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Like many of my contemporaries, I was introduced to the world of roleplaying games through the auspices of Dungeons & Dragons. It was 1983, and my neighbor’s mean older brother talked me into sitting down for a game that involved no board, no little pieces, some hand-drawn maps, and a handful or funny-looking dice. I’ll admit, it was- n’t precisely a fish-to-water moment. I know this because he was reluctant to repeat the exercise on succeeding days, despite my near-constant begging. To get my fix, it quickly became necessary to start building my own maps and walking my generally less-than-interested playmates through grand adventures in faraway lands. I was 8. It was another year or two before my mom surprised me with a copy of the Red Box. D&D paranoia was at its highest in the media, but my parents were swords-and-sorcery -lovin’ hippies with a strong disdain for taking anybody’s else’s word as gospel. It wasn’t long before I was not only playing D&D, but running games for my parents and their friends. Sure, they weren’t the most original and evocative stories of the age. I had a long road ahead of me before I’d become the master wordsmith and psychodramatist I am today. I had to weather edition changes, social ostracization, academic pressures, puberty, Palladium, the strange fascination with vampires, Jason “I will roleplay you under the table until you LIKE it” Kidd, the loss of old friends, more edition changes, the anime craze, the MMO revolution, Edition Wars, marriage and kids, and ultimately the deci- sion to tell the world about my gaming addiction and try my damnedest to share the love. And of course, the distractions have been numerous indeed… After D&D, there was Gamma World, Champions, MERP, World of Darkness, Rifts, Runequest, Call of Cthulu, Star Wars, Star Trek, WoT, and so on and so forth… up to my latest obsessions like Fiasco and Savage Worlds. Yet somehow, with all the different themes, genres, milieu, and system navigation, I always came back to fantasy adventures and my be- loved Dungeons & Dragons. Now, with D&D Next on the horizon, I’m more excited than ever to see what stories and legends the future holds for me and my intrepid com- rades. Huzzah! Erik Emrys Carl, Editor PT PUBLISHING PRESENTS: Tsunami Quarterly Review SUMER 2013 • ISSUE #3 Erik Emrys Carl Editor/Layout and Design Special Thanks to this month’s contributors: Jonikka DeAnn Frazier Writer George Sedgwick Writer Jason “JiB” Tryon Writer Stu Venable Writer Cover Art (’Dreaming the Surreal’) by Debra (aka Shorra) Mason Additional art from Wikimedia and free clipart resources TABLE OF CONTENTS RPG CRUCIBLE: PREVIOUS LIVES 2 Erik Emrys Carl FIVE GM’ING MISTAKES 3 Stu Venable TSUNAMI CITY PROJECT 5 Metagamers Anonymous OLD FOE, NEW FOEHAMMER 9 George Sedgwick OF PINS AND NEEDLES 10 Jason “Jib” Tryon THE MORTLOCK, Pt. 1 13 Jonikka DeAnn Frazier This work is licensed under a Creative Com- mons Attribution- NonCommercial-ShareAlike 3.0 license A Rich Fantasy Life... Metagamers Anonymous is a weekly podcast dedicated to tabletop roleplaying games and (mostly) related material. Our regular program focuses on immersive play at the game ta- ble, and you can also find enter- taining Actual Play adventures and interviews with some of the industry’s top personnel. www.prismatictsunami.com Sample file
Transcript
  • Like many of my contemporaries, I was introduced to the world of roleplaying games

    through the auspices of Dungeons & Dragons. It was 1983, and my neighbor’s mean

    older brother talked me into sitting down for a game that involved no board, no little

    pieces, some hand-drawn maps, and a handful or funny-looking dice. I’ll admit, it was-

    n’t precisely a fish-to-water moment. I know this because he was reluctant to repeat the

    exercise on succeeding days, despite my near-constant begging. To get my fix, it

    quickly became necessary to start building my own maps and walking my generally

    less-than-interested playmates through grand adventures in faraway lands.

    I was 8.

    It was another year or two before my mom surprised me with a copy of the Red Box.

    D&D paranoia was at its highest in the media, but my parents were swords-and-sorcery

    -lovin’ hippies with a strong disdain for taking anybody’s else’s word as gospel. It

    wasn’t long before I was not only playing D&D, but running games for my parents and

    their friends.

    Sure, they weren’t the most original and evocative stories of the age. I had a long road

    ahead of me before I’d become the master wordsmith and psychodramatist I am today.

