I Swing the Vorpal Spork of Irony like some Hyperborean Usurper through the Hordes of the Unwashed.



Tuesday, January 25, 2011

$5 T-Shirt Geek/Nerd/Gamer Hardcore

Huge $5 and up sale at Jinx!!! Just bought Star Trek, Afro-Samurai, and D&D shirt.
These are great T's not a paid endorsement!!! I do get points for Refering peeps though.

Sunday, January 23, 2011

Kobold Quarterly #16


Kobold Quarterly #16 is about a week old now and I feel it's time I weigh in.  To put it simply it's the best gaming periodical on the market, print or digital!  Having had brief peeks behind the curtain only amazes me more. It's literally produced and marketed by less than ten people!
This issue, as with the others, has something for everyone:
A Gearforged PC race for 4th and Pathfinder
Harem Assassins
New monsters and spells.
Book Reviews.
Mini Adventures and maps.
An Introduction to Midgard. (more later)
and much much more 

If you cannot find something you like in this magazine I will eat my Dungeon Masters screen!
Do yourself and your gaming group a favor and try Kobold Quarterly.

Sunday, December 5, 2010

Tales of the Old Margreve

”My Ancestors are from Eastern Europe, I can remember my Great-Aunt telling me not to let the cat sleep in my bed because they steal the breathe of children” - Me


     In case you’re not familiar, Open Design uses a patronage system to come up with some truly excellent adventure settings. Not only am I a fan, but I’m a patron as well. When they asked me to review “Tales of the Old Margreve” I was more than happy to oblige.
     Lead by the Design team of Tim and Eileen Connors this literally has everything you need to keep a Pathfinder group busy for six months.
     Eight adventures inspired by Medieval Eastern European folklore are supported by 12 new Pathfinder monsters, new spells and a truly spooky 32,000 sq. mile living forest.
     Quite simply the Open Design Settings are as good as any the Big Dogs put out. Best of all at 113 pages you get all meat with no fluff for half the price. If you’re GM’ing Pathfinder and you’d like to inject some of that old Transylvania creepiness to your campaign this is the book for you.
(click here or on the cover art to learn more)

Thursday, December 2, 2010

Gleefully Killing Clerics Since 1981

First off I would like to tip my hat to the RPG'ers who voluntarily play healers in adventuring parties.  They rarely get awesome treasure or have bards compose lengthy biopic songs about them.  But, they are extremely important! 
     The newest incarnation of every one's favorite RPG has brought some healer issues to the forefront.  The main one is that "You can't kill a 4th Ed. Party that has a good cleric/healer."  Now this might be a tad overstated, but in a balanced encounter the players will always have a huge upper hand.  Is that so bad? Yes.  It makes combat extremely boring and sometimes painfully so. 
     So how do you change that.  You can tweak the monsters, give them regenerative powers and action points among other things.  But, that has the unwanted effect of extending the combat.  The easiest and most efficient way is to go after the cleric.  You certainly don't HAVE to kill them, but you should definitely make them a focus of the bad guys.  When the healer is more worried about his own ass, he becomes less of a healing machine and more of a real party member.  This makes combat more fun, and makes the time fly by.

Monday, November 29, 2010

Problem Solving with Kirk and Spock


     You don’t have to be a Dungeon Master or Psychologist for very long to realize that no two people solve problems in the same way. As a matter of fact, we count on that very fact for our entertainment. It’s makes Role-playing Games so much damn fun.  For the benefit of my geekly audience I have split problem-solvers into two camps and assigned two iconic protagonists to be their Mascots.
     The first group is the Kirks: Members of the Kirk faction solve their problems with derring-do and panache. Why shouldn’t we split the party when we can do it while looking great and get the hot green girl at the same time. Kirks rarely have a plan, rely on implausible plot improvisations and fantastic MacGuffins.
     The Second group is the Spocks: If you are a Spock you’re probably really good at math. Every problem has a logical solution that can be arrived at with a pencil and a piece of scrap of paper. Everybody has a role and must perform it perfectly for the plan to work.
     The Big Question is which one is better? Neither! In fact, Spock needs Kirk and vice versa. Each of these groups is represented around your gaming table. If you’re really lucky, you’ll have a Montgomery Scott (MacGuffin Builder and Polarity Reverser) and a Leonard McCoy (Wise-ass Cleric type)thrown into the mix. Which type of Role-Player are you?



Tuesday, November 23, 2010

Adventure Time is Totally D&D!

I, like most American Kids, grew up watching massive amounts of Cartoons.  I like to consider myself kind of a connoisseur of the Art Form.  Recently I've been watching a cool new show about a Paladin-Like young adventurer and his Funky Dog Pal. 
Not since the original Dungeons and Dragons Cartoon and Thundarr has there been a show that blends two of my favorite genres.  D&D and Cartoons.  The best part is that it does it without saying so.  Watch it with your kids on Cartoon Network, it's Damn Funny.

Monday, November 22, 2010

Take the D&D Iconic Monster Quiz

Take the Old School Monter Quiz and test your AD&D street Cred.  Post Your Results if you Dare! Click the Link Below. D&D Iconic Monster Quiz