Which was, as usual, a blast.
I got to play chainmail for the first time in maybe ever (I honestly don't recall). It was a lot of fun, and interesting to see how the mechanics are so different today in many games from their roots. The table were a bit confusing at first, and I don't know that I ever fully grasped the turn sequences, but one of the advantages of playing in the game with several people, and having a referee running it, is that there is always someone to ask. In the end, we (the dwarves) won out over the elves. My captain's valiant run to get the simaril away from the pointy-ears allowed Durin's folk could keep the fabulous jewel. This turned out to be critical in securing the necessary victory points for our side.
I ran a session of my Mutant Future module The Gyre, and the players did well, surviving to the end and finding their way home. In retrospect, an adventure with a bit more action might have been preferable. Of course, the mutant cactus got to slap a brain lasher in the face with poison thorns, so I wouldn't say it was completely action-free.
There were many other games, including a fun one I hadn't played before called WEGS Old Skool that I enjoyed enough to pick up the books for. Michael Curtis ran one of his upcoming DCC RPG adventures for us, in which my dwarf feigned drunkenness while pounding on the kidnappers' door as he bellowed for Tito to come out and take his damned money.
So of course they released the dogs on me.
I missed out on Jim Wampler's Mutant Crawl through Stonehell because the chainmail game ran late. I did stop by to see the group of post-apocalyptic mutants start to draw from a Deck of Many Things, though.
During a six hour Castles & Crusades game run by Steve "Iron GM" Chenault, I managed to steal Dale's coffee and received a goblin patch for it.
As tedious as extended campaign stories can be ("If they weren't there, they don't care."), they do serve to remind us of those moments that keep us in this oddball hobby. It's the little moments that make you cringe or cheer or laugh out loud that are remembered: not the scores, or the XP, or what level you were, but the tales we recall around the metaphorical campfire, like old campaigners telling war stories.
This is why Garycon exists, not only to remember Gary, but to celebrate all the lives that are being well played.
Showing posts with label Curtis. Show all posts
Showing posts with label Curtis. Show all posts
Wednesday, April 2, 2014
Wednesday, September 4, 2013
The (new) Old Game. MAJUS: A review

When Dan Proctor of Goblinoid Games began a Kickstarter campaign earlier this year to publish a new RPG by Michael Curtis, I was –needless to say– intrigued. When Mr. Curtis explained it was to be a "Magic Noir" genre game in the vein of Harry Dresden and John Constantine, they had my money. Obviously they made their goal and the book is now in my hands.
First I'd like to say a brief word about the Kickstarter campaign itself. It was admirably run. The game was essentially written before they even started soliciting donations, which meant quicker delivery. They very specifically said up front that they weren't going to do stretch goals, which meant fulfilling those also wouldn't delay the product. There were regular updates and even a draft made available to preview. Bravo, gents!
The book itself is less than 100 pages total, laid out in a dense, but clear 3-column black & white format. This is more than enough to give you plenty of fluff and crunch. The artwork is by Mark Allen (one of my favorite from the current crop of gaming artists).
Now, on to the game.
Firstly, the premise. Like Call of Cthulhu and many other "modern supernatural" games, this takes place in the ostensibly "real" world. The PCs are –as the book describes– "...modern sorcerers enmeshed in a conspiracy whose roots extend back to the dawn of civilization." You aren't investigators dabbling in dark secrets, risking madness or death, you are the dark secrets.
Mr. Curtis goes on to describe the game as one of conspiracy. The Mehen, or "The Old Game", is an eons-old power play between various factions to control the magical world that operates behind the scenes of the mundane one. The author does a wonderful job of evoking imagery and tone and sprinkling the text with terrific little details to fire the imagination, but he balances that by leaving the exact nature of the world and the Mehen to the individual GM (or "Cabal Master", as he calls it). Do the Maji fight over ancient artifacts, ley lines, or bloodlines? All or none of the above? You decide.
MAJUS uses the Pacesetter system (CHILL, TIMEMASTER, etc.) and its Action Table mechanics. I admit to not being terribly familiar with the system, but it seems fairly straightforward. The crux of the Action Table is that it allows for margins of success. In other words, if you make your roll by a lot, you have a better result than if you barely succeeded. Likewise for failures. One thing to note is that the adits (spells) often have their own set of result codes, instead of using the basic table. I found this slightly irksome, but chalked it up to my unfamiliarity with Pacesetter rules in general. I think a smart CM will place the burden of keeping those straight on the players using the adits.
