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KENZER AND
COMPANY
Knights of the Dinner Table #96
SUGAR AND DICE
S U G A R AND DICE
October, 2004 THE KODT DEVELOPMENT TEAM IS
_________________________
Copyright 2004, Kenzer and J OLLY R. B L ACKBURN B RIAN J ELKE
Company, All Rights Reserved.
Knights of the Dinner Table mag- S TE VE J OHANSSON D AVID S. K ENZER
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Legal Notice: Knights of the Dinner Table,
D T was accidentally created by Jolly R. Blackburn way back in 1990
ABLE
HackMaster and Kingdoms of Kalamar are regis-
tered trademarks of Kenzer and Company. Sugar
and Dice, Cries from the Attic, Table Talk, KODT,
K NIGHTS OF THE INNER
as filler for his small press magazine, S It was something of a creative burp and Jolly
HADIS.
really didnt give it much thought. Perhaps thats why he was just as surprised as anyone that soon
Retro-KODT, Hacklopedia of Beasts, Off the KODT was overshadowing everything else hed ever done and that the created was now controlling
Shelf, Tales from the Table, Adventurers for Hire,
Summon Web Scryer, GameVine, Weird Petes the creator. Fortunately, writing and drawing KODT strips isnt the lonely job
Bulletin Board, Back Room at the Games Pit, it was in the past. Hundreds of fans have contributed to the beast over the
Brians Small Press Picks, Disks of Wondrous years and since joining the ranks of KENZER AND COMPANY and the formation
Power, The Gamers Eye on the Movies/TV, of the KODT D-TEAM, the Knights have gone far beyond anything Jolly or
Parting Shots, Hard Eight Enterprises, One-Two 1997 1998
Punches, Gary Jackson Files, SpellJacked, fellow D-team members, Steve, Dave or Brian ever imagined. Its been a wild
GameMasters Workshop, All Things Magic, ride and the D-Team looks forward to seeing where the gang takes them next.
Players Advantage, The Good, the Bad and the
Ugly, Rustlers of the Night , the Kenzer and
Company Logo, kenzerco.com and all prominent
characters and likenesses thereof are trademarks of
Kenzer and Company. Dungeons & Dragons and
D&D are trademarks owned by Wizards of the 1999 2003
Coast, Inc., a subsidiary of Hasbro, Inc., and are
used by Kenzer and Company under license.
2004 Wizards of the Coast, Inc.
CRIES FROM THE ATTIC
T HE L ORD OF C R E D ITS
S TEAM R ETURNETH PUBLISHER
r emarkable
emarkable thing Kenzer and Company
A took place at
GenCon Indy a
few weeks ago. I ran into a
EDITOR-IN-CHIEF
Jolly R. Blackburn
jolly@kenzerco.com
legend from my distant
past. ASSISTANT EDITOR
Well..., at least a legend Barbara Blackburn
Barb@kenzerco.com
in MY book. And it hap-
pened right at the PRODUCTION MANAGER
KenzerCo booth. Steve Johansson
I was signing copies of SALES AND MARKETING
KODT when a tall gentle- Jennifer Kenzer
man with a kind face Dale Nitro Adams jennifer@kenzerco.com
walked up to me and announced, Hi, Im Dale
Adams. ADVERTISING LIAISON
Dales brief and bloody session two decades ago Jonathan Albin
Something in his voice suggested I was supposed was in fact the inspiration for the tough-talking leader 303-588-8335
know who he was. He seemed to be waiting for a of the Black Hands. And yes, I did lift his nickname
reaction. But neither the face nor the name meant SUBSCRIPTION SERVICES
(its just a kewl name). orders@kenzerco.com
nothing.
If nobody recognized the person who inspired STRIP WRITING
I stood their blinking as he added, I ran a game Nitro Fergueson in KODT its understandable.
of D&D for you once. Jolly R. Blackburn
Dale isnt black and he doesnt have a flat top, Brian Jelke
I tried to clear away the cobwebs. Who was this bulging biceps or tattoos that suggest a stint in the Steve Johansson
stranger? military (at least no visible tattoos). David S. Kenzer
This might help. I used to be known as Nitro After getting over my initial shock I asked, Youre
when I used to game in Muncie. KODT STRIP ART
not upset are you? Jolly Blackburn
My jaw literally dropped. Nitro? Like most of the characters in KODT who were
Wait a minute, I stammered, Youre the guy
COVER ART
initially inspired by real people and events, Nitro has
who ran Umber Hulks that ran sixty miles per Chris Moreno
taken on a life of his own over the years. It occurred
hour... to me that Dale might not be amused. CONTRIBUTING ARTISTS
Yes. he answered proudly. Peter Delgado, Jr.
Actually, its pretty cool. He replied.
Brendon Fraim
Youre the guy who ran the adventure with the Dale explained that until recently he hadnt gamed Brian Fraim
duck who pushed a +5 hot dog cart? for years and that he had always wondered if Nitro The Brothers Grinn
That would be me. was somehow based on himself. Craig Zipse
Of course in the summer of 1980 he didnt even Dave Reeder
Those who were milling about as we shook hands Kent Clark
paid no attention at first. They assumed I was just know my name (nor I, his) and had no idea if our
Jerry Duginski
talking to an old acquaintance. The truth is, Dale and paths had ever crossed. He seemed genuinely pleased
I had only met once before and that was for a few that his suspicions had been confirmed. CONTRIBUTING WRITERS
brief hours at a gaming table on the campus of Ball Barbara Blackburn
Of course as luck would have it, two of my old
Jolly R. Blackburn
State University twenty fours years ago. gaming buddies (Lew and Joel who incidentally Noah J.D. Chinn
Now that I had a frame of reference it came racing inspired the characters Bob and Brian) were at the Tony DiGerolamo
back to me. It WAS Nitro standing before me. Sure con. They had lost characters as well that day under Mark A. Hart
his hair was a bit grayer but in my minds eye I the hand of Dale. But they were nowhere to be found. The Brothers Grinn
could suddenly see him standing behind that GM I had hoped for a brief reunion/photo op. But it was- Rick Moscatello
screen (yes he did run the game standing) laying nt to be. Kenneth Newquist
waste to our party as he flipped through what seemed When I joined them for lunch later that same day John ONeill
to be a ream of hand written notes and home-brewed I told them Nitro had stopped by the booth. Ladnor Burry
rules. Normie Salvador
The guy with the sixty mile an hour Umber Scott W. Roberts
A few people standing nearby began to wonder Hulks?!!! Joel immediately blurted out. M. Gallagher
why I had an enormous fanboy grin on my face as I Anyway it was a blast running into Dale and put- Noah Antwiler
talked excitedly with the mysterious figure. And when ting a real name to GM who has been haunting my Eric O. Costello
I asked if I could get his picture the tongues really memory all the many years. And it was good to hear Blaine L. Pardoe
started wagging. Shane Cubis
hes slinging dice again.
Brian Jelke
Whos Jolly talking to? The guy definitely made an impression.
I think that might by Dave Arneson... I heard Game on folks!
someone say. CHARMED PERSONS
Jolly R. Blackburn Kevin Vance
No..., I think thats the guy who drew Wormy in Jack Grayson
Dragon. September 22nd, 2004
HOW TO CONTACT US
: Via ONLINE FORUM Just pop over to www.kenzerco.com and visit our discussion forums.
: via E-MAIL Send your strip ideas, reader mail, back room fodder and questions to mailbag@kenzerco.com.
: via SNAIL MAIL Or write to us at KODT c/o KenzerCo, 511 W Greenwood Ave., Waukegan, IL 60087.
RECAP : Last issue we saw the UTTER sorry, bob. upon REFUSING to BOW DOWN and serve, CARVIN
demise of the UNTOUCHABLE TRIO 1 at + MARVIN the sword COMMANDS you to CUT your own throat.
the hands of TREMBLE THE TERRIBLE.
* As the reader will recall, Carvin Marvin was transferred to the sword Tremble when Dave took possession of both swords. After a melding of the
souls, Carvin took control of Tremble (as well as its Vampiric Magic abilities).
and
whats that?
my PEOPLE cry
out from the
GRAVE for
VENGEANCE!
besides -- who are you going to get...? youve pretty \ KNEW tonight would get BLOODY.
much BURNED through the ENTIRE lotus family tree.
thats why \ used my HACKMASTER
CHARACTER GENERATOR to CHURN
heh -- \ got a WHOLE ream of out a FEW extra characters.
LOTUS characters here just
waitin in LINE and CHOMPIN at \ wish youd SAID
the bit to AVENGE their KINFOLK. something, BIG GUY.
tap!
tap!
anyone
care to
JOIN me?
shooka! scr
shooka! scr ibble!
ibb
le!
obviously putting ALL your building yeah, FAT lot of good it did us.
points toward raising your INTELLIGENCE
and CHARISMA scores was it only PISSED him off MORE than usual.
a BUST -- sorry about that. MARVIN has the EGO of a MINOR GAWD now.
one way or ANOTHER were \ dunno, BIG GUY. \ hate to throw in the towel but \m
gettin that TREASURE, sara. beginning to think SARA was right. were burning through
CHARACTERS like a MONK through TWO-FOR-A-PENNY INCENSE.
eventually well find
the RIGHT combination
of attributes and MARVIN just keeps making us
skills to pull it off. PICK him up and KILL EACH other.
dont WUSS out on me.
that or well yeah. we cant RESIST im.
EVENTUALLY wear down, one of us ALWAYS crAcks. HUNKER DOWN for
b.a.s resolve and crying out loud.
hell let us PREVAIL.
were
CLOSE -- \
can FEEL it.
you brought a
REAM of pre-gened
characters with you.
an HOUR later...
differently?
thats right.
