Showing posts with label Evansville Group. Show all posts
Showing posts with label Evansville Group. Show all posts

Wednesday, December 11, 2024

My first 40 years as a role player

Today, I turned 51 years old. And, as I've mentioned on numerous previous birthdays (and probably numerous "how did you get into gaming" posts), I got my Mentzer Basic Set for my 11th birthday. So I've been a D&D and other RPGs player for four decades now. 

For the first decade, 1984 to 1994, I both ran and played BECMI with my friends and family. We also ran a lot of Star Frontiers. We also played some AD&D of both the 1E and 2E variety, but not that much. And occasionally we'd play, or at least make characters but never get around to playing, lots of other games. Gamma World. Star Wars d6. Cyberpunk 2020. TMNT and Other Strangeness. Marvel Superheroes. I'm sure there are others we tried or at least sampled that I'm forgetting. We played a LOT of BECMI D&D though. Tales of this decade are labeled as The Old BECMI Group, obviously.

For the second decade, 1994 to 2004, after a bit of interruption in RPG play due to Magic: The Gathering and not wanting to associate with the campus Gaming Guild who embodied most of the negative gamer stereotypes that were out there at the time, I got back into gaming with a group that played a mix of 1E/2E AD&D. Then I went to Japan, and by the time I got a group to game with, 3E had just come out. So we dove into the world of the d20 system, playing 3E D&D and a bit of d20 Modern and d20 Star Wars. The final few years of this era, I had moved to a different part of Japan, and started gaming on RPOL.net since I hadn't found a group to play with there. These tales are under the Evansville Group (1E/2E), and Toyama Group (initial 3E stuff) tags.

From 2004 to 2014, I got in with a group playing in Tokyo. Again, we mostly played d20 stuff, including 3E, d20 Modern, and d20 Conan. But through this group, I also got to try a variety of Forge-style story games, and also it rekindled my love of old school D&D. I also got involved (finally) with some local gamers, and we played some Abberant (an obscure White Wolf game), 3E, and old school D&D. We also developed Presidents of the Apocalypse, which I know I've mentioned many times before, but no, it will probably never get released because it's so scattershot. In the middle of this era, I moved to Korea. For a few years, the emphasis was on board games, but eventually I got some old school D&D going, using the house rules that have by now evolved into Treasures, Serpents, & Ruins. I also got to try 4E and we sampled a few One Page and microlite RPGs, played a bit of Gamma World (the 4E D&D stuff AND classic GW), Pathfinder 1E, and a few other games here and there. I continued to game on RPOL, and also got to sample various OSR offerings through online realtime play (Google Meet, when that was a thing). I also developed, play tested, and released Flying Swordsmen. You can find these stories in the tags Ebisu and Yamanashi Gamers for the Japan era, and Busan Gamers for the Korea era.

My fourth decade, 2014 to today, coincides with the release of 5E D&D, and I've played it a fair amount. As a player, it's fun. As a DM? Not so much. So I've mostly stuck to my TS&R old school D&D rules as a DM. And I've been running my d6 Star Wars game for many years now. As a player, there have been a wealth of games and game systems, that are face to face, online realtime, and play by post. While I've mostly given up on 5E (except for a really good game on RPOL), my TS&R game and SW d6 game are both going well. I've sampled lots of OSR and micro-games, both in person and online. I've recently started both a Gamma World and Star Wars game on RPOL. And very recently, just joined a game of RECON. I developed, play tested, and released Chanbara, and have recently finished up releasing everything to make TS&R a complete game that others can play. I've been too busy to post about that. These last few years of gaming can again be found under the Busan Gamers tag, as will most games I post about going into my fifth decade of gaming. 

The first 40 years of gaming have been on the whole really good. I'm excited for the next 40 years!

Wednesday, March 16, 2022

RIP Scott Hall

 Scott Hall, also known as Razor Ramon, passed away at 63 from complications following hip surgery. 

Yet another pro-wrestling legend from my youth that left us way too early. 

In my college days, some friends somehow managed to get front row seats to a WWF event, and when one decided he didn't want to go, I snatched up that ticket. The headline match was Macho Man Randy Savage (I was a huge fan at the time) vs Razor Ramon. Macho Man gave me a high five as he went around the ring before the match. But Ramon won. 

Later, after I graduated, my Evansville group would play D&D in the evenings until WCW came on, and we'd watch Hall and Kevin Nash, the Outsiders, and later with Hollywood Hulk Hogan as the NWO. We loved to hate those guys. They were excellent heels. 

