Solo Role Playing in a Galaxy far far away

So the solo role-playing experiment continues.
And with the addition of the Mythic Game Master emulator, I started thinking about playing a solo version of a role-playing game I always wanted to play but never had the chance: Star Wars.
                                           
                                                  

I owned the original West End Games version of the Star Wars Role Playing game years ago, and loved it. I loved the source material, the simplicity of character creation, the artwork, all of it. But I have enough trouble finding a group to play simple D&D, much less Star Wars. so being the introverted, secret geek that I am, it never saw much use. Sadly, I eventually sold everything, including the multiple source material accessories I had such as the Light Saber dueling Pack, the Star fighter Combat war game, and the Alien Races, and Imperial Source books.

But with the new Age of Rebellion set from Fantasy Flight Games, I'm giving this another whirl with the inclusion of the Mythic system. time will tell.

In the interim, I did delve into two West end Solo Modules:
Jedi's Honor and Scoundrel's Luck, two solitary adventures as West end called them, that suspiciously, required no rules, dice, or character sheets.



Wait....how are these RPG Solitaire adventures without an individual character, dice, or a rules set?
Well....that's the thing....they're not.
They're not role-playing games at all. At all. Not even a little bit. They are glorified (and by glorified I mean simply longer sections with deeper storylines) "Choose your Own Adventure" books.

Remember those?
 My very first Choose Your Own adventure was #1, the Cave of Time. I must have read this thing a dozen or more times. But it was essentially, NOT a role-playing game. You picked from two decisions, and turned to the appropriate section. That was it.
Even Dungeons & Dragons had a more advanced version, at least involving dice and a character sheet: the TSR Adventure Guidebook Series.
I even had a player character based on the one from my first book, Jadd Hachen, the Prince of Thieves.


Lastly, the one I enjoyed the most that was most similar to an actual role playing game, but still, in it's essence, a "choose your own adventure" was by Iron Crown Enterprises, the Middle Earth, or MERP (Middle Earth Role Playing) series called Night of the Nazgul. I even had the second version, The Legend of Weathertop. these, as a young 10 year old were everything I wanted! they even included a map!


I remember thinking how I was "almost like a real role player because I was now using a map, and one with hexagons too! not just square graphs!
The character creation was more advanced, the mapping feature corresponded to specific areas (from what I recall) and the artwork on the covers felt so "old" to me, even back in the mid-80's. There really did take me away to Middle Earth.

Now...to be fair, I have not played the similar versions for Star Wars, the Star Wars Episode 1 Adventures Game Book, and I know very little of these. Mostly because they were centered around episodes 1-3, the VERY worst of the worst in terms of Star Wars mass-advertising, commercialization, over digitalization, and generally watered-down, bad actor crappiness.

But I did expect more from the West End Games versions.
I was sadly, very disappointed.
These were essentially, just choose your own adventures. Long, detailed or call them "thought provoking" as the back cover insists, but they were just long...and in the end, nothing more than a plain-old Choose Your Own adventure book without the need for decision making, real chance, random dice rolls, character interaction, or imagination and application of creativity.

While I hope that the potential for good Star Wars solo role-playing may come to fruition with Age of Empire, for the time being, TSR, and Basic dungeons & Dragons still seems to ahem the most adept and detailed versions of solo RPG's.

So off to BSolo it is, and the investigation into The Ghost of Lion Castle....







Into the Lonely Realm



                                                 

The expedition into the realm of solo-roleplaying continues.
This time, with a series of additional resources and tools to make the experience even more immersive.

On table Top Terrain...
As if conducting a rewarding solo RPG experience was not challenging enough, I am adding an additional element to the gaming experience: 3D terrain.
the first question one may have is, why?

As I have discussed in this blog previously, my ideal RPG scenario would be one where miniatures, terrain, sound effects, smells, lighting, and especially, small elements of dress are incorporated into an immersive D&D experience. Think hooded cloaks, candles, and bits of shiny armor around the table, all while rolling peculiar dice and moving small miniature representations of each character.
Like a scene from the nostalgic anti-RPG movie Mazes and Monsters, I dream of DM'ing a game where we refer to each player only as their character name, and really, I mean REALLY, immersing each player into the game in any way possible.
Since finding a group so over-the-top immersive seems a nearly impossible task, Solo may just perhaps be the best form of D&D for me.
And a crucial element of this is terrain. aided by the fact that I passionately love the challenge of creating terrain in 25-28mm scale for any number of possible encounters and areas.

