Tuesday, November 13, 2018

Adventurers in AD&D vs. Heroes in 2nd Edition. Plus the Code of Ethics!



Hi guys.  Fifth Podcast is up!  Get it everywhere!

A brief follow up on the thief stuff from yesterday, a voicemail from Tim Shorts of Gothridge Manor, and then a discussion of the main stylistic difference between 1st ed and 2nd ed D&D---Adventurers vs. Heroes.

Here's the Anchor link.  

Here's the Code of Ethics.  Swiped it from Jeff Rients' Blog.  Not sure who made certain things bold or not. 

.....


There has been a great deal of discussion as of late regarding TSR's policies and their perceived constriction of the flow of information. This should clear up some of the confusion that has been generated.

First and foremost, TSR wants the players of the ADVANCED DUNGEONS & DRAGONS (R) game to exercise all of their creative energies in making the game more enjoyable. Sharing your ideas with fellow gamers is something we encourage. A few methods for distributing your written works appear below.

FOR PAYMENT
If you've written the next great combat system or other work for AD&D (R), you can try to get it published. There's nothing quite like seeing your name in print. Below are a few options for you.

DRAGON (R) Magazine publishes virtually everything imagined for the AD&D game except for adventure modules. A copy of their guidelines are available on the internet in the newsgroups as well as on America Online. You can leave messages for the DRAGON staff at tsrmags@aol.com or
tsr.mags@genie.geis.com.

DUNGEON (R) Adventures publishes adventure modules for various TSR game systems. A copy of their guidelines are also available on both the internet and America Online. DUNGEON staff can also be reached at tsrmags@aol.com or tsr.mags@genie.geis.com.

POLYHEDRON (R) Newszine is the official publication of the RPGA (R) network. This magazine publishes both stories and adventures for a variety of different game systems. You can contact the network staff at RPGAHQ@aol.com or tsr.rpga@genie.geis.com.

FOR DISTRIBUTION
Sometimes, you just want to get something you've written distributed to everyone else. You can do this by uploading the file to an authorized TSR site. These sites are:

MPG-Net (mpgn.com): This is the free access that most users on the internet know about. 

America Online (AOL): TSR's forum on this service draws tens of thousands of gamers every month. 

GEnie: The TSR Roundtable also draws thousands of users each month.

OTHER SITES
There are currently no other authorized sites to carry TSR-related materials as they relate to the AD&D game. TSR is currently considering other sites (both on the internet and pay services) to provide files to the gaming public. TSR setting up its own web page is also a possibility.

WHO OWNS WHAT?
A disclaimer is attached to all files uploaded to any of the TSR sites. This disclaimer provides protection to both TSR and the author of the work by assuring that neither TSR or the author will distribute the work without the other's permission.

IS THERE ANYTHING THAT CAN'T BE DISTRIBUTED?
Yes. Anything that violates TSR's Code of Ethics cannot be stored at any site. The Code appears below. 

TSR CODE OF ETHICS

TSR, Inc., as a publisher of books, games, and game related products, recognizes the social responsibilities that a company such as TSR must assume. TSR has developed this CODE OF ETHICS for use in maintaining good taste, while providing beneficial products within all of its publishing and licensing endeavors.

In developing each of its products, TSR strives to achieve peak entertainment value by providing consumers with a tool for developing social interaction skills and problem-solving capabilities by fostering group cooperation and the desire to learn. Every TSR product is designed to be enjoyed and is not intended to present a style of living for the players of TSR games.

To this end, the company has pledged itself to conscientiously adhere to the following principles:

1: GOOD VERSUS EVIL
Evil shall never be portrayed in an attractive light and shall be used only as a foe to illustrate a moral issue. All product shall focus on the struggle of good versus injustice and evil, casting the protagonist as an agent of right. Archetypes (heroes, villains, etc.) shall be used only to illustrate a moral issue. Satanic symbology, rituals, and phrases shall not appear in TSR products.

2: NOT FOR DUPLICATION
TSR products are intended to be fictional entertainment, and shall not present explicit details and methods of crime, weapon construction, drug use, magic, science, or technologies that could be reasonably duplicated and misused in real life situations. These categories are only to be
described for story drama and effect/results in the game or story.