Rest in Peace, Mr. Hall. You provided me and so many others with a lot of great entertainment over the years.

Sunday, January 9, 2022

2E: The Good, The Bad, and The Ugly

James M. has a new post up where he re-evaluates 2E AD&D. I read it, and the comments section (up to time of writing anyway) and it certainly seems to have got people thinking. And instead of write a big long comment there, I figured I would put some thoughts here on my own blog. And yes, I will be continuing with my ideas about Prince of Nothing's axioms on what makes old school D&D old school D&D, but not tonight. 

I've mentioned many times here that I started with the Mentzer BECM books (minus Immortals), but my cousin had a lot of the 1E AD&D books. We messed around with it a bit, but other than the occasional monster or magic item, we tended to keep D&D and AD&D separate back then (mid to late 80s), and when 2E came out, he picked up the PHB but it was mostly just a curiosity for us -- hey, it has arquebuses! Bards are a class instead of some crazy hard to qualify for dual classing monstrosity with unclear rules! I don't think he got much more of the 2E stuff, since it was more or less compatible with 1E, which he already had and hardly played. BECMI was our jam.

In the mid to late 90s, before I moved to Japan, I was working at Waldenbooks (remember those?) and was able to purchase books at a substantial discount (but not making enough to really afford lots of books, not that that stopped me!). I got into a group that ran AD&D, but it was a weird hodge-podge of 1E and 2E because the games were something like 90% compatible. And so when I could, I picked up the black cover core 2E book revisions. The plus side? The Monstrous Compendium was an actual book instead of a bunch of loose leaf binder pages. Down side? Not sure there is one (other than it being 2E, if you're a 2E hater!). 

I was never a huge fan of the 2E rules, but I'd never read through the entirety of the 1E books, so I never really knew what I was missing (at the time). I enjoyed 2E well enough, but like I said, the game I played in was not pure 2E. Half-Orcs & Assassins, UA Barbarians and Cavaliers, 1E OA, Illusionists as either their own dedicated class or as a mage specialization (not that anyone played an Illusionist that I recall). And it worked. My original group had pretty much used the BECMI engine with 1E classes/spells/monsters/magic items bolted on when we played 1E. And with the Evansville group, we just used whatever worked from 1E and/or 2E. And when I ran an OA campaign for them, we used 1E OA, the 2E Complete Ninja's Handbook, and my DMing was still basically BECMI procedures. And again, it worked just fine.

I've cracked open the 2E books from time to time over the years. I've pulled a few things from it into my TSR house rules. Would I play it straight? Probably not. But there are some good things in it. Here is my VERY SUBJECTIVE and incomplete (because it's late and I want to get this done and go to bed) evaluation. 

The Good: 

The rules are a lot easier to read and understand than 1E, and the books make good references. Like BX, in that regard, and like BECMI in that they serve as a good tool for learning the game without a group to teach you (to an extent). 

I like the way they keep classes fairly simple, but with lots of options for customization. Obviously anyone who has downloaded Flying Swordsmen or purchased Chanbara knows that I like kits/subclasses! Did they go overboard with splat books? Of course they did. But the concept of the kit to offer a small customization to the main class is still a good one. 

Illustrations for every monster! 

Consolidation of a lot of spells, magic-items, and monsters that were scattered around different books in 1E. Again, makes for a good reference.

Some general cleaning up and streamlining of rules for combat (closer to Classic D&D, but not quite).

I really like the single class Bard in 2E. It's far from a powerhouse, but it has style (although yes, the picture is kinda cringe). Also I liked, at the time, the customization of Thief skills by point allocation. Makes leveling up take a bit longer, but being able to specialize your Thief as the lock-picker or sneak or pickpocket was nice, and not overly complicated.

The Bad: 

Too much emphasis on creating a story for the players, and enforcing it with railroads and XP awards for compliance. Now, I know a lot of people were big fans of all the settings TSR put out back then. There's definitely some cool stuff out there. But the focus on story awards and RP awards really made 2E the mother-may-I edition of D&D, if played by the book. 

The endless stream of splat books. Some were good. Some had good things in them. There was just too much, junking up what was otherwise a nice, streamlined version of the game. 

The non-weapon proficiency skill system became the default. It has some problems, but I don't have time to go into them now. In brief, too limiting and created too much focus on ability scores, that has lasted through three WotC editions.