Terrain is created on the game board as the adventure is undertaken, and removed as my character moves through the module or dungeon. Therefore, a full dungeon is never really seen in whole. This is more a task of necessity due to the mass amount and type of terrain that would be needed, but it also works in practicality as well; again, immersing me and thus, my character, into only what can be immediately seen in my field of view.

New Tools for immersive Solo Adventuring...
In addition to acquiring ALL of the Original Dungeons & Dragons Solo adventure modules (see previous post), I have also begun delving into the application of the r, which in it's first few pages, seems absolutely perfect for my needs.
The Mythic Game Master Emulator fills the gaps where Solo roleplaying requires some random chaos and unknown activity.

But to add to this, one need look no further than the myriad of available random generator charts present in the references of the AD&D Dungeon Master's guide and the next tool I have found recently, Tricks, Empty Rooms, & Basic Trap Design by Courtney C. Campbell.

I ran across Courtney's work at the Hack & Slash blog, a fantastic resource I've used ever more in this ongoing quest for solo RPG Nirvana. http://hackslashmaster.blogspot.com




Here is the interesting part: I am finding that there are so many resources, and so many great options available to the truly dedicated (and imaginative) solo role player, that its begun making me question the desire to try and coordinate, convince, bribe, and plan for players at all.
Is it really any more enjoyable to go through the scheduling hell of committing players to a  consistent campaign and then trying to get the ones who want to play in the manner I do anyways, than just developing a really, really good system for solo play?
Thus far, no.


And like the immortal "Paladin in Hell" image, perhaps lone questing is best anyways. Especially for a player/DM that loves Paladins....





Long live the solo crusader deep in the catacombs of the Underdark.
So off I go...


                                        












The Tragic & unheroic Death of Caloren Kuri'n

I live in a beautiful little mountainous corner of the Salt Lake Valley.
While there are plenty of role-playing groups here in Utah, there are for whatever reason, not very many in my immediate area. Nor are there players with enough creativity and over-imagination, that I have thus far found, to suit my tastes for immersive playing; from miniature table top worlds to smells, sounds, and even dress.

And so it is with some reluctance but also, some youthful excitement that I venture into the world of Dungeons and Dragons Solo adventures.

I opted to create a brand new player, level 1, from the Dungeons & Dragons traditional Red box set, completely by the book. No jump starting to Expert Rules, no high-level Solo adventures, but Level 1, and right into the world of all available vintage D&D Solo adventures.

This blog will chronicle the adventures, as I play through them all one0by-one, starting with the original included solo adventure in the Dungeons & Dragons basic set, circa 1983.


Following this first solo adventure, I will be moving on in the following order, as experience (and characters) allows:

BSolo- Ghost of Lion Castle


             
XSolo-Lathan's Gold
















M2-Maze of the Riddling Minotaur







                          CM5-Mystery of the Snow Pearls      





                              

D&D Basic set, included Solo adventure (Red Box):

      Caloren Kuri'n grew up in the small village of Hillsreach and somehow avoided falling onto the same expected path as that of his friends; joining the local territorial militia and being marched off to the slaughter some years back. The border war with the neighboring Orc horde and left all but the fewest of survivors, and a once thriving village was left little other than a deteriorating ghost town as a result.

He did however, love the wilderness. And as a great admirer of both adventure and the Elven cultures of the western regions, he sought out adventure and the potential for fortune that came with it.
He thought, probably fittingly so, to begin this somewhat questionable career path at a series of old caves not to far from his home.

Since boyhood, the local caves had been the spot of dares, challenges, fights, and fortune, rumored to lie within the depths of the now abandoned halls and unmapped catacombs of dwarves ruins. He had never really ventured in very far, maybe only 100 feet or so, but then again, no one did. Well, except for Keithard Weaslent. And none had heard of him since the day he ventured forth, 17, armed with his fathers stolen sword, and a simple sack. It had been nearly 15 years since that day, and Caloren had never forgotten watching as the town bully, on a dare by the millman's son, Chadwick Laurent, ascended the small set of stone steps and entered alone into the depths, never to be seen, or heard from again.