\ think \ve
whatcha got? CRACKED the NUT
coz its a CONGA LINE you dope! this time, BIG GUY...
were goin RIGHT down the line.
now step up
to the plate.
you know how MARVIN occasionally lets one of saaaay, \ LIKE that!!
the HIRELINGS live so he can go TELL THE TALE?
just the kind of
BELOW THE RADAR
well, \m usin that thinking \ was
AGAINST his ass. youre playin TALKING about, bobby boy.
an NPC?
check it out -- \
q
rolled up a ZERO
LEVEL PACK BEARER.
zero level...?
his name
is PETEY!
wad!
wad!
for your PUNISHMENT and my ENTERTAINMENT you will NOW so whats your ANGLE?
bang your head on a SHARP STONE fifty times!!!
did ya come up with anything good?
probably not
a bad idea.
say, that just
but what about might work.
the MUTE part?
scribble
scribble
shooka!
shooka!
so much for
THAT idea. hmmmm....
you feel TELEPATHIC
COMPELLED uh oh.... abilities....
to obey!
scribble
scribble
later as AUGGIEs destiny is fulfilled... hours later as the CONGA LINE OF DEATH continues...
\ was talking
would it be too much to ask
about, B.A.
for you not to GLOAT about it?
yeah right.
oh...,
the FOLLOWING
afternoon...
hey, EARL...\ didnt
know YOU were
working today...
Its HERE!!!
is PETE
hey stranger... around?
OPEN RENT-TO-
OWN
24-7 GAMES
\ WORRY about
after HAWGS closed up last night yer talkin about a man
him sometimes.
he and the OTHERS came back here who stuck his FACE in a
for some late night TEXAS DRAW. fan at the CHRISTMAS
PARTY last year on a DARE.
found him PASSED is he
OUT on the SAND TABLE OKAY?
downstairs when \ came in. just a
HANGOVER.
-- hell
be fine.
* See BLACKHANDS SPECIAL #2: The Pinch Hitter for more table-chatter about Annie.The love of Petes life left him for a modular home
salesman in Ann Arbor, Michigan. Later she took up with the drummer of a Kiss cover band and moved to Toledo.
oh ummm, the,
REASON \ CARVIN MARVIN....? oh..., ummm, sure -- no problem.
came in was
to see PETE... just LEAVE em with me -- \ll see he gets em.
\ wanted to
RETURN the
NOTES on with you..?
CARVIN MARVIN
he loaned me. oh, ummm, \ dont think
\ could do that, EARL.
no
offense.
you know
how he is. if ya see, PETE
\ wouldnt
let im know
wanna leave
\ll swing these
em with
by TOMORROW.
ANYONE else
without his
CONSENT.
\ll be sure
to do that.
\ spoke with pete at HAWGS last night -- he why \ wouldnt give well..., ummmm,
said hed put aside a copy of UK-R5 for me. that DREK the space
on my TRASH HEAP!! PETE recommended it.
thought \d
give it a try.
his HIGH PRAISE of a product goes up in youre looking for something SPECIAL you said?
DIRECT PROPORTION to the number of copies
he has sitting gathering DUST in INVENTORY. well maybe youd be interested
in considering an ALTERNATIVE.
U.K-R5 is little more than a COMPILATION of some are you even LISTENING?
GLORIFIED fans DRIVEL taken from HACKJOURNAL U.K.
is it
THAT bad??
what DEXTER did to HACKMASTER
is a CRIME. no RISK VS.
TREASURE considerations.
POOR treasure placement.
a WHACKED incentive award
system, poor editing,
a rigid LINEAR ADVENTURE...
q
ALTERNATIVE...? just came in
grrrr...!! on the TRUCK
last night..
jess DO it!
an ENCYCLOPEDIA?
gr
un
t!! t!
pan
W
HO
e! M
wheez P!
!
thats right, you have NO idea. check it out -- this its incredible. there are FOURTEEN
dungeon has 1,634 levels!! 22,000 encounters!! character labs where players can
stop and earn BUILDING POINTS
every MONSTER from the HACKLOPEDIA OF BEASTS and modify their characters before
has been placed as an ACTUAL ENCOUNTER. moving on to the NEXT level.
no way!! are
you CRITTIN me? 105 special TEAR-OUT
coupons that players can
find in the DUNGEON and
and get this -- EVERY magic
REDEEM online for
item from the TOME OF MAGIC
CRIPES!! SERIALIZED magic items
is IN there as a PLACED item.
and ONE-OF-A-KIND relics.
youve GOT to
be kidding...
oh theres no
even the HMA saw fit to slap an suggested
83 percent PC LETHALITY RATE 83 LEVEL rating.
on it -- their HIGHEST rating ever. percent?!!
this is part of
why thats the XJ series.
FOUR points
higher than
TEMPLE OF
HORRENDOUS
DOOM!
it uses a CHOOSE YOUR OWN PATH OF LEAST what would the DAMAGE be...?
RESISTANCE device that allows players to avoid
those challenges that prove TOO GREAT while at
the SAME TIME allowing them to MOVE on. look, b.a. you cant really put a
allows parties of DIFFERENT levels to feel out PRICE on player CONTENTMENT.
their OWN parameters. its quite INGENIOUS.
TWO HUNDRED
DOLLARS??!!
gee, that IS a
pretty good deal...
you
got it.
NEXT ISSUE:
the BIGGEST
DAMN DUNGEON EVER!!
okay, gurls -- now that our LAST C-PEE session ENDED with NEWTs character
the GROUP DUES have FOOLISHLY getting himself GUNNED DOWN while attempting to
been collected and the flee from a farmers ORCHARD with an armload of wormy APPLES.
PIZZAs been ordered...
FOOLISHLY? -- HEY!! that FARMER
whadda ya say we only had a SINGLE SHOT rifle --
turn our attention \ was BETTING hed WASTE it by
that was some kind of FUNNY, newt.
BACK to our going with a WARNING SHOT.
CATTLEPUNK campaign?
OLD MAN WIDMEYER blew yer
that WAS a warning head off before you could even
shot, son -- it just TASTE those JONATHAN REDS.
happened to be in
the BACK of your skull.
yeah, well that old man has some are you KIDDING me? PEA-WIT over
PAY BACK coming -- theres there got KILLED stealin APPLES?
SOON to be a RECKONING.
yeah, and we wasted FOUR
HOURS twiddling our
for him AND his dog. THUMBS while nitro ran him
through his little SOLO-CAPER.
whatta ya got
against DIXIE? he almost made it but
he got his BRITCHES apples...? why the hell
hung up on some was he stealin apples?
that MUTTs BARBED WIRE.
wait -- \ MISSED
YIPPING gave
that session...
me away.
coz \ rolled a TWO for besides --the world doesnt OWE you a living, RAG-HEAD!
STARTIN MONEY thats why -- \ didnt
even have two nickels to rub together. this is CATTLEPUNK - the world of HARDENED LEATHER and
CRUEL COLD STEEL-- you have to make your OWN way here.
\ was losin TWO stinkin HITPOINTS a day due thats right -- you do no FAVORS
its GRIT IN YER for the RUNT of the litter by SPOON
to STARVATION -- not that these TWO cared.
TEETH realism -- FEEDING his ass -- sooner or later
not CANDY LAND. hes gotta FEND for hisself.
thats not true, newt.
okay, THATs it!! BACK to the business at hand -- did you ROLL
up a NEW character like \ told you NEWT?
enough with
the TRASH TALK.
y-yes sir -- \ did.
\ came to run a game -
not play REFEREE to yer his name is JASPER QUIMBY --
SCHOOL YARD squabbles. the younger brother of JACK.
right!
bastard
lame.
child...? kewl
no!
NEWT!!!
but then \ got LUCKY and rolled a NAT what the HELL are
hundred on the INHERITANCE TABLES. you tryin to pull..?
a GATLING GUN??
b-b-but why would \ LIE? \ was honest
you got some real not very about my poor roll for sTARTING money.
GALL tryin to slip LIKELY, son.
something like that by me.
\ SERIOUSLY
but sir -- \ doubt a GATLING
ROLLED it. GUN is listed on
those tables. actually its on there,
honest. nitro. \ve just never
seen anyone roll it.
on the
INHERITANCE
TABLES? yeah, it was one of
the sections TIMMY
JACKSON worked
on in 2ND EDITION.
not going to ALLOW it. FINE! how bout this -- you get the GATLIN GUN but
finding AMMO for it is IMPOSSIBLE. its in SHORT SUPPLY.
go ahead and ROLL again.
okay then the GATLING b-but why would my dad leave me a BUSTED up piece of JUNK?
GUN isnt FUNCTIONAL. that aint right sir. besides, \ spent all my MONEY on a ONE-
EYED PONY that was TRAINED to pull a harness -- JUST so
the barrels are WARPED \ could PULL my GATLIN GUN around on its CARRIAGE.
from OVER-FIRING,
the CRANK MECHANISM coz yer DADDY didnt
is jammed and LOVE you --THATs why.
the GEARS are shorn. take the RE-ROLL
you aint gettin a newt. before he
GATLIN GUN so drop it. RESCINDS the offer.
put THAT footnote
on the TABLE.
thats not true. are we playing
want me to PENCIL COLONEL QUIMBY loved CATTLE PUNK or is
it in for ya? ALL his sons. he this the DAYS
was a STERLING father!! AND LIVES OF THE
QUIMBY FAMILY?
as \ recall, last
good! MISSISSIPPI time we played, \
kewl! oh, SWEET -- SLIM is hitting the had JUST taken
it comes with two DIAMOND SPUR SALOON. on a NEW girl.
boxes of AMMO....
