Friday, February 17, 2023

Movie Review - Ant-Man and the Wasp: Quantumania

The movie opened on Wednesday, 2/15 in South Korea, so we got to see it a bit before some other countries did. So if you're surprised that I'm already reviewing it, that's why. I don't have any inside connections. :D 

Mandatory Curse Words Warning: For parents googling "Are there curse words in Quantumania?" (Yes, I still get those!), there isn't very much. Hank Pym has the worst mouth in the movie, but all in all it's pretty family friendly. I think it was a bit less than in the previous Ant-Man movies, actually. 

On to the movie itself (no spoilers)! First of all, I really liked it. After Dr. Strange & the Multiverse of Madness (which I quite liked but was a different kind of superhero movie) and Thor Love & Thunder (which was OK, but I'm not itching to give it a second viewing), then Black Panther: Wakanda Forever (which was emotional but felt incomplete), this felt like a return to the Marvel formula in a way, but it wasn't 100% the typical MCU plotting. In fact, the plot draws heavily on pulpy/YA secondary world fantasy, where characters from our world get pulled into a fantasy land and have to learn to navigate its ways while fighting the evil wizard who rules over the place (as seen in The Wizard of Oz, Narnia, Three Hearts & Three Lions, The Dungeons & Dragons cartoon show, etc.). 

It's also nice to see a Marvel movie where instead of the main character having daddy issues, he has issues with being a daddy. 

The characters are pretty well established by now, and the actors were able to work well as an ensemble. Kathryn Newton fit in well as the re-cast Cassie Lang. She seemed like she'd been part of this family since the beginning. And Jonathan Majors was legitimately menacing as Kang. 

There were a few plot holes here and there (one big glaring one that would have rendered the entire movie pointless, but oh well), but overall the story line was pretty easy to follow along, even for my 8 year old, and it was engaging and fun to watch.

So if you're one of those people complaining that Marvel has gotten too experimental recently, this should appease you. And if you're one of the people who was happy to see the MCU moving away from the formulaic plots and themes, this might not be your cup of tea, but I at least found it to be different enough from the archetypal MCU movie while still retaining the MCU feel. 

And it's got me even more excited for what's to come. There's also a slightly different type of post credit scene (the second one) which I found cool. But no spoilers. You're gonna have to go see it yourself (or look it up on YouTube I guess).

Saturday, February 11, 2023

A small, satifying session

Today, I ran my TS&R Jade game, but only one player besides my boys could come. Tomorrow is my wife's birthday, so before the game we went out and my mother-in-law treated us to Korean style sashimi and spicy fish stew, so we were stuffed and kinda tired. 

With only three players, and my younger son pretty tired when we stared, we only played for about 2 hours (well, 1.5 hours after all the initial chit chat and organizing). 

But, it was still a pretty fun and satisfying session. The characters did some shopping, including buying a variety of signal whistles and deciding what meaning each one had. Steven (my younger) bought five. They also bought war horses and/or barding for the horses.* 

We went over a few recent rumors, but they decided to follow the one new rumor, which was that the nearby yokai village had a smith who could make special weapons. They set out from town on their new horses. The first leg of the journey, on the main road, was uneventful. Then they turned off the main road, forded the river, and headed cross country to the village. 

Here they had a random encounter, with a pack of seven giant ferrets. They hadn't encountered them before, and weren't sure how tough they would be to fight, so they considered running away. But then Steven decided that his PC would blow his "cat" whistle. I rolled reactions on 2d6, got a 3, and so decided the ferrets were hostile and headed towards the party. After more discussion of what to do, Steven decided to blow his "eagle" whistle. One failed morale check (with penalty) later, the ferrets scattered from the "predator."

At the village, which was an abandoned human village, everything was quiet. Denis is playing a hengeyokai, so I told him that he knew most yokai are more active at night. They went to one house, in inhabited by kappa (frog/turtle/monkey river creatures) who gave them directions to the smith, but suggested they spend the day at the inn. They went to the inn, run by shun yao (Chinese dryads), and got rooms. They then went to the shrine and left offerings to hopefully build a good relationship with the yokai. 

In the evening, they briefly toured the yokai's bakemono (goblin) market. Then they went to the smith, who they found was a mujina (Companion Set version, faceless humanoid). After a scare, they returned and negotiated the silvering of some weapons, and insetting of jade in other weapons. 

The silver weapons are of course good for lycanthropes, some undead, etc. Jade weapons have the 3E weapon property of "ghost touch" so they can be used to fight incorporeal creatures without being magical. 

That's where we ended the session. Next time, I'll hit them with the yokai village's request...a powerful monster they need driven off or destroyed.


*And I realized I'd made a mistake with the barding ACs in the equipment lists, which I need to fix.

