Wednesday, May 22, 2013

Spell books

This is a page from an alchemical manuscript in the Getty collection, and it's a pretty good fit for how I imagine the instructions for casting spells to be written out in spell books in my campaign.

There's no explicit "Tak ye ane silvere bowle by Midnyte ynde fille it with ye Teares of Ane Pure Mayde..." sort of instructions here.

The numerical sequences would have relevance only to whoever it was who wrote them down, or to someone who had deciphered his or her unique system of notation.

The images might be literal renderings of how material spell components must be laid out, or perhaps they're just mnemonic aids to achieve a particular mental state. Or maybe both. Again, unless you know the specific system used by the original writer, having access to the page itself would be of limited usefulness.

As you can imagine, copying out a spell description like this would take plenty of time, concentration, patience and skill, and certainly wouldn't be the sort of task one would want to undertake in the primitive conditions of your average monster-infested dungeon.

So until you've managed to decipher the systems of notation and illustration as used by the person whose book you've just stolen acquired found, it's not going to be of a great deal of use to you. It's still valuable though, so don't lose it.

Saturday, May 18, 2013

Bugle Doodle - Elephantipuppy

I doodled this guy while listening to this week's edition of The Bugle (the greatest podcast in the universe).

I haven't really decided yet whetehr it's huge and imposing or small and inoffensive. I'm leaning towards small because of its puppyish quality, but then a huge puppy could be amazingly destructive in a playful sort of way.

Tuesday, May 14, 2013

Wyvern

It's been a while since I updated this blog, so I suppose I'd better get my arse into gear and get on with it.




This is a wyvern figurine I got from an acquaintance a very long time ago, in the mid-late '80s. It's rather crudely cast, and I strongly suspect that it was a home-cast pirate miniature; I don't know the original manufacturer, though I imagine that I could probably find out if I put a bit of effort in to the task, thanks to the all-encompassing internet.

Much of the detail is painted on rather than modelled in. The wings were rather ill-fitting and needed a lot of pinning and filling; I did what I could to blend them in to the body with Milliput, but sculpting has never really been my strong suit.

I wanted it to be in a rather dusty, desertish colour scheme, rather like a rattlesnake (though without the patterning).

A while ago, a friend dropped it and bust its legs. I pinned it all back together and repainted the damaged area, and took the opportunity at the same time to remount it on a honking great big 50mm panel washer. That makes it a lot more stable than it was, which is all to the good.

Wednesday, April 3, 2013

Green Stuff Mole-Man Critter

I've never had much success with sculpting miniatures. Up until now I've assumed it's just that I'm useless at it, but it may be that I just hadn't found my medium.

Until now, the only epoxy putty I've tried sculpting with was Milliput. It's a fine material with a multitude of uses, and it does cure really hard, but my modelling efforts with it have been frustrating, unrewarding, and frankly, terrible.

Recently though, I got some Green Stuff, to see what all the fuss is about. It's much, much easier to work with than Milliput, I find, though it cures a lot softer and can't really be sanded or drilled. I understand you can actually mix the two putties together, but I haven't tried that.

Anyway, I had a bit of Green Stuff left over after I finished the job I was doing, and thought I'd have one more go at sculpting something. This little guy is the result.

Now, Tom Meier, Werner Klocke and Sandra Garrity are clearly in no danger of being displaced by me any time soon, and there's nothing very startling about the fruits of my labours, but I'm really quite pleased with the way it turned out. It's not very big (that's a 16mm washer it's mounted on), but it does look pretty much like what I intended, which is a major improvement over previous efforts.

He's some sort of mole-man, emerging from under the grass. Annette thinks he looks creepy, so I've succeeded that far at least.

I doubt that I'll ever do much in the way of original figure modelling, but I'm encouraged enough to maybe try my hand at some reasonably extensive remodelling of other, more talented, people's work.

Wednesday, March 27, 2013

New Arrivals

Just arrived is a whole new bunch of wargames books from Warlord Games, this time their WWII skirmish game, "Bolt Action", plus a couple of army books.

I haven't read them through in great detail as yet, but I've seen enough to know that they have quite a few mechanisms in common with the others of theirs I've seen (Black Powder, Pike & Shot and Hail Caesar), and like them, enough differences to trip up the unwary.

