Professor Jimbles Presents: “I play to win, baby.” 

Okay, so this is over a year overdue. I’m terrible, I know.

But let’s see this as an example of time teaching you, and making a fool of your past self.

In this time, I attended another Phenomenon in Canberra (And took away their drama Triptytch award with a group of people I had never met before.) and even ran my first game for the greater Canberra roleplaying community. All in all, another fantastic year.

Why competitive roleplaying? This genre is built around making a story as a team! Guiding these semi-real entities through trials both emotional and physical! Wouldn’t adding a competitive edge ruin it? Wouldn’t the ever present thought of “Am I doing this well enough to get an award?” ruin your immersion?

Well, no. First of all, your GM is likely to be running multiple sessions of their game (Even I did, and it was my first year.) and with premade characters, there is bound to be a player or a group who has an interpretation that matches their inital designs. Us GMs do enjoy a bit of ego stroking; if a player can find interest in characters we created enough to perfectly encapsulate them in their performance then it is only natural to have a preference.

On the other hand, if someone takes a character in a completely new direction that surprises and excites the GM, this could also endear the player to them. Surprising someone who has run a particular scenario up to 11 times already is a feat worthy of recognition. Especially if this interpretation is better than what they initially envisioned.

Let’s get something clear, you are never competing against the people you’re weaving a story with. These competitive games at Phenomenon are collaborative, so you are building a story with the GM and the other players, usually-but-not-always using a rules light or no rules system. Unlike a more rigid game like Pathfinder, the ever present urge for optimization and survivability is absent. If you can’t fail because someone isn’t pulling their weight, then you’re without THAT form of competition against your fellow players.

Lastly; and most importantly comes the phrase I hear most often when describing the Perpetual games.

“But that’s rediculous, how do you score a “Winner” of rules-light or systemless games?”

Easy! These are drama or comedy games. You can use a very simple “Who made me feel/laugh the most?” metric. You could add points for anyone who has a highly quotable line, and remove them for anyone who keeps breaking character. As well as the interpretation idea I explored above.

This does mean that it comes down to more Romanticism than Enlightenment, but I’m okay with that. The kind of games that flourish under plot and characterization heavy settings don’t often come with a clear mathematical “Winner” anyway. You’re gonna have an emotional favourite anyway.

Picture of the winning team: Shiny Things and me, from Cardgames on Motorcycles. 


Photo made publically available. Please ask before reproduction. Names withheld on request.

Interview with Phil Day, creator of Sol tabletop RPG

Hey there guys,

Well, it’s a new year, and I’m back to writing. Not gonna make any promises about regularity of content, but we’ll see how we go. Hopefully I can coax Jimbles into coming back and doing some more posts as well.

Anyway, for those of you who aren’t Canberra based, we have a yearly convention here called CanCon that covers card games, board games and war games. I’m actually not sure if it has much of an RPG component, I’ve never really seen groups there for it, but it could just be that I’m not looking in the right areas. Happens on the Australia Day long weekend every January, so it was on not the weekend before last. I don’t normally play in any games at the convention (I gave up competitive play for card games a few years ago, and carting around my army for Hordes is too much effort on the bike), but I make a point of going and checking out the vendors. There’s usually some good deals on games, and I often find a lot of more obscure RPG books (or even just some older stuff that isn’t as easily found these days). Anyway, while making my rounds of the various stores, I found a table advertising a Kickstarter campaign for an RPG called Sol. Of course, being me, I had to stop and see what it was all about. So I got to chatting with Phil Day, the creator, and Kirk Hone, the chief play tester about what the game had to offer. While I didn’t have a huge amount of time to talk with them, I got a bit of a feel for the game, and started to understand just how passionate about it they are.

