Friday, August 17, 2012

Salzenmund Apophaſiſ - Prologue Part I


The first session of the Salzenmund Apophaſiſ went down about a month ago.  This writeup's a couple of weeks late, but c'est la vie.

Dramatis Personae

Amina Wegner - Boat(wo)man
Rosaria Gorman - Smuggler
Mannfried Orben - Noble
Nicholas Schlender - Burgher
Konrad Osterwald - Protagonist
Alberto Adriano Timoteo Raffaele - Camp Follower

Henchpeople

Bözsi - Messenger
Dalibor - Outrider
Heiko - Tomb Robber
Helfried - Scribe
Herman - Miner
Humbert - Camp Follower
Irmuska - Bodyguard
Körbl - Bone Picker
Magdolna - Militiaman
Melker - Rogue
Sven - Mercenary
Viktor - Protagonist
I gave each of the PC's d4 Henchbros to support them and, in cases of dire lethality, eat a would-be killing blow in place of the associated PC.  My DM dice have proven themselves to be downright spiteful, so a safety valve seemed prudent.  How little did I know...

I actually had a lot of fun rolling these up.  I gave each of them a skill, and rolled once on the Henchman Traits table.  They were 45% male, 45% female and two of them... hard to tell.  This gave us things like Viktor, the Protagonist with beautiful, lustrous hair, and Körbl the Bone and nose picker.

As promised, the PCs were all soldiers in service to Johann Tserclaes during the Sack of Magdeburg, serving under Graf Luboš Winther.  Winther, hits the limit for the depravity he's willing to participate in and suggested to the troops he's with that they desert, tag out of the war, and flee too someplace safe, like the Swiss cantons.  They agreed; finished loading up their loot wagon, and rolled out of town.

Along the way, they encountered some other looters who decided that a wagon full of loot's far more convenient than a city full of unbewagoned loot and decided to take it from the party.  This went down almost entirely as an exercise to run the players through a WFRP combat.  As a result, the three unnamed looters (this is a lie: they were each named "Dieter") were butchered and Nicholoas knocked into critical range.

Besides a bloody fight on the way out of town, their escape was uneventful.  That is, until a week or so after they'd left town.  Several of the party went foraging and hunting to supplement their rations... including Alberto, who shot, killed, and brought back a baby bear to cook.

The party was awoken in the middle of the night: Graf Winther was gone.  So was his horse and a sizable portion of the party's rations.  Before they could investigate further...


Bears!  The completely botched Outdoor Survial hunting roll was incredibly convenient, as part of the initial arc I've had planned very much called for bears.  True story, no joke.

Unfortunately, as it turns out, bears in WFRP are very much not something to fuck around with.  At all.  Battling bears (2 Bears, 1 Bear w/ the Brute advance scheme) took quite a bit longer to resolve than I'd expected or would like.  It was also deeply, profoundly lethal.

The sacrifice-a-henchment-to-avoid-a-critical-roll rule effectively made the fight an exercise in feeding henchpeople into a woodchipper.

I'll let the list of remaining henchpeople speak for itself.  Look at the list above, and now look at the list below:

Surviving Henchpersons

Bözsi - Messenger
Helfried - Scribe
Herman - Miner
Magdolna - Militiaman
So, yeah.  The math speaks for itself.  I hope next session's not nearly as bloody.  This thing I'm doing right now?  Just a prologue.  Setting the stage for worse things to come.  Hard to do that if everyone involved is being transformed to bear feces.

Monday, August 6, 2012

d10Commandments


While ordering some square-edged dice I stumbled across a d10Commandments; it had to be purchased.

I'm definitely going to use this thing in the game. I think I'll use it for NPC's motivations and secret guilts. Or maybe for things that religious zealots can assume about PCs.  "YOU!  YOU OVER THERE! YOU DON'T HONOR THE SABBATH!  I CAN TELL!  GET 'EM!"

I dunno: I like weird dice.  Give me a break!

Hunger During the Thirty Years War


Dame Wedgwood thinks I let my PCs spend too much money on rations...
"The fugitives who fled from the south after Nördlingen died of plague, hunger and exhaustion in the refugee camp at Frankfort or the overcrowded hospitals of Saxony; seven thousand were expelled fom the canon of Zürich because there was neither food nor room for them; at Hanau the gates were closed against them; at Strasbourg they lay thick in the streets through the frosts of winter, so that by day the citizens stepped over their bodies, and by night lay awake listening to the groans of the sick and starving until the magistrates forcibly drove them out, thirty thousand of them. The Jesuits here and there fought manfully against the overwhelming distress; after the burning and desertion of Eichstätt they sought out the children who were hiding the cellars, killing and eating the rats, and carried them off to care for and educate them; at Hagenau they managed to feed the poor out of their stores until the French troops raided their granary and took charge of the grain for the army."