This is clearly not a game designed to please those wargamers who become enraged when the different muzzle velocities of the Lee-Enfield SMLE Mk.IV and the Kar.98 aren't accurately modelled and reflected in combat outcomes on the tabletop. No indeed, they appear to be aimed at much more well-balanced gamers, people who prefer to have fun instead of a pedantry-inspired stroke.

I also bought a set of their "Order Dice.
These are really pretty much of a gimmick; they can easily be replaced by ordinary six-sided dice, or even card chits or the like. However, I've got them now and no doubt they'll do exactly what they're designed to do, which is to display what orders you've given each unit.

Warlord also sent me, unsolicited, some samples of their 28mm pewter figures: three in total (or four if you count the wounded guy being carried). Two (or three) Brave Lads and one Dirty Nazi.
They're not too bad at all. Well sculpted and cast, and quite characterful. It's good business I think; as a customer it makes me feel good to receive these little tokens, and it shows off the quality of their wares in a very tangible way. I doubt that I'll be buying any, just because 28mm metal figures are getting to be out of my price range these days, and reasonably good plastics are readily available, but I do appreciate the gesture. And you never know; after all, I have woeful self-control when it comes to buying more little metal dollies.

I intend to use my 15mm stuff for this. There are a couple of advantages: first, I already have a bunch of figures and vehicles, and second, I can cut all the distances down to centimetres instead of inches and have a decent game on a much smaller table area.

Monday, March 25, 2013

Most annoying ever...

The most annoying character I ever encountered was in a Champions game, built by my friend Mark purely to break the game (I suspect).

The character's name was Nexus. He had only two powers: Duplication (12 duplicates) and a Speed of 12 (out of a maximum of 12). This in a game where a SPD of 6 was pretty damn good.

What this meant, effectively, was that in any given combat Turn, once he'd spent his first action on splitting into his duplicates, Nexus (Mark) got 144 actions. The rest of us got 4 or 5 or 6 or 7. That meant that for 95% of the game, we were lying around twiddling our thumbs while Nexus scampered around doing EVERYTHING. It also meant that a Turn took a long, long time to resolve.

Then, due to everyone ignoring my inspired tactical genius, my blind acrobatic Daredevilesque character ended up fighting a ten-armed octopus villain and getting entangled, while Nexus took on the villain I should have been fighting, the one with the mega-flash attack which blinded all his duplicates at once.

Absolute fiasco.

Not that I'm bitter or anything.

Friday, March 22, 2013

More 15mm Traveller figures — huzzah!


Huzzah!

The RAFM 15mm Traveller miniatures (which, apparently, aren't Traveller miniatures any more) I ordered at the beginning of October LAST YEAR have finally arrived. The original order went astray in the post, so they sent me out replacements, which now are here and ready for me to start painting.

Since we almost never use miniatures in our Traveller game, this might seem like a whole lot of wasted effort. Perhaps it might be time to hunt down a decent set of sci-fi skirmish rules.

Wednesday, March 20, 2013

Tedium

Painting wargames miniatures en masse is incredibly tedious.
If it wasn't so expensive I'd be paying somebody else to do it for me.

Monday, March 18, 2013

Red Priest


I've had this guy sitting unpainted by my worktable for many, many years. I got him down to experiment with Vallejo's "Smoke" glaze (over his coat-of-plates), and figured that since I'd started on him I might as well finish him off. He came in a pack of two; I can't remember who made them, but I think it might have been Citadel, possibly from the Mordheim range, though I wouldn't swear to it.

The Red Priests are a fairly unpleasant, fanatical bunch who lurk about in the background of my campaign. They're cultists of the Great Old Ones, and that's never good. Fortunately, their reputation makes it hard for them to achieve any great degree of overt power, but they're the sort of sneaky bastards who get up to all kinds of shenanigans in the background.


This is the other one that came in the pack; I painted him a long, long time ago. This one isn't intended to be of any particular sect.

Friday, March 15, 2013

SiG 33 auf Pz.I

These are a pair of 15mm (1:100 scale) WWII vehicles from Battlefront, the SiG 150mm infantry gun mounted on a Panzer 1 chassis, sometimes known as the Bison 1.

All in all I'm reasonably happy with the way they've turned out; I think I'm getting the hang of painting Panzer Grey. But compared to guys like Ritterkrieg I can't paint 15mm figures for toffee, my eyes and fingers are just getting too aged and decrepit.

 Feel free to click on the images to see larger, more bloated versions.

Saturday, March 9, 2013

15mm SdKfz 231 (6-rad)

 SdKfz 231 (6-rad) from Battlefront.