The Ugly:

The art, as James M mentioned in his post linked above, was much more technically well executed, but not always as evocative as in previous editions. Some of it was, but not a lot. I do appreciate that they put in full page, full-color art plates. And, as I mentioned above, every monster had a picture. But a lot of those pictures are pretty blah. And they're just the monster in a white field, no context. 

The "cleaning up" of the rules. BECMI gets some shade thrown its way for sanitizing the game for kids, but 2E turned that up to 11. Now, Half-Orcs and Assassins aren't 100% necessary for a D&D game. Neither are devils/demons (not in BX or BECMI, after all). But the emphasis on having to play heroes, and avoiding things that might make parents upset -- that is really what makes this game so different from other TSR editions. But as with my experiences with the game, if you run it like Classic or 1E, it still has all the old school charm. 

The technical manual tone, while good as a teaching tool and reference, is just not that evocative. BECMI taught me how to not just run a game, but to create dungeons and wildernesses. 1E has all sorts of random stuff that adds to world building and immersion. With 2E, you need supplements and splat books for that.

_________________________

In the end, I think the too strong story emphasis is what keeps me from returning to 2E for more than just inspiration for a few things to grab for my own Frankenstein-edition. That's the biggest flaw. Splat books and bland art can be ignored (and again, the Rules Cyclopedia for BECMI is much like 2E in that it's a great rules reference, but bland appearance -- no surprise, as they came out in the same era).

Wednesday, November 30, 2016

Gaming as an Ex-Pat Part 1

A friend of a few friends (she used to live in Busan and play board games, but I never met her) was asking on Facebook about RPG gaming in Korea. She's now in Cambodia and has a gaming group there, and was curious as she only ever played board games while here in Busan. One of my friends tagged me in the post, and since I'm the sort of guy who will ramble on about this sort of stuff, I did. And I figure I might as well re-post it here on the blog, because it might be interesting and also because I'm curious about your experiences, if you have any, as a gamer living outside of countries with big gaming communities.

Glaiza's question that set this off:
Out of curiosity, are any of my friends in Korea playing or have played in tabletop roleplaying games (like D&D or games like it) while living in Korea?
Like is their a dedicated group that you know of that meet on a regular basis? What was your experience in that? Did you DM or where you a dedicated player?

 I decided to break my responses into three parts:
1) my gaming experiences in the U.S. which also had some issues with gaming not so different from those I've experienced overseas
2) my experiences gaming in Japan (which actually I ended up writing two posts, because I forgot to write about how great living in Japan was for collecting gaming minis, but I'll combine them here on the blog)
3) my experiences gaming in Korea (which at the time of writing this blog post, I still need to write...)

Here's my gaming background in the U.S. I know I've covered a lot of this before on the blog, but it's been years since I did so, and I don't expect all of you to have kept notes, so I don't mind reposting.

Gaming in the U.S. in the 80's/90's
I'm from rural Illinois, so growing up, access to RPG stuff was sort of limited. Our local bookstores stocked mostly D&D and other TSR stuff, but I remember seeing Palladium and some other RPG stuff as a kid. Toy stores and big box stores like Sears or JC Penny (this was before Wal-Mart came to the area) also had the D&D box sets. For extra dice, minis, etc. we were out of luck. We had our rule books and the dice that came in the box sets, plus extra six-siders scrounged from old board games.

We mostly played Classic (box set) D&D. Some friends had AD&D, and we'd mix stuff in from there if the books were available. When we weren't playing D&D, we mostly played Star Frontiers (also a box set with its own dice). My best friend got the TMNT game (not sure where), so we played that a bit, too. And WEG Star Wars a few times. But mostly D&D.

When I got to college, I had access to a great comics shop that had plenty of RPG stuff (and Magic: The Gathering), and I ended up getting involved with a group of AD&D (mixed 1E and 2E) players through my part-time job. I picked up the 2E books at a discount because I worked at Waldenbooks. Also, back home, a hobby shop had opened up, and I could get dice cheap there. Cheaper than the comics shop in my uni town, anyway. I started playing Gamma World and tried a few other games in those years. At home or at school, though, my groups were limited to friends of members already in the group. Not a lot of cross-pollination of gamers going on then.


Monday, January 4, 2016

Recycling

The new round of Chanbara play testing draws nearer! And I'm revising and expanding on the old adventures I ran with my Evansville Group years ago. Back in 2013, the play test didn't last long, and we never got to these adventures. So I'm dusting them off to use them again.