"At Calw the pastor saw a woman gnawing the raw flesh of a dead horse on which a hungry dog and some ravens were also feeding. In Alasace the bodies of criminals were torn from the gallows and devoured; in the whole Rhineland they watched the gravyards against marauders who sold the flesh of the newly buried for food; at Zweibrücken a woman confessed to having eaten her child. Acorns, goats' skins, grass were all cooked in Alsace; cats, dogs, and rats were sold in the market at Worms. In Fulda and Coburg and near Frankfort and the great refugee camp, men wnt in terror of being killed and eaten by those maddened by hunger. Near Worms hands and feed were found half cooked in a gipsies' cauldron. Not far from Wertheim human bones were discovered in a pit, fresh, fleshless, sucked to the marrow."

"By November rich burghers' wives were seen in the market bartering their jewellery for a little flour. Horses, cats, dogs, mice were all sold for human food, and the skins of cattle and sheep were soaked and cooked. On November 24th one of Bernard's soldiers, a prisoner, died in the castle; before the body could be taken away for burial his comrades had torn it in pieces and devoured the flesh. In the ensuing weeks six other prisoners died and were eaten. On a single morning ten bodies were found in the center square of the town, citizens who had dropped dead of hunger, and by December it was being whispered that poor and orphan children had disappeared."

- The Thirty Years War, CV Wedgwood

Tuesday, July 10, 2012

Salzenmund Character Creation Notes


Characters will be built per the character creation rules in WFRP, with the following differences/notes:
  • Humans only.
    • Shallaya's Mercy may be chosen once.
    • Depending on your nationality (see below), you may choose a different nation for your Common Knowledge and a different language for your Speak Language. I just hope you plan to be able to communicate with the rest of the party,
  • Careers. Roll once on the table (none of this mollycoddling "two rolls and choose" nonsense*). I'm too lazy to rewrite the career table, so if you roll one of the following "special" careers:
    • Apprentice Wizard - Make a note of it, then reroll on the Career Table.
    • Etstalian Disestro - You may reroll. If you don't, you're stuck being Spanish, Italian or French.
    • Hedge Wizard - Make a note of it, then reroll on the Career Table.
    • Kislevite Kossar - You may reroll. If you don't, you're stuck being Polish.
    • Norse Berserker - You may reroll. If you don't, you're stuck being a Lapp or Swedish or something.
  • Distinguishing Characteristics - Roll twice on a Distinguishing Characteristic table. There are two
    • WFRP 2E - Distinguishing Marks table. These have no mechanical effects.
    • WFRP 1E - Distinguishing Characteristicstable. These have mechanical effects (some positive, some negative, most no effect).
  • At any point if you see something referring to d10g/s/p, replace it with d4g/s/p.


  • Languages & regions are different, but for the most part, the mapping is fairly transparent (and, where it isn't, c'est la vie):

    WFRPLanguaage
    ReikspeilGerman
    BretonFrench
    HalflingDutch
    EstalianSpanish
    EltharinEnglish
    KislevianPolish
    KhazalidHungarian
    NorseSwedish
    TileanItalian

  • 2d4 starting gold instead of 2d10, which I currently do not think you will be able to spend before the game begins.
  • Remember: all characters start with a Hand Weapon (that's a specific weapon, btw: "Hand Weapon," not a class of weapons).
  • You may, at this point, sell any of the trappings your starting career has provided you.
  • Roll 1d6. 1-4: start with a Pike (as Spear), 5-6: start with a Musket. These may not be sold.
  • I've taken a stab at creating some nationality & religion charts. You may choose your nationality (unless you've rolled a funky career and have chosen to not reroll it) and religion, or roll on the tables below**; whatever you prefer. (Just remember the prohibition against choices/behavior catastrophically prohibitive to party unity.)

