Unfocused Fire
War Gaming, RPG, Tabletop, and Hobby Reviews, Op-Ed, and Reports!
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Tuesday, August 4, 2015
Does Magic Matter?
In fantasy games, particularly fantasy RPG's, the level and frequency of magic do a lot to define the world. When you say how common magic is, you say a lot about the world. One of the real issues isn't how common magic is, it's how common simple magical effects are, and the reality is that, while it matters a lot, so long as the effort to make magic makes sense compared to its frequency, it doesn't really matter at all.
Saturday, May 30, 2015
Golden Gargant 2015 Final Results
Hey guys! Here are the final battle standings for the 2015 Golden Gargant.
If you'd prefer a PDF copy click here.
Thanks again to all of you for coming out to my final year running the Golden Gargant. I'm looking forward handing off the reigns and to playing in it next year!
Thanks again to all of you for coming out to my final year running the Golden Gargant. I'm looking forward handing off the reigns and to playing in it next year!
Tuesday, April 21, 2015
Golden Gargant 2015 Painting and Hobby Scoring System
I present to you the 2015 Painting and Hobby scoring system for the Golden Gargant at KublaCon 2015.
Cheers and happy painting!
A single option is marked in each category save for options who's points are in parentheses which are taken in addition to the rest of the category's scoring; putting the maximum hobby score at 32 points. You may notice it looks a lot like last year's hobby rubric, and you'd be right! Save for one minor wording change it's identical. For those who would like a PDF copy of the rubric you'll find one here.
Cheers and happy painting!
Labels:
Golden Gargant,
Golden Gargant 2015,
Kublacon,
Painting and Hobby,
Tournament Rules,
Tournaments,
Warhammer 40k
Tuesday, February 10, 2015
2015 Golden Gargant at KublaCon! Information, Rules, and Regulations!
Here's the basic rundown:
Sunday, May 24th.
Tournament Registration starts at 8:00 AM.
First Round starts at 9:00 AM.
1,850 Points.
Three, Two-Hour & Thirty Minute Rounds (Meal-Break After Round Two)
9th Floor, Room 9052.
Hyatt Regency SFO
NOTE: Army lists are due by Saturday, May 23rd at 9:00 PM.
We are working with the convention to get some staffers to come by for those who didn't get a chance to go to the convention registration desk. If we are able to they will likely only be able to take cash, so those who need to pay with card should be prepared to visit the registration desk before the tournament.Click here to find the official event listing, though anything you need is likely in the rest of this post.
Tournament rules and more info after the jump.
Sunday, May 24th.
Tournament Registration starts at 8:00 AM.
First Round starts at 9:00 AM.
1,850 Points.
Three, Two-Hour & Thirty Minute Rounds (Meal-Break After Round Two)
9th Floor, Room 9052.
Hyatt Regency SFO
NOTE: Army lists are due by Saturday, May 23rd at 9:00 PM.
We are working with the convention to get some staffers to come by for those who didn't get a chance to go to the convention registration desk. If we are able to they will likely only be able to take cash, so those who need to pay with card should be prepared to visit the registration desk before the tournament.Click here to find the official event listing, though anything you need is likely in the rest of this post.
Tournament rules and more info after the jump.
Tuesday, July 22, 2014
Just this once, can we be original?
I've been a gamer for over twenty years. For the vast majority of those years, I've been interested in superheroes games. There have been long stretches I didn't play D&D, because, let's face it, Tolkenian fantasy is only so interesting, and, some iterations of the game have had some serious flaws, but I always had some superhero game that caught my eye. And there have been a lot of those, Two different iterations of Marvel Comics based games, the old DC heroes game, GURPS, HERO, Villians &Vigilantes, two White-Wolf based superheroes games, and two iterations of Heroes Unlimited have all taken up space on cheap bookshelves in my life before I picked up a copy Wild Talents.
So, believe me when I say I know the genre. And, with that, I know the people who tend to play it and the sorts of characters you tend to see. And, it's with that in mind that I ask why we as players have clung so tightly to boring tropes from the Justice League? I know that seems almost painfully oversimplistic, but the vast majority of characters fit one of the following molds: Brick (Superman/Wonder Woman), Martial Artist (Modern Batman), Gadgeteer (60's Batman), Speedster (the Flash), Blaster (Black Lighting), Magician (Green Lantern/Zatana/Dr. Fate), or Psychic (Martian Manhunter), okay, that last one is kind of a stretch--most PC psychics are either Jean Grey or Professor X--but he does read minds.
My problem isn't with these characters, they're classics of the genre who largely defined what four-color superheroes look like. My problem is that there are myriad alternative models of what a superhero can look like, why aren't there that many models of what superhero characters in RPG's look like? I understand that in the early days of superhero games, you had a shopping list of powers and those powers tended to push you into one of those molds, but, most modern games use some kind of point buy system like GURPS, HERO, or ORE. In a point-buy system, there's no inherent reason to link powers thematically, nor to combine powers into those molds.
