Category Archives: RPG Corner

Return to the Cave of Time!

The time has come once again to embark on an exciting Choose Your Own Adventure! This time we are braving the classic "Return to The Cave of Time", only in its updated and expanded iPhone edition. So even if you've run it before, prepare yourself for more adventure, more challenges, more harrowing excitement than you remember. Once more, into the breach!

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The rightward tilt of the Lone Wolf

When last we left our intrepid Lone Wolf, he was galloping away on the dying Prince's magnificent horse, and we had to decide which way he'd go. Reflecting the trend of the upcoming US midterm elections, we decided to veer right:

You have ridden about a mile when you are knocked from your horse by an arrow grazing your forehead. You lose 3 ENDURANCE points.

As you pull yourself to your feet, you see a patrol of Drakkarim emerge from the woods on either side of the road. You have been ambushed and must evade them as quickly as possible by going into the forest.

Turn to 154.

Notice how I am not making any comment about the results of veering to the right. That's on account of how mature I am.

You are dizzy from your wound and you stumble through the trees like a blind man.

Suddenly you fall forward as if the ground had been snatched from beneath your feet. You have fallen head first into a hunting pit. As you look up, you can see four Drakkarim levelling their bows at you, evil sneers spreading simultaneously across their ugly faces.

As the world darkens, the last thing you feel are the black shafts of their arrows deep in your chest. You have failed in your mission.

Holy cow! I confess, I totally did not see that coming. I feel a little cheated; simply by turning in one random direction over another, we're dead, with no chance at all to do anything. Maybe the authors are making some kind of point about the randomness of fate, how sometimes the littlest things can bring you down, how we're all mortal and MY LITTLE LONE WOLF CUB IS DEAD, WAAAAAAAHHH!! I HATE YOU I HATE YOU I HATE YOU!!

Ahem. So much for maturity.

So our quest to save the Realms dies a lonely death at the bottom of a pit, doing a curious impression of a hedgehog. An ignoble end to a fine young man, who will be sorely missed. Or not, since presumably everyone was used to his running off at the drop of a hat by now.

What should we do next, folks? If you like, I could go back and turn left at that intersection instead and see what happens (although that's cheating, let's be honest, we all did it when reading these books originally). Or, I have another "Fighting Fantasy" adventure -- "Deathtrap Dungeon" -- loaded on my iPhone, of all things, and we could work our way through that if you prefer. It has the exciting feature of shaking the phone to roll dice, resulting in the longest and most pointless "dice rolling" animation you have ever imagined. Sadly, I cannot share that particular aspect of the experience with you, so each time you'd have to walk into the nearest closet and stare at a blank wall while badgers gnaw at your liver so we can all have the same feeling at the same time as waiting for that stupid feature to complete.

Or we can make like Lone Wolf and run away, never to return! Let me know what you think.

Gourgazm!

The results are early, but overwhelming, so in honor of this being RPG Friday and all, I am going to take the 18-2 split as definitive and launch our Lone Wolf into the fray against the awful Gourgaz!

The creature that you now face is a Gourgaz, one of a race of cold-blooded reptilian creatures that dwell deep in the treacherous Maakenmire swamps. Their favorite food is human flesh!

The Prince's Sword lies at your feet. You may pick up and use this weapon if you wish. The Gourgaz is about to strike at you -- you must fight him to the death.

Gourgaz: COMBAT SKILL 20 ENDURANCE 30

This creature is immune to Mindblast.

One has to wonder how the Gourgaz prefers his favorite meal of human flesh. If he likes it grilled and there is no handy grill, I'd say we're fine on that score. Plus come on, it's in the middle of a battle, who's going to take the time to enjoy a light snack? So ignore that wetness trickling down our pants leg, folks, it's highly doubtful we're going to end up as lunch even if we lose. Probably.

Gulp.

To business, we don't need the Prince's Sword. In the first place it clearly didn't do the Prince much good, and in the second our preferred weapon is an Axe, which we have handy already. It sucks that Mindblast doesn't work on these Gourgaz creatures (I wonder if that's a backhanded dig at Gary Gygax?), as that's two valuable combat points we're missing out on. But such is life for the intrepid young Kai Warrior in training.