3: AGENTS OF LAW ENFORCEMENT

Agents of law enforcement (constables, policemen, judges, government officials, and respected institutions) should not be depicted in such a way as to create disrespect for current established authorities/social values. When such an agent is depicted as corrupt, the example must be expressed as an exception and the culprit should ultimately be brought to justice.

4: CRIME AND CRIMINALS

Crimes shall not be presented in such ways as to promote distrust of law enforcement agents/agencies or to inspire others with the desire to imitate criminals. Crime should be depicted as a sordid and unpleasant activity. Criminals should not be presented in glamorous circumstances. Player character thieves are constantly encouraged to act towards the common good.
5: MONSTERS
Monsters in TSR's game systems can have good or evil goals.  As foes of the protagonists, evil monsters should be able to be clearly defeated in some fashion.  TSR recognizes the ability of an evil creature to change its ways and become beneficial, and does not exclude this possibility in the writing of this code.

6: PROFANITY

Profanity, obscenity, smut, and vulgarity will not be used. 

7: DRAMA AND HORROR
The use of drama or horror is acceptable in product development. However, the detailing of sordid vices or excessive gore shall be avoided. Horror, defined as the presence of uncertainty and fear in the tale, shall be permitted and should be implied, rather than graphically detailed.

8: VIOLENCE AND GORE
All lurid scenes of excessive bloodshed, gory or gruesome crimes, depravity, lust, filth, sadism, or masochism, presented in text or graphically, are unacceptable. Scenes of unnecessary violence, extreme brutality, physical agony, and gore, including but not limited to extreme graphic or descriptive scenes presenting cannibalism, decapitation, evisceration, amputation, or other gory injuries, should be avoided.
9: SEXUAL THEMES    

Sexual themes of all types should be avoided.  Rape and graphic lust should never be portrayed or discussed. Explicit sexual activity should not be portrayed.
 The concept of love or affection for another is not considered part of this definition.

10: NUDITY
Nudity is only acceptable, graphically, when done in a manner that complies with good taste and social standards. Degrading or salacious depiction is unacceptable. Graphic display of reproductive organs, or any facsimiles will not be permitted.

11: AFFLICTION

Disparaging graphic or textual references to physical afflictions, handicaps and deformities are unacceptable. Reference to actual afflictions or handicaps is acceptable only when portrayed or depicted in a manner that favorably educates the consumer on the affliction and in no way promotes disrespect.

12: MATTERS OF RACE

Human and other non-monster character races and nationalities should not be depicted as inferior to other races. All races and nationalities shall be fairly portrayed.

13: SLAVERY

Slavery is not to be depicted in a favorable light; it should only be represented as a cruel and inhuman institution to be abolished.

14: RELIGION AND MYTHOLOGY
The use of religion in TSR products is to assist in clarifying the struggle between good and evil. Actual current religions are not to be depicted, ridiculed, or attacked in any way that promotes disrespect. Ancient or mythological religions, such as those prevalent in ancient Grecian, Roman and Norse societies, may be portrayed in their historic roles (in compliance with this Code of Ethics.) Any depiction of any fantasy religion is not intended as a presentation of an alternative form
of worship.

15: MAGIC, SCIENCE, AND TECHNOLOGY
Fantasy literature is distinguished by the presence of magic, super-science or artificial technology that exceeds natural law. The devices are to be portrayed as fictional and used for dramatic effect.
They should not appear to be drawn from reality. Actual rituals (spells, incantations, sacrifices, etc.), weapon designs, illegal devices, and other activities of criminal or distasteful nature shall not be presented or provided as reference.

16: NARCOTICS AND ALCOHOL

Narcotic and alcohol abuse shall not be presented, except as dangerous habits. Such abuse should be dealt with by focusing on the harmful aspects.

17: THE CONCEPT OF SELF IN ROLE PLAYING GAMES

The distinction between players and player characters shall be strictly observed.

It is standard TSR policy to not use 'you' in its advertising or role playing games to suggest that the users of the game systems are actually taking part in the adventure.  It should always be clear that the player's imaginary character is taking part in whatever imaginary action happens during game play.  For example, 'you' don't attack the orcs--'your character' Hrothgar attacks the orcs.

18: LIVE ACTION ROLE-PLAYING

It is TSR policy to not support any live action role-playing game system, no matter how nonviolent the style of gaming is said to be.  TSR recognizes the physical dangers of live action role-playing that promotes its participants to do more than simply imagine in their minds what their characters are doing, and does not wish any game to be harmful.

