Saturday, 15 June 2013

Back in the painting chair

I've just started painting my first miniatures in over 20 years for the Oldhammer painting challenge. It will hopefully become a regular event, encouraging people with unpainted lead and not enough time to actually get painting.

Life was simpler back in the day - White Dwarf taught me pretty much everything I knew about figure painting, and apart from deciding between white or black undercoat there was only really one way of painting. Not so any more - there's whole topics on places like the Lead Adventure Forum on techniques I'd never even heard of, from edge lining to non-metalic metals, opinions as to which brand of paints are best, and so forth. Plus there's all the photos to show me that the results I achieved back in the day, while decent enough, were average at best.

With all this extra information it will be interesting to see if the results I achieve with my first batch - my very small Khorne warband plus the goblins from my Undivided warband - are any better than I used to, and how my technique evolves with time.

Tuesday, 21 May 2013

Bring Out Your Lead warband

I seem to have been bitten by the bug in a big way. I'm not sure if I'll be able to attend Bring Out Your Lead, but if I do then a warband seems to be the way forward.

I thought I'd roll up a couple from Orlygg's guidance, one based around a level 15 hero and one on a level 10. I'm pretty sure the whole thing will be a fairly brutal affair, I'm curious whether a bigger warband or a tougher leader are a better bet. Although being Oldhammer it's probably more down to how the dice land...

Chaos Undivided Champion

In my young day Chaos wasn't all this Khorne vs Slaanesh stuff. It was big lads with ridiculous armour and crazy stats, laying waste to all before them. So I reckon an Undivided warband is a good plan, and I'll see which side is short-handed on the day.

Human level 10 hero (picked)Random reward (I assume)
Chaos weapon
Attributes to be picked (need to work out which are positive and negative, and take one of each)

Retinue: 2, 48, 54
2d6 beastmen: 2, 2
1d6 chaos goblins: 6
2d6 humans: 2, 4


Champion of Khorne

But in the spirit of the occasion, it seems like I should pick a side as well. Slaanesh never really appealed to me, so Blood God it is.

Dwarf level 15 hero (picked - I always hankered after these minatures back in the day, I used this as an excuse to head to eBay last weekend)
Chaos armour
Chaos weapon
Attributes to be picked

Retinue: 41, 10
2d6 beastmen: 1, 1 (ouch)
1 chaos warrior: 5 = Marauder

Once the chaos dwarf arrives later this week I just need to check out what I do for the humans. I have probably around 20 in my collection, but most of them aren't warband material. I'll probably have a couple of my mercenaries make an appearance though.

Monday, 13 May 2013

Middle Earth campaign - when and where and why

Probably the most far-reaching decision to be made when starting a campaign in Middle Earth is the date. You want the familiar aspects of the setting without having the characters playing second fiddle to the Ring quest.

I.C.E. addressed this by setting their modules mainly in early part of the Third Age, most often around 1640. At this point the Shire barely exists, so your chances of bumping into (or bumping off) Frodo and Samwise are limited.

Cubicle 7 seem to have gone for the aftermath of the Battle of the Five Armies - upheaval, and familiar names in the background, but still 70+ years clear of the Ring quest.

I thought I'd go back to first principles and see what starting date would suit my purposes best. My guidelines are these -
  1. Some time in the Third Age. Second Age (and earlier) is very different - more high fantasy than gritty
  2. Set principally in Eriador*
  3. During or after a significant event, so that Middle Earth's history is very present rather than just a backdrop. Also, as Noisms explained, times of societal change are good settings.
My short list becomes somewhat familiar to someone with a MERP background -

1409: Invasion of Arnor
1432 - 1448: Kin-strife (but see (2) above)
1636: Fall of Cardolan
1974: End of the North-kingdom
2510: Rohirrim settle in Calenardhon
2770: Erebor destroyed by Smaug
2941: Battle of the Five Armies

Of these, the fall of Cardolan strikes me as the most interesting, hopefully not because of the deep roots I.C.E. placed in my gaming conscience. The North-kingdom is still in existance, but on the wane, so you have interesting bits of Middle Earth's history that are still current (e.g. Fornost and the Seeing Stones) while retaining that sense of the Elves and Dunedain being in decline. You have an obvious source of conflict (and adventure) between Arthedain and Angmar and more of the sort of support structure that adventurers expect in terms of safe areas and friendly forces than is the case after 1974. Speaking of which post-1974 is probably my second favourite in terms of settings, with a bit of a post-apocalyptic struggle for the remaining settlements not destroyed by the fall of the North-kingdom. I'm not sure though that it's the sort of campaign I'm particularly good at running.