But this day was different. Armed with a sword received as a glorious gift from his neighbor, the widowed lady Blackguille, and armor freshly purchased from the town armourer, a family friend Caloren had known since childhood, he was more prepared than ever to find either fortune or at the very least, fame, and possibly the remains of of the long lost boy.


                                                   

Caloren entered the chamber, and came some distance into the darkness, stopping to light a small lantern he held aloft. The walls were of crude carved rock, but empty braziers sat evenly spaced along the hewn cavern walls, unlit for an age.
He soon came to a large central room, with passages stretching into the darkness north, west, and east. In the center of this strange carved room, sat a large statue. The stone was faded and worn, but the image was clearly that of a once beautiful woman. Finding nothing of consequence, he began to venture eastward where a small glimmer of reflection caught his eye.
As he looked to the wall at his right, he saw there a small round metal clasp, and within the rotting leather tie, a faded roll. He slowly peeled open the deteriorating tie and found scribbled in a chalky dried script, three simple statements:

EAST ARE RATS
NORTH ARE GOBLINS
WEST BEWARE!

 Caloren opted then to take his chances first, with the rats. He ventured cautiously down the cavern passage at his right as it twisted and turned past a section of dripping stalactites. As he moved slowly around a left hand bend, a sudden screech filled the small cavern as a great rat let from a perch above and towords his head. 
The cavern filled with squeals and mad cries as rats squirmed from crevices in cracks in the walls, rallying to the cry of the lead attacker. The rats of the region were known for being quite vicious, and quite large. These were particularly nasty, and standing on all 4 resembled that of a medium sized canine rather than a typical rodent.  vicious and cruel, they were a tortured and vile breed, bred from filth far below and surviving through the scavenging and the canabalism of their own kind. It was a rare treat for the rats of the Hillsreach mountains to get fresh meat. 


Acting quickly, Caloren stepped back, swinging hard and slicing the rat clean through as it sprung. Quickly another attached at his leg, it's claws sliding harmlessly off his metal greaves. 
Swiping down and at once lancing the beast, it squirmed and fidgeted beneath his sword point as its foul blood leached out over the smooth stone pathway.

Setting the lantern down and searching cautiously, Caloren saw little else as the cavern pinched off to smaller and smaller veins, the twinkling eyes of more rats than he could count staring back from deep within their stony crevices. 
As he proceeded back the way he came, he chose to venture down the easternmost hallway. Giving up on the sense of avoiding potential trouble and facing it, or at least based on what the note said, the potential of facing it, head on. 

The North tunnels grew far fouler than that of the eastern passages. As he walked deeper into the dry and rocky caves stretching north, the signs of the dead and dying increased with every step. Bones littered the floors and rocks, blood, some peculiarly fresh, seemed splattered randomly. 
The sheer number of bones when examined was staggering. And some seemed quite human in shape and form. For a cave that was supposedly long forgotten, it seemed to have seen plenty of death.              

As he entered  a small alcove, at once two small figures turned from a huddled pile of freshly gnawed bones, each slowly turning towards the approaching light. 
Goblins.  


Goblins are rarely something feared by adventuring parties, but when in need, they can be a ferocious and deadly foe, and an bloodthirsty lot set on nothing other than devouring their prey, preferable alive. 

As the Goblins sprang, Caloren made quick work of the first, swiftly setting aside the lantern as he parried a blow with it's cruel short sword.
Drawing backhand arcing swiftly left, he slid his blade deftly across the attackers throat, letting the black blood spurt across the small cave and leaving the goblin gurgling for life on the cavern floor as the second attached. 

But the ferocity of their bloodlust was too much. 
The Goblin immediately slashed, using its free hand to swipe at Caloren's exposed thigh, slashing through leather leggings and into his right leg as it tore with it's short sword in an upward thrust.
Blocked, slid, and slashed, the Goblin fell back as Caloren pushed it away with a  swipe, slitting it from check to shoulder, but leaving it only frenzied all the more.  

Before he could retract, or stabilize his footing, the blade of the Goblin found its mark. The rusted edge slid crudely up under Caloren's exposed breastplate and deep into his gut, twisting and tearing through flesh and sinew in a horrendous slurch. 

Blood flowed, he fell to his kneess, and at once, his world grew black as the teeth of the goblin sprang, slipping beneath his helm and deep into his open throat. 

