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Für Rollenspieler gibt es ebenfalls eine eigene RSP Kategorie.
I’ve been trying to think of an entry for One Page Dungeon Contest and I keep coming up empty. I think I need to simply prep an upcoming adventure for my ongoing campaign and put it all on one page. How do you come up with your submission?
I’ve been using Homebrew on our Mac for a while now. I like it very much. I’ve recently run into an issue, though. Sending emails from Emacs stopped working. I was getting was this:
Opening STARTTLS connection to `fencepost.gnu.org:25'...failed network-stream-get-response: Wrong type argument: processp, nil
The important setting to remember to learn more is this:
(setq smtpmail-debug-info t)
Resent the mail and switch to a buffer called
*trace of SMTP session to fencepost.gnu.org*.
220 fencepost.gnu.org ESMTP Exim 4.71 Mon, 07 Apr 2014 01:00:52 -0400 250-fencepost.gnu.org Hello 178-83-163-103.dynamic.hispeed.ch [126.96.36.199] 250-SIZE 52428800 250-PIPELINING 250-AUTH CRAM-MD5 250-STARTTLS 250 HELP Process smtpmail deleted dyld: Library not loaded: /usr/local/lib/libnettle.4.7.dylib Referenced from: /usr/local/bin/gnutls-cli Reason: image not found Process smtpmail trace/BPT trap: 5
Oops, it seems that I uninstalled something that gnutls required!
Time to check things:
alex@Megabombus:/usr/local/bin (master)$ brew update ... alex@Megabombus:/usr/local/bin (master)$ brew upgrade nettle Error: nettle-2.7.1 already installed alex@Megabombus:/usr/local/bin (master)$ brew upgrade gnutls Error: gnutls-188.8.131.52 already installed alex@Megabombus:/usr/local/bin (master)$ ls /usr/local/lib/libnettle.* /usr/local/lib/libnettle.4.5.dylib /usr/local/lib/libnettle.a /usr/local/lib/libnettle.4.dylib /usr/local/lib/libnettle.dylib alex@Megabombus:/usr/local/bin (master)$ brew reinstall gnutls ==> Reinstalling gnutls ==> Downloading https://downloads.sf.net/project/machomebrew/Bottles/gnutls-3.2. Already downloaded: /Library/Caches/Homebrew/gnutls-184.108.40.206.mavericks.bottle.tar.gz ==> Pouring gnutls-220.127.116.11.mavericks.bottle.tar.gz 🍺 /usr/local/Cellar/gnutls/18.104.22.168: 931 files, 8,4M alex@Megabombus:/usr/local/bin (master)$ brew reinstall nettle ==> Reinstalling nettle Warning: nettle-2.7.1 already installed, it's just not linked alex@Megabombus:/usr/local/bin (master)$ brew link nettle Linking /usr/local/Cellar/nettle/2.7.1... 16 symlinks created alex@Megabombus:/usr/local/bin (master)$ gnutls-cli --version gnutls-cli 3.2.12 Copyright (C) 2000-2014 Free Software Foundation, and others, all rights reserved. This is free software. It is licensed for use, modification and redistribution under the terms of the GNU General Public License, version 3 or later <http://gnu.org/licenses/gpl.html> Please send bug reports to: <email@example.com>
That seems to have fixed it!
I wonder how this happened in the first place.
I use Firefox on my desktop both at work and at home. I don’t want Safari, Chrome or Internet Exploder. These days, the Mozilla foundation hired a dude called Eich who donated “$1,000 to the Proposition 8 effort to ban gay marriage in California.” See Exclusive: Mozilla CEO Eich says gay-marriage firestorm could hurt Firefox (Q&A) for details.
I had a
conversation on IRC which revolved around two questions: How homophobic is Eich? Does “boycotting” a free product hurts him or the product?
My point was that I would like to tell Mozilla that having a homophobic boss is despicable. Writing a private email to let them know is not enough! Thus we enter the realm of politics where the actual boycott is not as important as news outlets writing about it. Let the scandal get some publicity.
In the interview, “Eich refuses to discuss his own beliefs explicitly or say whether they’ve changed…” I’m assuming they did not change much.
I think his argument is full of #fail. “If Mozilla cannot continue to operate according to its principles of inclusiveness…” and mentioning anti-gay marriage coders in Indonesia. How is that an argument? Does Mozilla also work with Hitler? (Just to cut that line of argument short.)
Karl Popper argued that you cannot be tolerant towards the intolerant. Actually, according to WikiQuote he said: “If we extend unlimited tolerance even to those who are intolerant, if we are not prepared to defend a tolerant society against the onslaught of the intolerant, then the tolerant will be destroyed, and tolerance with them.”
