They have also played 2018's April Fool adventure Fish F**kers, and you can see that video here. I haven't embedded the video because the uncensored title is in the preview image and I'm making a half-hearted attempt to keep this blog PG.
You can get The Seed in paper here and in digital bits here. Fish F**kers is available in digital form here.
This seems to happen an awful lot. The blog goes silent for a while, then I pop up to try and sell you things. Proper content soon, I promise.
Adventure Anthology: Blood is a bunch of early Lamentations of the Flame Princess adventures repackaged and with 250+ new pictures from me. EU shop. US shop. PDFs.
The Seed is a new adventure from Games Omnivorous that is intended to be broadly compatible with most game systems. I did the pictures and the words, but the amazing neon pink design was all them. I'm very proud of this one. You can get it in print or pdf.
Barbarians of the Ruined Earth is the long-awaited -- by me, anyway! -- post-apocalyptic role-playing game from DIY RPG Productions. I did a few maps and pictures for this book and I had a lot of fun working on it. You can get it here or here; the books have different covers but the same contents.
If you buy some of these books, I can perhaps afford to get my table re-varnished.
(Yes, it's an homage to the Star Wars poster. There are five other deliberate Easter eggs in the picture to find!)
The
files will now go off for printing and I'm not sure how long that will
take given current world events, but I will post when the book is
available.
Roll 1d100 to determine your character's favourite foodstuff. Maybe eating it improves their morale, or if eaten during a rest your character gets extra healing. Dunno. I leave that up to you.
(I discovered that it's from a 2015 Age of Sigmar book and I can't tell you who the artist is because in 2015 Games Workshop wasn't big on giving credit to individual staff members.)
What struck me about the picture was how different it is to the standard GW house style, which tends to be more painterly. Actual drawings have very much gone out of fashion in Nottingham, so I was surprised but happy to see eight pages of this at the beginning of the book.
Alas, it's presented as a flashback and the final page blends from this style into your bog-standard GW painting, so there's a sense that it's literally "only a dream", but it's still nice to see a different style of art appear in a modern GW product. Maybe there are more that I have missed.
Patrick Stuart has written an interesting post about tweaking the rules of D&D -- or rather tweaking how you use the rules of D&D -- to encourage a different play style, one that is gentler and more social. One of the things he talks about is food, how the sharing of food is an important social ritual, and how that could be reflected in a game.
(Be warned, I am now about to miss about 98% of the point of Patrick's post.)
That got me thinking about how food is used in role-playing games, or rather how it isn't. Meals and rations appear on equipment lists and you may have one of those GMs that pays attention to whether the player-characters are eating enough, but for the most part it's either a background element or a nuisance, a "starvation counter" that needs to be managed along with how many arrows or torches you have.
It seems a bit of a waste and it would be nice if more were made of food in games, as Patrick suggests.
(It's interesting that what fantasy games have taken from Lord of the Rings is the long walks but not the many, many pages of discussion of what the characters are eating and how it tastes. That's a bit weird.)
I've always been fond of how food is used in Fighting Fantasy, perhaps because I grew up reading-playing the books. There food is presented as a source of healing; if you are stabbed by a GOBLIN then you get better by eating sandwiches. It's an abstraction to the point of nonsense but the silliness is part of the charm. I love the idea of a battered group of adventurers having a picnic and emerging healed of their wounds.
Food-as-healing seems common in computer games, I suppose again because it's a useful abstraction that sort of makes sense, and the immediacy of the idea works well in context. Another seminal influence on my philosophy of games -- ludo-philosophy? -- is Sega's Phantasy Star, which has a science-fantasy setting somewhere between Greek myth and Star Wars, and in which the main healing items are burgers and cola. Again, the absurdity of the idea of adventurers going around a dungeon with a bag full of Big Macs and bottles of Pepsi appeals to me.
A recent and more complex implementation of the idea is Final Fantasy XV, which makes food the most important part of the resting mechanic, and gestures in the vague direction of the social elements Patrick is talking about. Ignis, the party butler -- they never say it, but he's obviously the butler -- cooks a meal for the adventurers every time they rest. Most of his dishes give some sort of bonus to character statistics and if the recipe is a favourite of one of the other party members, there's an added effect for that character. Travelling the world and speaking to people exposes Ignis to new ingredients and tastes that he can add to his notebook, which is a nice way to integrate the characters into the setting and reward exploration.
Almost all of the bonuses are combat related, because that's the sort of game FFXV is, so it doesn't get into the sort of thing Patrick discusses, but the fact that different characters have different favourites is a nice touch -- and one easy to pull into your average D&D game; a d100 table of favourite meals is easy enough to do -- and we are at least treated to a little cut scene each time, with the lads sitting around a camp fire in those flimsy folding fishing chairs, enjoying the meal and each other's company. It's a start, anyway.
Where am I going with all this? I don't know. Perhaps nowhere. I think all I wanted to say is that because of how I started in gaming I have this feeling that food should be more prominent in our games, even if it's just replacing healing potions with meatball subs and packs of Monster Munch, but it would be nice to do something more.
In the chat for my group's current D&D5 game Stuart asked is his wizard could be assumed to have the Mage Armour spell active at all times, without having to state it at the table. Stuart argued that since his wizard would be casting the spell every morning anyway, it would be simpler all round for it to be assumed to happen, and it's a good point.
Stuart cited a rules concept from the Burning Wheel role-playing game in which each character has a handful of these standard operating procedures, and that got me thinking.
Some have argued that Read Magic should either be dropped from the game or assumed to be a "free" spell that requires no resources to be expended; in essence, the ability to read magic is built in to every wizard because it's integral to the functioning of the class. Based on that, it makes sense that if wizards are known to be such fragile things then Mage Armour would also be something every one of them is taught as a basic skill.
This goes further than Stuart's request for his wizard; it's not just a SOP for one character, but a feature for the entire class. Yes, it feels a bit strange for the softest class in the game to change and become, by default, tough as old boots, but it makes sense.
(I thought 13th Age did this, because it's the sort of thing 13th Age does, but to my surprise it's not in there. 13th Age wizards can choose an ability that gives them the equivalent of Mage Armour as an additional, automatic, effect when casting other spells, but it's not quite the same.)
It's the sort of thing that would upset D&D purists but I like it.
My current D&D5 character is an elf bard. I decided that the best way to rescue her from the traditional fate of bards -- being dull and rubbish -- was to make her a glam metal bard. This is Althaleeleelee.