\m going to run a few games of and \ wanna make
FARO and MILK the crowd. WOODROW sure shes
oooo --and oh, and \ wanna TALK to will be settled in.
a SCOPE... HERNANDEZ about UPPING servin as
my percentage of the HOUSE. his SHILL.
freak!
le!
ibb
scr ibble!
scr
sorry, YANK. \ got no USE for a ONE-EYED PONY. for YOU? sure. why not.
but \ might spot you TEN for that BUFFALO RIFLE. \ll even give you 24
hours to settle up with me.
you may not be showing your cards NOW but sir, \ have a THIRTY-FIVE PERCENT skill
you will -- my brother WROTE all about you in rating in FARO. according to the rules \
a LETTER he sent me. how you tried to take can apply up to HALF that toward CHEATING.
ADVANTAGE of him and how had him that should improve my chances of WINNING by..
DUNKED in the TOWN WELL and then
TARRED and FEATHERED for VAGRANCY...
whoah son, BACK UP.
look, this is a FARO TABLE -- not a only the DEALER can CHEAT in
YACKING TABLE. you wanna SIT FARO -- hes the ONLY person
in that chair youre gonna who HANDLES the cards. uh oh...,
hafta LAY DOWN your chips.
* Note:The Soda Card is the first card revealed by the Faro Dealer and represents the losing card. Any markers played on that card are lost and go to
the house.
oh man -- he is SO dead.
cmon, SPITTOON BOY -- whats it going to be?
like shootin a three-legged
BOB CAT chained to a POST. name your WEAPON of choice so we can
SETTLE this -- \ gotta GAME of FARO to run.
he drops to his KNEES with the DEATHLY LOOK of a GHOST on his face HAR HAR!!!
as he SQUEEZES off his RIFLE -- the ERRANT ROUND goes into the
crowd of ONLOOKERS who have gathered striking..., lets see..., BUFFALOED.
ummm, striking ABIGAIL in the FOREHEAD and killing her INSTANTLY.
get it?
-FINIS-
O F F I C I A L M AG I C
ITEMS FOR YOUR
H AC K M A S T E R C A M P A I G N
Balgruns Whetstone
EPV: 1,000 found that he could continue working long before suffering from any effects of
GPV: 15,000 well after his fellow dwarves grew weary fatigue. The weapon becomes lighter and
and that his tools were always well-sharp- easier to wield because of the magical
algurns Whetstone can be a very ened. properties of the stone. Also, weapons
Northwind
Occupation/Class: Longsword. This sword is the
embodiment of a defeated, but just and honorable deity.
He imbues the sword with clerical knowledge.
Skills/Talents: Int 18, Wis 22, Cha 17, Ego 16.
Northwind can read Common and he speaks to his
owner telepathically in any language. He has a +1
enchantment. See below for more.
Motivation: To rule and create rulers to mete out
justice.
Weaknesses: Overly strict, obsessive. Paranoid.
Alignment: LG
Gold Piece Value: 25,000 gp
Experience Point Value: 3000
Background: Northwind is a one-of-a-kind intelligent
sword that pulls no punches when it comes to meting out
swift and painful justice to those of less than pure and
honorable heart
Northwind is said to have once belonged to a long for-
gotten warrior-cleric defeated during the War of Twilight accomplish this purpose. Northwind adds +5 to the
Last. The finely crafted sword was the clerics instrument honor of anyone who wields it, for instance. It also adds
for meting out judgement to those who opposed his +10 to hit and damage against all evil foes. It will add +6
alignment. to hit and damage against neutral foes and +5 against any
It is said when he was defeated, he imbued the other opponents. It has spell capabilities as well. It casts
Northwind with the last waning strength of his own spir- the spell No Fear on its wielder once per day. It also
it. Only the most honorable and noble of heart can hope allows its wielder to cast Lightning Bolt once per day. It is
to wield this sword. Anyone attempting to wield also imbued with the Light spell which can be invoked at
Northwind who doesnt have honor in the optimal range, will by the wielder. This spell is dispelled by a command
and who isnt lawful or neutral good, will suffer severe from the wielder. He also gives his wielder his own immu-
consequences. nity to cold attacks, and grants its wielder one free lead-
ership skill, or roll of the mastery die, per level. It raises
The sword will release an icy blast of 10d20 points of the wisdom of his wielder by one point, as well.
damage to anyone who is unworthy and attempts to use
the Northwind. This icy blast is known as the Judging This sword has not been seen for several decades, but
Wind. there are rumors that an elderly cleric of Benyar has a
map that leads to the swords last known resting place. It
Anyone who hopes to wield this sword must keep his is said the sword may have been buried with its last
honor in the optimal range and his alignment infractions owner, a hero of the Shadlurian Kingdom.
to no more than two per week. Otherwise, the Judging
Wind will be unleashed. Northwind is gifted with the power of speech although
he rarely does so. When he does speak it is usually in
Also, any companions of the sword wielder must whispered cryptic one or two word sentences that are
beware that they too are subject to the judgement of the open to interpretation.
Northwind. Once per week, the Judging Wind will be
released from the sword, and anyone within 100 meters Northwind has one known weakness and that is the
of the sword who doesnt have his honor in the optimal fact it is paranoid suspecting those who wield it (and
range and his alignment isnt lawful or neutral good, will those around him) of wishing the sword harm or attempt-
suffer the full effects of the Judging Wind. ing to lead it astray. There is a 10% chance during any
encounter of the sword withholding its powers and act-
The purpose of this sword is to rule alongside its wor- ing as a normal blade.
thy master and so it has several powers that will help it
By Barbara Blackburn
their prey moves within 20 feet they will flex the muscles along
their back, forcing the spores that grow there to burst open
and dust the area in a mist of poisonous, yellow, pollen.The
pollen covers a 20 foot diameter area for 1d6 rounds and
requires a saving throw vs. poison for every round a victim
remains in the pollen mist. Failing a saving throw induces a
deep, sleep that cannot be broken by any means, even pain.The
effects of this sleep last for 1d4 minutes.These beetles have
built an immunity to the poisonous effects of the pollen as they
spend their entire life around it.
While their prey lies on the ground helpless, the beetles will
use their pincers to quickly whittle their opponents down and
hopefully slay them before awakening. If the poisonous spores
do not affect their prey then they use their acid spray and pin-
cers to attack still-standing opponents.The beetles acidic spray
is produced from glands in the back of their throats; it has a
range of 15 feet and inflicts 1d6 points of acid damage.The
acidic spray attack can be used once every 4 rounds.
T
ular contributor. However, we DO
use reader submissions. Thanks go to
those readers who have sent us so many clever
traps. Remember that this column will keep
its momentum based on freelance submissions. Got an idea for
a trap? Write it up and send it in. Well pay you five cents a
word. Please include a simple sketch showing how the trap 1
works so our art-monkeys can bring it to life.
While not allowing class change more than a normal Cleric8 (on aver-
seems limiting, it's really not. Want to age). Which means the GM only has
create a fighter-mage? Under standard to throw slightly more powerful mon-
multi-classing rules, a prestige class of sters at PCs in order to make sure
some sort is pretty much required. But things are not a cake-walk (although
when using dual-classing rules, noth- the PCs will also be able to generate
FIRST TWEAK: ing much is required. Simple start off more average damage per round; keep
as a wizard, and pick fighter as your this in mind when creating encounters
DUAL-CLASSING. secondary class, or start off as a fighter, for dual-classed PCs).
and pick wizard as your secondary While dual-classed PCs wont have
veryone is aware that D&D
CRAVING MORE MAPS? For more of Craigs work pop over to www.kenzerco.com and visit our discussion boards.
Each month, Craig posts a Bonus Map for members of the boards to download. Come check out the magic.
Putting Game Time to Good Use ORCS strategy (Seek). Otherwise, have specific questions ready for the ref-
eree when your turn arrives and be prepared to announce an action. For
By Mark A. Hart example, if you need to know the distance across a crevasse, be prepared to
make the appropriate skill check (e.g., Jump) if the distance is reasonable, or
have another plan in mind if the crevasse proves too wide to jump.
hink back to your last role-playing session. What did you do between
T
At other times, a change in the game situation demands a change in char-
your turns? Did you consider your character's next action and check acter actions. For example, when a party member suddenly requires healing,
on a rule question in the books? Perhaps instead you wandered out to your character may decide to change his action. You should always plan a
the living room and watched TV? In every game session, the down time couple alternative actions in case your primary action proves unworkable; for
between character turns - when your character is not in the spotlight - instance, if the monster your character planned to attack dies, have another
remains inevitable. How would you like to speed up the game, enhance the target in mind. Game situations change quickly - another reason to pay
fun for everyone at the table, earn the GMs gratitude, and get the most enjoy- attention to the game and avoid outside distractions.
ment possible out of every adventure? With a little creativity, some planning,
and the ORCS system of game time management, you can turn those spare If you have rules questions or concerns, or if you need to read the details
moments into pure gaming gold. of a specific spell, seek that information first. Once you have your character's
next action planned, including a couple back-up plans, consider doing some
ORCS is an acronym for a strategy that puts game time to the best possi- role-playing amongst your fellow players.
ble use. The acronym stands for Organize, Role-Play, Compose, and Seek.
Each step of the strategy described below contributes to a better game expe- ROLE-PLAY ON THE SIDE
rience for all participants. If every player at the table uses these techniques,
the rewards for everyone involved grow proportionally. Some of the greatest fun in any game session comes from character to
character interaction, especially in the heat of combat or similar situation.