19: HISTORICAL PRESENTATIONS

While TSR may depict certain historical situations, institutions, or attitudes in a game product, it should not be construed that TSR condones these practices.

PLAGIARISM
It has come to our attention that some freelance writers are committing plagiarism (literary theft), which is a punishable crime.  Your contract now reflects this (see page 3, no. 3; page 4, no. 5; and page 6, no. 12).  However, TSR feels it is necessary to underscore these sections of the contract in an effort to clarify this important issue.

Please understand that this reminder is not addressed to any one individual.  It is included in your contract in an effort to heighten your awareness of the severity of plagiarism.

If you have any questions regarding your contract, please do not hesitate to contact TSR, Inc.  Your cooperation and understanding in this matter is appreciated.

AD&D, ADVANCED DUNGEONS & DRAGONS, DRAGON, DUNGEON, POLYHEDRON, and RPGA are registered trademarks of TSR, Inc. c 1995. All Rights Reserved.

This document may be freely distributed in its original, unaltered form.

Jim Butler
TSR, Inc.

Monday, November 12, 2018

Sunday, November 11, 2018

Episode 3: How to make 5e more old school--Plus my podcast is available EVERYWHERE now!

Hi Guys.  Episode 3 and all older episodes are available everywhere!  From Anchor to Apple Podcasts, to Spotify to Everywhere Else.  Go to my Blog page here and check out the links on the right to access it. 


Here's the Anchor Link!  The others on the right may take a bit of time to upload to them.   Not sure how long it takes.

All comments welcome!  Leave one via Anchor's Voicemail System or via email at joetheattorney@gmail.com and I'll respond on-air. 

Take Care!
Joe

Monday, November 5, 2018

Podcast the Second! I talk about city adventures

Hi guys.   Here is the episode!

Here's the link to the Dungeon Magazine index that I mentioned in the podcast.  I know Anchor is uploading it to the various podcast host sites, but that can take up to a week or ten days to set me up on all of them.  Once I'm up everywhere you won't need Anchor to listen.


Thanks for listening!


MeWe Now Has Pages---I Created One For Dungeons and Dragons--Link Below

Here you go guys.  Join and enjoy!


Sunday, November 4, 2018

My First Podcast is OUT! Enjoy!

Hi everyone.  Here's the link.  Thanks for listening!


Joe

I'm Back! I'm Blogging Again, Have a MeWe Account and Group, and a Podcast

Long time no see!  :) 

It's been a couple of years now since I posted, and longer than that since I posted anything regularly.  Every once in a while I take a break from things.  I guess it was that time for me and DnD related social media.  Though I wasn't active here, I've been really active as a DM lately.  

The last post I made here was about me helping to start a DnD club at a nearby town's public library.  I'm happy to report that after a couple years its still going strong with about 20 players and a handful of DM's.  Its great to see kids who I helped introduce to the game now running their own games.  I don't DM there anymore, but once in a while I drop in to see how its going.  It makes me proud to see how its developed.  As a guy with no kids, I look at it as sort of a legacy. 

The DnD club went over so well at that library that I decided last year to start one at my hometown's public library.  We 'e up to about half a dozen players now, most experienced and older.  I DM that game a couple times a month.  I'm also DM'ing a game at a local hobby store about once a month.  About six months ago we got the old bastards back together---I DM a game for my brother, a few long time college friends, and some newer ones as often as we can get together.  Its seems to average 1-2 times a month there.  One long time friend and player has his 14 year old daughter playing with us too.  Other than watching the language, it's pretty damn cool.  My 13 year old nephew was playing for a bit, but school and sports ended up taking up too much of his time to really commit so he had to drop out.  