I've completed converting all the information from the original adventure from AD&D to Chanbara stats (wasn't hard) and doing a bit of revision in the notes. Now, I'm adding some extra contingency plans for things that could happen if the players take the adventure in an unexpected path (or fail at something). The hooks may make this seem like a simple "fetch quest" but of course it's not going to be that simple! And when things get complicated, things are less likely to go according to plan.

When I ran this back in the late 90's in Evansville, the party failed the "fetch quest" which then inspired them to try and rectify the situation and led them on to greater threats and to uncovering the enemies' plots (well, some of them... we stopped playing before they had even figured out who was behind all of this). It was possible then, and it's possible now that at the end of the adventure, the PCs will have the object of the quest, so I need to plan on both contingencies.

So, expansion and preparation for contingencies is the plan. It's also helping me flesh out some NPC faction motivations a bit more. Or maybe I had the motivations figured out 20 years ago, and have just forgotten them in the intervening years.

The up-side of this over-prepping and revamping is that I should be able to publish the module; possibly as a super-module with the whole darned campaign if the play test goes well and I can keep up the pace while working on my dissertation. Possibly as a series of linked modules. This series, along with the standalone Ghost Castle Hasegawa (which I'm planning to play test again via PbP if anyone's interested) will give Chanbara a nice little bit of support when released that Flying Swordsmen never got.

Sunday, June 23, 2013

Old OA Adventures located

I found, in on of my old high school cardboard folders (not a trapper, but from the late 80's or early 90's none-the-less), the notes from my old OA game with the Evansville Group.  I ran this during the year I got back from a homestay/study abroad summer in Japan, during the fall/winter of 97/98.  And it's not bad.  We were using a combination of 1E and 2E AD&D books, with OA and the Complete Ninja's Handbook being my main resources.

Obviously, I was prepping the adventures after each session, so reading it now it looks like a railroad.  The adventure starts with a mission from a daimyo, but options for other things to do.  All of the follow-ups are tailored to the things my players were doing.  Still, I could use this as a base for a Chanbara playtest. 

I just need to change around a few place names to match my new setting, and adjust a few NPC/monster stats.  Not too much work.  These games were set in a fictionalized 16th Century Japan, primarily in Shizuoka prefecture where I had done my homestay. 
Temples, Fuji-san, and Sumpu Castle were in the game, tea fields were background details, there were no professional team sports, however

That, together with the OA Modules, should give me enough material for my summer play test.  Now to round up enough players!

Wednesday, June 19, 2013

TSR's OA Adventure Modules

My Chanbara rules are in a playable form.  Not polished, far from being released (and I still need to finish the setting chapter).  But the rules are down.  I've got all of my work for grad school done for the semester.  Time to round up some players for a play test or five.

I'm looking at the old Oriental Adventures modules by TSR.  Most of them have a primarily Japanese theme.  I could just switch the setting to The Jade Islands (Yu Archipelago to the NE of Zhongyang Dalu), or even use Kara-Tur as the setting and just update mechanics when necessary.  It would save me considerable time and effort.

But are they worth playing?  Anyone out there have any experience with them as either a DM or a player?  A brief look through them shows they're almost all for the AD&D sweet spot of levels 5-8, if they even bother to give a level range.  Not the best for a play test, as I'd want to try out all levels of play in a short time if I can.  But if I can modify for setting and new mechanics, I'm sure I can manage to up or down the challenge level as well.  Plus, I've got a few old OA adventures from my Evansville Group days and my Yamanashi Group days that I also could use.

Finally, anyone interested in playing over G+ Hangouts?  The time would be Saturdays 9pm Korea/Japan time, 12 noon GMT, early early morning US/Canada times.

Monday, October 4, 2010

Oriental Accents: Kakegawa Castle

Haven't done an OA post for quite a while now.  Time to put up something!

Here's a map I made of Kakegawa Castle, in Shizuoka Prefecture, Japan.  I've been to this castle, and one of the brochures I picked up there had floor plans of the place.  Of course, I turned it into an adventure location.  I ran the adventure with the Evansville Group in the short 1E/2E hybrid OA game I ran for them.  They had a mission to assassinate the lord of the castle, a Kensei, and preferably do it stealthily.  They were doing fine, until one of the ninja, who'd climbed the roofs to get to the top of the donjon used a nage-teppo (hand grenade) to take out some guards!  Despite the alarm being sounded, they managed to off the sword master and escape. 