ORGANIZE These brief moments of role-playing add atmosphere and pathos to the game
and help define the characters. Imagine in your past games when a character
Organize your characters coming actions before your next turn. Although made a flip remark, uttered an unforgettable phrase, or shared a brief word
game situations, such as combat, often change moment by moment, plan with an ally. These are memorable pieces of gaming gold.
your character's next action as early as possible. If you wait until your char-
acter's turn begins before considering what to do, you delay the game for Even when your character is not in the spotlight, role-playing opportu-
everyone and slow the action to a halt. The less time each character's turn nities abound. Between turns, two or more players have the chance for char-
requires, the faster the game goes and the less frustration everyone experi- acter interaction. At these times, characters share information, plot strategy,
ences. bemoan their impending doom, and otherwise relate to one another. Anyone
engaging in role-playing between turns should consider two caveats.
There are times, of course, when your characters next action depends on
a rules question, interpretation, or clarification of the situation. As much as First, role-playing on the sidelines should never interfere with the main
possible, find the answers on your own, as discussed in the fourth step of the interaction between the referee and another player. Avoid talking too loud or
BAIT &
BAIT: to lure, tempt, or entice.
TACKLE: to knock an opponent to the ground.
ait and Tackle presents a series of brief adventure hooks that a GM can
TACKLE
B take and flesh out on the fly. They can be useful if the GM finds hes
short on ideas when preparing an adventure, or finds his group has out-
paced the nights adventure and he suddenly finds himself having to improvise.
Generic Adventure Hooks
and Encounters for
the GM to run with.
Each hook is presented in a simple three-part format.
SETTING: This is simply a tag identifying the setting or type of adventure Compiled by Jolly R. Blackburn
hook, i.e. wilderness, city, subterranean, etc.
BAIT: Exactly that the situation or carrot used to lure or bait the play- days.
ers and prod them in the right direction.
TACKLE: This is the hammer or twist that makes the situation dangerous, If the party do not attack immediately, the goblinoids
exciting, or challenging. Without the tackle whats the point? may attempt to bargain with them: the unicorn's horn
As with other features in the magazine, readers are encouraged to submit for all the food, water and other supplies the party
B&Ts of their own. Hooks should be generic in nature and brief.
carry. The horn is distinctively chipped; the tip was
broken off in a tree trunk decades ago. An elven her-
CRYSTAL STATUE ISLAND mit, with whom the party may have to deal if they
Setting: Sea, River or Lake. By Scott W. Roberts become lost in the forest, will recognize the horn and
BAIT: While sailing from one location to the next, a may accuse the party of murdering his friend the uni-
mist brews up. No landmarks are visible. An island corn.
suddenly appears out of the mist, and the ship is The goblinoids consist of several weaker types (eg gob-
beached. lins or orcs) led by a few tougher types (eg bugbears or
Tackle: The island is small and grassy, with rocky edges ogres.) A low-level shaman may be added to spice up
and a small copse of trees. At the heart of the island is the challenge. The elven hermit is a wizard or druid of
a clearing. A circle of six crystal statues stands in the equal level to the party and possessing intimate knowl-
clearing; each is nine feet tall. The statues resemble edge of the forest.
various NPCs the party has met on its travels. HAUNTED FOREST PATH
The island may be an obscure clue placed in the party's Setting: Forest By Scott W. Roberts
path by the powers that be, or an elaborate trap. BAIT: The most direct route between two towns cuts
Touching a statue - or speaking aloud a secret the NPC through a forest. A road built along this route gener-
represented had shared with the party - may confer ations ago has fallen into disrepair. According to local
healing, information, minor magical ability or a curse legend, the road is haunted.
at the GM's whim. Attacking a statue may cause it to Tackle: The area of forest that the road cuts through is
animate. Trying to figure out the relationships home to isolationist pixies. Low-level spells such as
between the represented NPCs may keep the players Audible Glamour, Dancing Lights, Improved
stumped long enough for the GM to improvise the Phantasmal Force, Spook and Scare have been woven
next encounter. into the trees lining the road. The magical process is
After 6, 12 or 24 hours (GMs choice), the island dis- similar to that of a cursed item. Each turn the party
appears and the mist dissipates. Any character still on spends on the road, there is a cumulative 1 in 6 chance
the island may be teleported at random to the resi- of triggering a spell effect. If the party continue, a
dence of one of the NPCs mimicked by a statue. pixie scout will invisibly trail them amid the trees.
If the party leave the trail for whatever reason, wraiths
UNICORN'S HORN
and shadows may attack them: former victims of the
Setting:: Forest By Scott W. Roberts pixie road. If the party persist, the pixie scout will sum-
BAIT: A goblinoid band of raiders are butchering a uni- mon a larger band of pixie archers with sleep-enven-
corn at their campsite. They wear the uniform of a omed arrows. If they are lucky, the party may simply
powerful evil wizard or ruler in the campaign. find themselves outside the forest the next day.
Tackle: The goblinoid band of raiders are in fact
HEY HERO GOT A BAIT & TACKLE OF YOUR
deserters; while morale is low, they fear capture by OWN TO SHARE?? WELL, WADDA YA
their master more than the party. Crazed and weak- WAITIN FOR? AN ENGRAVED INVITATION??
ened by hunger, they may attack the party for food.
The unicorn represents their first substantial meal in
SEND IT IN ALREADY!!
YACHT RACE
Publisher: Parker Brothers
Type: Board Game
Number of Players: 2-6
Playing Time: 60 minutes
Age: 8 and up
Date Published: 1961
Frequency: Sufficient
Going Rate for a Copy: $30-50
Scouted by: Eric O. Costello
islands and ocean spaces marked out in equal square
grid areas, with individual squares for the marks and
the starting line. In the centre of the board, there is
hen my parents emigrated from Ireland in Wind Island, which contains a compass rose showing
lunch break. After all, the place And we went back to gaming. If
62 Issue #96: Sugar and Dice
FIRK DING BLASTIN FAT HEADED SUNUVAGREL MORON CLUELESS FAT COW BETTER TAKE IT
E O
BACK YOU STUPID RAT HAIRED SCRUFFY FACED IDIOT OR \LL KICK YER ASS FROM NOON TO
C FF!
SUNDAY AND THEN ILL RIP OFF YOUR HEAD AND SPIT DOWN YOUR FRICKIN THROAT AND
FA
MAKE YOU CALL ME SALLY COULDNT POUR PEE OUT OF A BOOT YOU MUNCHKIN LOOKINBALD
BUTT FACE OF YERS AND MOP THE FLOOR WITH YOUR FACE YOU GOT THAT FIRK DING BLASTIN
FAT HEADED SUNUVAGREL MORON CLUELESS FAT COW BETTER TAKE IT BACK YOU STUPID RAT
HAIRED SCRUFFY F
TAKIN A POSITION
A ND DEFENDING IT
Note: Each month a question is posed to our audience on our discussion forums at www.kenzerco.com.
The replies below represent the views and opinions of readers and are not necessarily shared by
KenzerCo or members of its staff. Our role is merely to instigate and then step out of harms way.
THIS ISSUES DEBATE TOPIC: Should GMs plan ahead or GM off the cuff?
I myself have to plan ahead Indeed, I cant just decide off You cant possibly plan ahead.
the bat, I think Ill send my players here and see what hap- You just have to remember.
pens. Yes, part of the fun is the unpredictability of the players Stuff happens.
and the challenge to adapt to their actions, but I feel the need I had a duo adventure with two of the PCs (8th level) of the
to at least have a number of options ready. If for instance the regular group so they could catch up with the rest of the party
players are at a point where the tide could go either way, I will in xps.
decide ahead of time what would happen if they succeed or fail
First scenario was supposed to be easy: two druids and a sor-
and at least have a skeletal plot of what could and would hap-
pen, depending of course on players individual and party cerer taking on the merchant they were guarding, cumulative
actions. This way, I dont feel lost or scrambling for ideas when CR less than their level.
it comes down to it. I take the task of planning ahead and hav- A half dozen+ summoned hippogriffs later and the charac-
ing things ready as an important responsibility as a DM and ters were running for their lives.
not only to the players, but also to myself. JustACleric Thus, the rest of the planned night, meeting up with the
buyer, rival buyer showing up, fighting out of deal gone bad,
etc, was gone.
Heres my philosophy towards planning where homebrew Fortunately I remembered a series of monsters that the
campaigns are concerned. Personally, I plan things in multiple group had encountered earlier but were too low level to over
stages, on several different levels of detail. come before, so I set it up so they fought them again.