I'm running 5e for all of those games.  Heresy, I know, for an OSR guy.  The main reason is because I've grown to like it.  It's gone from second choice DnD that I'd grudgingly play to something I enjoy playing.  I started out with a massive set of houserules to make it into my version of 5e, which was really OSR'-ified.  The groups I played with didn't like it.  They were used to the regular 5e.  I finally gave it a chance as written and it really grew on me.  I still have some houserules, I love picking at game mechanics.  But for now they are mostly to clarify things in the rules so they know how I will adjudicate certain situations, and get a glimpse into my style as DM.  There ARE some big changes though--mostly exclusions. I don't allow Bards, Warlocks, or Sorcerers as classes, nor Tieflings or Dragonborn as races.  I've taken all that stuff and wrapped it into other stuff which I'll share with you later, once my players all experience it.  That way they don't read it all here first.  I'm pretty excited about it though.  My houserules for both 5e and for ADnD and OSRIC games are in links up on the right.  They will change over time as I hack away at them, adding things as situations arise in game I hadn't considered before.

I also started getting into making terrain lately.  Bought the materials and just take my time and make hills and trees for now.  It kind of a Zen-relaxation  thing for me.  I hope to get into the more complicated stuff as time goes on.  The Terrain Tutor on Youtube is great for learning how to do it.  

Another thing I'm into lately is miniatures.  I never really used them before, preferring theater of the mind style play, but after using them in a few games I did grow to like them for certain types of situations.  Soon I'll try and paint some and show you how they turn out.  

About a month or so ago I started feeling out the OSR waters, seeing if they calmed down a bit with the drama and bullshit.  I checked G+ and didn't see much action other than non gaming stuff.  I blamed that on my not curating my feeds for a couple years. The blogs were dead (at least my blogroll that i hadn't updated in a couple years was.)  Turns out G+ is gonna be turned off.  I hopped onto MeWe and made an account and started a Dungeons and Dragons drama free discussion group.  Links are up on the right.  The group has well over 1000 members.  It's grown to be the biggest generic DnD discussion group on MeWe in less than a month.  DRAMA FREE.  No politics or stirring the shit please.  (I know, ironic coming from me).  There is also an updated list of OSR blogs I've added to my list.  You can get access to it here.   Thanks to James Young for putting it together.  Its really easy to add that to Feedly.  

Lastly, after listening to Erik Tenkar, Tim Shorts of Gothridge Manor, Spikepit, and others over on Anchor, I've decided to start my own Podcast.  I'll be using it to give mostly opinion related stuff, talk about gaming issues of the day, etc.  My goal is to post a couple times a week.  I'm also going to use it to talk about whats going on in my games.  All feedback is welcome!  Feel free to leave voicemails over there.

In conjunction with the Podcast, I'll be blogging here again.  The blog will mostly be used as a repository for stuff I create, pics I want to show, things I want to share that I found on the internet,  etc.  For example, If I discuss some houseruled monster, you'll find the stats here.  If I discuss some bit or terrain I made or mini I painted, you'll see a pic here.  If I'm referring to something on the internet I read, or quoting someone, you'll see a link to it here.

It seems there's a new energy to the OSR as it shifts into new areas and mediums of expression, as there is with DnD in general.  It reminds me of the early days of the OSR when it just jumped over to the blogs, when I hopped on board the crazy train.  Look how far we've come!  Our ideas really influenced the latest version of DnD.   Stuff we write is winning awards.  While the style of a lot of the things making big waves doesn't fit the style of game I run, I'm still glad they are out there influencing a whole new generation of gamers.  

Anyhow, I'm back and looking forward to interacting with you all again, and meeting new cool and interesting people.  Game on!

Sunday, December 4, 2016

So I Started Running a Game at a Local Library :)

It's a blast!


A couple months ago I was at the library in a small town next to mine, and there was a flier about gaming night, a couple Thursdays a month. It listed all types of games, from board, to card, to role-playing.  I approached the head librarian, a thirty-something year old guy who put the night together, to see what role playing night was all about.  He said there is interest, but nobody knows how to DM, so they just bought one of those 4th edition boxedset game-in-a-box heresies.

Ravenloft or something.

I couldn't let that stand, so I volunteered to DM a real campaign if he could get players.  The first game it was just me, the librarian, and one 13 yr old boy.  Next game, the boy brought four friends with him, ages 13-17.  We moved the game to Sundays where we could have a four hour block of time.  Next game we had eight players and me as DM.  We are up to nine players now, seven kids ages 12-17, and two adults, plus me as DM, and we are only four sessions in. So far growth is just by word of mouth amongst the players with their friends.  I'm already getting requests from the older player if some of his college friends (who he told about the game) can play with us during their winter breaks!