At once his world became pain and terror, as claws and snarls and teeth ripped ever faster into his still dying corpse. 

The old caves of Hillsreach, claiming another soul who would no more see the light of dawn....

   
                         

So my first Basic D&D character...was killed...by a goblin. 
As an extremely experienced AD&D, 1st, 2nd, 3rd, 3.5, 4th, and even 5th edition player....this is a bit embarrassing. 
But one fantastic trait remained: As I remember the two hour session, playing with music, an elaborate Dwarven Forge cave set up, building each piece as Caloren explored further into the caves, the memory of that story seems as real and as fresh as playing with a  group. the true sign of a good gaming session. It was a brief escape, an adventure, and a journey into soemeplace unknown. 

Perhaps my elven fighter will be somewhat more equipped for the basic solo adventure next time.... 















Not Dead yet.....

Still here. 
But Summer belongs to the outside. Not the indoors...which makes RPG creativity, and even writing quite difficult. 
Still....

Not dead yet....






Back to Flannessia...



Writing and Dungeon Mastering have sways seemed to go hand in hand to me.

I write character histories. I write NPC histories.  Heck I've even written monster histories. 
Within my home brewed realms known as Flannessia (all realms conglomerated into one massive world, but I'll go into that in a bit...), I've written everything from the travels of the Silver Dragon Wizard Sfarak, to the history of the Gods of both light and shadow.

They have names, histories, spellings, traditions, customs and cultures. And a few years ago, I decided it was time to actually try to put them down into fables. I started by reading a LOT more than I already was. I read and read and read. A lot.
I took courses and read writing guides. I did hours of research. I attended workshops with great writers such as Orson Scott Card, learned tips and tricks from R.A. Salvatore, Tracy Hickman, and Brandon Sanderson. I even took a class from RPG and fiction author Robert J. Defendi, where I read the first chapter of my fantasy fiction epic Shadow Born to an audience of about 100 people.
The reaction I got was amazing. People were coming up and asking me questions, telling me how much they loved it, and that they couldn't wait to read the rest.
Robert didn't like it too well. He said he thought it was "like a piece of chocolate that was just too rich." Still not sure how I should apply that. but thats ok. It isn't for everyone. It's extremely descriptive. I want it to be immersive. and not Tolkien immersive, but REALLY immersive.

See Flannessia, is a conglomeration world.
Every realm and campaign ever created by Gygax, TSR, and Wizards of the Coast is alive and well in my world.
At the same time.
Tolkien? Yup, we have him too. Middle Earth is far to the Northwest.
C.S. Lewis? Narnia is here too. West, and slightly south. It's warmer as a general rule then Middle Earth.
Oerth or the Flaness from Greyhawk is the center of my world, mostly because I just grew up loving it.
Mystra from basic D&D, up and to the northeast.
Faerun, the Forgotten realms is central. Think the United states.

The point is this. I am not trying to re-create Tolkien. He has a world. I am trying to create a mythology for all of them.
What if all of these mysterious realms were all part of the same world? What of players could seamlessly move between realms, from Middle Earth to Hogwarts and back to Narnia via the Sword Coast?
Why not?

thats the world where Shadow born is based. And it feels good to finally, after a long break, be back in the writing seat. It feels good to be back in this land.
I hope I soon get to share it with others.

Where the Whales Go to Die!

Best. Movie. Ever.

Ok...maybe not "EVER"...but I LOVED this movie as a kid. And it was old when I saw it.
Island at the Top of the World. 1974 I believe. Adventure/steampunk/victorian explorers meet arctic Vikings and a lost colony.

Not sure why this movie captivated me so much. But it do so to the point that even years later, when I was serving in the US Coast Guard, I could not wait to get stationed up in the Arctic. And I loved every minute of it. Around every desolate mountain and snow capped peak was a Viking colony just waiting to be discovered. The "feeling of being watched" was constant in the arctic mountains, and the way the fog rolled in over the snow and tundra made for a mystical, imaginative land.