    Nationality/Faction Chart
    RollNationalityRollNationality
    Bourbon / ProtestantHabsbug / Catholic
    01-06Danish101Croatian
    07-19Dutch102-141German
    20-39French142-144Hungarian
    40-67German144-154Italian
    68-70Hungarian155-156Netherlander
    71-74Norwegian157-200Spanish
    75-76Scottish
    77-99Swedish
    100Transylvanian

    Religion Chart
    RollReligion
    01-06Lutheran
    07-09Calvinist
    10Zwinglian
    11-18Roman Catholic
    19Greek Catholic
    20Mohammedan***

  • Note that you will be accompanied by d4 fellow deserters each. These will be fellow squadmates / acquiantences / replacements. These will function as hirelings. (TBD: How they’re to be generated.)


* Really, I forgot that WFRP 2E lets you roll twice and pick when folks did character creation last week. So, we're stuck with it; only fair, right?
** Not making any claims as to the accuracy or comprehensiveness of these charts. Remember that bit about expect ahistoricity? These are broad strokes done quickly.
*** Is "Mohemmedan" offensive? I sure hope not; if it is, let me know and I'll correct it to the more modern "Islamic" or "Muslim" or something.

Monday, July 9, 2012

The Salzenmund Apophaſiſ

I never got around to posting an overview about the game I'm about to run. I probably should fix that, since I'm about to start posting particulars about it.  Here's the write-up:




The game will take place during the Thirty Year's War.  All of the characters will be deserters, ditching the conflict in the aftermath of and in response to the horrors of the Sack of Magdeburg (or a similar, ahistorical event). Whatever's happening here it sure ain't the will of God, and it's sure not something the PCs want any further part of. The world is going to Hell and, while they've bad things, they're hardly alone. More significantly, they're done. They're getting out before their souls are stained any further. It's time to find somewhere you can be safe: Switzerland.


The setting will lack fantastic elements. So, no elves, dwarves or halflings. No wizards. Initiates are valid choices, however, because they don't actually start with the Divine Lore talent (so no need to worry about magic prayers at character creation.). It will be real-world historical run by a non-student of history. Expect ahistoricity and fudging, but no dragons or wyverns.  This might change as the game progresses, mind you, but we're going to begin by selling things straight.

As I mentioned above, everyone's a human. My default assumption is that they would be Catholic Germans, but I don't really care about religious and ethnic choices: Protestant, Catholic, German, Spanish, Swedish - I don't care so long as different players' choices don't become catastrophically prohibitive to party unity. In other words, if one of the PCs is a former Bourbon supporter and another former Hapsburg supporter: that's cool, so long as things are much closer to "Boy, this sucks, let's help each other get out of this shit situation" than "BURN HERETIC BURN!"

We're using the WFRP 2E system. There will be some slight changes to char gen. Additionally, I expect to tweak rules a fair amount here and there as the game progresses.

I'm eyeballs deep in OSR blogs at the moment, so expect that mentality to inform the direction of the game: that is to say: exploration, resource management, and flexibility.

We'll try extremely hard to stick to a every-other-Friday schedule.

Monday, June 25, 2012

Firearms


I'm not entirely pleased with the way WFRP 2E handles firearms.

For the Old World, it's fine, but for Thirty Years' War, they're too advanced and reliable. There's even a few paragraphs in the Old World Armoury that talks about the evolution of firearms in the Old World from hand gonnes to matchlocks to wheellocks and flintlocks and on to the "modern" handgun.  Those wheellocks and matchlocks, though, saw use in addition to flintlocks.

Unfortunately OWA doesn't do anything with them mechanically.  So, I'm going to cobble something together on my own.  At the same time, one thing I very much appreciate about WFRP is how it just says, "Whatever man, it's a Hand Weapon," and doesn't get too persnickety about details beyond that.  Weighing things down with details for details' sake isn't going to do me any favors.




Pistols and Firearms are either Matchlock, Wheellock, or Firelock (Flintlock).
  • Matchlocks - as Firearm/Pistol, but Unreliable range is 15% larger (attack rolls of 81-98 mean a roll on the Misfire Chart) and is Rare.
  • Wheellock - as Firearm/Pistol, but Unreliable range is 10% larger (attack rolls of 86-98 mean a roll on the Misfire Chart).
  • Firelock - as Firearm/Pistol, but 5% more difficult to acquire.

TypeMisfireExplodesRarity
Matchlock81-9899-00Rare
Wheellock86-9899-00Very Rare
Firelock96-9899-00Very Rare (-5%)

When firing an Unreliable weapon, if the roll falls within the Misfire range, regardless if the roll would have been successful, there will be a secret roll on the Misfire Chart.  Experimental weapons will roll on the Advanced Misfire Chart in Old World Armoury.