The librarian and I have already discussed the possibility of setting up another group to run simultaneously, if we get too many players for me to handle.  So far I'm ok with eight players at a time with 5e, which is a welcome improvement over the 3.x/Pathfinder era.  The librarian would likely run his own game if need be.

The kids are great.  Every one of them reminds me of the type of player I knew in 1984 when I started playing.  Standard gamer characteristics cross generations it seems.  :)  We have the same tangential game time discussions about movies, books, and video games related to all thing nerd.  You can tell their girlfriend experiences have been few and far between.   They have manners and thank me for running the game.   Their imaginations are pumped up---after the game a bunch talked to me about their character's backstory and where they want to go with them.  They're good guys, and I'm lucky to have them as players.    (Yup, it's all guys so far. We are hoping to get some women involved by advertising the game more.  These kids don't seem to know any who would play).

We're playing 5e, since that was the most easily accessible game for everyone.  Plus, I wanted them to be able to play pickup games with as many friends as possible who may be interested and/or have a book already.  I'm running Blood Island, which I had been working on even during my hiatus.  I created the campaign over on Obsidian Portal, and set up some XP bonuses for session write-ups and uploading maps, or drawings of monsters, etc.  That's been going over pretty well.

It feels really good to be DM'ing again. It feels especially great to DM with a bunch of kids who were my age when I started, and be the guy who introduces them to the game.  It's weird, but with the kids I feel a big responsibility to make sure they have as much fun as I had when I was their age.   Like I'm passing along something really special, so I'd better make sure I do it right.   I feel it's made me up my creative game as DM a lot.

So far the library bought four PHB's for the library, and about 10 bags of cheap dice on Amazon.  Only one kid has his own PHB.  (We live in kind of a poor area).  Hopefully some with get PHB's over Xmas so they can read on their own and get better at gameplay.  For the most part they are learning on their own at the table as we go, and doing ok with it.

It feels great to give back to others with something I love and feel passionate about.  I hope the game is as positive an influence in their lives as it has been in mine.

Friday, July 17, 2015

The Cleric Issue

In your experience with old school dnd games, USUALLY, does someone "play a cleric"?  Or does someone begrudgingly "play the healer" because they figure someone's got to...


Monday, February 2, 2015

Employees Rate the WOTC Work Experience--and it Ain't Pretty...

In a thread that talked about the latest round of WOTC layoffs (hey, at least they waited until a month after Christmas this time!), someone linked to a site called the Glass Door.  I've never heard of it before, but it's a place to rate your company and the work experience anonymously.  Of the 58 reviews of WOTC, most of them were Holy Shit! bad.  It's worth registering for free as a member just to read all the reviews.  Check it out:



http://www.glassdoor.com/Reviews/Wizards-of-the-Coast-Reviews-E4718.htm

Thursday, January 1, 2015

D&D 5e---Everyone's Second Most Favorite Edition of D&D?

I read that on someone's blog the other night, and it stuck with me.  How many people have adopted 5e as their primary game, vs, how many people are generally pleased enough with it to like it enough to call it their second most favored version of D&D?   Where does it rank in all the editions?


As for me, after reading the free rules set it interested me enough that I bought the PHB and MM, and likely will buy the DMG some day, in case I'm with a group that really really wants to play it.  But I will never run it myself.  If you eliminate second edition as just a pussified politically correct version of first edition, then I do have to say that after reading 5e I like it better then 3.x, PF, or 4e.  So I guess it is my second most favorite edition of the game,  But it's nothing I'd run out and play any time soon.

Sunday, December 14, 2014

Hey Let's Go Explore That Place Gary Made Up

A recent post over on Back To Dungeon, (a Most Excellent Blog, IMHO,) really has me thinking tonight.  Go Read IT, then come back.

That smacks me with a reality I didn't get before.  This game is so much all about creation--- of something, a world, a place to be in and from, stemming from a person's own imagination. Initially, it was COMPLETELY all about the imagination. Only later did it die under crunch.  I had the privilege of talking to +Rob Kuntz once, and he related a story to me about when TSR was approached by someone wanting to publish the first modules (I think JG?  Can't remember, and paraphrasing the conversation because I've imbibed some various shit tonight because I have a yearly team meeting tomorrow/xmas party/mandatory good time that I have to go to (AND GET UP EARLY FOR!!) and I'd rather twist my nutsack off with pliers than go to it) told me something like "We couldn't believe people would want someone else to do their imagining for them." 