I added the Nazi air-recognition flag from Green Stuff, to cover up a nasty glob of resin left over from a miscasting fault. I could have ground off all the excess resin I suppose, but I would also have had to re-do the panel lines, so this was the easier option. In retrospect, it would have been easier (and probably given a better result) to use PVA-soaked tissue rather than Green Stuff. Live and learn.

I also had to replace the turret hatches; the ones supplied with the model were rather ill-fitting.

I have another one in the pipeline as well; I'd like to give it the big frame-antenna they used early in the war, but I'm not sure if my soldering skills are up to the task. I guess all I can do is try

Tuesday, March 5, 2013

More Monsters

Freshly arrived from Lulu is this new OSRIC/AD&D monster book by Rafael Chandler.

I've not done more with it yet than flip through it and write my name on the inside cover, so I can't really comment much yet on its contents. On the outside though, it fits in almost perfectly with my other AD&D manuals — it's clearly been closely modelled on the style of the MM2. The binding is glossier, and I suspect not as hard-wearing as those ancient volumes, but the graphic design is very similar (in spite of the 3e/Pathfinder-style cover critter).

Internally, the layout is basically the same as the MM1 and MM2, though the text is in a larger font (not a bad thing, in my view). It's liberally illustrated in black & white or greyscale throughout, and generally speaking the illustrations are pretty good.

The paper is a smooth, matte, bright-white stock designed for digital printing. It's not as heavy as the rag-paper used in the first AD&D manuals, but it's not as flimsy or shoddy as that used in some of the AD&D2 books. It feels like it should take pen and/or pencil annotations just fine.

On brief acquaintance, I'm pretty happy with it. Now to actually read the thing and see what I can do with it to help in the noble quest to make my players' lives a living hell.


A couple of days later.....

Well OK, so now that I've given it the once-through I'd have to say that I'm not completely over the moon about it, but it's not a complete load of old cobblers either.

There are some good, interesting monsters in there, but many of them are clearly designed to suit a very specific campaign style — and that's not really my style at all. I'd much prefer it if they had their campaign-specific fluff stripped out, and to have them presented in a much more general-purpose style.

I'd also have to say that I'm not that fond of being beaten over the head with an author's own politics/ethics/morality, even when I happen to agree with some of it. I get the strong feeling from this collection of monsters that I'd find Chandler's own campaign intolerably preachy.

I wouldn't say that I wasted my money, but I can't see it being as useful as I had hoped.

Wednesday, February 6, 2013

S&W House-Rules Online; The Multitudes Rejoice

I've gone and put up an HTML-ized version of my Swords & Wizardry house-rules on my website.

There are advantages to using the web for this sort of thing: I can access it from wherever I happen to be, I don't have to carry the book(s) with me, and I can update it easily with whatever terrible new ideas spring into my fevered brain.

I have an idea for improving the navigation of the thing, which I may get around to implementing sometime soon (hopefully).

Monday, February 4, 2013

Leveraging new synergies in buzzword-compliant micro-basing paradigm

From the front
From the back

I've been in the habit of basing my micro-scale infantry on 0.5mm sheet steel for two reasons: first, so that I can store and transport them easily on magnetic sheet, and second, to keep the bases as thin as possible so the figures don't loom over everything around them.

I still like the first idea, but I've changed my mind about the second, for reasons of playability. A thicker (3mm MDF) base makes the unit easier to pick up without inadvertently bending the teensy-tiny figures, and it provides an area at the back of the base to glue unit identification text.

I've moved away a bit from the idea of a tabletop wargame as being a kind of moving diorama, and more towards the figures and vehicles being playing tokens. I wouldn't go quite as far as having everything represented by cardboard squares, like in Squad Leader and the like, but  the usability of the models for gaming purposes has become more important to me than their intrinsic beauty.

And in any case, it turns out that the thicker MDF base doesn't really stand out a hell of a lot more than the old steel base.

I'm not sure what to do about the storage/transport issue, but maybe gluing some very thin steel sheet under the MDF will do the trick.

Also, cutting MDF cleanly in these very small sizes is kind of a pain in the arse.

The figures shown here are Heroics & Ros 1/300 WWII German Fallschirmjäger and Panzer Grenadiers.

Friday, February 1, 2013

So, no mo' mojo no mo'?