Misfire Chart
RollResult
01-20Partial burn. Not all the powder catches; range and effective strength are halved (rounding fractions up) for this shot only.
21-50Charge fails to ignite; try again next round.
51-70Chage fails to ignite; reload and try again.
71-80Slow burn, or 'hang fire.' The priming goes off, but nothing else seems to happen. However the weapon will fire in the following round, with potentially dangerous consequences. Anyone who is stupid enough to look down the barrel of a gun which has hung firetakes an automatic point blank head hit.
81-90Flash in the pan. The powder around the touchhole ignites in a bright flash, but the gun does not go off. The gun must be reprimed before it can be fired again; this takes one round. The firer suffers a BS-10% on the reprimed shot, due to an understandable degree of nervousness about what is to happen next...
91-98Burn-round. The powder catches, but the shot is either insufficiently wadded or a little too small for the barrel. The net result is that the heat of the burning powder welds the shot into the barrel. The weapon is now useless and has a 50% chance of exploding if anyone tries to use it again. A successful Challenging Trade (Gunsmith) Skill Test will repair it.
99-00Weapon explodes, inflicting normal damage on the wielder and is destroyed.

Musket-Rest: Allows for a an Aim (Full Action) action.  If the following action is a Standard Attack, gain BS+20%.



The Misfire Chart in the core book is boring (it jams! it blows up!) and unrealistic (if it jams, you need a Trade roll to fix it).  The Advanced Misfire Chart in Old World Armoury is kinda brutal (40-50% chance of it blowing up); though I'm okay with it for Experimental weapons.  The above chart is effectively the Advanced Misfires Chart from WFRP 1E's Warhammer Companion.


Also: the musket-rest is key.  I love them. Gotta be there.

Sunday, June 24, 2012

Harkenwold: Reaved


This past Friday's session was, as I'd hoped was the last session of the Reavers of Harkenwold campaign. As I'd expected, it ended in a TPK.

In the penultimate session, the heroes had headed to Iron Keep to kill/arrest Nazin Redthorn and cripple the Iron Circle's ambitions in the area.  They'd scouted around the keep, located the keep's sally port, and broke in.  I was pleased and surprised by this: the writer certainly hadn't accounted for the PCs avoiding the front door entirely and the sally port was on the first floor of what's effectively the final building (side-stepping a lot of fighting).

They're going to end this thing, yeah.

The folks on the other sally port put up more of a fight than the heroes expected, though, and the battle frightened several servants who ran away.  This made the party too nervous... so they hoofed it.

In the aftermath, the keep was on high alert, and sent out some patrols to find the group that snuck in, stabbed some people and left.  A plan was formed to ambush one of those patrols, murder them, and sneak into the Keep disguised as members of the Iron Circle.  (As I'd recast the Iron Circle as human supremacists, the party's dwarf and goliath would be "prisoners.)

So, at this point, they'd (effectively) done it the easy way, decided it was too hard, and then decided to go back and do it the hard way.


In the final session, they made contact with another patrol, Bluffed them convincingly, and then accompanied them to the keep's gate.

Bluff rolls were extremely good, for the record.  Too good for the party's own good, really; they let the heroes dig themselves a deeper and deeper hole before things hit the fan.

They'd convinced the gate commander they were legitimate.  The portcullis was coming up... and one of the members of the patrol they'd bamboozled noticed something wrong with the rope "restraining" the party's dwarven cleric.

"He's getting loose!"

At this point, I expected one the other PCs to punch him in and "subdue" him.

Instead, they basically did this:


So, that happened.  The thief, tumbled under the half-raised portcullis, ran into a nearby tower, and was engaged by a clanking iron dog.  The goliath jumped high and scrambled over the rampart over the gate.

The rest of the party stuck together outside of the keep and fought the rest of the patrol they'd tricked.

To be clear, the party's now split: one guy in full view of half the keep's sentries (and their crossbows), another locked in a tower with a robot dog, and three guys sticking together but blowing their rolls and standing in front of some murderholes.

I low-balled a few things (the gatehouse door was suspiciously easy to break down, for example), but the combat started off grim and only got grimmer.  There was a whole group of sentinels, for example, in full view of the combat completely unmolested by the PCs over entirely too many turns for them not to have called for help.

So, just as they're finally getting a grip on their enemies... another wave showed up and, well, yeah.