Friday, February 10, 2023

What was I thinking? Am I still thinking it? Really?

I mentioned previously that I inherited Pat's 4E books. I tried 4E when it came out, and it wasn't for me. But then Dean ran a pretty fun game using it (before he converted the campaign to 5E), and I had a pretty good time with it...the way Dean ran the game. But honestly, I showed up to more of his games once he converted to 5E, which I like a lot more. 

So we've been playing this campaign style dungeon crawl board game. I mentioned that as well. And I was looking at the 4E books the other day, having played some Heroclix with my younger son last weekend (heavily simplified, because I don't really remember the rules for all the powers that well anymore), and thought, "Why don't I try to use these rules to just run some miniatures skirmish games? That's what these rules really do best, after all."

Then I started looking at the Monster Manual. And I'm not so sure I want to do this after all. 

The monster stat blocks are so complex, with so many fiddly little powers. I understand letting the players have a selection of powers to choose from, but the monsters just seem so...over done. 

I do think a lot of the powers are fairly standardized, so after a bit of experience with it, it will probably get better. But do I really want to spend a bunch of time on this? I could set up some fantasy tactical battles with Chainmail, instead, and that would be a lot simpler. 

Anyway, that's a maybe. The idea is still appealing, but I've probably got better things to do with my time.

____________

Oh, and if anyone's wondering, in the Heroclix game...I was playing with my figures from the 00's. Steven had his figures that he picked up in the US 3 years ago. I had Dr. Doom, Magneto, Kang, Hobgoblin, and Doc Oc. He had Captain America, Iron Man, Thor (Sakkar arena version with swords), Terror, and Hawkeye. I was way over points with my squad, but the newer versions are a lot cheaper for more power. Anyway, he smoked me. Magneto was my only figure to survive, and that's because I had him run away after everyone else went down. I was only able to damage Hawkeye. The game really doesn't work with mixed older and newer figures.

Saturday, February 4, 2023

Adventure Prompts in ChatGPT

I was curious about ChatGPT. Lots of discussion about it in academic/education circles. As a second language teacher who does teach academic writing, this (and computer translation) are things I need to keep up on. 
But for my first foray with the AI text generator, of course I wanted to see how it could assist with adventure design. Here are two quick prompts I gave it (my prompts in bold, ChatGPT in blue):


Gamma World Adventure Module

Generate an adventure module for Gamma World 2nd Edition in the style of TSR modules.
Sorry, as a language model AI I do not have the ability to play games, but I can help you write an adventure module!

Here's an adventure module for Gamma World 2nd Edition in the style of TSR modules:

Title: "The Lost City of Nefara"

Introduction: In the post-apocalyptic world of Gamma World, rumors have circulated for years about a lost city of advanced technology and untold riches. Many have searched for the legendary city of Nefara, but none have returned. Now, the players have received a lead from a trusted source that could lead them to the lost city.

Objective: The players must navigate through the treacherous terrain of the wasteland and avoid danger from mutated creatures and hostile factions to find the lost city of Nefara and uncover its secrets.

Setting: The adventure takes place in a desolate wasteland, filled with mutated creatures, ruined buildings, and dangerous hazards. The lost city of Nefara is said to be located at the heart of the wasteland, protected by advanced technology and guarded by powerful mutants.

Encounters:

The players must navigate a treacherous sandstorm, avoiding sandwyrms and other dangerous creatures.

They will come across a band of raiders, who are searching for the lost city themselves. The raiders may offer to join forces with the players or attack them on sight.

The players will discover a hidden underground facility filled with robots and advanced technology. However, the facility is guarded by a powerful AI system that will not allow anyone to enter without proper clearance.

As they near the lost city, the players will face a horde of mutated beasts, including giant scorpions and fire-breathing lizards.

The lost city of Nefara is guarded by powerful mutants, who will challenge the players to prove their worth before allowing them to enter.

Conclusion: If the players are able to navigate the dangers and reach the lost city of Nefara, they will discover a city filled with advanced technology and untold riches. However, they will also uncover a dark secret about the city's past, which could have dire consequences for the world of Gamma World.

Note: This is just a basic outline of the adventure module, and it can be expanded upon as desired. The specific details and challenges can be adjusted to fit the players and their characters.



Generate a list of confidence schemes appropriate to the Star Wars universe.
Here's a list of confidence schemes that could be appropriate for the Star Wars universe:

Fake Holocron Scam: A con artist offers to sell a rare and valuable holocron to a wealthy collector, but the holocron is actually a fake.

Counterfeit Credits Scam: A criminal creates fake credits and tries to pass them off as legitimate currency, using the confusion of the war and the chaos of the galaxy to their advantage.

Bogus Military Contracts Scam: A fraudster claims to represent a powerful military organization and offers contracts to small businesses, promising a large payout in exchange for an up-front fee.