OVERALL, BIG PICTURE PLOT This is the view So, off the cuff, I had to create the bad guys, allies, envi-
from the top, the long haul planning. Where I want to take ronment, random encounters to get there, lair, treasure inside,
this campaign. This usually encompasses eight to ten levels etc.
worth of adventuring when I do it at my table. It usually All while making them think I planned for this contin-
involves a really big bad guy somewhere way in the back- gency.
ground (often not even known about until the characters are Worked out well. Vahktang
six or seven levels down the road)
ENTRY LEVEL PLOT This is the planning I do to get the
characters through the dangerous 1st thru 4th level range. This I always TRIED to plan everything ahead, but had players
is where most character deaths take place, and this is where the who INSISTED on doing something different... My first real
beginnings of the BIG PICTURE PLOT begin to appear campaign, I believe it was five sessions (and at least two char-
on the horizon. acters getting to level 2) before I got the characters to leave the
These are usually really short-ranged, session-or-two at tavern where they met...
most plots that get the party introduced to the area in which In college I gamed with a guy whos idea of preparation was
the campaign is going to take place to look up monsters he wanted to use, draw a map, and create
MID-LEVEL PLOT At this point, I couldn't have pre- one trap. EVERYTHING else was done on the fly.
dicted six or seven sessions ago where the party would be, so I I still never really developed the skill for that until I was
have to keep this one tailored to where the party is currently running a tournament game in Star Wars and the players man-
at, and where I think they'll be in a session or two, and keep aged to COMPLETELY, 100% derail the module in a per-
this all within my BIG PICTURE PLOT. fectly logical manner... Since then I rarely plan out anything
The way I do this is by introducing the BIG PICTURE for my own use in any but the barest map/stats/treasures/over-
PLOT elements bit by bit as they're dealing with them all plot detail. CEBrown
now
So, as you can see, my approach is a healthy combination of
make-it-up-as-you-go-along, worked within a common Plan plan plan. Then be ready to drop that plan at a
theme, planned out in advance. I plan out individual sessions moment's notice.When in doubt, have something mysteri-
in advance, and then I plan out groups of sessions in a much ous occur, and watch your players theorize over why. Steal
more general sense (with goals and character levels in mind the best idea they come up with and retroactively use that
rather than set-in-stone events that happen with critical tim-
ing), with an even MORE general overall plot planned out as the reason - especially if the idea is a hook to further
looking 8 to 10 levels ahead. adventures.
Off the cuff for the most part...I have Point A and
Z...the rest usually depends on my players. And it pays to
Im a planner. Some games, like Hackmaster, require lots of be crazier than them... Cygnia
prep time. In other games, I still spend large amounts of time
preparing the game, but mainly on the parts that I think are
important instead of just anything the PCs might do. Planning
longer-term plots doesnt work so well, so I have a big picture I usually play off the cuff...with a framework of a plan
plot and a few adventures ready and then start going where the lodged in there somewhere. I have found if you plan too
game is going. much you get players telling you that you are forcing them
The one game I ran that was mostly unplanned prior to
to follow the Story and not do what they will. But without
shortly before the sessions wasn't terrible, but one player really planning you end up floundering if you are not very fast on
disliked it and I think the two players that had fun were just your feet. So I plan the big and let the details take care of
happy they were getting away with ubercheese. The game was themselves. It has worked so far. Rythax
not really what I wanted, but it was o.k. to run since I did get
a little of what I wanted in running a game in the wurld I chose Look, I say why plan when you can procrastinate? No,
for setting. Next time, the game is in that wurld but I will con- all kidding aside, I find GMing off the cuff to be exciting.
trol it a bit more. Im always going to be a planner-but there It keeps things fresh and more interesting. Of course, Ill
are times when you plan too much. Andrew Wayne have a general outline, and a list of NPCs who I can plug in
Franklin to various situations, but its very loose and open to change.
Cause how in the world can you really plan for everything
anyway? Players are always going to be unpredictable. Thats
Well, I know I am anal-retentive, and thus I plan like hell,
then I look at the plan and quote Gene Hackamn, I try to about the only thing anyone can count on after all. Ann
think of someone smarter than me, and say, what would he McIntosh
do?.
I roll out treasure (the reactions were the one time I rolled a
ring of fire protection for a troll encounter. It is also the only
time it has been done), work out how long it will take them to RIDIN THE FENCE
get where they are going with each way of getting there, all
encounters (including random encounters), have dungeons It depends on the group. near by cave they get the
mapped, flavor text readied, character sheets studied for what My home group will auto- same dungeon.
abilities they can bring to the table at any given time (I keep matically turn away from With most other groups
anything that I plan ahead if they tend to even work with
good books. son of an accountant, go figure) the whole nine they have even the vaguest me if they think I'm hinting
yards. Sstryk72 sense that the plot hook may at a direction. With that
have been predetermined or group I reward them by
that I may have thought planning ahead with plot
ahead they will do so just to points NPCs and encounters
STRAY SHOTS keep me on my toes as one and when I run dungeons
said. they are not as tweakable
That reminds me...I still need to think about writing some With them Ill not plan but far more suited to the
notes down for Saturdays game...Cygnia any story but will have pre- plot that the group is cur-
made encounters rolled up rently following.
to speed up combat. I also Really its all a matter of
will do premade dungeons groups. No GM can fully
Yeah you never know when one might bring a video camera that are easily tweakable plan ahead of all the players
to the game after reading some classic KODT within a minute of finding all the time.
SeptumSim out where the players are Plus Im not willing to
going so weather they decid- spend 6 straight hours on an
ed to save the princess or adventure like BA.
blow her off and search a SeptumSim
well CONGRATULATIONS fellas. thanks b.a. as a matter of
once again youve managed to fact i AM proud.
destroy a campaign that i NEXT ISSUES DEBATE QUESTION:
worked on for hours. you must
be pretty PROUD of yourselves..
GO TO OUR FORUMS AT
WWW.KENZERCO.COM
we rawk!
FOR NEXT ISSUES DEBATE TOPIC!!
EMAIL YOUR RESPONSE TO MAILBAG@KENZERCO.COM OR POST IT IN
OUR DISCUSSION FORUM AT WWW.KENZERCO.COM
By Tony DiGerolamo
SOME COMICS I LIKE AND
WITCHBLADE
y last few comic books from Wizard World Philly and a few I since many of the characters seem derivations of old comic book characters
By Kenneth Newquist
G has revitalized the Webs stagnated store of comic book gaming sites.
When I last searched the Web for superhero content two years ago, I
was hard pressed to find more than a half-dozen sites for an equal number
Simpsons Mutants & Masterminds Excel Character Builder. While youll
still need a copy of M&M to understand the character creation process,
skills and the various feats, this tool should help with the actual building of
of games. This time around, I found half again as many for just Mutants the character. Other resources on the site include a Mook Sheet, which is
and Masterminds. No doubt the recent popularity of superhero movies has focused on NPC creation, and a streamlined Character Builder that doesnt
also played a part in this resurgence, but theres no doubt that M&M is use macros and is designed for use under Open Office,
popular in and of itself. Defenders-5 is a homegrown campaign setting based in the fictional
To start things of, I headed to Mutants and Masterminds HQ, Green metropolis of Pacific City. Visitors will find an overview and map of the
Ronins dedicated Web site for the game. I was pleased to see that Green city, a rundown of the sites namesake superhero group, Defenders-5, and
Ronin had created a dedicated an entire site to the M&M, providing it with numerous villains (many of which have character sheets). The sites only
the sort of support the game deserves. about half done, but theres a heck of a lot of information here for people to
The HQ home page features blog-like updates about the game, including browse, and all of the PCs/NPCs have illustrations.
new products, convention appearances, and special contests. Elsewhere Finally, if youre looking for a game but cant find one in the real world,
theres Super-Vision, a new monthly column written by M&M creator check out Freedom City Play By Post Gaming. The forums-based site
Steve Kenson containing new game material and news from Green Ronins includes boards for locating new players and starting campaigns, as well as
publishing partners. Gimmicks Gadgets is home to all of the games various districts for actual game sessions.
downloadable goodies, including the current errata, the FAQ, hero and vil- If you know of a cool RPG web site, or have a subject youd like to see cov-
lain archetypes updated based on the errata, character sheets and a bunch of ered in this column, please e-mail it to me at knewquist@nuketown.com.
other content related to published products. Rounding out the site are The
Atomic Think Tank which contains a heavily-trafficked discussion board
and Mutant Art, which holds fan-submitted illustrations and painted Mutants and Masterminds HQ
miniatures. http://www.mutantsandmasterminds.com
Fan creations, product reviews and M&M news dominate the fan-run E-
Core. Of particular interest to players are the Library, which indexes all E-Core
of the products released for the game and the Downloads area, which http://www.e-core-news.org
pulls together all of the free content from Green Ronin and its Superlink
Arcady's Mutants and Masterminds Game
partners.
If youre looking for inspiration for running an M&M game, check out http://home.pacbell.net/arcady0/MnM
Arcadys Mutants and Masterminds Game. This campaign web site Valdier
includes character build rules for players, summaries of story arcs, PC and
http://www.valdier.com
NPC write-ups, and occasional musing from the Game Master. Fans can
also find new powers, feats and links to useful <em>d20 Modern</em> Heroes and Henchman
resources. http://www.heroesandhenchmen.com
Valdier is home to numerous superhero conversions for Mutants and
Masterminds, including Captain America, Iron Man, Thor from the Simpson's Mutants & Masterminds Excel Character
Avengers, Gambit, Cyclops and Storm from the X-Men, and a few notable Builder
villains, such as Apocalypse, Bullseye, Magneto, and Venom. It also has a http://www.elyzium.net/mnm
character creation tutorial, a guide to buying powers, an M&M power list,
and house rules. Defenders-5
More character creations can be found Kevin Perrines Fun and Games site. http://mecha.com/~conkle/mm/
Conversions include the X-Mens Nightcrawler and Shadowcat (who, Im
happy to note, is detailed along with her pet dragon Lockheed), the Fun & Games
Transformer Bumblebee and a smattering of heroes from Justice League, http://mywebpages.comcast.net/kperrine/inside/Fun_
Fireman Press, Dark Horse Comics, and DC. There are about two-dozen Games.html
or so original PCs and NPCs fully statted out with well-done illustrations.
Heroes and Henchmen is a somewhat sporadically updated fan site with Freedom City Play By Post Gaming
quite a few gems on it. The House Rules section has a modified, more http://www.menefees.net/freedomcity/
tangible version of <em>d20 Moderns</em> Wealth rules, a benchmark
guide for creation new powers for the game, and a compiled list of ques-
tions (and their answers) posed to creator Steve Kenson. Theres also an
interview with Kenson and a handful of product reviews.