There was a great deal of laudable, "I can get to your corpse in time!" that sadly proved untrue.  And, of course, once one PC drops, it's downhill from there.



I'm not sorry for it, though.  As I've said, I was ready to be done with the campaign, and I think the players were, too.  I'm ready for the next thing, clearly.  And, really: it was the only way things could have reasonably worked out.  I didn't go out of my way for the TPK... it was inevitable.

Saturday, June 23, 2012

"Do you the Devil's work"

Ulric von Bek by Rufus-Jr

Back in high school, when I first encountered Michael Moorcock, Graf Ulric von Bek was my favorite incarnation of The Eternal Champion... even more than Elric.

I keep making passes at getting into his Jerry Cornelius; this time I'm warming up to Moorcock's style by rereading The War Hound and the World's Pain.  It's also not an accident that War Hound begins in the aftermath of Magdeburg... as does my upcoming WFRP game. 

Putting aside the whole "Prince of Darkness business," the opening section really sets the stage for the game. And, since I transcribed it, I might as well share it here.
It was in that year when the fashion in cruelty demanded not only the crucifixion of peasant children, but a similar fate for their household animals, that I first met Lucifer and was transported into Hell: for the Prince of Darkness wished to strike a bargain with me.

Until May of 1631 I had commanded a troop of irregular infantry, mainly Poles Swedes and Scots. We had taken part in the destruction and looting of the city of Megdeburg, having somehow found ourselves in the army of the Catholic forces under Count Johann Tzerclaes Tilly. Wind-borne gunpowder had turned the city into one huge keg and she had gone up all of a piece, driving us out with little booty to show for our hard work.

Disappointed and belligerent, wearied by the business of rapine and slaughter, quarreling over what pathetic bits of goods they had managed to pull from the blazing houses, my men elected to split away from Tilly's forces. His had been a singularly ill-fed and badly equipped army, victim to the pride of bickering allies. It was a relief to leave it behind us.

We struck south into the foothills of the Hartz Mountains, intending to rest. However, it soon became evident to me that some of my men had contracted the Plague and I deemed it wise, therefore, to saddle my horse quietly one night and, taking what food there was, continue my journey alone.

Having deserted my men, I was not free from the presences of death or desolation. The world was in agony and shrieked its pain.

By noon I had passed seven gallows on which men and women had been hanged and four wheels on which three men and one boy had been broken. I passed the remains of a stake which some poor wretch (witch or heretic) had been burned: whitened bone peering through charred wood and flesh.

No field was untouched by fire; the very forests stank of decay. Soot lay deep upon the road, borne by the black smoke which spread from innumerable burning bodies, from sacked villages, from castles ruined by cannonade and siege; and at night my passage was often lit by fires from burning monasteries and abbeys. Day was black and grey, whether the sun shone or no; night was red as blood and white from a moon pale as a cadaver. All was dead or dying all was despair.

Life was leaving Germany and perhaps the whole world; I saw nothing by corpses. Once I observed a ragged creature stirring on the road ahead of me, fluttering and flooping like a wounded crow, but the old woman had expired before I reached her.

Even the ravens of the battlegrounds had fallen dead upon the remains of their carrion, bits of rotting flesh still in their beaks, their bodies stiff, their eyes dull as they stared into the meaningless void, neither Heaven, Hell nor yet Limbo (which there is, after all, still a little hope).

I began to believe that my horse and myself were the only creatures allowed, by some whim of Our Lord, to remain as witnesses to the doom of His Creation.
- The War Hound and the World's Pain, Michael Moorcock

Wednesday, June 20, 2012

Adventure Log

So, I've been following along with Jim Pacek's DM Prep Page posts, mostly because the first one caught my attention.

I normally scribble notes on some scratch paper as we play and they're maybe legible an hour later (never mind by the time the next session rolls around).  Stuff like, "How much XP do we have," always comes up (not throwing stones, I suck at tracking it as a player, too).

So, some structure & format to notes can only be a good thing.  They'll help make session recap (the next time, or here) simpler viable.   Jim's got a neat little sheet, so I stole (the idea of) it.

(His other prep stuff so far is pretty OSR specific.  While the pregenerated hit dice rolls are inspired, they're not especially useful to a WFRP game; though they did motivate me to throw together a spreadsheet of random d10 rolls.  We'll see if that speeds anything up.)

Anyway, here's what I've got so far.

Adventure Log v1.0

It's intended to be printed, double-sided on 11"x17" and folded along and with the center line on the inside.  That leaves a space to hole-punch to keep it in a binder.