* Why Eriador?
This is clearly a key question, as this preference knocks out over half of my short list. Without meaning any disrespect to the professor, the Lord of the Rings strikes me as a deeply parochial tale. In fact, I even have a feeling that this was the intent. The Shire is "home" and everything that Frodo and company do is in defense of home, rather than being about adventurers setting off with whatever (often selfish) motivation that drives your typical RPG character. Hence the view of Gondor (or Rhovanion) should be much the same as that which a British package holiday tourist had of France or Spain a generation ago - somewhere you visit, before going home again. So it's not really appropriate to have the campaign set outside of Eriador, or more precisely for the characters to originate there.

Saturday, 11 May 2013

Oldhammer

It was inevitable I'd be drawn into Oldhammer.

My route into the whole OSR / G+ thing was from stumbling across Coopdevil's WFRP - Not Syphilitic, Not Knee-Deep In Shit post one bored evening. My Warhammer Fantasy Battle history stretches back nearly as far as my gaming history, but I burned out on Warhammer long before I burned out on RPGs, and was correspondingly reluctant to dive back in.

But the Oldhammer community seems precisely the antidote to what burned me out in the first place, namely the gimmicky, "this brand new expensive model will win games for you", business-driven approach that I finally sussed out in the early nineties. And the Showroom on the Oldhammer forum is seriously inspirational.

Hand in hand with Oldhammer I've also signed up to eBay (which is probably a very slippery slope) and today "won"* my first auction. So now my dilemma is working out what I actually should buy, compared with what I could buy...
  1. Re-building my orcs and goblins army, concentrating on figures I like (and which show up in auctions!)
  2. Re-buying figures I used to own, never liked, but which now have a distinct old-school cachet
  3. Buying figures I hankered after as a teenager but couldn't afford

And yes, today's "win" was in category 3.

* I hate the term "win" when used by / about eBay. It smacks more of marketing than reality. However when you don't win you definitely feel that you lost...

Thursday, 25 April 2013

RPG combat and realism

Noisms' latest post on creating gritty and realistic tactical combat struck a chord with me for a number of reasons.

I swing between a variety of moods when it comes to RPGs in general, and their combat systems in particular. Sometimes I think that D&D combat works fine on an abstract level, hit points are not meant to represent actual damage, and it's fine that a hero can take on a dragon and win. Usually I need something grittier, and think all PCs should be afraid of dying to mundane threats, and certainly shouldn't be able to shrug off attacks from dozens of lesser foes. And occasionally I think that PCs have it far to easy in even the grittiest system, and anyway we just don't know enough about medieval / renaissance combat (despite the wonders of YouTube!) to create a remotely credible system so why bother!

Most of the time though I'm happy that combat in WFRP1e is "good enough", and appropriately gritty for me. I would like to put that to the test a bit, and for example model some of the following, in order to put some sort of metric on the lethality of the system -
  • Lightly armed militia versus unarmoured labour
  • Unarmoured dualist versus each of the above
  • Fully armoured dwarf judicial champion versus each of the above
Hopefully at the end of things I'll still be happy that it's gritty enough. If not I might have to adopt Noisms' system.

Meanwhile, I need to learn more about the life expectancy of a Roman gladiator.

"Fixing" WFRP 1e - what to house rule?

Thanks to the WFRP A-Z blogging challenge, in particular some great posts from +Marc Torley, I stumbled across the nostalgia fest that is Let's Read: WFRP First Edition and hence Zweihänder's Whiff Factor discussion.

This led me back to a topic that's been on my mind if I ever do ever get back to GMing WFRP, which is what if anything I would house rule?

