Thursday, June 12, 2014

Origins 2014

So, Origins is this week. Once again I am excited but I hope that GAMA has not painted themselves into a corner leading to the end of the convention or moving it to another city.

One issue that comes up every year is how long it takes to get everything related to the convention up and running. Events registration is always started within 6 weeks of the convention and details for the GMs for the events don't get released until the last minute. Contrast this with GenCon where the events are published months out and registration information (and even badges) are mailed out well in advance of the show. I will show up on Thursday morning wait in line and hope that the badge and events I signed up and paid for just over a week ago are waiting for me.

I stopped going to the convention several years ago. I got tired of the crush of time and never being able to sign up for the events I wanted as well as the shrinking number of vendors that seemed to show up. When a good chunk of the vendor area was taken up by the Mystery Van promoting the new Scooby Doo collectible card game I thought it was time for a break. What brought me back to Origins was something called the Fair Day Pass. A five dollar a day admission that gave you access to the vendor area and open areas of the convention with a family version that was 15 dollars.

The Fair Day Pass was available for several years but last year it was only usable on Saturday. This year GAMA has not eliminated the pass but raised the price to 20 dollars and is offering a Family Day Pass for Sunday at the cost of 15 dollars. Sunday is usually the slowest day of the convention so I am sure this is a move to bolster attendance on that day but I believe that eliminating the single version of the pass is a mistake. Now the absolute cheapest single day admission is 20 dollars. I always thought the five dollar pass was great because it brought people into the vendor hall to spend money who would not have come to the convention otherwise. Columbus is full of poor college students who would love to come spend a day at the convention but won't do if the price is high. And did I mention this year the Sunday of the convention falls on Father's Day? 

The last item to my rant goes out to the game masters who put their time and effort into making Origins great. I will not say anything that questions their commitment to this event. My problem is that the event times seem to be getting longer every year and some events seem only half ready when you get there. If you are a game master with a 4 hour slot for a RPG or miniatures please have characters and forces ready at the appointed start time.As an example, I signed up for a learn Aces and Eights rpg session a few years ago  and what we did was roll up characters for three and a half hours and run part of a bar room fight encounter. I have had other friends show up for RPG events where they are asked to roll up characters as quickly as possible but the GM does not have any character sheets and one copy of the rule book. I don't like to quit events but these are the kinds of things that drive me away from game sessions. Board games can be bad about this as well. The gamers are all seated around an empty table at the appointed time and the organizer shows up a few minutes late with the game under his arm.

Why do you go then Cap'n Grumpy? I go because there are bargains. I go because I like seeing the new innovations coming out in the industry. I go because I have formed friendships over the years with vendors and game designers. I go because there are always some games and accessories that are not available anywhere else. I go because I am never sure that GAMA will be able to pull it all together again next year.

Origins has had a great run in Columbus but there have been rumblings for years that maybe they should explore moving back to Baltimore or Philadelphia. That would make me sad but I would probably just spend my money on going to GenCon. I don't like that convention as well but three hours is not that long of a drive.

Friday, May 9, 2014

Build your own: Gelatinous Cube

This was a fun little project that took less than an hour. All you need is a transparency sheet, a straight edge, a sharp knife and glue gun. If you don't know what the heck this creature is check out this page: http://paizo.com/PRD/monsters/gelatinousCube.html


Essentially you simply create a plus sign using two inch squares from the transparency sheet. Then score the top edges to allow the sides to fold down. At this point I used the glue gun to add texture to the sides of the cube. Then carefully glue the sides together using more hot glue. I used a little more hot glue on the inside of the corners to shore up the joins and that's it.

There is a youtube channel called theDMScraft starring DM Scotty where you can watch step by step how to build your own Gelatinous Cube



Larry the Orc Pirate thinks his new flintlock will stop the cube.


Larry was wrong!

Tuesday, April 15, 2014

Basketball (Basket-brawl) GM Campaign Tool

So you want to create your own tournament for your D&D campaign. I have used this technique for years, mostly to amuse myself, but now your characters can feed their gambling addictions. Essentially the game results are a mini-game using the rolls of a handful of dice to produce the final score. You can use dice and most of us are looking for excuses to use more dice or I have created a spreadsheet that generates game results instantly.