Now, in the movie poster artwork, notice the "Killer" Whales chomping at the boats in the lower right corner. In the movie, the mythical graveyard of whales, or "the place where the whales go to die" was a mythical boneyard filled with a Victorian era treasure trove of whale oil and ivory. But it was guarded by the Hunters, Orca's that would attack any that attempted to reach it. This scene depicted here actually never even happened, as the heroes ended up floating away on an iceberg not a boat. and of course if you look to your left, you'll see the Walt disney classical depiction of the "horned helm viking with a medieval era hilted sword" yet in the movie itself, the costuming wasn't nearly as grandiose, and actually followed historical Norse clothing much closer.

but until yesterday, I never contemplated throwing these mythical "Hunters" into game play...
I picked up this toy Orca at a thrift store yesterday for $.50. He was just about the right scale for standard table-top RPG 28mm miniatures.

 He showed a good amount of markings, which actually, if you've ever seen Orca's in the wild, they tend to have a lot of. I think with a  bit of work I could make this work to my advantage in increasing the realism here too.
















The first step was to cut that fin off. I needed him jumping out and poised for a potential crash down onto either icebergs or a small boat. 


This was actually quite a bit more difficult than one would imagine. Cutting through this thick Sea World Toy rubber was harder than getting their Executives to stop breeding in captivity. Ok, maybe not that hard, but tough. Once I got the rubber cut through, I needed to even out the tail and main body sections to allow even molding with the water base I will be creating.






Nothing a bit of creative fiddling can't clean up. I found a nice sharp exact knife, albeit one with a large enough handle area to really dig into the rubber worked well enough. The Tail would be used in the same way to imply one Orca rising out if the water in attack, and a second, always just right behind as it descended into the depths again. The next part, and possibly the trickiest, would be to get the right size "water base" for him.

I typically use a thick black foam for most of my Dungeoneering work because I tend to acquire a lot of it. I work in a creative field and we utilize a lot of this material for signage, advertising pieces, etc.

Often referred to as "Gatorboard" or "foam-core," this thick, heavy, and durable black foam works outstanding for everything from buildings to boulders to bases.




When it came time to mold the base and model, the heavy weight of the rubber upper body, which makes for a solid, fantastic miniature, was too heavy and too angled as the Orca is rising up and breaching the surface of the water, that heavy weight pieces were used to hold in place.

Two small anvils worked well to allow the model to begin the drying process. The rubber was simply adhered to the foam base with standard black epoxy glue, and allowed to dry overnight. A similar process will take place with the tail.


In Part 2, tail gluing, water surface painting, and texture prep.

Geography & Gods





I read this fantastic post today from Kotaku.com titled  
The 13 Strangest Deities In Dungeons & Dragons 
http://www.kotaku.com.au/2016/03/the-13-strangest-deities-in-dungeons-dragons/)

This was a hilarious write-up on some of the quirky details of D&D's pantheon of Gods. I can't help but think that coming up with details on the Gods has got to be one of the best writing gigs in the Wizards of the Coast/Dungeons & Dragons real-world. But it made me think a bit deeper too. Like reflecting on how, and why, I have always been apt to use ALL gods from ALL lands in my campaigns.
Yup. All of them.
But here's why....

My first D&D book ever, was not the Players Handbook, the DM's guide, or even the Monster Manual. I checked Deities and Demigods out of the Library when I was probably 9 years old. Maybe even earlier. I, like any kid, picked it up because of the artwork and what details I could make out on each inside. I distinctly remember this first checked-out version containing something I couldn't pronounce either, "Cthulhu Mythos" and had I known then what I know now, I'd have probably stolen it....
But all the way through D&D, AD&D, 1st edition, second edition, 3rd, 3.5, a quick dabbling in 4th, and now, 5th, I have always looked to Deities and Demigods as the standard for all gods and evils in the realms. And thats when things got interesting.

See when I started DM'ing in 1980-something, I wanted it all! Every god, every fable, every mythical land, every weapon...all rolled into one. One gigantic, unfathomably large, realm where all continents connected and sometimes, didn't. Narnia? Yup, far to the northwest of Greyhawk (the Flaness). The Flaness was central, with Faerun (Forgotten Realms) to the South West, Middle Earth to the upper north, Neverland, Nockmar and the Nelwinns, even further east (from the Willow movie), Krull, DragonLance, and even the lands from the D&D Cartoon show...every animated series, every movie, every fantastical fantasy based film (Labyrinth, set in the Flaness in my world) and even the Never Ending Story, Fantasia, had it's own land to the immediate west. Such a vast mass of land that even the people of Fantasia didn't know their borders. I encompassed all fantasy-fiction worlds my little 10 year old brain could comprehend into one major continent.
This way, my players could literally travel to any campaign, any place, any world, and it was somehow, all part of one large, cohesive world, often times each country acting and surviving as if they had no knowledge of the others. But here is where the Gods came in...

