Had a pretty crazy week after Memorial Day… lots of good things have come up on various blogs. Right now I’m sort of running around like a chicken with his beautifully plumed head cut off, but here’s the roundup so far:

Growing on Me:

=Superhero Necromancer is really getting my attention with some Nice Posts on various topics. Actually was hipped to this blog through Noism’s Monsters and Manuals and after some digging through the thing… well, let’s say there’s a reason why I’m posting it here ;) .

=A Hamsterish Hoard is actually making me want to go out and crack some books I haven’t used in awhile. Creatures like Ksshri here need to come back to D&D in general and with the quickness.

Joe the Lawyer from over at ENWorld has a blog full of enough snark that it is kinda scarring to read some times. His painfully blunt Response to an essay over at Grognardia should show you the flavor I’m pointing at.

Not Forgotten:

In the move I forgot to show a little love for some blogs which get reads on their respective sites, but deserve more eyes on them:

Jack7 should be writing treatises on gaming for the guys who bitch and moan about various and sundry issues. Sometimes veering into psuedointellectualism, Jack7′s poorly named (but increasingly incredible) Tome and Tomb brings the Hot Fire to ENWorld’s blogging community. Accepted but not well-liked amongst the ‘in-crowd’ on that site, Jack’s work is always thought-provoking and rarely at a level which does not scream fantastic.

Plans for the Month:

Hoping to post some regular good-old-fashioned info on that arc of adventures I’m hoping to work on. Also, there has been some discussion going about of a writer coming to the Good Gaming Blog either through posted guest spots or as a full member… and he’s bringing his ideas on some interesting topics with him. If it works out you’ll be kept up-to-date. Also: We’re going to be entering the RPG Blog Carnival early this round. From the New Site. And it will be glorious ;) .

Until Then,

Good Gaming,

Slainte,
-Loonook.

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Just got done with a large amount of mind-numbing work on various projects at the homestead, so I figured I would post a list of what has been keeping me relatively sane over the last few days of 3-day weekend madness.

=The Chatty DM just posted a great discussion on Dungeon Reality Shows. Definitely give some props, and your suggestions, to the pot so that these ideas could percolate and make up for an interesting setting.

=Johny Drain posts an excellent set of blog roundups on a (somewhat erratic) basis… this is going to be my ‘browse while doing other things’ list, but

=Groknard is throwing up his own update blogroll for those who like the SF side of the SF&F equation (especially ST) when it comes to homebrewing. It’s hit or miss for the fantasy reader, but the information on Atomic Sock Monkey’s PDQ is definitely worth it as it points to a great little freebie list (reposted here) that is worth checking out.

=Gnome Stew’s John Arcadian andWalt Ciechanowski wrote up a great two-fer on collaborative DMing which actually gave me some insight into some entertaining possibilities when it comes to a different style of play and mastering.

Short roundup as I need to get some rest, but check these out and get back to me on anything which proves interesting.

Slainte,

-Loonook.

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Though we all read setting materials, sourcebooks, etc. and we all know our fantasy reading, I find that a lot of geeks need to work on their outside reading. NiTessine posted his Appendix N after being inspired by a post by Zachary the First over at RPGBlog2 . The following books and series are not my whole ‘Appendix N’. I have chosen these 5 books because they are outside of the realm of Fantasy, and are great sources for ideas which will influence your gaming.

5.) Ishmael by Daniel Quinn. While I don’t necessarily enjoy all of the presentation, Quinn’s portrayal of a non-human (in this case a telepathic gorilla) and how the titular character’s viewpoint is different from the norms of humanity proves to be an exercise in thinking outside the box.

4.) The Baroque Cycle from Neal Stephenson. Amazing historical fiction with a swashbuckling, intrigue-filled air of entertainment. So much to read (almost 3000 pages worth of goodness) but all of the series is a real page turner. The book discusses the life of ‘real world’ adventuring, from merchants to pirates to the pitfalls of running afoul of your employer. Great read, worth every page.

….

3.) LA Confidential by James Ellroy. Amazingly in-depth work in the noir crime drama style. This shows an amazing ‘campaign’ between several police officers, their subordinates, and information network to uncover the evils of the modern world.

2.) The Book of Imaginary Beings by Jorge Luis Borges. Tales and information on various creatures from folklore and fantasy. Worth every penny if you can find a copy, as it gives a unique look into the lives and minds of many creatures which are in the Fantasy canon.

1.) The Arthashastra (Author Disputed). A Book of Statecraft from the Indian subcontinent .. . more than a thousand years before Machiavelli. Later texts actually include ways to use mysticism to your advantage in statecraft. The thought process behind this statecraft manual is a little alien to the average reader, and will give you an outlook in a long-term pattern of thinking which your older races may have.

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Well, after tracking down the Blog Carnival at its current stop atRoleplaying Pro I found some really Interesting New writers, and of course the excellent work of Zachary over at RPGBlog2:Electric Boogaloo.

My Thoughts?


The Future of RPGs is in new blood, fresh ideas, and players who have a deep understanding of the past and present of the industry and the power of various forces. Technology (Especially the Web), and places like ENWorld and the Giant in the Playground forums both help and hinder our hobby. While they help bring together fascinating new ideas from both the crunch and fluff, they also bring about things which most roleplayers aren’t fond of (character optimization, cliched settings, and places where various shady dealings occur.

The future will mean the death of some types of things; just like Mortality.net was once a very entertaining source of podcasting and is now just a 403 message, we may lose some resources and others may come into being which are not exactly what we want.