By Rick Moscatello
T games I played years ago, and the first is the biggie weve all
been waiting for, Doom 3. I still have fond memories of
Doom, where Id play with friends, and every room entered was
prefaced with careful, this might be a trap of some sort.
Invariably, the trip panel would be hit, and the monsters would
come aswarming, to be followed by several minutes of nonstop
action. Once the area was cleared, it was time to move on to the
next area, where futilely Id try to avoid the next trap.
Amazingly enough, the key to Dooms success, as far as the single
player game, was the utter lack of story. No pointless cut scenes, or
pages of text to read every time, just good ol fashions demon butt-
kicking, with a satisfying variety of weapons to make the demons
scream in pain.
Enough skipping down memory lane, time to peer at the long
awaited expansion to the Doom series. Since there is no story to
continue, this game is more or less a remake of the original Doom. So, the battles have some issues.
Youre a generic space marine, off on Mars where theyve once again
accidentally opened up a gateway to Hell. Alas, they've tried to All the old favorite weapons are here, complete with original
inject more story elements into things here, and repeatedly youll sounds, when possible. Alas, shooter weapon design has come a
have to stop slaughtering demons to listen to some lame voice mail long way in the last ten years, and the lack of alternate fire on the
or read a touching love letter or whatnot--all in vain, since once the weapons is sorely missed. Still, its good to use the old friends, and,
shooting starts, youre the only human against the legions, you cant much like the original, youll find you'll need to conserve ammo a
even bring a friend to help (thats right, no co-op mode, the high- bit by using each of the weapons from time to time...no standout
light of the first Doom). At least you wont have to listen to them weapons, which is a bit of a disappointment considering how long
every time you play through, as once you learn the passcodes and Ive been waiting for this game. There are a few hand weapons in
whatnot theyll serve no further purpose. the game, but the ol chainsaw is still the best...now if only I could
take out 30 monsters at one time with it like in the old Doom.
I guess its time to bring up one issue that I find annoying...the
game is dark. Seriously, a space marine should have some night The replay value here might not be as much as in olden days, due
vision goggles or light amplification scopes on his weapons. He to the less than stellar level design and anticlimactic fights,
does come with a weak flashlight, but otherwise, its time to creep although there are higher skill levels to make the extra go-throughs
through endless darkened areas. Im not the only one who finds this more challenging. In a deeply unpleasant throwback to the first
annoying, and already theres a duct tape mod (i.e., a user created games, multiplayer is downright weak. Only 4 players at a time,
variant of a game) available for download, where the space marine and very few maps (none complicated), makes for a downright lean
finds that futuristic cure-all, duct tape, and uses it to tape his flash- offering compared to the new standards set by UnReal
light to the end of his weapon so he can finally see what hes killing. Tournament. Hopefully the player community will fix this as well
Anyway, this pervasive darkness problem is made worse by the much as with the duct tape mod, but its still a disappointment.
occasional backtracking through cleared areas to do a variety of In the end, Doom 3 just didnt reach my expectations, but it really
annoying things, with none of the careful, this room might be a is a quite playable game with truly horrific monsters to look at for
trap fun that one gets from exploring new areas. In short, the level a few seconds before you blow them away. Don't be frightened by
design has some issues. the very high end recommended requirements, even my friends
The monsters themselves, while very cool looking, arent nearly as on fairly weak computer systems say the game runs well at the min-
plentiful as they should be. I dont know a single person that reflects imum, and if you missed the original games, or need a refresher on
on Doom and goes yeah, it was great how cool that imp looked for what made them so good, Doom 3 is a good way to spend your
the 3 seconds it lived before I blew it away, and yet, for complete- gaming dollar.
ly inexplicable reasons, the designers decided to crank up the Another game that pulls me back to days of yore is Crusader Kings.
graphics details to insanely high levels...at the cost of turning down Remember playing Risk for hours on end, and thinking Hey, Im
the hackfactor to relatively little. Youll seldom meet more than four actually picking up some crude geography playing this! That's
monsters at a time, and while they still have a tendency to jump out about how it is with any game by Paradox. They're all as histori-
at you in ambush after ambush, once you get the AI's quirks down, cally accurate as possible (or at least, as much as you want them to
youll have little trouble dispatching them since they just don't have be), so you can very well justify playing since they serve as educa-
the numbers to make up for their other deficiencies, and I do miss tion tools, far more so than Risk.
walking through a room filled with the mangled corpses of my foes. The game plays much like Europa Universalis, although it focuses
By John ONeill
N already. You probably knew since the early seventies, when Stan Lee
and Jack Kirby were still weaving cosmic tales of a bald dude on a sil-
ver surfboard (and for those of you thinking, I wasn't alive in the seventies!,
legendary Jack Kirby, returned to Marvel Comics - where he'd co-created
Daredevil, the Hulk, the Fantastic Four, the X-Men, and literally hundreds of
others - serve as a poignant reminder that, no matter how we may choose to
how about you pipe down for five minutes and let grandpa finish his story, benchmark our friendships, it's the shared entertainments that will footnote the
okay?). memories (and, at least in Lethem's case, help to bring those friends together
again). It's just unfortunate, as he candidly points out, that the comics Kirby
Or maybe you figured it out
launched - 2001, The Eternals, Machine Man, and that never-to-be-forgotten
in the 80s, with Howard
classic, Devil Dinosaur - all turned out to be, well, bad. And, at least in the case
Chaykin's post-apocalyptic
of Devil Dinosaur, famously, disastrously bad.
action saga American Flagg, or
Frank Miller's loving tribute to Still, there's plenty to enjoy here for anyone who grew up on Marvel comics,
an aging Batman, The Dark including Geoffrey O'Brien's take on Nick Fury, Geoff Dyer's memories of
Knight Returns. Or the pure- Spider-man, and Andrew Hultkrans' entertaining look at consummate Spider-
bred magic realism of Los Bros' man artist Steve Ditko. It's also great to see some independent artists share some
Love and Rockets (the comic, of the spotlight, with pieces on Yummy Fur, Uncle Sam, Chris Ware, and Jim
not the 80's band that stole their Woodring.
name. Read the history books, I was particularly pleased to see novelist Steve Erickson's appreciation one of
kid). the most influential comics of the 80s, now almost forgotten, Howard Chaykin's
Or perhaps you clued in dur- ground-breaking American Flagg the book that damn-near single-handedly
ing the 90s, with help from Jeff launched the independent boom of the 80's and 90s. As Erickson puts it,
Smith comic masterpiece Bone, Feuding superheroes constantly yelling It's CLOBBERIN' time grew weari-
or Neil Gaiman's Sandman, or some. American Flagg was finally fulfilling the medium's potential, doing
maybe uh... (Somebody help what comics could do that no other form could. It made explicit everything for-
me here. Were any other good comics written in the 90s?) bidden that comics had hinted at when you were thirteen: teaming with sex and
I'm even willing to cut you some slack if didn't piece it all together until violence not to mention wit, cultural satire, a vaguely populist iconoclasm, a
2002, when the Spider-man movie debuted and you were enticed back into your seething indignation that patriotism somehow had been requisitioned by the
local comic shop to try Brian Michael Bendis' excellent Ultimate Spider-man. political right, and a talking cat named Raul.
Or Powers. Or anything by Alan Moore. But my favorite piece is Glen David Gold's heartfelt look at that peculiar dis-
Anyway. The point is, comics have always been cool. You know it. I know ease of comic fans: collecting. Gold is a keen-eyed observer with an appreciation
it. Suddenly though, it's hip to admit that they're cool. So hip, in fact, that the of both the ridiculous aspects of collecting, and the destruction it can wreak on
next time you're in the book store you might stumble across a collection of essays your love of the hobby (not to mention your social life). He's also, alas, an incur-
from some of the most acclaimed authors at work today, all discussing how pro- able collector. As he notes, Year ago, in what shouldn't really be a shocker to
foundly comics influenced them. It's like everyone in Manhattan switched to anyone who has read this far, the accumulation of body blows led me into ther-
the same therapist, or something. apy. He evens admits he wrote the article while simultaneously keeping a com-
The book is Give Our Regards to the Atomsmashers! Writers on Comics, pulsive eye on an $1800 eBay auction for Cerebus cover art. Mothers, don't let
edited by Sean Howe. In introducing the seventeen authors he's gathered - an your children grow up like this.
impressive array of talent, from award-winning novelists like Jonathan Lethem, It's often hard to articulate why we love the things we do. In those cases it's
Steve Erickson, Brad Meltzer and Geoff Dyer, to renowned columnists and cul- a genuine pleasure to find a writer gifted enough to express it for you. If you've
tural critics such as Gary Giddins and Myla Goldberg - Howe notes that, despite ever felt defensive of your love of comics, Give Our Regards to the
the growing acclaim heaped on comics in the past two decades, The truth is, Atomsmashers! will give you all the backbone you need. It's a loving tribute to
comic book fans have been tight lipped about their forbidden love. What sort a vastly popular but under-recognized art form.
of dialogue, then, would be created... if everything that had been quietly cher-
ished could suddenly be discussed? Now go get those comics out of the basement, sit back in your favorite chair,
and tell your spouse you're taking a vacation to appreciate art. You'll be a better
Some pretty good stuff, it turns out. As you might expect from seventeen
person for it.
vastly different writers, not everyone's guilty pleasure is likely to ring your bell (I
really had very little interest in, for example, Giddins lengthy discussion on John O'Neill has 4000 comics in little plastic bags in his basement, money that
Classics Illustrated, or yet another nostalgic look back at Tintin by Luc Sante), doubtless would have been better spent on therapy. He's dangerously unbalanced but
strangely happy. You can reach him at john@blackgate.com
Knights of the Dinner Table Magazine October, 2004 69
Industry News, Rumors, and More
ArtHaus, which is a close publishing Brotherhood team was not represented
partner of White Wolf Publishing. at all in the Top 8 decks, nor was tra-
Were want above all for Pendragon to ditional Fantastic Four. Instead,
remain true to its artistic roots, but Common Enemy placed four players
because of our position in the industry, into the Top 8, and a YMG designed
well allow even more gamers the Rigged Elections deck was played by
opportunity to see and play this great Craig Edwards to a finals finish. Vs.
game. may be combat oriented, but his
One of the most admired and $24,000 payday proves that decks that
GamingReport.com enduring pen-and-paper roleplaying dont require attacking can in fact win
games of the last thirty years, at Vs.