Its easy to fit such a game into any campaign. Most large cities (even fantasy ones) can (or already do) support some kind of gaming contests. I like the basketball or basket-brawl idea because the dice create very convincing scores. The dice can be rolled behind the screen or out in the open allowing games to be played out real time and fortunes to be lost or won by the characters.

The core mechanic of the game is that there are six six-sided dice rolled per team, per half. Ideally, each die should be a different color as they represent the positions on a basketball team; guard, guard, forward, forward, center and bench. Rolled with no modifiers this will produce results that are not biased towards either team. 

In order to add something which makes one team more attractive or a higher seed in a tournament the following special abilities can be added into the teams.


Each team has 1 or 2 special abilities

3 Point barrage (x3 score for highest die score)

Twin Towers (Two Centers instead of two forwards at d10 each)

Stifling Defense (opponents -d10 per half)

Fast Breaks (+50% score for guards)

Superstar - position (x3 score for that die, d10)

Star Player - position (x2 score for that die, d8)

Strong Bench (x2 bench scoring)

Veteran Player (upgrade die by 1 level)

Master Coach (extra d8 in points, attributed to highest die for stats)

A total of 6 dice are rolled for each team per half. Each die represents one player. The dice are added and special abilities are calculated resulting in the half score per team. The dice are rolled a second time and the two results are added together for the final score.


Looking back on the original teams presented in my tourney:

Adventurer's Guild (Superstar Center, Stifling Defense) 
Pure Magic (Fast Breaks, Star Guard)
Gold Coins (Superstar Guard) 
Mongrel Maniacs (3 point Barrage) 
Secrets (Master Coach, Star Center) 
Open Hands (Strong Bench, Veteran Guard)
Guards (Twin Towers, Star Forward) 
Chili's Cohort (Star Guard, Veteran Center) 

I set up these teams based on guilds in my home brewed setting. The results can used to start an adventure because some NPC friend of the party bet too much money on the big game. I can share my Excel spreadsheet for quickly generating results if anyone is interested.

Sunday, April 6, 2014

The Finals

Adventurer's Guild (1) vs Mongrel Maniacs (7)

The Guild started strong and amassed a 19 point lead by halftime. Dwight Minotaur scored 30 first half points and it looked like the Maniacs were going to get run out of the gym. The Maniacs kept plugging and Dwight Minotaur could not seem to put the ball in the basket and they were right back in it. The Goose Goblin three point miss at the buzzer sealed their fate as the Adventurer's Guild holds on to win the championship.

Adventurer's Guild Mongrel Maniacs
Guard 2 3 Guard 2 1
Guard 4 3 Guard 6 4
Forward 6 1 Forward 2 6
Forward 6 2 Forward 4 6
Center 30 3 Center 2 6
Bench 3 4 Bench 5 5
Adjustments 0 0 Adjustments 11 5
Total 51 16 67 Total 32 33 65

Saturday, April 5, 2014

Round 2 Results

Game 1
Adventurer's Guild (1) vs Secrets (3)

The Secrets jumped out to a huge lead in the first half but Dwight Minotaur was just too much in the second half for the Secrets. He scored 30 of his 33 points in the 2nd half as the Adventurer's Guild moves on to the finals.

Adventurer's Guild Secrets
Guard 5 5 Guard 4 5
Guard 1 5 Guard 6 3
Forward 5 2 Forward 6 2
Forward 2 2 Forward 3 3
Center 3 30 Center 10 8
Bench 1 4 Bench 1 3
Adjustments 0 0 Adjustments 3 -2
Total 17 48 65 Total 33 22 55

Game 2
Chili's Cohorts (5) vs Mongrel Maniacs (7)

The Maniacs continue to surprise as they come from behind to beat the Cohorts. The relentless bombing from 3 point range once again proved to be the difference as they move into the finals against the Guild.