To put it another way, if the power to ignore an attack is defined by effect, turning intangible and being bullet-proof are the same power. In a world like that, there's no reason to connect travelling quickly to thinking and acting quickly (And certainly, there are classic characters who can do one, but not the other), nor is there inherent reason to connect invulnerability to inhuman strength. But people still do that.
My question is why?
My guess is that it's laziness. There's no inherent reason to connect invulnerability and super-strength, there is a practical reason that a strong character should be able to take a hit or survive a super-fistfight, but there's no reason that the power making that possible has to be invulnerability, or that those two have to imply flight (Superman, Captain Marvel, and Hawkgirl, I'm talking to you). It's just way easier to go there than to think about a more interesting combination.
Because I don't just want to be a jerk who pisses all over everyone's favorite way of making superheroes, I'll add that what most people are really doing with these is buying three powers, an offensive power (or two--usually one hand-to-hand and one ranged), a defensive power, and something interesting outside of a fight. Certain hero types are weighted a little differently, but, really, it all comes down to those questions.
My theory is that, with a couple of very specific exceptions, or powers that fit multiple categories, all superpowers are really either: An attack, a ranged attack, a defense, a means of moving quickly, or a means of doing something interesting outside of combat. So, I'll provide a non-exhaustive list of sample powers, and characters who have them from comic-books based on that breakdown.
Melee Attack: Super strength (Superman), Martial Arts Training (Batman), Fantasy-Style Weapon (Wonder Woman/Black Knight), High speed punches (The Flash), Pulling out Opponent's heart which then immolates (Evil Shaman from second Indiana Jones film)
Ranged Attack: Shooting lasers/Energy Blasts (Superman/Black Lighting), Specialize thrown weapon (Batman), Throwing objects normal people couldn't move (Hulk), Telekinesis (Marvel Girl), Prehensile Hair (Medusa), Guns (Punisher), Archaic Ranged Weapons (Green Arrow), Gadget Ranged Weapons (Green Arrow), Illusionary/Telepathic attacks (Mastermind), Specialized Teleportation/Temporarily invoking demons (I made those up)
Defense: Invulnerability (Superman), Intangibility (Shadowcat), Turn into a hard substance (Absorbing Man/Collossus), Invisibility (Invisible Girl), Shrink really small (Atom), Dodge (Batman), Martial Arts Defense (Batman), Specialized precognition (Midnighter), Regeneration (Wolverine), Illusion/Telepathic mind clouding (Mastermind), Create forcefields (Green Lantern), Shield (Captain America), Specialized Shapeshifting (The T-1000 in Terminator 2) Large quantity of Hit Points/Exceptional Toughness
Means of moving quickly: Flight (Superman), Cool high-tech vehicle (Batman), Teleportation (Nightcrawler), Swing on webs (Spiderman), Astral Projection (Dr. Fate), Become intangible/out of phase (Shadowcat), Turn other people into you (Agent Smith from the Matrix movies)
Useful outside of combat: Regeneration (Wolverine), Turn into something really small (Atom), Mind reading (Martian Manhunter), Tongues (Cypher--Maybe my favorite metahuman ever), Shapeshifting, Many mundane skills
So, next time, rather than make a super-strong character who is invulnerable and flies, consider a character with a sword, the ability to turn invisible, and the ability to walk through walls. Or maybe don't do that, it's a little too "ninja" for my tastes, but, you get my point.
So, believe me when I say I know the genre. And, with that, I know the people who tend to play it and the sorts of characters you tend to see. And, it's with that in mind that I ask why we as players have clung so tightly to boring tropes from the Justice League? I know that seems almost painfully oversimplistic, but the vast majority of characters fit one of the following molds: Brick (Superman/Wonder Woman), Martial Artist (Modern Batman), Gadgeteer (60's Batman), Speedster (the Flash), Blaster (Black Lighting), Magician (Green Lantern/Zatana/Dr. Fate), or Psychic (Martian Manhunter), okay, that last one is kind of a stretch--most PC psychics are either Jean Grey or Professor X--but he does read minds.
My problem isn't with these characters, they're classics of the genre who largely defined what four-color superheroes look like. My problem is that there are myriad alternative models of what a superhero can look like, why aren't there that many models of what superhero characters in RPG's look like? I understand that in the early days of superhero games, you had a shopping list of powers and those powers tended to push you into one of those molds, but, most modern games use some kind of point buy system like GURPS, HERO, or ORE. In a point-buy system, there's no inherent reason to link powers thematically, nor to combine powers into those molds.
To put it another way, if the power to ignore an attack is defined by effect, turning intangible and being bullet-proof are the same power. In a world like that, there's no reason to connect travelling quickly to thinking and acting quickly (And certainly, there are classic characters who can do one, but not the other), nor is there inherent reason to connect invulnerability to inhuman strength. But people still do that.
My question is why?