In my worlds, all gods are "alive" or until killed in their own realm. Those that die still have ruins, ancient demonic Lich Lords, conniving wizards and followers, and deep, ancient, secretive cults quietly worshipping them in the bowels of the Underdark. But on top of them are new Gods, and they kept coming and coming with each new edition. Unless the Old Gods had been destroyed, just because they ceased to be worshipped on any one given land mass, did not necessitate them "dying." Not only did this allow the constant use of unexplored ancient ruins and temples to long forgotten Gods, but  it kept the doorway open to infinite creative possibilities. Here's a quick example:
As a young teenage DM, I had one player that insisted on worshipping Buddha. Granted, he was a Ninja, who was a paid assassin, who ate meat, but he was still (or so he thought at the time), a worshiping Buddhist. At least his character was. Whatever.
I also had another who wanted to be Christian. But just because he was, doesn't mean everyone else around him was. They all fit like a big puzzle into one eternal cosmology and it was FUN!

The other factor that played heavily into my realms Pantheons was imagery. When I first checked this book out of the library so many years ago, I remember loving all the imagery, the fantasy, and the ideas so much, I could never exclude one.
Before I even knew who "Lolth" was I knew her worshipers were bad news, as evidence by some of the great original AD&D artwork:

   I always loved this artwork. Brutal as it is, the black cloaked priestess sacrificing someone to Lolth through some demonic acidic torture was disturbing in my younger years, and etched itself in my memory but in a dark, and imaginative way. Later images of Lolth showed her as the curvy vixen and the demonic spider as well, but all encompassing that unnatural hint of darkest evil: 

And so it is with the 5th edition now. Of course my official adventurers League Organized play half-Elf Paladin follows the 5th edition guidelines, swearing an Oath to the Ancients and choosing the Emerald Enclave as his faction (as an outsider), but in home-brew campaigns I still like to allow the floodgates of creative worship to rule, allowing players maximum creativity and personal design in their characters. I may get a bit more strict on Buddhism though.





BACK TO DUNGEONEERING!

Ok,
Enough talk about gaming, and back to actual, hard-core DUNGEONEERING!
We have so many projects in the cauldron right now, I just need to get photos up.
Canyons,
Ruins
Ponds
And a swinging medieval tavern-like sign...let me explain.

There comes a time when it becomes difficult to craft new Dungeoneering projects, when the outdoors calls me more than the seclusion and silence of the Tower. Unfortunately, this "calling" is as directly related to weather in the Spring as it seems to be in the fall, and as a result, the more the sun shines, the less I seem to do.

But as the season melts into Spring, this year the Dungeoneering focus will be on improving the gaming club.
Yes, gaming club.

See the Ursus Templari Gaming Club (not even sure that's the final final name yet...) started as a potential future "private" RPG club, that has yet to truly come to fruition.
Here is the basic outline as it now stands in it's early stages:








  • The idea is that the private club will have a monthly fee, ($10 or less) where in all players pay a one-time monthly fee, and the money is used for refreshments for each of 2-4 gaming sessions per month. The money stays in a collective pool. 
  • If a player misses a session that month, they receive a credit towards their session next month, so your never contributing to a game your not going to take advantage of. 
  • At the end of each month, each player who attends a game session gets 1 credit towards the monthly drawing: a reward if you will, that consist of some item of D&D paraphernalia. Dice, a mini, a map, maybe even a magic item or other D&D related item they, and only they, may use as they wish. They can, however, trade, sell, barter, or lend the item as well. Just like it was real. Similar to D&D Adventurers League Magic Items, but with no limit on trades or borrowing. 
  • Membership would be done through an application process, to ensure that we get a variety of well balanced players, but most importantly, so that we can establish a group of consistently committed players for ongoing campaigns, friendships, and hopefully, lifelong game play. 