Illicit Arms Deal Scam: A confidence artist poses as a black market arms dealer and sells faulty or useless weapons to unsuspecting buyers.

Rogue Planet Scam: A swindler convinces investors to fund the development of a new colony on a "discovered" rogue planet, only to disappear with the funds once the investors have paid.

Artifact Smuggling Scam: A smuggler offers to sell valuable and rare artifacts, but instead delivers fake replicas to the buyer.

Fake Job Offer Scam: A con artist offers false employment opportunities to young and inexperienced individuals, only to steal their credits or use them for illegal activities.

Sabotaged Starship Scam: A scam artist offers to repair or upgrade a starship, but instead sabotages it, causing it to malfunction or crash.

Note: This list is not exhaustive, and these schemes can be adjusted to fit the specific story and setting of a Star Wars adventure.

_________________________________________
That's not bad. The Gamma World "module" lacks concrete details, and it's presented as a railroad. But it has a good set-up, progression, and ending with hook for further play. 
I could work with a skeleton like that and flesh it out. I would probably try more specific prompts in the future.
For Star Wars, I gave it a more general prompt, and it gave some good ideas that could be developed further. 
Now, this is not revolutionary. I could easily have come up with these ideas (or similar) myself. But if I were to run an impromptu game, and needed ideas quickly, this could be helpful.
So what do you all think?






Wednesday, February 1, 2023

Back! Gaming! Happy!

I've been avoiding blogging the past week or so, because of the OGL whoop-de-doo. I said my peace earlier about it, and didn't really have more to add. And now, I've got my TS&R campaign started up again, and am working on notes for the next Star Wars d6 adventure (nearly done). My older boy and I also, at the invitation of a friend, started playing a campaign dungeon crawler board game called Swords & Sorcery: Ancient Chronicles. 



I mentioned this game over on BX Blackrazor's comment section, and it spawned a whole post by JB. I may have some thoughts to add to his post later. For now, though, I want to talk about the game itself.

Like many of these campaign style games, it's fairly rules heavy. The basic mechanics are pretty simple and straightforward. There are red and blue dice (d10s). Red are better offense, blue are better defense. For any task, you roll the number of red and/or blue dice indicated, and try to get the right symbols to come up. When to roll, what to roll for, and how the cards (items, abilities, etc.) interact make it complex. 

One really cool thing about the game is the way it runs monsters. After each player takes their turn, they turn over an Encounter card. This card will say to activate certain types of monsters. All monsters are colored by strength tier green - blue - red - purple, and given their primary attack method (Strength, Faith, Magic, Dexterity). The player characters also have these attack methods. So one card might say "Activate all red creatures -or- activate any two creatures." Any red creatures would then take an action, and if there are none, players decide which two creatures in play take actions instead. And each monster has a card with various if/then statements, combined with all their various attacks and defenses. So if a monster activates, we read its card to see which situation applies, and how they act. 

For example, the first two dungeons had a lot of giant spiders. The spider cards (didn't get a picture of that, so going from memory here) have actions for the spiders if there is a hero in the same area, 1 or 2 areas away, or farther than that. And within those, there are if/then conditionals. If a character is in the same area, and it is slowed (webbed up), the spider uses a special attack. If not, it bites then moves 1 area away. If a hero is 1-2 areas away, it shoots a web. If no heroes are within 2 spaces, it moves closer. 

The interaction between the Encounter cards and the various conditionals on the monster cards make the monster actions unpredictable, and emulate a DM running monsters in D&D fairly well. In fact, the monsters in this game are a lot more challenging and unpredictable than most monsters that I run in D&D... I do sometimes get into the bad habit of having monsters just rely on their main attacks once combat starts, unless I'd specifically prepared some interesting tactics for them beforehand. 

Another thing the game does that mimics D&D or other RPGs is that it has a story book. Certain markers get placed on the board, and when characters move onto them, story events happen. It's also a bit of a choose-your-own-adventure style, in that some of the events are different depending on if we're playing the Lawful or Chaotic versions of the heroes (my hero, the Thief or Alchemist, is always Neutral, so can play with either party). Also, some of the events include actual choices like a CYOA book that we can make. It's not quite the same as playing a proper RPG, but I can see why Adam (the host) prefers this sort of game to an RPG.

The premise of the game is that the gods have awakened these five heroes from their immortal slumber to stop an evil threat. Being already dead, death in the game is not the end. You become a ghost, and can rejuvenate at a shrine. The players fail the dungeon if all four are ghosts at the same time. And of course there are soul points that need to be earned during play, which need to be spent to rejuvenate...but they're also needed to level up your character. 