Based on the quick chat I had with them, I was intrigued. It sounded like a fairly simple system, with a focus on letting the GM (or in this case, Adjudicator) tell stories without having to worry about a vast library of rules and the ways everything interacts with each other. . Don’t get me wrong, I love my Pathfinder and Shadowrun games, but they do tend to get pretty complicated at times. I’d say it’s not uncommon to have to pause Pathfinder sessions I run at least two or three times a session for around ten minutes at a time, just to look up and find out how certain rules actually work. It’s no one’s fault, it’s just what happens when games have so much content. So sometimes it’s nice to see a single book system that’s designed to have simple core rules, and runs on the old school ethos of “if the rules don’t cover it, the GM makes the call”. Yes Rule 0 still exists, but these days it’s often used as a way of saying “for the sake of time, the GM will make a call now and research how it should have worked later”, rather than “the GM thinks rule of cool says it should work this way, and he’s not being unfair about it, so why the hell not!”. I guess what I’m saying is that as more rules are available for games like Pathfinder, players inevitably want to use them, and often aren’t happy to be told that certain things don’t work in the game they’re playing in. I get that, after all, if I spend money on something, I want to use it, but it can definitely bog things down. So the more I thought about this game, the more interested I was. When I got home (with a pile of books and games strapped to the pillion seat of my bike), I jumped online and checked out the Kickstarter (take a look for yourself HERE). I was interested enough to pledge straight away, and also sent Phil a quick message mentioning that I’d be interested in doing an interview about the game. When I popped back out to the con the next day to spend yet more money and give my cousin his first exposure to a gaming convention, I stopped by the table again to hash out some details with Phil.

So, a couple of weeks later, here we are. I present to you, the Grassy Gnoll’s interview with Phil Day, creator of the Sol tabletop RPG.

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Role-Playing 101: The Laundry RPG – Session 2

Hey guys. Going to make this one quick, I’ve got my parents visiting this weekend and I’ve got a lot to do to get ready. It’s time for the report of the second session I ran of Cubicle 7’s game, The Laundry RPG, for my cousin and his friends. You can read the first report here.

A quick recap for anyone just joining us. Over the last year I’ve been occasionally running games for my 14-year-old cousin and his friends in an attempt to get them into tabletop gaming. The endgame is to get them running their own games, but while we work towards that, I’m running games in a bunch of different systems for them so they can decide what they want to play long-term. So far we’ve played Pathfinder and The Laundry RPG, with Shadowrun 5th Edition on the cards next. Before we could do that though, there was one more session of The Laundry RPG to run. It’s a game of Lovecraftian horror, spycraft shenanigans, and bleak humour about the end of the world and British public service bureaucracy, based on The Laundry Files novels by Charles Stross.

The Laundry RPG core book.

The Laundry RPG core book.

So, a week after the first session of The Laundry RPG, I rocked up at my cousin’s house again to run the next adventure. Since I’d had a busy week, I’d decided to stick with the same idea as last time, and run one of the ready to go adventures out of the core book. This time around, I was running The Greys. Everyone already knew the rules, except for one player who joined this session, so we were able to get going with barely any fuss.

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Professor Jimbles Presents! Weird Situations

Hi there, Jimbles here again with a few more tales, but with a preamble first.

I’ve noticed that I’ve been writing posts that are just fluff entertainment, leaving all of the crunch to Keegan. While that’s not necessarily a bad thing, I think I can do a bit better. Due to my documented inability to keep characters alive (See Does anyone else die a lot?, Part two on those horrible deaths incoming.) I’ve gotten pretty good at creating new characters. I’m going to codify it and make it interesting; then show you my 5 step process for streamlining a backstory. It’s by no means perfect, but it works.

But today, I’ve got a particular subject on my mind.  A bunch of my friends and fellow players are known for coming up with twisted situations and bending the established lore in such a nefarious way that the players are left flat-footed. Once, I asked one of them how on earth they come up with their ideas. It may have been an outburst along the lines of “WHERE DO YOU COME UP WITH THIS STUFF!?”

The answer was interesting. She said “Well, for this game I thought “How can I make a player make a bad choice for the right reasons?”

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Reign of Winter – GM Perspective.

So, I fucked it.

Well, I wouldn’t go that far, but certainly, running a Pathfinder game was far more work than I expected, and it makes me appreciate the sheer amount of extra effort Keegan puts in above what the adventure path gives him.

Firstly, I haven’t run a rules heavy system since I was 14, where I mangled d20 Modern to represent school. It trainwrecked horribly, but it at least made some people laugh for a session. After that, I entered my WoD phase, being one of those oft-cursed eternal players demanding to be entertained. After some time I began writing Bard: The Crescendo (a WoD template, like Vampire, Geist and Changeling) with some friends. Eventually it fell to me to test the system. It went okay.

When Keegan wanted a turn playing Pathfinder, he thought I could do a decent job (uhh?) of running an adventure path, and gently pressured me into taking the job. What can I say, I can be an entitled jerk. He set me up with the core, our copy of Hero Lab and The Snows of Summer to bone up on.