As a result, the gaming club needs a name!
The hanging medieval inn-style sign is ready to be painted, but it has yet to receive a final name!
Of course any reader who finds this blog, and submits a name, is welcome to claim such rights and as a result, be given the first free membership in the (insert name here) gaming club....or...something like that. This is all just an idea of course....

We would of course love to have a sponsor, and report frequently on upcoming events, cons, etc....but again. Just brainstorming. The idea here comes from how cycling teams tend to operate, but without the frequent use of every available legally available nutritional supplement known to man....

Not sure how this will pan out, if ever. The interior of the club needs some work, space mostly. And while I wish it had room for a nice long war-game style table, I am afraid it might be restricted to a smaller, round, type. But its a work in progress....


   
 



11 HOURS IN THE DUNGEON!

I had been waiting to play a TRUE game of 5th edition since it's inception.
In the mountainous region in which I dwell, there are not too many game groups, and especially  D&D 5th edition game groups.

Oh we have Pathfinder of course, the table-top inception of bad comic book art and murdering-hobo role playing where anything goes...but no true to the core D&D groups. Hopefully that will change.

Finally, at this years Saltconn convention I was able to get my fill...and then some. Thanks to the Wasatch D&D Adventurers League and some great folks from my LGS, Mystic Hobbies!

11 straight hours of D&D and I loved every minute of it.
But there was an even more virginistic (if thats a word) catch I placed upon my new baptism into 5th edition:

I started at level 1.
Really.

Level 1. By the book, level 1. Not a single GP more than what I rolled. Adventurer's League stats, adventures League guidelines, armor, you name it. Everything was as simple, clear, and start-from-scratch as possible.

And here's why.

Most of the players were there with power-gaming 7th level plus characters. Wether they started that high or not is unknown, since much of the D&D Adventurer's League characters are run on the honor system, which is great.
Now, they did not indulge us to the point of adding in Dwarven-Forge-style 3D terrain or anything, but thats ok. The DM's did a great job, the mapping was good, and the use of freestyle miniature movement was such that when I remember back, I almost forget there was NOT terrain!

And THAT is the sign of a good DM! What I remember is Having a FANTASTIC time! It felt like when I was a kid! It's like that feeling I had when I exited the theater of the Force Awakens, or the first time I got off Star Tours.  Adventure. excitement. And at the same time,a  happy, simplistic, creative innocence.

Granted, this IS what a first level dungeon should look like. And here's why. New players need to be brought into the idea of this same exact feeling. If they can not find the hook to empower their own imaginations, whats to keep them from relying on a video game to do it for them?  If the dungeon can not be a 3-d massive diorama of immense imagination-capturing proportions thats ok, but the descriptions there in need to be! 

We played the very first starting adventure on the Lost Mines series. 
The D&D ADV L volunteers were from various shops, but the one who ran a couple of adventures for me was from a great shop located outside of Salt Lake City here, called Mystic hobbies (www.mystichobbygames.com), and I can not thank these guys enough for bringing me back with such vigor, friendliness, and enthusiasm. 

I was familiar with this first level module for D&D 5th edition already,  as I'd actually already read most of it, but somehow, they still made it fresh and new. I could not believe how nervous Iw as as a first level player...stepping into the dark woods to pursue what part of my psyche told me was "just goblins!" It's amazing how vulnerable you feel when you look at your character sheet and see only "10" under HP....gulp. 

I knew we were going to be escorting a wagon through the forest and that a Goblin sneak attack was imminent. To be fair, I never would have, as a 1/2 Elf Paladin Outlander, allowed our troop to blatantly walk right through such a narrow crevass without first sending scouts up and around the cliffs, so the Goblin attack would likely have been avoided had we had 3-d terrain. This was, no surprise here, just asking for an ambush. 

But regardless....It was the best time playing D&D I have had in years. 



It brought back memories of playing my first game back in 4th grade. A botched version of some friends older brothers game of the Keep on the Borderlands. It brought back memories of the Dungeons & Dragons Endless Quest books, like Dungeon of Dread by Rose Estes.
It made me miss my friends.
It made me miss my youth.
And yet, it made me feel inexplicably connected to it too. More so than I have in years.

11 hours of geekiness.
And I loved every moment of it.
Like a time machine...thanks Wizards, thanks Wasatch Adventurers League, and thanks to Mystic hobbies for what I hope is the first of many many journeys to come....