    I had to weather edition changes, social ostracization, academic pressures, puberty,

    Palladium, the strange fascination with vampires, Jason “I will roleplay you under the

    table until you LIKE it” Kidd, the loss of old friends, more edition changes, the anime

    craze, the MMO revolution, Edition Wars, marriage and kids, and ultimately the deci-

    sion to tell the world about my gaming addiction and try my damnedest to share the

    love.

    And of course, the distractions have been numerous indeed… After D&D, there was

    Gamma World, Champions, MERP, World of Darkness, Rifts, Runequest, Call of

    Cthulu, Star Wars, Star Trek, WoT, and so on and so forth… up to my latest obsessions

    like Fiasco and Savage Worlds. Yet somehow, with all the different themes, genres,

    milieu, and system navigation, I always came back to fantasy adventures and my be-

    loved Dungeons & Dragons. Now, with D&D Next on the horizon, I’m more excited

    than ever to see what stories and legends the future holds for me and my intrepid com-

    rades.

    Huzzah!

    Erik Emrys Carl,

    Editor

    PT PUBLISHING PRESENTS:

    Tsunam i Qua rt e r ly Rev i ew

    SUMER 2013 • ISSUE #3

    Erik Emrys Carl Editor/Layout and Design

    Special Thanks to

    this month’s contributors:

    Jonikka DeAnn Frazier Writer

    George Sedgwick Writer

    Jason “JiB” Tryon Writer

    Stu Venable Writer

    Cover Art (’Dreaming the Surreal’) by

    Debra (aka Shorra) Mason

    Additional art from Wikimedia and free clipart resources

    TABLE OF CONTENTS

    RPG CRUCIBLE:

    PREVIOUS LIVES 2 Erik Emrys Carl

    FIVE GM’ING MISTAKES 3 Stu Venable

    TSUNAMI CITY PROJECT 5 Metagamers Anonymous

    OLD FOE,

    NEW FOEHAMMER 9 George Sedgwick

    OF PINS AND NEEDLES 10 Jason “Jib” Tryon

    THE MORTLOCK, Pt. 1 13 Jonikka DeAnn Frazier

    This work is licensed

    under a Creative Com-

    mons Attribution-

    NonCommercial-ShareAlike 3.0 license

    A Rich Fantasy Life...

    Metagamers Anonymous

    is a weekly podcast dedicated to

    tabletop roleplaying games and

    (mostly) related material.

    Our regular program focuses on

    immersive play at the game ta-

    ble, and you can also find enter-

    taining Actual Play adventures

    and interviews with some of the

    industry’s top personnel.

    www.prismatictsunami.com

    Sam

    ple

    file

    http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_UShttp://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_UShttp://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_US

  • Want to be a contributor?

    Tsunami Quarterly Review is a community

    magazine, open to submissions from members

    of the community.

    What kind of contributions?

    We’re always on the look out for original arti-

    cles on gaming, game advice, reviews, and so

    forth. We’re also fond of original artwork

    that we can use to spruce up the content.

    Can anyone be a contributor?

    Absolutely! You don’t need to be a profes-

    sional writer, blogger, or game designer to

    submit material for the magazine. If you are,

    that’s fantastic! If not, all the better! If you

    have something to say, just let us know.

    How are submissions selected?

    The screening process is very simple. We

    look for material that is topical, follows the

    basic rules of grammar, and makes sense.

    Some small amount of quality control is nec-

    essary to provide a quality publication, but

    we’re here to serve the community, not our

    own narrow interests.

    Do I get paid for my contribution?

    Sorry, no. The Prismatic Tsunami community

    isn’t out to make any money, so we’re not

    really in a position to help anyone else do so.

    Not directly, anyway. In fact, we operate at a

    deficit. The small charge for the publication

    is to help raise money to offset the costs asso-

    ciated with the website, the Metagamers

    Anonymous podcast, and small print efforts

    like this one.

    What do I get, then?

    Recognition? Exposure? The gratitude of

    your gaming peers? We’ll put your work be-

    tween the digital pages of our magazine, put

    your name on it, and share with the commu-

    nity. Most of all, you get the satisfaction of

    knowing that you contributed something to

    the community at large. That you, my friend,

    are a hero.

    Now you’re making fun of me.

    No I’m not. Seriously. Take it from someone

    who spends a lot of time, energy, and re-

    sources to bring something new to the com-

    munity each and every week. It’s a big deal.

    So, how do I get involved?