My guess is that it's laziness. There's no inherent reason to connect invulnerability and super-strength, there is a practical reason that a strong character should be able to take a hit or survive a super-fistfight, but there's no reason that the power making that possible has to be invulnerability, or that those two have to imply flight (Superman, Captain Marvel, and Hawkgirl, I'm talking to you). It's just way easier to go there than to think about a more interesting combination.
Because I don't just want to be a jerk who pisses all over everyone's favorite way of making superheroes, I'll add that what most people are really doing with these is buying three powers, an offensive power (or two--usually one hand-to-hand and one ranged), a defensive power, and something interesting outside of a fight. Certain hero types are weighted a little differently, but, really, it all comes down to those questions.
My theory is that, with a couple of very specific exceptions, or powers that fit multiple categories, all superpowers are really either: An attack, a ranged attack, a defense, a means of moving quickly, or a means of doing something interesting outside of combat. So, I'll provide a non-exhaustive list of sample powers, and characters who have them from comic-books based on that breakdown.
Melee Attack: Super strength (Superman), Martial Arts Training (Batman), Fantasy-Style Weapon (Wonder Woman/Black Knight), High speed punches (The Flash), Pulling out Opponent's heart which then immolates (Evil Shaman from second Indiana Jones film)
Ranged Attack: Shooting lasers/Energy Blasts (Superman/Black Lighting), Specialize thrown weapon (Batman), Throwing objects normal people couldn't move (Hulk), Telekinesis (Marvel Girl), Prehensile Hair (Medusa), Guns (Punisher), Archaic Ranged Weapons (Green Arrow), Gadget Ranged Weapons (Green Arrow), Illusionary/Telepathic attacks (Mastermind), Specialized Teleportation/Temporarily invoking demons (I made those up)
Defense: Invulnerability (Superman), Intangibility (Shadowcat), Turn into a hard substance (Absorbing Man/Collossus), Invisibility (Invisible Girl), Shrink really small (Atom), Dodge (Batman), Martial Arts Defense (Batman), Specialized precognition (Midnighter), Regeneration (Wolverine), Illusion/Telepathic mind clouding (Mastermind), Create forcefields (Green Lantern), Shield (Captain America), Specialized Shapeshifting (The T-1000 in Terminator 2) Large quantity of Hit Points/Exceptional Toughness
Means of moving quickly: Flight (Superman), Cool high-tech vehicle (Batman), Teleportation (Nightcrawler), Swing on webs (Spiderman), Astral Projection (Dr. Fate), Become intangible/out of phase (Shadowcat), Turn other people into you (Agent Smith from the Matrix movies)
Useful outside of combat: Regeneration (Wolverine), Turn into something really small (Atom), Mind reading (Martian Manhunter), Tongues (Cypher--Maybe my favorite metahuman ever), Shapeshifting, Many mundane skills
So, next time, rather than make a super-strong character who is invulnerable and flies, consider a character with a sword, the ability to turn invisible, and the ability to walk through walls. Or maybe don't do that, it's a little too "ninja" for my tastes, but, you get my point.
Wednesday, June 4, 2014
KublaCon Golden Gargant 2014 Final Standings!
Finally (I know; my fault, sorry) I've got the final results for 2014's Golden Gargant at KublaCon.
It's organized by win/loss record, then battle points. Ties were resolved via strength of schedule. Battle points were added straight into the total. Like the Frontline Gaming tournament system wins are worth 1000 points, ties 500, and losses no-points; I've also provided the win/lows/tie breakdown for the sake of completeness. For those who would like a PDF copy of the rubric you'll find one here.
An interesting note is that our four (soon to get a new codex) Ork players landed in every scoring bracket, from 3 wins down to 3 losses.
Thanks to everybody who came out. It was stressful because of a couple hiccups, but you guys made it an awesome event to run! Also thanks to the guys at Frontline Gaming for including us in the Independent Tournament Circuit, and to them and Powered play for providing awesome prize support!
Thanks to everybody who came out. It was stressful because of a couple hiccups, but you guys made it an awesome event to run! Also thanks to the guys at Frontline Gaming for including us in the Independent Tournament Circuit, and to them and Powered play for providing awesome prize support!
Cheers and happy gaming!
~ Eddie
Tuesday, June 3, 2014
Workbench Wednesday - 6/5/14
It should be a couple weeks, so in the meantime I'll be working on a 10 man Destroyer Squad with Jump Packs and two Apothecaries. After that will be two 15 man Tactical Squads in Mark2 armor. I'll also be placing another Forgeworld order this week in which I'll be getting 10 more Mark4 marines to finish the second Tactical Support Squad, 15 Breacher Marines and some command elements. This project is proving to be as rewarding as I hoped it would be. Very inspiring. Hopefully I'll be on track to have a small tournament at the end of the year!
On to the pics!
Labels:
Chaos Space Marines,
Death Guard,
Dragon Forge,
ForgeworldOnly,
Horus Heresy,
Painting and Hobby,
Warhammer 30k,
Warhammer 40k,
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Workbench Wednesday
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