With the axe our combat skill is 21, and our Endurance is currently at 17. Only a one point advantage and only 2/3 the enemy's stamina is going to be a tough, tough fight. See, this is why cowards thrive!

Anyway, nothing for it but to get to it. I'll chronicle the combat rounds after the jump. Here's hoping we win!

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The meat puppet formerly known as Prince

When last we left our Lone Wolf, we were deciding whether or not to call out to some passing soldiers. We decided to go for it. We don't have a record of the actual signal, but I bet it was some variation of "Me love you long time!" Or not. Regardless:

The officer orders his men to halt and asks you your business. You tell him who you are, and how the monastery has been destroyed. He is deeply saddened to hear your news. He offers you a horse and asks you to accompany him to Prince Pelathar, the King's son.

If you accept, turn to 97.
If you decide to decline his offer, turn to 200.

I suppose it's possible this guy is a brigand disguised as an officer, but that seems unlikely -- if he wanted to rob or kill us, we're outnumbered and cowardly so he'd just run us through. In the interest of keeping the story moving, therefore, I'm just going to make an executive decision and fire everyone. Wait, I mean, we're going to follow the officer to the lovely environs of page 97, which I hear is nice this time of year.

Ahead of you, you can see a fierce battle raging across a stone bridge. The clash of steel and the cries of men and beasts echo through the forest. In the midst of the fighting, you see Prince Pelathar, the King's son. He is in combat with a large gray Gourgaz who is wielding a black axe above his scaly head. Suddenly, the Prince falls wounded -- a black arrow in his side.


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You'd think the Prince would have some sort of elite bodyguard, but no -- it's up to one little Lone Wolf to either save his royal hide or bravely run away. So which will it be, cubs?

The Laundry List of Doom or, How To Describe Your Characters In Words, Not Pictures

(We're lucky to have guest blogger and author Ian T. Healy with us today to give us a quick lesson on how you translate the very visual medium of super-heroes and other "genre" characters into the written word. Take it away, Ian!)

Description is one of the fundamental aspects of good fiction writing. Writers wield it, like so many other tools, to create a scene and set the stage in the mind's eye of the reader. Sometimes descriptions can be somewhat vague, allowing the reader's own imagination to set up the details. In situations like that, five people might read the same description and come up with five wildly different images in their minds of what the author is describing. Rookie writers often go to extremes, either not using nearly enough description to even give a bare-bones outline of a scene, or else inundating the reader with an exhaustive level of detail right down to the color, material, closure-method, texture, scent, and number of pouches strapped to their hero's left leg (obviously in this case, the hero is a '90s Image character).

So where does a writer find that balance?

Well, first of all, you can't treat description like a laundry list. Let's say we're describing a character from a steampunk space setting - if anybody remembers the RPG Space: 1889, this is the kind of thing I'm talking about here. Suppose our character has the following important points in his description:

  1. Brass goggles (a steampunk genre requirement)
  2. Wealth (you have to be to ride on an orbital train)
  3. Period-appropriate dress (tweed coat, vest, cravat)

You could describe all of those things in a sentence, perhaps using the cliche of having the character examine his appearance in a mirror. Let's face it, characters in books spend a lot more time staring into the mirror than most of us probably do, because most of us are uglier than a Rigellian Snotlizard's cloaca in full rut. Hey, did you see what I did just there? None of you have ever seen a Rigellian Snotlizard, because I just made that up. But I'll bet every one of you formed a distinct mental image from that phrase, and now you're feeling a little ill. Back to our lesson, though. Suppose we wrote out the following:

Jonathan examined his reflection in the mirror of his stateroom, looking at the brass goggles on his head, the tweed coat over his vest and cravat, and thumbed the money clip stuffed nearly to bursting in his pocket.