It's a bit of a learning curve, but we're getting better at it as we play. In the first session, we only managed to get through the introductory adventure and the first town phase (shopping, info gathering, gambling...we lost most of our cash there). The second dungeon took us two whole sessions (the picture above is where we stopped at the second session, halfway through the dungeon crawl. The third session, we managed to finish that dungeon. Each session has been 4 or 5 hours of play. It's a bit smoother, though, and probably our next session (next Monday) will go a bit faster than that. 

After we get through the winter break, we'll only be able to play on weekends, though, so that will probably have some conflicts with my D&D game.

______________

In other news, Pat of the original Busan Board Game group is finally leaving Korea soon. As he prepares to leave, he's getting rid of a lot of stuff. He contacted me the other day and asked if I wanted his RPG books. Of course I said yes. So yesterday, I drove over to his apartment and got them. He had the 2E DMG and Monstrous Compendium (original versions, I only had the black reprint versions until now), a few modules and the Ravenloft Masque of the Red Death box set. 

Also, he gave my his 4E books. That collection includes the PHB, PHB2, DMG and MM, plus three modules and some modular dungeon tiles. 

I'd mentioned to Adam that he might dig 4E more than other editions of D&D, so the books may end up with him in the end. For now though, I'm wondering if I'd like to give them another try, running the game more like this S&S board game than a proper RPG campaign. I think that's what 4E was really designed to do, after all. But I've also got my TS&R campaign, my Star Wars campaign, and I think I'm about ready to take the plunge with a PbP Gamma World game that I've got set up but haven't recruited players for yet. So probably no time for an experiment with 4E.

Monday, January 9, 2023

Gaming in the Abstract

I was thinking about a more general, abstract way to describe play in RPGs the other day, and I'm still sort of working through these ideas, but wanted to get down here what I've been considering so far. Partly so that I don't forget, and partly to get feedback from the community. 

I'm thinking of how a DM/GM/Referee and players interact during a game, at the encounter level. Obviously, the "logistics" phase of the session, where players get set up, check character sheets, add/subtract equipment or various scores, update things, wrap things up, level up, and all that would have separate moves than these. This is a start at describing the "moves" of an RPG. Other than Initial Description, there is no set order for these, and they are of course recursive until the encounter is completed. Also, these should be able to apply from any sort of situation from entering a simple dungeon room to traveling through other planes of existence.

The Encounter

Initial Description: GM move. GM gives an initial description of the encounter.

Question: Player move. Players request more details about initial description or information gained from other moves.

Examine: Player move. Characters look for more specific detail about one element of the encounter.

Interact: Player move. Characters manipulate one element of the encounter (including talking to NPCs/monsters).

Search: Player move. Characters attempt to find possible hidden elements of encounter.

Travel: Player move. Characters move from current location to another.

Engage: Player move. Characters initiate some sort of conflict, or react to NPCs/monsters engagement.

Avoid: Player move. Characters refuse to interact with encounter.

Explain: GM move. GM provides more information in reply to player moves above.

Stipulate: GM move. GM explains pertinent rules or obvious consequences of proposed player moves so that players understand the stakes.

Adjudicate: GM move. GM engages in game mechanics (or calls on players to engage in game mechanics) to find the results of a player or NPC/monster move.

Resolve: GM move. GM explains results of moves taken by players and/or NPCs/monsters, or of game mechanics adjudicated.

Updated Description: GM move. GM provides pertinent details of changes to the encounter after relevant moves have been completed.

Sunday, January 8, 2023

Chicken Littles

Much angst in the RPG online spaces these days. Much spleen being spilled about the new OGL 1.1 document leaks. Many predictions of the end of all but WotC product for D&D. 

Bullshit. 

While I'm not a lawyer, it has been clearly established that game mechanics cannot be copyrighted. Write your own presentation of a set of rules, and there's not much that a big giant corporation trying to squeeze every penny out of the player base can do. Sure, a few smaller companies and individual people may refrain from publishing for "OneD&D" after the release (assuming the text of the new OGL doesn't change between now and release), but if they really want to get their material out, they can find ways to do it. 

Besides, all these games already exist. They will continue to exist after the OGL 1.1 comes out. Some may become harder to find, but they'll still be out there. And you can still play them.

It may be scarier for small publishers to put out their stuff. And while little guys like me have no chance of battling WotC in court, I can see a class action suit from places like Drivethru and the smaller publishers, plus people like you and me, having a chance to defend the legality of OGL 1.0 and 1.0(a) products in court. If that never happens, or it fails, that will suck for a lot of small publishers. But we can still make our works and put them out for free, or try to make a bit of money under the radar.

Gygax's words from way back in the 70s (at the end of the Greyhawk supplement? I forget where he said it) still ring true. Once the game has been released, YOU do not need a game company. The game company needs you! Why should you let them do any more of your imagining for you?