It was soooo one side of the brain focused at the beginning.  The rules were there just to support how to explore stuff and fight stuff if you needed to, IN THE COURSE OF EXPLORATION, in order to be able to explore more.  The rewards of the exploration were wondrous treasure and magic and the ability to go see more interesting and dangerous stuff. The exploration was like a joint astral journey or acid trip together INTO SOMEONE'S MIND, bound by loose rules of engagement, to experience the wonder and peril and feel the glory and amazement of someone's imaginary universe.  The details on paper were just some lower plane points of reference.  You weren't exploring a dungeon, you were exploring someone's imagination.  A piece of someone's daydream.  A creation, no different than a book, full of people and places and things, that you lived not by reading the words in order from page one to the end, but you jumped right into the fucking thing and took a part in the potential play out of every potential scene in this awesome new wondrous unlimited universe that a human being thought of (or has yet to think of because of your actions in their world,) in all its bits, pieces, and wondrous glory.  A DM is just someone who asks "Hey do you want to come and dance in my brain for a while?  You can be whoever you want while you're there.  No Judgment."

We DM's are like Gods.  That's fucking cool.  :)

Saturday, November 22, 2014

Sir the Fist Has Capped. Man, Has He Seen Some Shit. Flailsnails!

I first created Sir the Fist of Uther, as a half-elf, follower of the Elven God of Magic, Uther.  I have no idea where I thought of the appellation "The Fist".  The whole purpose of Fist was to give me a magic user that would survive Flailsnails.  Every one I made kept dying.  I figured I needed armor and healing, so I made him a half elf, the only class in AD&D who can wear armor and cast mu spells.  Triple class, MU, Fighter, and Cleric.



Since then he encountered a neanderthal ray in +Ian Burns Vats that made him a useless character as a mage, so I rolled the bones and committed suicide, after which +Zak Smith shoved a potion of reincarnation down my throat and I came back as a full orc.  Ian let me keep the mu and cleric class levels, but said I could no longer level up in them, and that thereafter I could go up as fighter and thief, and had to split xp two ways.  I could only gain any hp for advancement as a thief once, when I hit 6th level, my cap.  I got one roll/2, which happened today.  So I'm a weird 4 classed orc.  Godlike for AD&D orc, average as far as Flailsnails characters go.  I figure I'll never be the best at anything, but I have versatility and am a good backup now for most things.

Anyhow, +Zak Smith asked how many times he died, and that took me to the over 20 pages of game journals to see.  Memory Lane.  Here are some highlights from Fist's weird-assed adventures.

Also, it reminded me of how many of us used to DM awesome Flailsnails campaigns.  Hopefully you'll DM them again soon, I miss the weird shit you bastards come up with.  :)

5-26-12, first game played in +Jason K  's Dust.  Killed a living outhouse that sprayed shit at us.

6-13-12 played in +Trent B 's New Fiereland.  Played with +Zach Marx Weber 's assassin malice who was created and ran his first game in the Castle Zagyg dungeon I DM'd.  I was determined to find some way to get him to die without it being my fault so I could get the fire sword he got from Zagyg.  I have yet to make it happen, 3 1/2 years later.  The fucker is a survivor.

6-23-12, Flailsnails rescue mission to +Shawn Sanford 's Castle Amber game. My wimpy mage as well as like half the flailsnails characters were held captive by some Amberians, and we mounted a rescue mission to get them out.  That's when I realized how cool Flailsnails was.

7-9-12 my first trip to +Michael Moscrip 's awesome Castle Nicodemus.

7-19-12 +Brendan S DM'd a game where +Gus L saved my ass from likely death with a flying monkey pc named Bobo.

7-22-12 +Joey Lindsey DM'd a game where I made the acquaintance of +Zach Marx Weber Henry the murder hobo ballad boy, who will snort anything.

8-1-12 the first game of +Gus L Apollyon, which I dubbed "weird-assed ship" in my notes.  I loved going out and getting xp for scavenging crap like Sanford and Son would sell.

7-9-12 my first foray into +Ian Johnson 's the Bleaklands.  We had to capture a Pumpkin Boy.