Skills and powers have base chances of success, usually derived from a simple formula based on relevant scores. For example, Stealth is derived from averaging DEX & Agility. This means a little bit of extra math at character creation, but once you've worked it out, just consult the results as you play. There is a good mix of skills and powers, allowing for a lot of individuality between characters. Remember, as written this is a game of intrigue. Even though you are playing a sorcerer, you aren't flinging fireballs at orcs. Skills and planning will matter a good deal as well.
A note on magic. The adits are a terrific mix of powers. There are conjurations, scrying, and even some combat magic, but the idea is that using magic isn't instantaneous. It can take time to cast a spell properly. This might cause some players used to swords & sorcery to chafe a bit, but really it's a question of genre. Good CMs will make sure this is clear to the group and structure their adventures accordingly.
In addition to "regular" magic, characters can also have "Paranormal Talents." These are more like psychic powers than spells (though obviously there is some overlap). As written, these are also more common among non-maji. Every PC starts with Aura Sight which allows them to notice whether something has preternatural properties (Aside: This reminds me of "Dimensional Sight" in Moldvay's Lords of Creation).
PCs start with a handful of adits and powers, in addition to their skills and scores. They are also assumed to have sufficient mundane resources to deal with supporting themselves. As a result, your starting PC ("Neonate") is already a force to be reckoned with compared to normal folks. At the same time, he is hardly immortal or invulnerable. I think the author strikes a good balance here. Your character is puissant, but still needs to be cautious.
The "Basic Action" section covers most of the situations you are likely to encounter in the game, including things like combat, poisons, radiation, vehicles, and disease. There are a lot of little rules sprinkled throughout this part, and at times I felt like it might be hard to keep track of them all, and a lot of page flipping might occur. Perhaps a handy reference sheet of all the situational rules might be in order? Or maybe a CM screen? :-)
The last parts of the book flesh out more of the default setting, with factions, NPCs, and some sample artifacts. There is a ton of cool ideas in here, even if you don't use them all. There is a section about "The Veiled Masters"; mysterious entities who appear to owe no allegiance and are often far more powerful than a typical majus. Their goals and motives are unknown, but as a plot device they are a useful inclusion.
What can I say in conclusion? I guess the best way to sum it all up is that while I love new settings and fluff, I am usually averse to learning yet another system of mechanics. MAJUS is something I would love to run, and I'm even willing to teach my group the Pacesetter system to do it.
Well done, sirs!
MAJUS is currently available in electronic format at Golbinoid Games' web store. I assume non-Kickstarter print copies are forthcoming.
Monday, March 26, 2012
Back from Garycon!
And a good time was had by all.
If you are a tabletop RPG fan, this is a terrific con for just getting a chance to play. Especially some of the classic games that maybe you never got a chance to before. You get to sit at the table with some of the TSR old guard if you want, or just sling dice with whomever is up for a game.
The highlights for me:
If you are a tabletop RPG fan, this is a terrific con for just getting a chance to play. Especially some of the classic games that maybe you never got a chance to before. You get to sit at the table with some of the TSR old guard if you want, or just sling dice with whomever is up for a game.
The highlights for me:
- Played Amber Diceless for the first time ever. It was a blast (I got to be Caine, hee!)
- Tim Snider of Savage Afterworld ran an excellent game of Mutant Future in which I played a two headed telekinetic covered in spikes. Honestly, what can compare?
- I squeezed in at Jeff Rient's Myrddin B/X game and a good time was had by all (I hope he runs again next year). And yes, I was there when the Mad Unicorn was slain.
- Spent a lot of time hanging around the vendor room jawing with Jon Hershberger, Michael Curtis, John Adams, and Dan Proctor.
- Got my dwarf torn to pieces in Hackmaster, which sounds like a bummer, but was actually tons of fun. I would recommend playing in one of George Fields' HM games, but apparently he was swamped with people trying to get into his (full) games this year, so... yeah! Man he stinks! ;-)
- Played a cold-war era game of Cthulhu d20 (a version of the game I've read but never played) and managed to (barely) defeat the Shining Trapezohedron. I think I may have been the last PC standing, iirc.
- Had a spectacular breakfast on Friday and Saturday at the Egg Harbor Cafe in downtown Lake Geneva. Try the strawberry orange juice, you won't be sorry.
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