Green Ronin Snags Pendragon allows players to take on People from all over Gen Con filed
Thieves World License the role of knights at King Arthurs into the hall to marvel at the detail of
Green Ronin Publishing has reached court. Originally developed by award- the judges table, the Batmobile, the
an agreement with Lynn Abbey to winning game designer Greg Stafford, impressive feature match area, the
license the fantasy shared-world series Pendragon has been widely hailed for Batman statue, and the four-sided cen-
Thieves World. Green Ronin will its trend-setting emphasis on morality terpiece with the Danger Room and
publish a series of Thieves World and moving beyond the slay the mon- Daily Planet. Not only is the Pro
roleplaying game books beginning in ster archetype that once dominated Circuit the pinnacle of competition,
the summer of 2005. The books will be fantasy roleplaying. but it also immerses the competitors
the definitive game guides to the world Peter Corless acquired Pendragon and spectators in a stunning environ-
and characters of Thieves World from Chaosium, Inc. in 1998 and pub- ment. For those of you who couldnt
and feature material from both the lished under the Green Knight Press make it out to Indianapolis, the Pro
original and current series. banner. I am very pleased with Circuit will be coming to sunny south-
Thieves World will use the d20 Arthaus desire to carry on the ern California in December. As you
System, thus tapping into a network of Pendragon tradition of excellence in can tell, this is an event that is not to be
game players millions strong. Green roleplaying and trust their dramatic missed. Pro Circuit history will contin-
Ronin tops the list of d20 publishers, vision and business capabilities, said ue to be written this winter with a new
with such acclaimed series as Freeport: Carless. This will allow Green Knight champion, but Kibler will always be
The City of Adventure, Races of to return to focus on other projects, remembered as the first.
Renown, and Mythic Vistas. such as Pendragon OnIine and
Thieves World was the bestselling Pendragon Fiction, while allowing Decipher Rocks GenCon
and first shared-world phenomenon, the dice-and-paper roleplaying game
selling well over a million copies of fans a new source of products.
Indy with WARS TCG
anthologies and spinoff novels detail- ArtHaus has acquired all of Green Decipher presented Gen Con Indy
ing the exploits and intrigues of the Knights remaining backstock of 2004 attendees a sneak peek at the
highborn and lowborn denizens of the Pendragon roleplaying products and upcoming WARS Trading Card
Sanctuary, a fantasy city like no other. White Wolf will begin selling them Game. The new, proprietary trading
TOR Books recently re-launched shortly. card game takes place in a universe cre-
Thieves World with the novel ated by Decipher, which incorporates
Sanctuary and the all-new anthologies Upper Decks First Vs. the mechanics from Deciphers hugely
Turning Points (December 2002) and successful Star Wars CCG.
Enemies of Fortune (December 2004).
Champion Crowned The four day long show was filled
More Thieves World books are Brian Kibler has won the first-ever with opportunities for Decipher to
forthcoming. Upper Deck Vs. Pro-Circuit showcase what WARS TCG had to
Championship Tournament. After offer. The first official demos for
Green Knight & ArtHaus three days of competition and two dif- WARS TCG began just moments
ferent formats, he guided his Fantastic after the opening of the exhibit hall on
Deal for Pendragon RPG Four/Dr. Doom Common Enemy the first day of GenCon and hundreds
ArtHaus Publishing and Peter deck through the Top 8, en route to of demos were given each day. On
Corless of Green Knight Publishing $40,000 - the largest single payout ever Saturday, over 700 people, including
have reached an agreement for given at a TCG tournament in history. players, retailers, distributors, and
ArtHaus to acquire ownership of the Kibler has been embraced by the Vs. gaming media attended a special pres-
Pendragon Arthurian roleplaying community, as he has been active in entation for WARS TCG. A 20-
game. the game since it started. He has been minute video was shown which fea-
Its with great pride that we become practicing and analyzing the format tured much of the original art created
the publisher of Pendragon. This game since Marvel Origins first hit the for WARS TCG, as well as details of
is not only the first roleplaying game shelves, and his dedication, effort and the rich storyline behind it. After the
that emphatically stressed story over passion for the game has paid off. video, a question and answer session
game mechanics, but the game Kibler is now the first Pro Circuit followed with John Howe (conceptual
mechanics themselves are so artfully Champion, and one that the whole artist for New Line Cinemas The Lord
designed that actually add to the story community can be proud of. of the Rings), sci-fi author Michael
and character development rather than The event was surprising for a num- Stackpole, Decipher Chairman and
detract, said Stewart Wieck of ber of reasons. The heralded CEO Warren Holland and members of
Gamer Movie
Extravaganza
SEND YOUR NEWS
items to: GAMEVINE,
Sundance has nothing on these
c/o kenzerco, 511 w. greenwood
ave, waukegan, IL 60087 or
email jolly@kenzerco.com
Home-brewed Gamer Movies.
hat do you get when you take a digital video camera, some friends, a bag of dice and mix
Wthem together? How about the latest trend sweeping the hobby a Gamer Movie! With
The GAMERS the recent success of Dead Gentlemen Productions, The Gamers a lot of gamer movies have been
popping up in our mail box. Here are a few of our favorites.
2nd Edition...?
Thats right, according to the Dead Gentlemen
Productions website a sequel to their underground GameMaster,
hit, The Gamers is in production. Stay tuned... GameMaster What
Have You Done?
eah, yeah, we know. weve plugged this
Ymovie from Breakfast of Demons (as well
as its sequel) before.Well that was the old VHS
version. Jolly unashamedly loves this flick about
a demon forced to play a Paladin in an RPG.
Now you can get this gamer-classic on DVD
with remastered sound, behind the scenes
footage and more.
Speaking of B.O.D. be sure to check out
their website (www.breakfastofdemons.com).
The trailer of Boglin interviewing Klingons
about Sliders is worth the trip
Delusions of Grandeur
Cthulhu Campaign '04 his interesting flick was handed to me at
Ttwo bumbling cultists Chuck and Dexter as T
his Cthulhu-infested mockumentary follows GenCon and proved to be a very entertain-
ing (albeit disturbing) ride.
they do everything possible to get Great Cthulhu
D&G tells he tale of four fellows who share
elected president. Starring professional comedians
a love of Sci-fi, and fantasy lore. Morlock, Barry
Joseph Scrimshaw (www.scrimshawbrothers.com)
and The Kid are diehard gaming fanatics who
and Tim Uren (www.10000comicbooks.com)
never seem to leave the house until Dean (a
Cthulhu Campaign '04 shows these black-robed
wannabe visionary filmmaker) hatches a plan
cthultists attempting to get a good sacrifice,
for a new documentary and their adventures
debating a reverend on public access television, and
begin.
taking it to the streets as they talk real people into
getting their dead god on the ballot, all with the At press time this movie wasnt yet available
help of their trusty side-kick Mike the Mi-Go brain to the public (something about one of the actors
canister. This DVD includes both the 15-minute being a member of S.A.G. as I recall) but you
Rally Release and the full 40 minute version. can check out www.tmjproductions.com for
updates. Be forewarned this mockumentary is a
See the movie that made Jolly blow coke out his
rather unflattering look at gamers and fandom.
nose! www.forbiddendonutgproductions.com
T playing game: the nice and the nasty. The nasty ones,
those spawn of Satan who cackle with delight at dip-
ping your lovingly-crafted character into a pit of acid like a
corn dog at the state fair, are fairly easy to deal with: bring
your lucky dice, keep your head down, and make every hit a
called shot to the head. to the GMs attempts to be clever or tricky in one of two
Nice GMs, strangely enough, are the tougher to deal with. ways: they will cry foul if the game becomes too complicat-
They try to do the right thing for the game. Some players ed or make fun if it seems too simplistic, rubbing their easy
find it nearly impossible to get what they want for their char- success in the GMs face. The GM is taken as an enemy
acter or themselves (special items, genre adventures, rule rather than an ally. If you do this then youve got to ask your-
calls, etc) because their GM is one of those good natured, self hows that working for you?
well meaning, and disgustingly fair types. But these GMs are If your GM wants to appear clever, let him. Otherwise
actually very easy to manipulate. All you have to do is know he'll get the impression hes an idiot with no dramatic flair,
how. These few simple techniques, can help you get nearly and theres nothing worse than a depressed game master. Yes,
everything you could possibly want out of a game with a sometimes youve got to coddle a GM. Give him his props
minimum of shenanigans or effort. when something interesting or challenging happens, even if
Many players forget this; but GMs want to entertain you you called it very early or you thought it was too out of bal-
let them. GMs exist to provide a rich fantasy world, not ance for the party. But, as with anything, if these become
just for you, but for themselves as well. A good world has continuous, pressing concerns, bring it up with the GM out-
fair and just rules of play, in addition to a dramatic sensibil- side of the game.
ity that benefits everyone. They build a world in which they Lets face it. All the really fun stuff , the best treasures and
would like to play, otherwise they wont have fun GMing, kewlest foes , comes at the end of the game, and sometimes
making a dull game for everyone. Problems occur when a right behind that pesky iron door none of you can seem to
player hates something a GM enjoys, which often leads to get open. Its way too late at night and youre tired (and run-
arguments. For example, your GM may enjoy political ning dangerously low on pizza and Fritos). Its not viable to
intrigue when you just want to get to the hacking. When this run back to town for a locksmith. You just want to get to the
or something else you dislike, occurs in game, run with it.