9-1-12 my first foray into +Erik Jensen 's Wampus Country.  We dealt with trollsquatches, giant spotted skunks, and a scarebear.  

9-3-12 played in +Kyrinn S. Eis 's Gamma World/Boot Hill mashup setting.   My first line in the comment section was "HO LEE SHIT."  We sailed across sand dunes, got hit by LSD spores, then ended up ion a dungeon where we had to fight robo-cop shit shooting lasers at us and I think someone had to sacrifice a hand to get out of there.  I've never been so scared of dying.  I was the only one to survive and I pulled out the corpses of the rest of the party.  The final note in the journal entry was "Next time I go back there I'm bringing Count Dooku's Clone Army with me so I have a better chance of survival."

9-13-12 I meet +Shoe Skogen 's Elsjinn on board the Apollyon, who becomes the bane of every one of my character's existences.  Though she won't admit she is in love with my other main Flailsnails character, Roscoe P. Coltrane, a Halfling F/T.  :)  Also I get a necromantic spellbook.  The first of many awesome spellbooks +Gus L  puts out into the Flailsnails 'verse thru the ghost ship from hell.

I played so many FS games onboard the Apollyon and Castle Amber during these months.  It was awesome!

9-26-12 +Zach Marx Weber 's Henry snorts Ghost Salt on the Apollyon.  Because why not.

9-28-12 played in +Reece Carter 's game.  Got a magical trident and a magical sword of shadows, now in +Zach Marx Weber 's possession.

This one you have to read in full, to get the fun of Wampus.  :)

Friday Oct 5, 2012
Wampus Country

+Wampus Country SESSION REPORT from last nightTHE ONE WITH THE GIANT CHICKENS

+Peter Robbins as the Right Reverend Ornibus Jones, snake-priest
+James Aulds as Abel Killiejoy, purveyor of minor artifacts
+Joe D as Sir the Fist of Uther, immune to caution
+Gabriel Perez Gallardi as Gimli of Geoff, pyrophile
+Shoe Skogen as Elsjinn, gnordic gnome

During a break in the action between delves to Crumbledown, two of the usual suspects - the Rat-Bastards Ornibus and Abel - entertain several visitors to Wampus Country by means of a picturesque picnic on a hillside. Very quickly, Abel asks if the newcomers want to see what he has in his pocket - a
deck of many things .

Elsjinn, egged on by Sir the Fist, draws a single card,
the Comet , and she feels her potential short-term destiny shift. Not to be outdone, Sir the Fist draws two cards - the Gem followed by the Moon . Jewelry tumbles out of nothingness, which he quickly collects (save the bits stolen by Elsjinn and her chipmunk); further, Sir the Fist has a wish to make - and soon, before it expires.

While chuckling over their good fortune regarding the
deck , the picnickers are startled by a monstrous roar, and a forty-foot rooster lumbers over the horizon, headed for the sleepy frontier town of Thistlemarch (which the Rat-Bastards call home at the moment). Concerned that the giant chanticleer might destroy the town, the adventurers spring into action, attempting to steer the beast by frightening it, and warning the townsfolk.

In the end, Elsjinn uses her ability to
speak with animals to convince the rooster to steer clear of the town and return to the picnic, where it is fed stalks of corn and some magically-enhanced grasshoppers. Yet that feast is insufficient, for the rooster has many wives who also require sustenance. Calling up on the powers of the Serpent God Sethet, Reverend Jones also speaks with animals and warns the rooster that Ornibus' brother-snakes may be en route. Panicked, the rooster runs back to its home farm - with the adventurers in hot pursuit.

Back at the farm - belonging to Ernie Pyewackett, the guy who trains goats - the view is dominated by a half-dozen thirty-foot hens. Our heroes witness I giant hungry hen swallow a horse in a single peck. Abel uses hypnosis to calm the hens while Ornibus
commands the rooster to sleep; Gimli checks on the frightened farmer and assists him in gathering flammables for a potential terminal barbecue.

Meanwhile, Sir the Fist investigates the intact chicken-coop, and finds that the seed corn in the trough has been magically altered, perhaps by someone pouring a potion of some sort overtop of it. Obviously, in such a situation, the right thing for a cleric of the God of Magic to do is to eat the rest of the corn as quickly as possible in hopes of becoming a giant.