I think that’s why it’s not important for me to hurt Eich personally. After all, he’s free to say what he wants and to sponsor what he wants. I have limited tolerance. It’s important for me to tell Mozilla that it’s not OK to hire such a person!. I don’t have unlimited tolerance.
Anyway, here’s to not boycotting Firefox and still helping the scandal get some publicity.
Ich wollte schon länger mal über meine old school Kampagne reden. Letzten Dienstag haben wir gerade einen längeren Geschichtsbogen beendet. Eine gute Gelegenheit.
Ich habe meistens so um die sechs Spieler am Tisch, jeder mit einem Hauptcharakter und bis zu zwei Nebencharakteren. Das Charisma der Hauptfigur bestimmt, wieviele Gefolgsleute ein Spieler insgesamt haben kann. Weil wir allerdings fast immer sechs Spieler sind, haben wir die Anzahl auf zwei Gefolgsleute pro Spielabend limitiert. Die restlichen Gefolgsleute steuern Schiffe, verwalten Ländereien und so weiter.
Die Hauptcharaktere meiner Spieler haben eine Stufen zwischen 1 und 7. Wer neu anfängt, kriegt einen Erststüfler. Klar spielt man dann noch nicht sofort eine so wichtige Rolle wie der Topshot mit Charakteren der Stufen 5, 6 und 7. Immer wieder gibt es allerdings Abende, wo nur geredet wird. Gerade letztes Mal gab es eine Szene, wo der erststufige Charakter, der zufälligerweise Charisma 18 hat, eine herausragende Rolle gespielt hat.
Wir verwenden An Echo Resounding für das Domänenspiel. Alle vier Spielabende haben die Spieler zwei Domänenzüge für ihr Reich. Da gibt es Einheiten zu je ungefähr hundert Leuten, Kriegsschiffe, Befestigungen, Tempel, Schulen, Märkte und vieles mehr. Weil man nur alle vier Spielabende zwei Spielzüge machen muss, und weil man das leicht ignorieren kann, wenn man sich nicht dafür interessiert, ist das ideal für uns.
Gleichzeitig erlaubt es uns auch, einen Handlungsbogen mit einer grossen Schlacht zu beenden. Es ging um eine elfische Hexe auf dem Weg zur Unsterblichkeit, in einer Stadt, umringt von Wällen, die Umgebung durch fünf Beobachtungsposten geschützt, je mit etwa zehn Elfen und einem roten Drachen; die Wälle der Stadt durch eine Zitadelle geschützt, die Wälle von drei Einheiten elfischer Kriegermönche bewacht, die Stadt selber von vier Einheiten schwerer Miliz bewacht; der Palast der Hexe beschützt von zwei Schattendrachen; und die Hexe selber, ein Lich der 21. Stufe.
Und das geht! Am letzten Spielabend wurden die schwere Miliz durch eine Intrige ausgeschalten. Das vorletzte Mal bekämpfte man Piraten, um eine Einladung an einen Ball zu erhalten, am Ball wurden die wichtigsten Elfen am Hof angesprochen, ausgeforscht, umgarnt; dann wurde mit den Priestern des Pazuzu Tempels ein Pakt beschlossen, so dass diese den Feuerelementar durch einen Höllenschlund in ihrem Tempel entführten – und zwar den Elementar, der dem Herren der schweren Miliz sein bester Freund ist. Wutentbrannt sammelt dieser seine Leute um sich und führt sie durch den Höllenschlund ins Reich Pazuzus. Und am Spielabend darauf greifen die Spieler an.
Alle Einheiten um sich gesammelt, überlisten die Spieler die Drachen, greifen mit ihren etwa 1200 Leuten an, überrollen die Zitadelle, vernichten die Kriegermönche, die Drachen, und am Ende folgen ein paar Hauptcharaktere der Hexe in einen dunkeln Gang, jagen sie, denn wer nicht mindestens die fünfte Stufe hat, wird von der Angst übermannt.
Die Zauberin dreht sich um, spricht das Todeswort, der Charakter schafft den Rettungswurf nicht, fleht seinen Gott ein letztes Mal an – und hier muss man verstehen, dass sich die ganze Szene auf der Astralebene abspielt, die Hexe hat ihre Stadt auf dem versteinerten Leichnam eines (fast) toten Gottes erbaut, und eben diesen Gott betet der Charakter an. Nun gibt es bei mir immer eine kleine Prozentchance, dass die Götter die Stimmen derjenigen erhören, die ihnen (positiv oder negativ) aufgefallen sind. Der Spieler würfelt und hat Erfolg! Eine Astraldeva erscheint und schützt den Charakter vor dem Todeswort, der Spieler fällt vor Glück fast vom Stuhl, und dann geben die paar Charaktere ihr bestest und greifen an. Und sie haben erfolg! Ein Lich der 21. Stufe hat nur 9W6+22 LE. Die Hexe stirbt, die Stadt wird der Domäne einverleibt, Pläne werden geschmiedet, die Wiedererweckung des Gottes braucht noch ein paar Dinge…
So geht das, ab Stufe fünf.