I'm hoping that some additional structure emerges, but currently it's some session notes on the outside and space on the inside to track stuff that happens during combat or whatever.  I'm kinda doing what Jim does with the hit dice over there on the right with blocking off rows for NPCs and such.

Like I said, there's still room for structure to emerge.

I'll be giving it a spin on Friday (with the last session of the 4E game), so we'll see if it's useful (or turns out to a waste of an afternoon).

Thoughts? Questions? Suggestions?

Tuesday, June 19, 2012

The Metamorphica is neat!


I picked up The Metamorphica the other week; it's a lengthy collection of (as far as I can tell) totally system agnostic random tables, as well as some notes on how to leverage them.  I'd be leery of calling them "random mutation" tables: they cover that, but also insanities, super powers and psionics.

Anyway, the PDF is free, but I ordered the book because I'm a sucker for random tables, books in A5, system agnostic stuff (and it was easy to add to a Lulu order I was going to place anyway).

This thing is great.  When I say these tables are all over the place: I'm not kidding.  Entries look like this:


I could get into the specific contents (there are 104 body: form entries, 164 body: function entries, etc), but I'm not sure how useful those sorts of metrics are... and it's free, so I'm sure you can figure that stuff out.

At a high level, though: it's mostly mutations/psychoses/powers sorted into groups.  Appendix #1 is a bunch of tables for random stuff (plants! colors! animals! body parts!), #2 provides alternate arrangements of mutations & powers, #3 provides instructions for theming those mutations & powers to different settings and #4 provides instructions for creating specific types of creatures (like beastmen, demons, and plants).  Again, all of it system agnostic.

Really though, let's do stuff with it.

Here's a mutant: d6 mutations gave me 4.
RollDescription
780Lights nearby are brighter and more violet
325Photosynthetic
004Amorphous
775Crystalline Body

So, it's a medium-sized crystalline blob that draws power from the sun, sucking away entire spectrums of light as it refracts through its hideous form.  That'll do.

I've got WFRP on the mind, with its myriad and enthusiastic chaos/mutation systems, so I rolled up a few chaos characters.  Fortunately, Realms of Chaos is in Metzger's bibliography, so there's a page in Appendix 3 about creating chaos-y characters.

First, a  Chaos  Sorcerer:
ItemRollDescription
Gift of Chaos3Demonic Weapon
Telltale61Turns to stone in sunlight
Mutation671Psychic Detection

Nothing mind shattering here, but definitely kinda creepy.  I can't find a "demonic weapon" table anywhere, which feels like an omission, but at the same time, even though Slaves to Darkness has something like 18 pages on creating Daemonic Weapons, "has a weapon that's a demon" is kind of enough, you know?

And now, a Chaos Lord:
ItemRollDescription
Demonic Phenomenon61Food and drink spoils
Telltale27Plants move and try to grab the mutant
Gift of Chaos1Blood Rage
Gift of Chaos8Wings
Gift of Chaos7Pallid Siphon
Mutation505ADD
Mutation661Pain Broadcast

The Chaos Lord is more evocative: food spoils in its presence, nature itself attempts to strike at it.  It's fickle, and reacts with a violent tantrum when injured.  It's got wings and a pallid, colorless siphon, so I guess that makes it a loathsome mothman.  

So, this stuff is pretty cool.  The doc is great, and Lulu prints high quality books.  Definitely check it out.  This is one of the neatest supplements I've run into in a while.

Monday, June 18, 2012

G+


Seriously, I freaking hate G+.  I got in to it pretty early, stuck around for a bit, then bailed because it wasn't doing anything new and it was a dang desert.

Worse, Google decided to castrate the social features of its most useful of applications, Google Reader, in an effort to drive traffic to their mediocre, desolate social network.  This was, quite literally, the end of the honeymoon between Mountain View and me.  Google, who could do no wrong, really fucking had.

So, I killed my G+ account quite some time shortly soon after.

Anyway, it sounds like G+ is still a desolate inbred wasteland, but it also sounds like there are some interesting RPG-related things happening there.  So... I'm probably going to reactivate my account to see what's up.  I'm definitely going to hate myself for it.

Sunday, June 10, 2012

Inspiration

Zak S's image dump posts always look like fun to make.  Since I've got some inspiration for the game I'm eyeballing at running next, I feel like doing one of my own:













Books feeding in to what I'm thinking of doing (at the moment):