Does that description give you a successful image of the character? Yes, it probably does. Is it interesting to read? No, not really. Why is that? Because it's boring to read about someone looking at himself. It's passive and just a little bit perverse, like we're staring in through the keyhole. There's nothing here to tell us about the character, nothing to hook us. And when it comes to writing successful fiction, failure to hook means failure to catch the attention of an agent, editor, and publisher. Let's look at the same descriptive points, now using an excerpt from a manuscrpt I'm coauthoring with a friend called The Oilman's Daughter:

The majestic Earth hung over Jonathan Orbital’s head as the cars of the Circumferential Rail chugged along the parallel steel tracks that vanished into the darkness of space. He adjusted his brass goggles with the smoked lenses that rested against his forehead, ready to be lowered at a moment’s notice when the sunlight became too much to bear.

Everyone on the train had similar eye protection, whether the gawky industrial models with a single oversized lens, the wire-rimmed pince-nez preferred by the Europeans, or the fashionable dual-lensed models with India rubber straps like Jonathan wore. He smiled at the blue planet above him and wished he was back on its surface, breathing the fresh sea air of his home in Houston instead of the canned air of the train with its metallic stink. Far ahead on the rails, the atomic-powered engine’s radiators looked like a moth’s feathery antennae, sprouting forth from the great steel reactor and boiler. They glowed a dull red even in the naked sunlight. The engine’s vent of excess steam left behind a wispy cloud of snowflakes that sparkled like diamonds.

A knock sounded against the teakwood door of Jonathan’s stateroom. Most passengers on the CR would be traveling coach, forced to doze in the microgravity and sour exhalations of their neighbors. Jonathan, and the other wealthy passengers like him, got to travel the orbital rails in the comfort of private staterooms with brass fittings and Indian silk pillows. Some would say it was wasteful to bring such luxury up the gravity well into orbit for a journey that lasted less than a day, but Jonathan’s father—Victor Orbital, the railroad tycoon and founder of the CR—was a visionary who believed Circumferential Rail would soon live up to its name by encircling the entire globe instead of a single line running between Houston, Texas, and Paris, France.

Jonathan adjusted his tweed town coat and smoothed his muted paisley vest. His cravat was a stylish black. It wouldn’t do for the CR owner’s son to appear sloppy in public. He slid open the door to reveal the dark face of his butler and oldest friend, Jefferson Porter.

(Excerpt from The Oilman's Daughter © 2010 by Allison M. Dickson and Ian Thomas Healy.)

I still included the salient points: goggles, wealth, and period-appropriate dress, but instead of just using a laundry list description, I couched them as part of setting the overall mood. The goggles have a clear purpose. The wealth is evident not just in the character, but in his surroundings. His period-appropriate clothing does at first seem to only fill a couple of throwaway sentences, but they tie back into the overall description of the wealth.

Which would you rather write? And more importantly, which would you rather read?

A call to arms. Or those bearing arms.

As Neon_N64 said, we're already in the room so we opt to head to 199 and search the farmhouse further:

Most of the cupboards and drawers are empty. Whoever lived here took nearly everything they owned with them, but you do manage to scrape together enough fruit in the cellar for one Meal. You may mark this on your Action Chart.

Turn to 81.

(81): After nearly an hour, the Kraan and their cruel riders vanish towards the west. As the shocked refugees start to emerge from the woods, you can hear the sound of horses in the distance galloping nearer. You stay hidden and wait as the riders come closer. They are the cavalry of the King's Guard wearing the white uniforms of His Majesty's army.

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I would pay the authors cash money to add another option in the next edition of the book, saying "If you wish to stagger outside, shaking your fists above your head at the sky and, while staring skyward in agony yelling 'KRAAAAAAAAAN!', you win this book." But that's not an option, so we'll just have to pick one of those given.

Farming it out

When last we checked in on our Lone Wolf, we had handily defeated our monstrous foe and faced a decision about where to go next. By an overwhelming majority, we decided to check out the local farmhouse:

Kicking open the door, you dive into the farmhouse. A Kraan soars overhead, letting out a shriek of victory, a victim hanging in its claws. Getting to your feet, you find yourself alone. But propped against the fireplace is a Warhammer. You may take this weapon if you wish.