Quite a while back, I decided to re-do the map as a computer image.  Here's what I came up with:

Saturday, August 21, 2010

Running other player's characters

A couple days ago, Ze Bullette posted a poll about what GMs do when a player can't make the session.

It reminded me of a time, back with my Evansville Group, when one guy was constantly unable to attend. We passed his character--the Cleric--around, taking turns running him.

When it was my turn, we got into a melee with some goblins or some other humanoid opponents. We're surrounded, and everyone's toe to toe with opponents. I'm running my Dwarf Fighter/Thief (#3 in the linked post) and managing not to make any of the natural 1 rolls that seemed to plague me with that character, and also the Cleric.

Another character drops to negative hit points, but as I said both my Dwarf and the Cleric are toe to toe with opponents. On my next turn, of course I have my Dwarf continue his attack, but the Cleric also. I thought it just made sense to take out the current opponent first before turning my back to it, risking this other guy's character getting shanked in the back with a parting shot, when the downed guy could be tended to in the next round with a Cure Light Wounds.

I got slapped with an XP penalty to the Dwarf by the DM for 'not playing the Cleric right.'

Never quite sat well with me.

The DM, otherwise a pretty fair guy when applying the rules, thought a Cleric by default should jump to heal anyone in the party the instant they needed it. I thought, as a rational human in combat, you should never turn your back on a foe if you can help it. But he was the DM so his interpretation was the one we went with.

So I've ended up favoring the option of just ignoring the absence of a character if the player is absent, and ignoring their sudden return when they come back. I'm playing a game with my friends, not writing some sort of collaborative work of fiction intended to entertain others.

Friday, July 23, 2010

Motivation Emerging from and through Play

I had some good, thought provoking comments to my Klondike Bar post the other day.

When I said that I think for D&D a character only needs a desire to explore the world and get rich through looting tombs/battling monsters, I do only mean that as a part of character creation.

Once the dice hit the table, characters should begin to be fleshed out by actions that happen to them within the game, choices the players make for them, and goals the players set for the characters themselves.

A few examples from past experiences I've had, both good and bad.

1. My first D&D character to make it to 2nd level, Gwydion (hence my internet alias), about the time he hit 5th level or so, decided his goal was to purchase a longship and crew so he could return to the Isle of Dread any time he felt like it. The first time we played the module, we didn't have any ships among our characters, so we used one of the provided hooks of a loaned ship. I wanted more IoD fun for my character, so my short term goal became to save enough for that.

2. My brother Tim's main character was a Dwarf named Larry, and when one day he rolled up another Dwarf as a replacement character for one that died, he named him Gary and said the two were brothers. Because of the TV show Cheers, where the rival bar was Gary's Olde Towne Tavern, Tim decided that the Dwarven brothers were going to open their own inn rather than build traditional strongholds when they hit name level. If one other character hadn't died, we might never have seen that brother appear, and this all never would have happened.

3. In a mixed 1E/2E game with the Evansville group, I was running a Dwarven Fighter/Thief. Due to very poor rolls by me in combat, compared to very good rolls by certain monsters, my guy was always getting knocked around in combat to comic effect. I ended up changing the way I roleplayed him because of that--originally he was a gruff but honorable trapspringer. He ended up being more of a willey, dastardly anti-hero just because he'd learned that fighting fair didn't work for him.

4. In one of the many short-lived 3E games with the Ebisu Group, we had one game where we started at 10th level with 2 characters each. I'd written up linked backstories for my two characters, a Half-Orc Rogue and a Human Ranger, who were half brothers, sons of a famous human Bard and members of the same Thieves' Guild. The first encounter with giants and a Pit Fiend sees my Ranger biting the dust to some uber save-or-die spell, and there went all that hard work within 30 minutes of starting the game.

5. In Paul's BECM game with the Yamanashi group, I rolled up a Magic-User who had all scores average or lower, except an Int of 13. I took Charm Person as my first spell, and lots of various equipment for dungeoneering. Using those scores, I made him an offensive braggart (low Cha) named Valentio the Pungent who lorded it over all the other characters how much smarter he was than any of them (because a slightly above Int was all he had to work with!). I never would have come up with a character like that if a) we'd been playing with a high rolling method like 4d6-L, or point buy, or whatever, and b) the way things went in the first adventure, when I was using some smarts and gear cleverly in ways most of the other players, who hadn't been playing as long as me, never thought of.

Tuesday, June 29, 2010

Another take on Gamer ADD (and my 100th post)

Reading about Gamer ADD makes me rethink my own games for the past 15 years or so.