Chili's Cohorts Mongrel Maniacs
Guard 16 6 Guard 4 2
Guard 3 2 Guard 4 4
Forward 6 5 Forward 5 6
Forward 1 2 Forward 3 1
Center 7 4 Center 4 4
Bench 4 5 Bench 2 3
Adjustments 0 0 Adjustments 10 12
Total 37 24 61 Total 32 32 64

Friday, April 4, 2014

Round 1 Results

Game 1

City Guards (4) vs Chili's Cohorts (5)

The Guards deploy two monstrous centers along with their star forward. The Guards love to score inside. The Cohorts will attempt to counter with their star guard and veteran center. 

City Guards
Chili's Cohorts
Guard 4 6 Guard 16 16
Guard 1 5 Guard 5 3
Forward 8 16 Forward 1 6
Center 8 7 Forward 6 6
Center 4 4 Center 2 6
Bench 1 6 Bench 2 4
Adjustments 0 0 Adjustments 0 0
Total 26 44 70 Total 32 41 73

We have a minor upset right at the start. The Cohorts ran out to a first half lead 32-26 lead by guard Rock Nash while star City Guard forward Twang McDowt  managed only 8 points. The Guards mounted a furious comeback in the second have that was matched by the Cohorts as they held on  for the victory and move on to the second round.The Cohorts await the victor of Game 3 between the Gold Coins and the Mongrel Maniacs.

Game 2

Adventurer's Guild (1) vs Pure Magic (8)

The Adventurer's Guild employ a stifling defense and a superstar center Dwight Minotaur. Pure Magic uses the combination of the star guard Linn the Gnome and a furious fast break.

Adventurer's Guild Pure Magic
Guard 4 2 Guard 3 6
Guard 5 4 Guard 16 8
Forward 2 4 Forward 6 2
Forward 2 4 Forward 1 4
Center 9 27 Center 2 6
Bench 1 6 Bench 1 4
Adjustments 0 0 Adjustments 0 2
Total 23 47 70 Total 29 32 61

No Upset here. The Magic took a 6 point lead into halftime 29-23 but Dwight poured in 27 second half points and the defense continued to keep the fast break in check. The number one seed Guild move on into the next round. The Guild will face the winner of Game 4 between the Secrets and Open Hands.

Game 3

Gold Coins (2) vs Mongrel Maniacs (7)

The Gold Coins will pit their superstar guard Hank Glitters against the three point barrage of the Mongrel Maniacs.

Gold Coins
Mongrel Maniacs
Guard 9 21 Guard 3 1
Guard 1 1 Guard 3 4
Forward 2 4 Forward 6 2
Forward 2 4 Forward 5 6
Center 4 5 Center 3 3
Bench 1 1 Bench 5 6
Adjustments Adjustments 12 12
Total 19 36 55 Total 37 34 71
The Maniacs were a team possessed today as they rained three pointers all afternoon. The game was never close despite the 30 points scored by Glitters. The Maniacs move on to face the Cohorts in the second round.

Game 4
Secrets (3) vs Open Hands (6)

Master coach Phil Juju and star ogre center Shack Shaker take on the solid bench and veteran guard Reggie Mueller from the Open Hands.

Open Hands
Secrets
Guard 2 4 Guard 8 6
Guard 2 4 Guard 1 5
Forward 4 2 Forward 6 2
Forward 5 2 Forward 6 6
Center 12 16 Center 6 5
Bench 3 4 Bench 10 2
Adjustments 6 5 Adjustments 0 0
Total 34 37 71 Total 37 26 63
Reggie and the Bench lead the way in the first half and it appeared there might be another first round upset but Shack scored 28 and Phil had other ideas as the Secrets came from behind to win and advance.



Thursday, April 3, 2014

Tournament Action

Its that time of year again. The Crossroads annual Guild Basketbrawl Tournament. The games are all played in a anti-magic shelled court so that speed, skill and strength cannot be influenced by spells and baubles. Eight teams were selected for this year's tournament. They are listed below:

Seed     Team
1           Adventurer's Guild 
2           Gold Coins (Merchant's Guild) 
3           Secrets (they could tell you...)
4           Guards   
5           Chili's Cohort 
6           Open Hands (Monastery) 
7           Mongrel Maniacs   
8           Pure Magic (Sorcerer's Guild)