We don't really need a warhammer since that's not a skill we possess, and we've already got two weapons (the max) in our inventory. But if you want it, let me know. I should note that this is not a Warhammer 40K, so don't go thinking we're starting another RPG here.

We do have other choices to make, however:

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I can't think running out from cover into a forested area when there are enemies visibly carrying off hapless villagers is what I would call "feeling safer", but perhaps my definitions are different than yours, I don't know.

Anyway, in honor of RPG Friday, I am going to try and take the results in an hour or two and move ahead with wherever that takes me, hopefully we can get a fair ways ahead in the story today to make up for the lack of updates recently.

RPG Corner: Disadvantages

Back in the day, myy buddies and I used to run a lot of "Champions" campaigns, the points-based super-hero role playing game. One of my favorite features of that system was the idea of Disadvantages -- to pay for your character's powers, you had to choose various personal, social, mental, or physical weaknesses he or she would also have to deal with.

What I liked about it so much was that it forced you to think through your character more thoroughly than the standard 3d6 D&D style method. You had to not only worry about what they could do, but what they couldn't, and why. A lot of times their quirks made the sessions way more interesting than they would have been otherwise. For instance, one of my main guys, Cavalier, had a Psychological Limitation that he was a reckless daredevil, which led him at one point to teleporting onto the nose of a fleeing enemy fighter. Not smart, but fun.

So my RPG Corner question for you this week is, what disadvantages have you used that you thought were the most original, unique, or fun, and how did they influence the campaign you were in?

On a related note, what do you think the Disadvantages are of your favorite published character? Obviously you have Superman's "Vulnerability to Kryptonite" and "Vulnerability to Magic", but do you think Batman has "Psychological Limitation: Can't resist taking on underage boys as partners"? Or Spider-Man has "Unable to Keep a Steady Job"?

Clash of the Giaks

The response was overwhelmingly in favor of fighting the Giaks that were attacking the cartload of hellspawn children. Luckily the Kai warriors issue pea-soup-vomit resistant robes, so we're good to go.

The ghoulish creatures thrust their spears at you and attack. Fight these creatures as a single enemy.
Giaks: COMBAT SKILL 15 ENDURANCE 13

Using our spear and the awesome power of our Mind Blast, our COMBAT SKILL is 23 and our incredible ENDURANCE is currently at 21. For some reason fighting makes us type in all caps, perhaps that's a secret part of the Kai Discipline of Shouting, I don't know.

Regardless, using the Dungeons & Dragon Dice Roller, combined with the Lone Wolf Combat Results Table at a ratio of +8 (we may be weak stomached but we can FIGHT!), here are our rolls:

Roll 1 = 2: Enemy -5 (8), Lone Wolf -3 (ouch, 18).
Roll 1 = 6: Enemy -12 (dead), Lone Wolf -1 (17).

And so, with two swipes of our deadly spear we dispatch the foul beasts, spilling a not inconsiderable amount of our own blood. We rule!

Apparently the little bastards we were defending ran off while we were getting shish-kabobed. What do you expect, they're refugees, fleeing is what they do. Still, a little gratitude or a simple "Thanks!" would have been nice. Jerks. Instead we have the following two choices:

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I don't even remember there being a farmhouse, but sure, whatever. I hope it's made of gingerbread, then we can use our Kai Discipline of Mind Blast to chuck the mean old witch in an oven and finally get a meal. Then again, forests are nice, and rarely get burned down on general principle by marauding Giaks.

Giakacious!

By a runaway margin, we are apparently a lot more heroic than one might have though after heaving up one's guts AFTER the last fight was over. We've gathered our wits together and decide to charge in and help the ugly, endangered little children.

You sprint towards the wagon. People are running everywhere in panic as the Kraan make their attack, carrying their poor victims off into the darkening sky. A large Kraan is hovering above the wagon and three snarling Giaks drop from its back onto the startled horses. You must fight them or leave the wagon and run to the safety of a nearby farmhouse.

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I like what Worf said at the last decision point, that even if we die we will go out yelling KRRRAAAAAAAN! But don't let that say you.