Ennui - Walter Sickert - 1914
My GMing enthusiasm and creativity has really dwindled away to next to nothing lately. Not just GMing either; I can't seem to maintain much interest in drawing or modelling or anything much in the creative line. I'm hoping that it will be a temporary state of affairs, but we shall see what we shall see.

The trouble is (and this has pretty much been the case for years) that to play the sort of game I want to play, I pretty much have to GM it. Hey-ho. It's not that I don't enjoy other kinds of games, it's just that I'd really like to play in an old-school D&D-style game instead of having to run one to get my fix.

Anyway, since I have vast echoing caverns of drive space filled up with D&D modules that I've barely grazed the surface of up until now, I think I might start dragging them out and dusting them off, and leech off the creativity of others for a while. If nothing else, that will cut down on the amount of game preparation that I'm not really doing anyway.

Sunday, January 27, 2013

Buyer's Remorse: FoW "Achtung" Starter Set

Christchurch's sole remaining Friendly Local Comics-&-Games Store, Comics Compulsion, recently put some Flames of War stuff on sale at heavily reduced prices, so I nabbed some. Among the stuff I got was a copy of Achtung, a starter set for FoW put out by Battlefront a while ago, marked down to thirty bucks.

It includes an A5 softcover copy of the rules, an A4 pamphlet aimed at absolute beginners, some dice, and — the reason I bought it — five 1:100 plastic kits; two StuG III and three Sherman V. I thought that $30 would be an OK price to pay for five more basic vehicle models.

Boy, was I wrong.

I haven't tried building the StuGs yet, but the Sherman is a truly awful kit. The fit of the parts is terrible, with great gaping gaps being left in unmistakably obvious areas, even after considerable trimming and dry-fitting.

The hull needs a LOT of filling right along both edges to make it look anywhere near acceptable, and the glacis doesn't even come close to marrying up to the drive housing.

The starboard track/hull-side component is especially bad, and needs a lot of attention before it will sit square to the hull.

Although in theory these simplified models are supposed to provide a quick and easy force for a new player, they are not by any means suitable for a beginner modeller in spite of the low number of components.

To be absolutely fair, once all the work has been done, it does make a fair representation of a Sherman for wargaming purposes. But as a model it leaves much to be desired.

Note also that the Sherman on the cover of the box is not the same version as the kits provided inside, and there are no parts provided for the Cullin Hedgerow Cutter as shown in the box art.

I regret buying this, even marked down to half price. If I'd bought it for full price and found this kind of crap inside, I'd have been furious.

With cheaper, better quality competition in the 15mm WWII plastics market from companies like Zvezda or PSC now readily available, Battlefront are really going to have to lift their game considerably to stay around. This sort of poor-quality product just isn't going to cut it.

Thursday, January 24, 2013

Magic items: Sentient potion bottles

This is an illustration by Willy Pogany from 1909, when he illustrated the Rubaiyat of Omar Khayyam. I've never really read the Rubaiyat myself, but judging by Pogany's illustrations, it's roughly 90% about naked dancing girls. Anyway.




These bottles were originally a set, but have long since been scattered to the four corners of the world through the vicissitudes of the years. Each one creates its own unique magical elixir (select potion type randomly, 1d3 doses per day), and each has its own personality. Some are cheerful and helpful, some are surly and obstructive, some are just supremely ennué. Most tend to be free with advice, even when that advice is just "Go fuck yourself".

They appear to be made of coloured translucent glass, but are considerably tougher than any normal glass. They are certainly not indestructible, however (AC 10, 1-6 d6 hit-points) and can be broken or melted with sufficient destructive persistence. They will heal damage like other living creatures, but do so at just one hit-point per day — they cannot benefit from healing magic, though a Mending spell might return a hit-point or two, depending on the generosity of the GM.

Monday, January 21, 2013

HäT Zulu War Brits

Zulu War British Infantry
 HäT have released two more sets of soft plastic 25mm (1/72) Zulu War British infantry.

I'm not particularly interested in that particular period for wargaming, but these two sets are of great interest to me because, for a change, all the poses are useful for the wargamer, instead of being aimed at the "action toy" market.

Usually, in a set of plastic toy soldiers, you can pretty much guarantee that at least half the figures will be completely pointless for use on the wargames table, being posed in all kinds of weird actiony ways. In these two sets, there's not a single pose that would be wasted.

As I said before, I'm not that interested in the Zulu Wars, but I would be very interested in buying ten or twenty sets of these to be painted up as generic Red and Blue late 19th century armies.

