Showing posts with label fluff. Show all posts
Showing posts with label fluff. Show all posts

Saturday, July 25, 2020

2020: My Busiest Convention Year Ever?

Because I live in the middle of a gaming "black hole", it's tough for me to get to the table without driving an hour north or south of my present location. And, as all GMs know, trying to get a game together remotely is like herding cats. That's why I try to attend two or three conventions every year. It's where I'm guaranteed to have full tables of eager players ready to play. This year's global C19 pandemic squelched that, by cancelling face-to-face tabletop gaming events worldwide.

Or did it?

The first scheduled event this year I was planning to attend was Gary Con, which was also one of the first directly affected (i.e., shut down) by the pandemic. There was much wailing and gnashing of teeth from the gaming community as we all saw the writing on the wall for the rest of the year. However, in an inspiring show of community and never-say-die, the Gary Con staff and organizers hurriedly assembled "Virtual Gary Con", which became solely an online convention. Admittedly, I had never run an online event before, nor had I played in one as I'm admittedly a grognard about such things. But I also wanted to show my support for a convention that I really enjoy and that was having a tough time this year. So I studied up, signed up for a Zoom account, and ran four online games over the weekend.

Shortly thereafter, Goodman Games wanted to test the online waters (and support Tabletop Events) by hosting their own virtual event, Cyclops Con! It's no secret I really enjoy their Mutant Crawl Classics line so - once again - I signed up and ran three more games online. A little less than two months later, Goodman Games' DCC Days expanded to encompass an online event as well, and thus DCC Days Online was launched. And, yet again, I ran three more online games.

So, for those of you who need help with the math, in 5 months, I went from an online gaming know-nothing to running 10 online events with a running time of around 40 hours. And next week, I'm running two events for Gen Con Online - each 4 hours long - taking me to 48 hours of gaming. Heck, even in my best convention-attending years, I've never run that many accumulated hours in a year.

And the year's not even close to being over. Here's hoping I see you at the virtual table this year.





Wednesday, April 24, 2013

I've Never Doubted My Race, Class, And Alignment

When I play D&D, I'm always (ALWAYS) the true neutral human cleric. It's my preferred class. It's my preferred alignment. It's my preferred race. So I took the What D&D Character Am I? quiz. And after 129 personality questions, guess what fantasy RPG role I'd be saddled with given my general attitudes and morals?

I Am A: True Neutral Human Bard/Cleric (3rd/3rd Level)

Ability Scores:
Strength-11
Dexterity-14
Constitution-13
Intelligence-15
Wisdom-13
Charisma-15

Alignment:
True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.

Secondary Class:
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

(and now, back to the post-apocalyptic stuff...)