Recently I found this blog post about Localism which ended in the question what a campaign would look like if it were located in the area you live in.
For the north of Switzerland:
Forested hills. Dark and forbidding forests full of bandits. Trails connecting villages across along the ridges. Difficult terrain. Deer. Bears. Mostly bears.
Rivers. A large network of rivers flowing towards a distant sea. These rivers are hard to ford. They present major obstacles for the armies on either side. Where the rivers can be forded or bridged, they are. Toll towers control these choke points, small villages support these local lords.
Lakes. This is where people do their fishing and trading. The large cities are all built by a lake, usually by the river exit. Boats, rafting. Stilt house settlements. Small lakes up in the hills may be the homes of water witches, cursed, sunken castles, devils.
Castles and towers. Rocks and cliffs protecting fortifications high up overlooking the valleys, far away from disease. Petty power struggles. A distant emperor.
Swamps. The wider valleys are full of infested, treacherous swamps. Eels, trolls, will’o the wisps. Pots of gold buried to appease the water spirits. The drowned witches, bound and restless, struggling underground.
Cairns. Hidden up in the hills, ancient stones marking the ley lines of the land. Grave markers of the rich.
Mountains. On a fair day, you can see the wall of world. Up there, fell spirits guarding the passes. Devils. Giants. Blood pacts and cannibals. Dwarves and pots of gold, again. Caves. Waterfalls. Water spirits. Cows, sell cheese, buy salt.
Winter. The winter is cold. Snow covers everything, isolates people. The wolves cross the frozen rivers. When spring comes, we need to wear masks, burn effigies, ring cow bells and scare the winter spirits away. The living triumph, for an additional year.
Today we played two and a half hours of Torchbearer. We had three players and started out with me playing the warrior, Johannes playing the halfling and Harald playing the dwarf. Pascal was running the game for us. It involved a kid disappearing into a tomb. We crawled into the tomb, got up, advanced down the corridor and met four skeletons. We went for a kill conflict and started with a disposition of 10 vs. 5 but by the second volley we were down to four and we just barely managed to avoid a total party kill. My warrior escaped, badly wounded, got lost in a swamp, was led astray by green flames dancing in the distance and nearly drowned.
We wound two replacement characters (the cleric and the magic user) and then we went there again. We realized that going for a kill was dangerous and tried a trick conflict. Again, we started with a disposition of 9 vs. a lot less, and within a few volleys we had lost. We were driven off by the skeletons never to return…
And that was that. We liked some ideas in theory. We liked the grind. We liked the light rules. We liked how enumbrance worked. But as soon as the conflict started, we got disconnected from the fiction. Attack, Defend, Feint and Maneuver—it was dry, hard to picture, very abstract, and we lost. And then we started noticing that the other systems didn’t seem to make a difference or didn’t result in a play experience more entertaining compared to using classic D&D.
We’ll be playing something different next indie night.
brew install leiningen git clone firstname.lastname@example.org:kensanata/gridmapper.git cd gridmapper lein run
And I can produce an executable Jar file and run it as follows:
lein uberjar open target/gridmapper-0.9.9-standalone.jar
In 2010, I was mostly interested in figuring out whether Clojure would in fact allow me to use Java libraries. In terms of architecture, the application is lousy. A Model View Controle architecture should be used! And instead of bitmaps, I’d like to use SVG graphics both for the tiles and for the resulting output. Save as SVG! Also, a nicer window with a legend and some explanations would be nice.
Anyway, back to C2.
As I recently said on Google+: Everything has been said. We’re relaxing for a bit before starting all over again. You know, ascending AC, saving throws, edition wars, OGL, sandbox, entourage, megadungeon, no elves, kickstarters, alignment, comeliness, strength limits, ability modifiers, the umpteenth variant of barbarian, witch, bard and necromancer, how to draw maps, utility vs. good looking, and how really they’re the same, or not, also typography, porn, sexism, fun, and how it’s meaningless to talk about it, doing it anyway, and it’ll be 2006 all over again, and nobody will have learned a thing, except for those that have moved on, and somebody will have a fit and leave the blogosphere, and hate on Facebook, and post inappropriate political messages, and drop off the net, and delete their blog, and we will feel young again and everything will be fresh and in love and exciting.
