Showing posts with label paizo. Show all posts
Showing posts with label paizo. Show all posts

Sunday, September 6, 2009

New Adventure Path

The gaming group is starting on Rise of the Runelords today. Finally, yay! We've been trying to play this for about a year or two. Two many chaotic life events got in the way. I'm playing a paladin.

Can't remember anyone ever playing a paladin in a game I ran. People just don't really like playing a guy who can't torture or maim for information. I think it will be an interesting experience. Force me to role play. At least enough to convince the rest of the party to hold back on the usual dungeoneering atrocities.

I think my initiative is low enough that when fights go down, it won't be me who throws the first blow. Think this will help with some moral dilemmas. Also, the ability to detect evil will help me wade through ethical conundrums.

Can't wait to shove my Great sword down a goblins throat. That is totally acceptable good guy behavior.

Saturday, November 15, 2008

Whaaa?

Over at Paizo, they are selling the original Hook Horror toy. Hell yeah! I need to get me onna these!

Monday, August 25, 2008

Magic Abuser

I'm playing a wizard in ol' Jum-Jums game. What I have learned so far, is wizards shoot from the hip with the wands. Like pointy hatted gunslingers, they make with the wand action. Zero level spells are for usage against NPCs that annoy you. Those area affect damage spells that annoy other classes will destroy a mage. Having a limited spell book is more appealing to me than having to sift through the entire spell list every time I pick spells. Ignore your familiar, and hopefully the DM will too. You can never have too many scrolls.

Monday, July 21, 2008

Splatta!

The sunday D&D game I'm playing in just descended into a gore fest. Now if boobies are inappropriate in gaming, gore is totally kosher. How can you have a game that 75% of the time involves people chopping away at each other with swords and not have a little viscerata? The grinding and chopping was all happening to townsfolk, so it was especially brutal. Gore is blunted in gaming, and wisely so, because if your axe can lop off slabs of ogre flesh, it stands to reason that his cleaver will do the same to you. No player wants to get maimed in every fight.

Gurps goblins used nasty injuries, but in that game, your characters are virtually unkillable. The injuries would just make your phobic sickly alchoholic goblin more miserable. Seems with healing spells, chopping the hell out of players would be ok. The cure light would just stick that flapping chunk of flesh back on you.

Wednesday, July 16, 2008

Ye Ole Teat Bar


I'm playing in a new game on sunday nights, good times. Still trying to get a handle on the personality of my Mwambi (African) tribesman magic user, Witch Man. Just talking in third person all the time doesn't seem like a deep enough characterization, but meh, I'll get the hang of it eventually.

During the scenario, it became obvious to me that in fantasy towns and fairs there is an abundance of sex workers. Brothels, dancing girls, street walkers, saucy barmaids, willing succubus's, all kinds of naughty girls. In addition to this, I just saw the south park episode Major Boobage. Ahh, one of the hidden ingredients to perfect fantasy. Puerile adolescent nudity and violence. Korgoth of Barbaria, Heavy Metal, Frazetta, Nekkid titty demons in the monster manual, all these reflect this naughty piece of the fantasy puzzle.

Try running naughty things in your game though. It's pervy as hell. For the most part, players are going to be guys. As much as they like boobies and sex scenes, they don't really want their buddies to think them up for them and then tell them about it around a table. I guess it is sexist as well, to plaster manuals and scenarios in boobirific art. Still, I'm thinking the best fantasy has awesome boobage and mysterious super science.

Friday, May 2, 2008

Maybe give TMNT another go

So my current campaign is winding down after over a year, good times. Only two more chapters left (I'm thinking anywhere between 3 and 9 sessions, most likely 7). Secret to a successful long running campaign? A published campaign with a definite end. Makes it a lot easier to soldier through the rough spots.

Unless I intend on playing Paizo adventure paths for the rest of my life, gonna have to learn how to start and then continue a campaign for longer than three sessions. That's pretty tough.

Here's some ideas for what to do when the campaign ends;

Take a break (little risky, might be hard to get back in the groove)

Ask someone else to run (Rise of the Runelords anyone? Castles and Crusades?)

Run or play (or both) 4e when it comes out

Play a chain of three session rpg miniseries, with rotating games and gms, with beer + pretzel games thrown in every once and a while

Try to run a superhero game (whole big can of worms there, from what I understand, there is no such thing as a good superhero system)