a SEQUEL REVIEW!!!


Thanks for reading