Recently I found a comment by andrew ferris on a Google+ post by Urizen Shaitan I’d like to share.
What works best for fun is not really realistic and sometimes when attempting to implement something “realistic”, you get something even less realistic than if you hadn’t tried.
Okay, first to deal with armor and hit points. Now if one wants monsters to scale up the same way PCs scale up, you are going to have an issue. PCs gain 1 hit dice per a level and generally speaking armor and damage increase. With some classes the armor and damage increases considerably less than with others, but generally speaking it increases. The thing is that… well… there isn’t a good formula for what level of monster ought to be able to handle 4-5 PCs by themselves.
For instance, generally speaking if you have a level 5 PC fight 5 level 1 PCs, the level 5 PC has 5× the hit points as well as having better damage potential and being harder to hit. They will generally mop the floor with the 5 level 1s.
However, a level 25 PC would almost undoubtedly be demolished by 5 level 5s, particularly if those 5 level 5s have among them a thief, cleric, and particularly magic-user. This is particularly true given how in old D&D where PCs cap out at level 9.
Now, if something is going to be a challenge for 5 PCs it can only do one of the following
- Have 5× the health it normally does or have some method to avoid ⅘ of the attacks (such as a high AC). This can either be all in one go or it can be be recovered over the battle (regen or healing magic) and the average health of the creature would be 5× by the end of the average length of a battle.
- Deal out 5× the damage a PC could. It could have 5× the attacks, hit 5× as often or deal 5× the damage a normal enemy of that level would do.
If you do both, it will be 25× as strong as a normal enemy. It is also worthwhile considering the difference between a solo and a group. After all, if you are fighting a group of enemies and you can manage to deal ⅕ of the total hit points in damage to one of the enemies in the group then the group’s damage output is going to decrease by 20%. But if you deal ⅕ of the hit points to an enemy with 5× the health, then its damage output isn’t going to decrease unless there is a system for it to do so.
In addition, PCs generally fight in groups. This means that if the attacks simply do 5× the damage or there are 5× as many attacks that can (and narratively should) be aimed at a single target, then you deal with another issue. Generally speaking a single enemy attack against a PC ought to sap around ⅓–¼ of their life. But if the attack does 5× damage or there are 5× the amount of attacks, this will wipe out a PC with each successful hit. This will cause the group’s effectiveness to drop by 20%.
Because of this, it is probably best to increase both the hit points and the damage output by about double. You can improve the AC or the monster’s chances to hit, but I would do it by a point or two at the most. Increased hit points and an increased number of attacks is what I would advise in order to have an exciting encounter that is less likely to result in a TPK.
As for the narrative attacks…. one of the things I feel the OSR has been painfully lazy about is when it comes to monster attacks. Particularly the old set up “2 claws, 1 bite” no animal in the world fights like that. Ever. It is utterly unimaginable that within a 6 second span of time a beast is ever going to swing its paws at two separate targets and then bite a third. It just doesn’t work that way. Nor is an animal going to make one swipe with each claws and then pull them back before biting. Rather than ever having such a sequence, it would have been far more realistic to simply describe this whole attack as a single unarmed attack sequence which will either be successful or not as a whole and the number rolled on the damage dice would be evocative of how many of its natural weapons it hit with.
Instead of giving a solo monster multiple attacks, the far better thing to do would be to give the monster area-effecting attacks. For instance, it can charge in a straight line which means it can run over a PC, knock another aside and then slam into a third target which would be a great way to get those mages into melee combat. Or it can make a sweep with a giant claw or weapon that has a chance of dealing damage to all enemies engaged in melee. Or it could release a cloud of toxic gas which could affect everyone in a given area or it could even be capable of picking up or knocking a PC off their feet (i.e. a successful melee attack), hurling them at another turning one PC’s body into a weapon against another (making a ranged attack).
With those sorts of attacks, suddenly it becomes very clear why it is foolish to attack the monster with a regiment of very weak soldiers and why a group of elite adventurers are needed to handle the monster.
So basically, my advice is when designing solo monsters… Double its normal hit points. Give it some sort of area attack (or several options!) that would allow it to hit 1–3 enemies a turn and particularly to be able to get at those more vulnerable ranged combatants. Increase AC, attack bonus and damage of the monster minimally—only 1–2 points.
And then you just have to accept that if this monster is, for instance, an Ogre or a Troll, that its numbers are not evocative of simply adding levels to the monster.
– andrew ferris
What can I say. These days my players kill red dragons in the surprise round and survive cloud kill… but area effects are clearly the way to go!