Sunday, September 28, 2014

The Streets of Your Town (An A-Z of Khaboom)

I am approaching the 2000 paragraph mark in 'Missing in Action' now - over 180,000 words.

I have the street location after the number for every paragraph. Here is the A-Z:

Ackland Street
Acorn Lane
Alimentary Canal Street
Alrond Rise
Amnesia Street
Arbuckle Hill
Armitage Shanks Lane
Back Passage
Bitterstew Lane
Blacksoot Place
Brimstone Pits
Carbunkle Lane
Cauliflower Row
Chaffing Way
Champs Elysee
Curse Street
Dead Man's Cove
Desolation Row
Donkey Pits
Dungbeetle Scrubs
Dunleavin Street
Ebony Square
Elsie Avenue
Epicurean Avenue
Execrable Alley
Faraway Close
Five Card Frank's-Razorwit Rd
Flaggon Fields
Fool’s Hill
Foulsore End
Friday Woods
Gate of Glory
Ghoulish Gardens
Gordon Hill
Greaspaint Boulevard
Greenfingers Market
Grimtooth’s Gaming Gauntlet
Grizzly Lane
Gutsplatter Hill
Heights of Decadence
Hemlock Hill
Hemnin Forest
Hickory Docks
Higginbottom Gardens
Insalubrious Heights
Jack and Jill’s Hill
Jasmine Dragon Tea Rooms, Tyree
Jherri Quarry
Junket Street
Lardass Street
Life's End
Liliyliver Lane
Lizardlick Road
Longsorrow Street
Mean Street
Menagerie Street
Moneybags Place
Moonshine Parade
Mortuary Lane
Netherwallop Road
Nosebleed Lane
O’Vather Hill
Paladian Plaza
Patagonia Road
Peaswasse Street
Pentagram Square
Pestilence Park
Piccadilly Circuit
Pigwhistle Parade
Pilgrim Street
Piranha Alley
Punchdrunk Arcade
Prettyplease Pass
Quill Court
Ratfricassee Road
Razorwit Road
Resurrection Road
Robert Johnson’s Crossroads
Root Canal
Sandune Street
Savage Street
Scabbyrag Alley
Sickle Street
Silver Springs
Skullduggery Street
Slugfest Street
Solitude Street
Sourgum Street
Stealth Street
Stilton Street
Sullied Trouser Inn- Dunleavin  St
Swattage Hill
Temple Mount
The High Mackerel Ranch
Throgludite Crescent
Toe Rag Square
Trollcough Street
Trollhalla Row
Turncoat Lane
Tythe Hole
Viletooth Crag
Wildebeast Plains

Sunday, September 14, 2014

Powered Up Power Trip

So Sunday's game saw one player missing but new players meant a group of 9 to GM. This is largely a D&D crew but the T&T saving rolls are flying now with doubles causing big excitement. The 'buckets of dice' syndrome only got to the scale of 6d6 for hand blasters and the tallying of those cubes again produced more excitement than the 1 dice damage did in TOG rules.

The changes I have made to PT basic rules are:

1) everyone gets to claim a super power and it is tagged to one attribute

2) when you do something stunning using your SP you get a plus 1 on your SP to add into future SRs for SP-related actions only

3) No WIZ but PSI instead (otherwise per 7.5 T&T)

I intend to grant a second SP when +10 is reached on the first SP.

9 players worked like a dream! One died but was flipped back in time with a big SR by Tommy Two Times; another lost a hand when a blaster exploded on a critical fumble but a PC with the SP of conjuring living chocolate gave him a working new hand with a 1 in 7,680 saving roll of 1,1,  1,1,  2,2  4,4, 5,5 then (finally) a non-double. My Mediborg wildcard (his programming had been tampered with) got destroyed so I need to dream a new NPC to fox them.

Oh, and they rather prefer LK to Wisdom - very sound.

Thursday, September 11, 2014

Thursday's Child Has Far To Go

I downloaded a browsed through the TOG new basic rules. Wow! You don't need a board and miniatures now. That's a step in the right direction. Too many rules, too many tables, too many reasons not to play. I looked hard for humour but couldn't find any... is it against the rules? Maybe it just washes over my head.

You need three games mechanics for a fantasy RPG: combat, saves and magic.

The bucket of dice plus saving roll stunts beats the 'you missed, he missed, I missed, they missed, we all missed, oh! I hit - lose 1 hit point' mechanic (I think).

You have to pile in a lot of modifiers to make that d20 perform the heroic deeds a pair of d6 turn out everyday (I think).

Wizards who can do bugger all are boring liabilities and spells with names that make you smile put plenty of gas in the tank (I think).

Oh well. Now we know and that's sorted.

Sunday, September 7, 2014

Monday Message

GM'd my first ever 'T&T in Space' game yesterday. 7 players, 2 of them adult, 1 of them via skype. I didn't kill anyone but the annoying PC (the skype player) got bagged up and left in an alient spaceship with a bunch of time-delay bombs inside... The players were D&D people but they soon got to grips with T&T-style saving rolls and appreciated that it was less random than with the d20. Everyone nominated a superpower, based on one attribute (we had Power Trip's PSI instead of WIZ) and the PC who could stretch like Reed Richards (a dwarf!) managed to parachute to safety after his escape pod got ruptured by the now-insane Mediborg (taken over by the skype player). The players got to the planet Persephone at the end of 4 hours, a good place to stop.

Saving rolls, magic and combat - that apart, whichever system you play doesn't make so much difference unless you use a rulebook :)

Just read the dT&T update: happy for a longer wait based on what Liz says she's done with magic.

Had a good pyramid-raider game in the week on the Eagle continent and ended up with a new Wizard-God, Kafacaca - hence the thoughts on the last post as to why W-Gs go to sleep and stop dominating the world - i.e. WIZ takes longer and longer to come back the more of it you have and use - a W-G like Andy Holme's Liche-Lord might have WIZ of 980 but spend 900 and you are vulnerable for centuries waiting to get back up to W-G levels (one W-G never can be quite sure what the other is currently packing). Our friend, Kafacaca, conjured a great wall of fire to drive back the king's army: he'd maxed up by sleeping late but blew his wad in a way he hadn't planned so it looks like he's hitting the hay again soon.

Hey ho...

Thursday, September 4, 2014

Some Numbers on WIZ Recovery To Account for the Sleeping Habits Of WIzard-Gods

More later (because I have a mountain of work to be done) but before I lose the numerical cohesion:

1 per
10 minutes
6 hours