Of course I suffer from Gamer ADD. Back in the day, we had D&D and Star Frontiers, and we just played either when someone had a dungeon or adventure ready. We had two long campaigns that lasted from late elementary school into the early years of university summer vacations. 10 years for D&D, 8 for Star Frontiers. We'd try out the occasional other RPG, usually during the summers when we had lots and lots of free time. But the only ones we stuck with were the above.

Then, after I graduated, with the Evansville group and every group I've had since, the big problem with Gamer ADD was NOT that the DM wanted to switch systems or campaigns.

The problem has been (and still is) that EVERYONE WANTS TO BE THE DM.

Too many chiefs, not enough Indians. Especially in my current board game group, there are always one or two of us dissatisfied with whatever is being played, so the usual response seems to be to offer to DM a game the way you like it as a player (which of course then makes someone else want to DM their way).

On another note, I've got the Character Creation rules for the Flying Swordsmen (Dragon Fist retro-simu-something) RPG finished. Character creation basics, classes and kits are done. Next is the martial arts maneuvers and combat section.

And this is my 100th post. Huzzah!

Friday, May 21, 2010

We're getting the band back together

I've got Josh and Alex confirmed for tomorrow night. We're finally getting the Maritime Campaign going. Dave may not make it, but he said he'll be there if he can.

So I'm pretty pumped about that, and I'm going through all my stuff to make sure I've got enough prepared. I never do, but at least I have enough that I can make it look like I do...

Anyway, getting back to gaming with the guys has gotten me nostalgic about my old gaming groups.

The original group: Todd (best friend #1), Ben (best friend #2, and 2nd cousin), Tim (little brother) and myself were the core. Bridget (my little sister), Josh, Adam & Jacob (Ben's brothers) and the occasional other friend would sometimes play. We grew up in the country, so it wasn't unusual for a 'game session' to be just one DM and one player. We mostly played BECM (Ben had Immoratals Set I think, but we never did more than look at it), and Star Frontiers.

Magic the Gathering and some members of my university gaming guild who were the stereotypical gamers you don't want to game with kept us from playing much in college, but after graduating I fell in with Tim (not my brother), Kenny, Jason and Steve. Tim and Jason were co-workers with me at Circuit City, Kenny was Tim's roommate, and Steve was a friend of theirs. We played a lot of short lived campaigns that were a mish-mash of 1E and 2E AD&D, including me running a game set in Feudal Japan for a few sessions. This is the Evansville Group.

Then I went to Japan, and after a couple years 3E came out. A few other teachers had also played, and we were all curious about the rules so I picked up the PHB when I was at home for the summer and ordered the DMG and MM when they came out. With the nature of the expat life, we had a bit of a revolving membership, which included Billy, Chris, David (he's Puerto Rican so it's pronounced Da-veed), Nick (who was actually the exchange student at the high school I taught at), and Gene. This is the Toyama Group. We played 3.0 D&D.

I moved to another part of Japan, and Billy, Chris, Gene and I tried gaming online with voice chat and OpenRPG, but it didn't go so well. We did get to try out d20 Modern and d20 Star Wars though.

After a few years, I got to talking with some other gamers in Tokyo on the Wizards message boards, and we formed the Ebisu Gaming Club. The members were Steve (not Steve from Evansville), Pete, Gene (from the Toyama group, he'd also moved), and toward the end Tim (number 3). We met once a month at Steve's apartment in Ebisu and played marathon 8 hour sessions on Sundays. We played 3.5 D&D, d20 Modern, d20 Conan, and tried out several Forge Indie games including one Steve was working on himself.

Concurrent to the Ebisu group, I fell in with some local guys who were playing a game of White Wolf's Trinity. This was Paul, Brent, Tanya, Mish, and another guy whos name is escaping me at the moment. The other guy was frequently absent, so they asked me to join up. After that game ended, Brent, Tanya and Mish all left Japan, but Paul and I recruited some other friends and formed a second group.

This second group was Paul, Atley, Josh, Jacob, Michelle, and Mark. Later, Lauren, Rick and Renee joined after Mark left the country and Atley lost interest. We started out with a d20 OA game that I ran, but then switched to a Classic D&D game run by Paul. Another guy named JD also ran a 3.5 game with some of the same players, but I was too busy to join them for that. Collectively, this is the Yamanashi Group.

And then I moved to Korea and fell in with my current Board Game Group.