This doesnt mean letting the GM story tell without any waddaya MEAN dont bother rolling?
player involvement, but if something appears to be a story
hook or plot twist, work with, instead of against it. \ still got ten hitpoints
Remember, its you , not the GM , who controls the course left -- this dude is going DOWN.
of the game, so make it work for you. Give the adventure
no, \ said you took
time to run its course, respond accordingly in respect to your ten HITS. youre wow! hasted
character, and you may just get what youre looking for. Do body was REDUCED to ogres with
MACHETES
not simply slam the GMs tastes. Confronting GMs during a greasy GOO spot on
are MURDER.
the DUNGEON floor.
game play only aggravates them and frustrates the players,
ensuring a lackluster game in the future. Save comments and
requests for after the game.
Another endless struggle is who gets to be the primary
smarty pants of the game. Players want to be the clever ones,
and thats fine. Players should obviously be the ones solving
puzzles and outwitting enemies, but this need not come at
the expense of the GMs ego. Ive seen several players respond
cmon, sara.
pick ME, sara. freaks! keep AWAy
my character just from TRISH -- shes
\ own a a CAREER WOMAN.
made SPECIAL AGENT
PORSCHE.
PAYGRADE 7 -- \ need
look, lets talk
the TAX DEDUCTION.
about it
OVER dinner...
ONE-TWO
PUNCHES by Jolly Blackburn
figure it out, sherlock. its the WAY of my kind. its not an EVIL ACT if \ dont know
sell a bottle of SOUR CIDER claiming its what \m DOING, sara. thats why EL
HEALING POTION and \ come back and STAVE in your RAVAGER got good and STINKING
skull with my MACE. its not so hard to understand. drunk before TORTURING this guy.
of course with your BRAINS bashed down into \ can feel all
the PIT of your stomach \ suppose it COULD be oh.., thanks for
REMORSEFUL when
hard to wrap your MIND around at moment. clearing that up.
\m sober and it
wont STICK.
this isnt OVER, wiseguy. youre RIGHT. \ still
not by a LONG SHOT! have to DOUSE you
with flaming oil and
cut out yer KIDNEYS.
LOOKING
FOR PAUL W.
Last known email:
paulw@vnet.net
Please contact me,
my email has also changed.
My new email:
tvar30@hotmail.com
FAY WRAY Tim
SMALL
T his is one of the nicest roleplaying games
Ive seen in awhile. The book is beautiful
and includes an awesome map.
But, what makes it really awesome is the theme of
the book alternate history meets Roman fan-
tasy. What if magic had been discovered by the
Romans in the third century? What if the
Chinese developed their alchemy and discovered
immortality during the Han dynasty? The con-
cept is awesome. The book is rich with all you
PRESS need to run adventures set in this magical Rome,
or in a Norse world known as the kingdom of
Skandia or even the oriental Jade Empire. There
SEND REVIEW COPIES TO: are suggestions for scenarios for each of these set-
KODT: BRIANS PICKS ting and suggested characters.
Kenzer and Company Roma Imperious is powered by the Iridium
511 W Greenwood Ave
Waukegan, IL 60087 System, a skill-based RPG system that includes
three magic systems, many classes and a detailed combat mechanism. The book comes
packed with every rule needed to play the game. No other books are required, making its
$39.99 pricetag understandable, since its the only book you need. It includes monsters and spells, character sheets and
skills. All in all its a unique system that had be drooling and chomping at the bit to grab my dice and play. There are is
also online support at roma.hinterwelt.com with downloads and a free character generating program among other things.
Brians Rating: Ad gloriam!
very once in awhile its nice to play a game with a sense of humor. Snipe Hunt is a game
E with humorous theme that is also a lot of fun to play. As part of initiation, all Squirrel
Scouts must participate in the traditional Snipe Hunt. This is the premise of the game. You
are a Squirrel Scout. You have to navigate through an ever-changing maze of trees, throw-
ing your opponents off the trail with tricky moves and collected equipment. Not only do
you have to face what your opponents may dish out, you have to watch out for things like
alien abductions, the werewolf s curse, Bigfoots appetite and the legendary Zamboni Tribe.
The game is cheaply produced, coming in a paper pouch with functional, but not extreme-
ly beautiful components. What matters here, however, is that the components are extreme-
ly functional. For instance, the Forest Cards that make up the game board are randomly
drawn making the board different every time. During the game, these cards also rotate,
making the game even more challenging.
Brians Rating: No, its not a trick. There really is a snipe, so go hunt for it.
KUNG FU FIGHTING
Slugfest Games www.slugfestgames.com
ai Yah! This little game packs quite a punch. Its a card game for 2 to 6 players where
H players fight one another Hong Kong cinema style. Instead of hitpoints, each play-
er has Chi. The last player left with Chi wins.
The deck is made up of 99 cards and there are six player templates and six Chi mark-
ers included. On your turn you can attack using a Punch, Kick, Trip or Throw card.
Adding attack enhancements such as Flying or Flipping gives you bonuses to the dam-
age you deal out. You can also use weapons to help attack or defend. Weapon cards
include everything from Nunchucks to Swords to a Table or Chair. There are also stances
to be used to add to your defense or attack abilities, such as the Snake Stance, Dragon
Stance or Monkey Stance.
When youve been attacked you can use blocks to negate or reduce the affects of an
attack. If, however, you suffer damage from an attack, you lose Chi. However, there are
cards you can play to restore Chi.
Overall, this is a very fun, fast-paced, quick game to pull out when you just feel like
getting out a little naked aggression in a fun and safe way. It really got my blood pump-
ing. Theres nothing like landing a Flying Kick against an opponent in the Tiger Stance if you know what I mean.
Brians Rating: Young grasshopper, in your quest for game fulfillment, Kung Fu Fighting is a truly glorious choice.
By Blaine L. Pardoe
the enemy someone else to shoot at. away. You are merely falling back to a more
The right of way is always reserved for defensible position.
incoming fire. The enemy never watches until you make a
If he's standing up, with a map and field mistake.
glasses - he's an officer. Make sure he's far The one item you need is always in short
away from you or in your gunsights. supply.
SHOTS The only thing more accurate than incom-
ing enemy fire is incoming friendly fire.
There is no such thing as a perfect plan.
Things which must be shipped together as a
Fatigue, ammo supply, and encumbrance set, aren't.
o matter what genre or game system you
Nplay, they all have one thing in common only come up in a game when you are in the
middle of the fight of your life.
Fortify your front; you'll get your rear shot
up. Corollary: Whenever you lose contact
- combat. Let's face it, without combat of
some type, role playing games would be, well, Those who live by the sword get shot by with the enemy, look behind you.
cerebral wastes of time - you know, like a those who don't. Air defense motto: shoot 'em down; sort
Rubick's Cube. Never bring a knife to a blaster-fight. 'em out on the ground.
Game Masters everywhere toss you into the Anything you do can get you shot, includ- 'Flies high, it dies; low and slow, it'll go.
foray. Here are some of the most basic rules ing nothing. The cavalry always arrives, for the other
that apply to a wide range of game environ- No matter how far you can see, the enemy side.
ments and systems: can see farther. When you're out of medkits or healing
Never share a foxhole or firing slit with any- Your intelligence is incomplete - no matter spells, the time has come for a witty remark.
one braver or stupider than you are. how complete it is. Corollary: The facts, no Things that must work together, can't be
Friendly fire ain't. matter now interesting, are irrelevant. carried to the field that way.
Using hirelings as human shields works You never have the right spells ready when Concealment and cover are two different
only until they drop dead. you need them. Corollary: Read Magic is things. Remember that.
The problem with the easy way outit's worthless in a battle.
The weapon that fails it's jamming roll is
either an ambush or it's mined. Never stand when you can sit, never sit the most powerful one in your arsenal.
Remember that your army and hirelings can when you can lie down, never stay awake
when you can sleep. If your ambush is properly set the enemy
and will desert when you need them the won't walk into it.
most. Airstrikes always overshoot the target,
artillery always falls short. Don't even ask There's never a cleric or medic around when
Sticking your head up is a good way to you need one. Corollary: You only need a
block someone else's field of fire. about orbital bombardmentsit's not pretty.
cleric or medic when you are dying.
Vote, yes, on the buddy system - it gives Creatures or monsters with the intelligence
of pocket-lint become tactical If the odds are against you - chances are
geniuses when the GM we're playing against the same GM.
deploys them against in num- The more sophisticated the technology in a
bers. battle, the more prone it is to failure.
You get what you pay for If the enemy is in range then so are you.
with hirelings. If you make it tough for the enemy to get
When you've secured the in, chances are you can't get out.
area, don't forget to tell the The bigger your starship, the easier it is to
enemy. hit. Corollary: The smaller your starship, the
You don't retreat or run easier it is to kill.