    Send your contributions directly to our editor

    at [email protected]

    RPGRPGRPG CrucibleCrucibleCrucible

    TIPS FOR IMMERSIVE GAMING

    PREVIOUS LIVES

    ERIK E CARL

    henever an opportunity to write up a new campaign character rears its lovely head,

    before I crack open a single book or even touch my dice, I begin the painstaking

    task of developing a backstory. Inevitably, I begin with the obvious: what do I do and

    why do I do it? Was my current path the consequence of a sudden tragic event in my life,

    or was it a gradual evolution over the course of many years? Did I leave a family behind,

    or did they get wiped out by orcs or pirates? Am I driven by a thirst for revenge or a lust

    for adventure?

    Any experienced player has considered all of these questions and more time and time

    again over the course of his or her gaming career. Is my character a farmer destined for

    greatness? An orphan with a mysterious heritage? The last survivor or a noble line? Is he

    devoted to a cause, the servant of a god, or somehow bound to another person? The piv-

    otal moment at which our characters take the stage and enter this exciting new phase of

    their lives requires some sort of basic definition, and the tendency for players to delve

    deep into the process is as varied as the players themselves.

    Er… ourselves.

    One formative approach to beginning characters that is not particularly common for gam-

    ing, however, though prevalent in other forms of fantasy fiction, is the character who has

    simply reached a profound turning point in a life that has already been full. It is increas-

    ingly more common in modern society for people to make drastic changes in their lives at

    least once before reaching their twilight years. In stark contrast to my father’s generation,

    many of my peers are starting second families in their 30’s and 40’s. I myself have al-

    ready experienced one major career change, and it’s inevitable that I will do it again be-

    fore retirement.

    Of course, in medieval society—on which the common assumptions of traditional fantasy

    are largely founded—this was far less common. Men who were born to a craft or trade

    often spent the whole of their lives (which were considerably shorter than today’s speci-

    mens) engaged in that singular pursuit. But your D&D character is, by definition, far

    from typical.

    Next time you write up a new character, consider constructing a backstory with more

    character to it. Perhaps your fighter was a traveling entertainer before joining the king’s

    army and setting aside his lute. Maybe your smuggler captain was the governor of a lone

    space colony that thrived for more than a decade before being attacked by alien maraud-

    ers. Or perhaps your occult investigator is a hardcore atheist who used to manage a suc-

    cessful evangelical ministry before a bout of terrible disillusionment. Or maybe he was a

    high-powered stockbroker who woke up to find that the thrill of financing just wasn’t the

    same anymore.

    Many of us are bound to experience the joys and hardships of living numerous lives in the

    course of our given years. Our characters can certainly benefit from a similar experience.

    It may not make their lives easier, and it may not make your thief any better at

    thieving, but it definitely adds depth and character where we often don’t think

    to look for it. Next time you explore the life and times of a brand new com-

    panion, give a little weight to the life your new friend has already lived.

    W

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  • No GM is perfect. We all make mistakes. We all do things

    in the heat of the moment at the table that we wish we

    could take back or just handle better. Here are some mis-

    takes I’ve made or seen other GMs make that we should

    all try to avoid.

    Taking Control of the PCs Away From the

    Players.

    The GM controls the weather, the rate at which the planets

    spin and revolve, every animal, every NPC, every drop of

    water and speck of dust. Each player controls but one

    thing: his or her character.

    Never take away that control. If a player isn’t playing his

    or her disads, complications, or drawbacks, you can re-

    mind, you can question, maybe you can even shame, but

    ultimately the control is the player’s. Not yours. A

    player’s character should be considered sacrosanct once it

    has been reviewed.

    As I’ve often said, role-playing games are exercises in

    collaborative storytelling. You, as the GM get to set the

    scene and populate it with extras, but you players’

    characters are the protagonists.

    They determine the outcome

    of the scene (either wittingly

    or not) with their actions.

    To take control of the pro-

    tagonists as well means

    you’re going to tell a one-

    sided story without input from the

    players. You can probably save everyone

    some time and just write a novel.

    Getting Caught Up in Solutions Rather than

    Problems.

    When I write adventures, and come up with the problems,

    mysteries and puzzles the party will (or might) face, I

    make a concerted effort to not think about how the party

    might go about solving or unraveling these things.

    The main reason I do this is to avoid railroading the play-

    ers. I think railroading is most likely to occur when a GM

    has put a lot of thought into solutions and is presented by

    the players with a solution he or she didn’t anticipate.

    When you have presented the party with a problem and

    you’ve decided there are two ways past it, and the party

    comes up with a third, there’s an inclination to say “no,”

    since that’s not a solution you had in mind.