Zulu War British Infantry Command

Thursday, January 3, 2013

L is for Loser

The lamest D&D character I ever made was a half-elvish magic user called Boris, whose entire magical repertoire consisted of Read Magic and Friends. He had 2 hit-points and was eaten by a wolf.

Wednesday, December 26, 2012

The Getting of Magical Spells


tl;dr
How I handle spell acquisition in my own campaign.



When a magic-user character is created, they begin at level one with a rather limited magical repertoire consisting of Read Magic and 1-4 other randomly determined first-level spells. These are the spells allowed them by their erstwhile Master before being thrust out into the world to make their own way.

When they train to rise in level, they come away from their training with one new spell of their new level. Note that this assumes that the training is done under the guidance of a Master of higher level; if the wizard self-trains, then no new spell is gained.

Apart from the above circumstances, new spells must invariably be garnered in the course of the wizard's adventuring career.

The idea of a free exchange of knowledge is far from common amongst the wizarding community, and as a rule, magicians tend to become more and more secretive about their knowledge and skills as they gain in power. The only other wizard who can be relied on to share knowledge is the Master under whom one's apprenticeship was taken, and even then only if the Master and apprentice parted on good terms, and only to a very limited degree. The price for this cooperation is generally an undertaking to perform any tasks required by the Master, and naturally those tasks will likely be those the Master would rather not have to take care of themselves, due to their unpleasant or tedious or dangerous nature (or, likely enough, all three). Note that this is pretty much the only reason that any wizard would burden him or herself with an apprentice at all; few magicians are of a naturally charitable nature.

Transcribing Spells From Scrolls

The most common source of new spells is from scrolls: bought, found or stolen — and only the most common and puny of spells will generally be available for sale. Scrolls, unlike spells indited within a spellbook, are essentially charged one-use magic items and must be reverse-engineered to be transferred into a reusable set of instructions. This will require the use of one Read Magic spell per two spell-levels, to read the text without activating its magic, and to allow a literal transcription to a non-volatile form. Once that is done, the wizard can attempt to transcode the scroll text into their own notational system as if translating spells from another wizard's spellbook (see below).

Transcribing Spells From The Spellbook Of Another

Every wizard, in the course of their career, develops their own unique and idiosyncratic system of notation, based originally on that taught to them by their original Master, but diverging further and further as they undergo their own unique experiences and develop their own mnemonic codes and so on. For this reason, the spellbook of another wizard will almost never be immediately comprehensible, and will inevitably require careful study to allow a workable translation.

Assuming that magical means of translation aren't available, the chance of being able to decipher enough of a specific wizard's code to be able to then start transliterating the spells within his or her book(s) has a base of 50%, assuming the writer of the book is of the same level as the magician attempting to decode it.

This is modified by plus or minus 5% per level of difference between the reader, and writer at the time of writing. For example, a 5th level reader trying to decode the book of a 10th level wizard (5 levels below) would have a 25% chance of success. The same 5th level reader deciphering the book of a 1st level magician (4 levels above) would have a 70% chance to succeed.

This initial period of study takes 5-30 days, after which the d100 is rolled for success. A further period of study can be employed following a failure If that fails, the spellbooks will remain incomprehensible until the reader has risen at least one level, at which time they can try again.

If the reader succeeds, they can then begin translating the instructions within the book into their own system of notation. As a rule, this will take 2d4 hours of uninterrupted concentration per page, and will, of course, require access to inks, pens, and drawing instruments. This process requires absolute precision, and is not the sort of thing it would be wise to undertake in the Wild or the tunnels of the Underdark.

The chance of successfully transcribing a spell is the same as that of deciphering the notational system, but there is no limit to the number of times a failed attempt can be repeated. Note that in general the only way to find out if you have correctly transliterated the instructions is to attempt to cast the new spell.

Decoding a spell already known is considerably easier than attempting to decode instructions to one that is completely new. Add 5% to the chance of a successful transliteration for every character level above that of the level of the known spell. For example, a 5th level decoder attempting to transliterate a known 3rd level spell would add 10% to the chance of success (2 levels difference = +10%).

Each time a spell from a particular source is successfully transliterated, add 5% to the overall chance of success, to a maximum of +25%, as the decoder becomes more and more familiar with the original system. Success is never absolutely guaranteed however, and can never rise above 99%. (This includes multiple spells taken from scrolls, assuming that all were created by the same wizard).