Much like a Puritan high school, there was less boning up than would be healthy for everyone involved.

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Quotes.

I keep a list of quotes on my phone. They’re gathered by me or my friends and added in one by one. They’re usually created during roleplaying sessions, as we have a tendency to say stupid or hilarious things.

I like this idea. Moments of hilarity can fly past. They cheer everyone, raise spirits and generally make lives better for a moment, but they’re fleeting. Transitory. Some could say all the more precious because of that. I prefer to think that moments like these can be re-celebrated! Sharing a list of hilarious statements can reignite this joy and share it to others who weren’t there in the first place.

Because of this, I have a few of my favourite moments to share. You may not know the names now, but you may know us a little bit better afterwards.

Adam: *creepy whisper* I broke Obfuscate to penetrate you.
Jim: Halp.

(Sigg had a bet that no-one would die.)
Jim: I’m eating a hot-dog.
Bill: Sigg or White will go upstairs and check the rooms.
Angus: Sigg can go upstairs, I’ll eat a hot-dog.
Jim: *sigh*. I get no successes. Too busy watching White eat my hot-dog.
Angus: it’s delicious.
Jim: I breathe on the window and write “I will kill you.”
Angus: I SMS him back “You will owe me $20.”

Michael: Did anyone bring a ten-foot-pole?
Evan: No, but I have rope and a wheel of cheese.

Jim: But the rule book is nice, has great art and stories, so it’s not a chore like others can be.
Ben: Like Deathwatch. Which is pretty, but so disjointed that you think you know what the rules are but can’t find them anywhere. Leading to the conclusion that what everyone thinks is a ruling is actually a shared hallucination about a book.

Ed: I punch him in the face.
Katie: Whyyyyyy?
Ed: Because I’m a very angry person who can only express myself through violence.

Kane: And I would have had the computer too if it weren’t for those meddling orbital lasers!

David: You have arrived into the astral plane of “All the porn on the Internet.”
Kane: Not my fault.

Chris: Battle plan!
1: Cast heart strings.
2: Cast friendly face.
3: Yell “Don’t kill me, I’m an orphan!”

Listening to: The rain on the deck, trying to sleep.

Welcome to Night Vale, a sleepy desert community…

Hey guys,

Bit of a random update today. While I’ve been stuck at home with this chest infection, I’ve been listening to a podcast that I stumbled across while browsing the Paizo message boards.

Welcome to Night Vale is a twice-monthly podcast produced by Commonplace Books. It’s done in the style of community radio broadcasts for a small desert town. The only way I can think of to describe it is as public service announcements in the Twilight Zone. It’s incredibly surreal, and I fell in love with it instantly. In another couple of days or so I should be caught up on it (there are 26 episodes so far).

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Shattered Star: The Crew.

Our Blog-master decided my post was competent, and made him want to post here more himself. Perhaps in a manly “possession” sense. I can dig it. Because of that, it’s now my job to throw the occasional ham-fisted attempt at bloggery.

I’m playing in the Shattered Star game. I’ve played Aeros Rasta (Remember that guy who smacked himself in the face with a hammer?) finding a cool image and writing a simple fun backstory for him before we all died in the spider-holocaust. And yet… I wasn’t that upset when he died. Actually, I was a little pleased. It seems healing is not for me, or… Change is fascinating.

In an attempt to make this new party more permanent, evocative and interesting, I’d like to set out a small outline, and perhaps a brief description of each of the characters in our new party.

[Editors Note: having read this, it occurs to me that Jimbles has been adding a few flourishes to these characters that don’t exist in the personalities that the actual players have given them in game. And by a few flourishes, I mean he’s making stuff up out of whole cloth. That said, it’s pretty awesome… so I’ll allow it.]

Michael Best
Benjamin Dawson
Michael Aranda
Evan Radovanovic
Myself, James Woodman.

The paladin Gregor Roth, worshipper of the mighty god ____ known for his philosophy of “manning up” and “getting the fuck on with it, our paladin also exemplifies these traits. seeming something similar yo Sten the Qunari. on many an occasion, he has “cut the knot” by stating something similar to “It’s a devil. Kill it.” He fights with a massive falchion, given as a present from his order, the reward for being the strongest candidate in a year.