I don't remember us having house rules back in the day, although I know I overlooked at least two rules as written - the +10 bonus for winning, and critical skill failures (30+ over the target number). I also had a dwarf warrior player in my main group, and while he and the party knew he was very hard to kill it also never led to the mindset where they could just fall back on violence at any opportunity. WFRP players know that the world is against them, even if right now they may be winning...

So, with the benefit of hindsight, what if anything do I feel is wrong with the WFRP 1st edition rules, and is serious enough it needs fixing?

Not broken, in my opinion (but commonly viewed as such)

  1. The imbalance of starting careers (that's life)
  2. The extremely slow progression of spell casters (magic is difficult)
  3. Elves dominating with high Initiative (they're not human)

Broken, but leave as is


Strength / attacks for large creatures. Clearly dragons and giants should be on a whole other strength scale than the characters are, and in the case of giants should probably be slow but hard hitting (miss, dodge, miss, miss, dead character). However I can't see myself using anything larger than a troll in a campaign, so this doesn't bother me enough to house rule

Slightly broken

  1. The "whiff" factor
  2. Naked dwarf syndrome
I don't think the "whiff" factor (i.e. starting characters being a bit rubbish) is nearly as big an issue as the Zweihänder author does (for example). He has valid points - the chance of critical failure versus success is too high for starting characters, and the multi career characters are conversely powerful. There is also the common complaint that in some circumstances (often elves again) an unskilled character with high stats is better than an average character with the appropriate skill. I think my house rule here should be to follow my earlier ignorance, and for first career characters at least to play critical failures for comedy rather than danger value, rather than forgetting about them entirely. Otherwise I feel the rules as written are good enough (though clearly not perfect).

The naked dwarf syndrome I'm also not sure is a huge issue, but they probably are slightly too tough in some circumstances. I'd probably have a rule something like for creatures of above average strength (4+) an above average hit (either 6, or perhaps 4+) does a minimum of 1 wound. So I'm happy to have goblins beat on an armoured dwarf all day, but at some level they do have to worry about attrition from tougher opponents, even without the possibility of an exploding dice.

So that's my starting point, though I do have a big list of discussion threads to review from around the interweb to see if there's anything I've overlooked. Meanwhile, what glaring holes are there in my list?

Saturday, 2 March 2013

Campaigns I'd like to run

I say "like to run" as a I'm quite keen to do the research and prep work. I'd be equally happy to play any of them too.

Middle Earth
I played a fair bit of MERP in my youth, but I'd like to try to re-visit Middle Earth with a more appropriate rule set and my now much greater appreciation for the setting. In what little spare time I have at the moment I'm laying some groundwork for a campaign (although I don't currently have a gaming group!) and as part of this have just re-read the last few chapters of Lord of the Rings on my way to the appendicies. It struck me how morally black and white the book is (although some of the history less so, e.g. relations between the Rohirrim and Dunlendings, where the "good guys" can't really claim any moral high ground) which will be a challenge. I'm used to characters being a lot more ambiguous... I'm getting more and more interested in The One Ring as a system, which amongst other things seems to have some quite flavourful mechanics to address the Shadow that hangs over Middle Earth.

Norse / Celtic / Sidhe
A mashup of Tad Williams' Norns and Hernystiri and C.J. Cherryh's The Dreaming Tree, with a smattering of the Bloody Nine. Castles & Crusades Codex Celtarum is looking quite interesting too.

Original Enemy Within campaign - Warhammer FRP (1st edition)
I've never run the original Enemy Within campaign which is a bit of an oversight, given that when I was actively playing WFRP was my preferred system.

Tekumel
I first heard of Empire of the Petal Throne in my teens, and thought it sounded cool, but never discovered anything about it. Now I know somewhat more I'd be interested in running a campaign to move me a bit away from my northern European default.

Old-school D&D
I originally dropped BECMI D&D for WFRP, through a mix of Games Workshop marketing and loss of faith with D&D and PC power levels in particular. Nowadays I think I'd cap things at level 14, or perhaps even try E6. However it'd be fun to try a stereotypical high fantasy campaign, applying everything I've learned since I last ran D&D.