Growing to a good thirty-five foot height, the now-naked Sir the Fist suggests using the black lotus powder in his kit to put all the chickens to sleep; through the use of some euphoric mushrooms to gather the hens together, and a
potion of flying so Gimli can bomb them from above, this is accomplished, and all the giant chickens are subdued.

There is, however, one problem. Thanks to his
detect magic spell, Sir the Fist can see that there is still a transformative process going on inside the chickens - just as there is within himself. He uproots a tree and crushes the heads of the hens, lest they grow larger or wake; simultaneously, Elsjinn steps into the rooster's beak and drives a weapon into its brainpan. The flesh beneath the feathers is roiling and bubbling even though the rooster is dead, and in mere moments the rooster explodes in a poultrytechnic display which scatters raw chicken meat across the barnyard; thankfully, Elsjinn tumbles to safety.

The hens, of course, are due to blow, so the adventurers hide in and behind the barn, and soon six giant chickens explode in sequence like a string of Chinese firecrackers; it takes several minutes for all the chicken chunks to come to earth, but when the thunderous sound of wet slapping noises ends, our heroes are hale and hearty. Or are they? It quickly dawns on Sir the Fist that he will be the next to explode in due time...

The adventurers high-tail it to the Stump-Witch, who has previously assisted Ornibus with curse removal (see also: The Platypus Incident). Sir the Fist trades a book of necromancy from the
HMS Apollyon to the Stump-Witch in exchange for the cure, and he shrinks back down to normal size without exploding. He then utters the wish he gained from the deck and summons to his side a flying carpet.

Notice how +Shoe Skogen 's Elsjinn picked my pocket?  Also it was awesome to play on the same side as  +Gabriel Perez Gallardi 's character Gimli who he created for my Zagyg game.  It was also here that I got the flying carpet, bane of many a DM.

The DM note for xp to Gabriel is funny.
+Gabriel Perez Gallardi *GIMLI OF GEOFF* I ought to be penalizing you because my wife won't shut up about how sexy your accent is, but I'm going to be a fair DM here and swallow my pride.


At some point after October 5, 2012, I played in +Zak Smith 's tactical game set in the lands around Vornheim, and fireballed a catapult which burned the rope which shot the catapult rock at Fist which rolled like a nat. 20 and hit and killed him in one shot.  And that was the first round of the session.  I lost all my gear and had to buy some of it back.  Finally found a use for money in Flailsnails.  :)

10-20-12 Beat Castle Amber!

2-8-13 Played in +Steven Goodman 's game, forst time ever, it was set in the Wilderlands, city of the Invincible Overlord.  My first foray into that setting as a player of any character.

2-27-13 The infamous Neander-half-elf incident.  Shit went down for me on that day.

3-1-13 Wampus game, traded a favor to the Stump Witch so I could get +Gus L 's tome back that I traded to her because the spells in it were so cool I didn't want that work to be lost forever.

3-2-13 played in +Shawn Sanford Dwellers of the Forbidden city game and got the badass sword with empathy and detect invis, at will, and also heal once a week.

2-24-13 +Shawn Sanford 's Dark Tower commences!

9-19-13 the last Apollyon game Fist ran in.  We need more Flailsnails games on the Apollyon +Gus L !

2-1-14 first time playing Fist in a DC game, Shawn Sanford's that he plays every other Saturday.  It's weird taking an AD&D guy into DCC.  The conversion is tricky, but Shawn handles it nicely.

Random memories:

Elsjinn selling her soul to a devil.  I laughed heartily.  :)

Zach Weber's Malice cutting my eyeball out at my reuqest to implant an eyeball from a beholder in there---and it worked!  I think that was in one of Shawn's games.

+Chris H taking my half-elven eyeball and keeping it for some odd reason.  He's like the odd junk collector of Flailsnails.

I think I've played in more games with +Chris H than any other person.  Which is somehow fitting because I sorta got him into D&D with my face to face game we used to play at the Moe's burrito place in New Haven.  :)

I've played with over a dozen dm's, scores of players, and hundreds of characters and game sessions, and it's been fucking awesome.  Flailsnails rocks!

I thank you all for the fun I've had, and look forward to getting into more trouble with you all soon.

Also, if you see your name here for running a Flailsnails game and haven't in a while, I wish you would again.  It was a blast!  Let's do it again!