Zogalypse, Wildblooded Sorcerer of Umbra: A dark man, some say born from shadow, darkness and power, Zogalypse lives to prove himself and bring glory to the Pathfinder society. Collecting the Shards is a good start. Burning things to the ground is only just a means to an end. Dominion over the forces raging through him is a the only reason people can see past his dark heritage, and that used to hurt. Perhaps he can ride these idiots to glory.

Azaezel Blightblade the Magus: Another party member of demonic heritage, Azaezel has seemingly made a pact with a blade of dark, hypnotic metal. He’s found a way to cast some spells THROUGH the weapon. He makes devastating huge swings that crackle with Eldritch energy, lightning being a favourite. And yet, this power hides an even darker secret: Azaezel is not sure of himself. How should he react to hellspawn? Why does he feel uncomfortable in churches occasionally? And more importantly, why does Gregor seem less scary on some days?

Zamnil Blackaxe the spell-less Ranger:
Zamnil Blackaxe is a dwarf hailing from a century of trench warfare in the most brutal fashion possible. It has carved a name in his soul and mood. As a lead trail-blazer, the underground became his home and parade ground. While Zamnil can track smoother than an elf, he feels no kinship with the earth. He has learned the texture and feel because it was life or death… Mostly death. Zamnil wields hand axes with a talent borne of experience. He sees these companions as a way to earn a living without having to see Orcblood ever again.

Keira Strongarm, Human Archer: Keira lives in a world that was supposed to be denied to her. At first it was “You are too weak to use the longbow effectively.” When she drew the night watchman’s longbow at 8, it changed. “Your… Body makes true mastery out of your reach.” When she skewered an apple at 60 paces, the complaint changed. Father took away her weapon, and stated “You have duties at home, stop pretending to be a soldier.” She snuck away at night and carved her own bow, starting a life of a traveling trapper. It was only natural to come across the pathfinders.

That’s the basics. We’ve managed a few sessions without dying horribly, though Gregor came close. While we are relatively devoid of healing (PALLY IS FOR FITE) we are playing cautious.

Any questions?

Listening to: Hands Like Houses’ new album. I can’t place a genre on these beauties, but I do know they’ve matched the power and energy of the first album, avoiding the “Sophomore slump” like pros.

Guest Post: Professor Jimbles.

I’m not being paid for this. Not a great start to a blog post.

Our illustrious blog-master and my deadly DM is currently caught in China with a respiratory tract infection. While that sounds like a the beginning to a Spycraft session, I’m serious. Because the great Firewall of China blocks WordPress (Alongside Twitter and Facebook.) I’ve been asked to take over posting duties for just a moment.
Sad news is I’m terrible at it. I’ve decided it was a good idea to bring the World of Darkness into direct light. Maybe illuminate a section on which I may have a slight edge on.

The World of Darkness is a modern horror roleplaying game by White Wolf (Now published by The Onyx Path.) using the “Storytelling” system. As a horror setting, the Storytelling system is a rules moderate. It doesn’t quite get as fly-by-your-pants, stats-mean-nothing-only-drama-is-allowed as Freeform, and it definitely steers clear of the D&D/Pathfinder pitfall of having rules for everything under the sun.

The mechanics are simple. All rolls and contests are decided by a number of 10 sided dice. Rolling a 8, 9 or 10 is considered a “success”. A 10 allows you to roll again, giving a chance to increase your successes. This form of open-ended rolling can lead to truly unexpected results, far more so than a standard “critical hit”.

While I can harp on about the crunch of the system, the main draw is the mood, themes and stories found in each book. The FLUFF! White Wolf’s fluff is the best in the business. Each rule book spends at least 50% of the time talking about how it feels to be chased down a darkened street by a brutish beastie. In the Vampire setting, much thought is given to the question “What do you do if you live forever?”, something that can be considered a driving question. This gives a personal element to the game. Each storyteller is primed to ask deep questions to reinforce and build player’s characters.

Most recently, I was playing an SCP Foundation type game with a skilled Storyteller. Through careful application of the mechanics and descriptions cribbed from the WoD core book’s stories, he successfully terrified the lot of us. I feel as if we were using a less evocative system, one without a focus on lethality and danger, his efforts would’ve been subdued.

Thanks for reading my guest post, feel free to leave questions in the comments, and I’ll try to get to them.