    This can often fall into a meta-gaming exercise where the

    players aren’t trying to solve the problems their character

    encounter but rather try to determine the solutions you

    have in mind.

    Saying “No” When You Could Say

    “Yes.”

    This very much ties in with “Getting Caught Up

    in Solutions.”

    We’ve talked for years on my show about the

    theater sports concept of “yes, and.” The “yes,

    and” concept is one where each player accepts

    the reality created by the other players and contributes to

    that reality.

    While not exactly the same thing in RPGs, it does give us

    a good lesson for GMs. If we indeed see our storytelling

    as a collaboration, the players should contribute to that

    story not only with the action of their characters but with

    the questions they ask about the reality you are construct-

    ing at the table.

    As the party comes up with possible courses of action that

    rely on certain things being present in the created reality,

    it would be very easy for the GM to confound the players

    by saying “no” to their question asking or confirming the

    presence of these things.

    Here’s an example. The party is pre-

    sented with a wall and a

    locked gate. Failed rolls

    determine they are unable

    to pick the lock, so they

    look about for ways over

    the wall. A player might

    ask, “did I remember to

    bring my rope?” Or they

    might ask, “are there any tall

    trees growing near the wall?” “Did I

    bring a shovel?” “Is the dirt soft enough to

    dig with my hands?” “Can I build a ladder out of tree

    limbs?”

    Once you’ve presented the party with something it is up to

    them to find a solution, and you as the GM have an obli-

    gation to say “yes” to one of their solutions. “Yes, there’s

    a tree with a limb that extends over the wall, make a

    climbing roll.” “Yes, you brought a collapsible shovel,

    make a strength roll to see how long it takes to dig under.”

    This is not to say that GMs should say “yes” to every

    question. On the contrary, that leads to another deadly sin.

    Being a Pushover

    Players like it when they succeed. They love to get that

    awesome enchanted sword. They’ll jump at the chance to

    take that assault rifle with the extended magazine from the

    guard they just killed. Successes are celebrated and should

    be.

    But if the party meets with nothing but success time and

    time again, if the party finds that every situation resolves

    STU

    VENABLE FIVE GM*ING MISTAKES

    1

    2

    3

    4

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  • Stu appears courtesy of

    Happy Jacks RPG Podcast

    “Pursuing the RPG hobby with

    reckless abandon… and beer.:”

    with the best possible outcome, each success will become more

    meaningless.

    Players like to work and struggle for their victories. It is their ef-

    forts that give value to the loot the find.

    Yet some GMs think giving the players all they want makes for a

    satisfying game. Nothing could be further from the truth.

    It’s like the first time I try cheat codes in a first-person shooter. At

    first, it’s awesome to have the BFG-9000 and go around one-

    shotting every monster I see. But after a while, whatever it was that

    made me want to play the game for hours at a time is gone.

    I can go everywhere, do anything I want and nothing can stop me.

    Yes, it gets boring.

    Same with RPGs. Years ago, I had a player who had a +1 sword.

    He kept it for months and months of game sessions. Better swords

    came along with better bonuses, but he kept the +1 sword. Why?

    “You don’t know what I went through to get this sword.” Now that

    might be an unusual player, for sure, but would he have had that

    attachment if he’d found it on a pile of gold pieces in an abandoned

    mineshaft, where the only obstacle was a successful climbing roll?

    No.

    Letting Combat Drag on too Long

    This is something I still catch myself doing. Except for undead and

    automatons, most enemies won’t fight to the death. If they start to

    lose, they will either give up or run away. A strong leader might

    convince or threaten them to continue fighting, perhaps, but in

    most cases fights don’t last until the last enemy is down and dead.

    Yet in RPGs, for some reason, we often assume that every fight

    must go on until every bad guy is down to at least zero hit points.

    This. Gets. Boring. “I hit. I do 6 points damage.” “I miss.” “I hit, I

    do 4 points damage.”

    At some point it will be clear to everyone that the tide has turned

    and one side’s victory is inevitable. When this happens, a GM

    would do well to see if the enemies he controls know this as well.