As good gamers we need to foster community in the next generation of roleplayers. We have to toss away some of our old ideas and embrace some new ones. The five things to improve the future of roleplaying that YOU can do include the following:

1.) Try out new systems. Yes grognards, this is pointed at some of you ;) . On the other side…

2.) Bring what you love about the game out for the new breed to read. Remember that old Crazy, Odd, or even COMPLETELY INSANE setting or game that you loved? Bet some newbie may love it too.

3.) Read! I’m posting an article soon on part of my Appendix N, and I think that adding new concepts to your gaming will improve it severely.

4.) Use the New to Support Your Habit. As listed above there are many forums, blogs, and even IRC networks that have a focus around gaming. Check them out… a lot of them are worth it. I’m usually found on #enworld @ Otherworlders if you want to chat some time ;) .

5.) Support your Community. Buy products, get out and run games, go to conventions.

In short… these steps will give us a future to look forward to.

Good Gaming,

Slainte,

Loonook.

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Working on some materials for a contest known as the Great Conjunction… figured I may get some input.

Birth, Blood, Bone, Bile, Breath, and Bearing

Birth –
Monday’s child is fair of face,
Tuesday’s child is full of grace,
Wednesday’s child is full of woe,
Thursday’s child has far to go,
Friday’s child is loving and giving,
Saturday’s child must work for a living,
But the child that’s born on the Sabbath day
Is fair and wise and good and gay

The effect of the place or time in which the character was born. Birth is a vital Statistic, but it is not numeric. In fact, Birth is the day of the week in which the character was born. Each day of the week possesses its own power, and certain special days or times may possess different effects as determined by the Talespinner.

Blood – The character’s ability to take physical injury. Blood is affected by attacks which wound the body alone, including any mundane effects.

Bone – The character’s last physical resort. Bone is damaged by great effects, when the body can no longer take abuse, or when the character has worn down his reserves in any ability.

Bile – The character’s stamina, the will for the body to go on. Bile is affected by that which wears at the character’s body, through hunger, disease, or curses.

Breath – The character’s mystic power, the breath of life. Breath is also Spirit, and anything which would affect the spirit of a character draws out his Breath.

Bearing – The character’s will upon the world around him. A character’s bearing need not be positive; the wily old coot and the aide-to-camp may have equal amounts of Bearing. Bearing is a vital statistic to the power of effect which a character may take on.

Determining Attributes:

First, one should determine one’s birthdate. The day need not be precise unless the player is determined to be bound to a specific day and gain the benefits of that day. A birthdate grants access to three basic Paths to life.

Monday – Monday’s child is fair of face. Leaders and beauties, children born on Monday are looked upon favorably by their peers, but sometimes seem aloof from the ways of the more complex paths around them. The Debutante, the Groomsman, and the Bachelor all serve as archetypes of Monday.

Tuesday – Tuesday’s child is full of grace. Faithful and fated, Tuesday imbues its children with forces of favor. Though each person who takes on the nature of the day goes in a different direction, children of Tuesday manifest their powers in several unique ways. The Vicar, The Hustler, and The Handyman are common archetypes of Tuesday.

Wednesday – Wednesday’s child is full of woe. Feared for their constant obsessions, the children of Wednesday are usually misunderstood. Most children of Wednesday are melancholic, only truly happy when there is something going wrong for themselves or for others. The Hexer, The Hack, and the Hag are each archetypes of Wednesday.

Thursday – Thursday’s child has far to go. The journey is what is important for the children of Thursday. Thursday’s children prefer to fight the good fight and wander the world on paths that will lead them to the next town. The Hobo, The Warden, and The Gypsy are common archetypes of Thursday.

Friday – Friday’s child is loving and giving. Whether giving of body, spirit, or lucre, Friday’s children are happiest when doing something for their fellows. The Healer, the Ne’r-Do-Well, and The Lover are common archetypes of Friday.

Saturday – Saturday’s child must work for a living. Builders, dreamers, and makers, Saturday’s children propel the world through their hands and minds. The Artist, the Crafter, and the Poet are common archetypes of Saturday.

Sunday – But the child that’s born on the Sabbath day Is fair and wise and good and gay. Supposedly favored, Sunday’s children use their wits and their judgment to get them where they need to go. The Judge, The Straight-Arrow, and The Hero are all archetypes of Sunday’s Children.

Holiday Children – A Child born on a Holiday usually have a destinies aligned with their holiday. The Patriot, children born on July 4th, or the Renewer, born on January 1st, are examples of Holiday children.

_-

The Five Bodily Attributes – Blood, Bone, Bile, Breath, and Bearing.
Choose – 4/3/2/1/0 and assign to each attribute. Use the Attribute rating as a bonus to any dice pool which would be associated with the following affinities:

Blood – Vitae, the force of life. Blood and Bone combined determine the amount of Health a character possesses. Blood also assists in Knacks which are associated with Protection, War, and Water.

Bone – Petra, the force of toughness. Bone and Blood combined determine the Health of a character. Bone also assists in Knacks which are associated with Durability, Earth, and Transformation.

Bile – Cholera, the force of will. Bile and Breath determine the top Talent of any Knack. Bile also assists in Knacks which are associated with Destruction, Cursing, or Command.

Breath – Spira, the force of creation. Bile and Breath determine the top Talent of any Knack, and Breath and Bearing determine the top Force of any Knack. Breath assists in Knacks which are associated with Creation, Healing and Joining.

Bearing – Portia, the force of self. Bearing and Breath combine to determine the top Force of any Knack. Bearing has effects on Knacks associated with Self.

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