    Will the last Nazi guard keep fighting after the party has taken out

    his five other companions? Probably not. Have him give up, run

    away,

    Gifts For Geeks

    Scifi and fantasy collectibles, science gear and gadgets, anime and video game collectibles, unique games, toys and cubicle decor, faire and steampunk accessories. Visit us in Wichita, KS at 180 S. Rock Road Suite 200. (Behind Wendy's and Burger King.) www.theburrowstore.com (316) 209-6217 Hours: Tues: Noon - 9PM Wed: Noon - 9PM Thur: Noon - 9PM Fri: Noon - 11PM Sat: Noon - 11PM Sun: 1PM - 5PM Closed Monday

    https://www.facebook.com/theburrowstore 4

    5

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    http://www.happyjacks.orghttp://www.facebook.com/theburrowstorehttp://www.carpegm.net/

  • SUNAMI

    CITY

    PROJECT

    For the second quarter of 2013, we again tried

    different thematic approaches for the cast and contribu-

    tors to focus on with each month’s material. April was

    devoted to riverfront properties, for example; while May

    was all about guilds and organizations. In June, we fo-

    cused on developing some civil service details, some of

    which will appear in this article and some of which may

    emerge in future editions. The city is slowly starting to

    take shape, and we plan to offer a map of the city in an

    upcoming issue.

    Once again, entries have been reformatted and expanded

    where necessary and to create a sense of consistency.

    Locations are organized alphabetically for ease of use.

    The Tsunami City Project started as an effort to intro-

    duce usable game content into our regular programming,

    while simultaneously providing quality setting material

    to coincide with the eventual release of D&D Next from

    Wizards of the Coast™. As avid fans of the World’s

    Most Popular Fantasy Roleplaying Game, we felt that it

    was only proper to invite the excellent Tsunami commu-

    nity to join the fun and contribute locales to the city

    along with us. Each month is typically embraced by a

    particular theme. Much of this material is reprinted from

    our online forum at http://www.priamatictsunami.com/

    forums, where you too can add your ideas to the mix and

    see them printed in the Tsunami Quarterly Review.

    Hidden away in a secluded little grove

    in one of the nicer sections of the city

    is a long forgotten little chapel that is

    run down and clearly showing signs of

    neglect. At one time it was a place of peace and healing of

    a god that has long fallen out of the knowledge of the

    common people. The chapel sits far back in a secluded

    grove hidden away from passersby and the common folk.

    Those who find their way to the chapel are greeted by an

    elderly friar who introduces himself as Rodrick Leve-

    lance, a one time paladin and adventurer who, as age ad-

    vanced, gave up the sword and lance to take up the habit

    of a monk and minister to those in need. Unruth is a long

    mostly forgotten deity who’s aspect included the sun and

    the sky. It is likely that only religious scholars and the

    occasional historian would even know of Unruth, who’s

    blazing chariot was once said to carry the sun across the

    sky every day.

    Rodrick will help any who come to him in need if he is

    able, even offering the chapel or the safety of the grounds

    as a place to stay. He is kindly and gentle and very happy

    to help. Anyone who spends any amount of time with him,

    however, will have a chance to notice that there is some-

    thing very wrong with the aging monk.

    The secluded grove harbors a fell secret. Rodrick is actu-

    ally a vampire who killed the old sexton and has taken up

    residence in the secluded and now perverted chapel. Any-

    one of a religious background whose alignment or that of

    their god is good will feel unease in the church. He pre-

    sents himself as a kindly old former paladin who is very

    happy to help people and just to have visitors to his little

    chapel.

    If anyone camps in the grounds, Rodrick will come at

    night and try to secret away one seemingly weaker mem-

    ber of the herd. If challenged, Rodrick will not fight but

    will try to flee. He will only fight if there is no alternative,

    and if forced to a fight will use magic and his vampiric

    powers to try to neutralize the more powerful of his foes.

    Several blocks from the affluent section

    of town lies The Dramarium. Formerly

    the two-story home of a money-hungry

    socialite, the well-kept building has been converted into

    the headquarters of the local theater organization, as is

    made evident by an above-door marquee which reads:

    “Thespian Guildde.”

    This office/meeting hall serves the many actors, directors,

    stage managers, costume designers, and playwrights who

    live or work in the city. Theater folk pay a small fee to

    belong to the guild: they may then enter “The Dramar-

    ium,” as they call it, whenever the candles in the down-

    stairs windows are lit, or when the front door is propped

    open.

    The layout is simple—the front door opens into a large

    space for meetings and parties. Beyond that space are

    chambers filled with costumes and props that theaters rent

    for performances. The first floor also includes a sitting

    room, a small library of scripts, and an oversized coat

    closet. Upstairs is a private bar usually open well into the

    night. Also on the second floor are a bedroom and a study:

    these are occupied by The Dramarium’s current owner

    who also happens to be head of the guild.

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    http://www.prismatictsunami.com/forums/http://www.prismatictsunami.com/forums/

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