Sunday, June 30, 2019

52 Weeks of Magic - Week 27 - The Arclight Bag

The Arclight Bag is a magical quiver that imparts magic to otherwise mundane arrows and bolts. The effects are based on the action of the user.

If the user is targeting a foe, firing an arrow from this quiver will cause the struck target and the firer to light up as if they were under the effect of Faerie Fire spell. Additionally, the firer is protected by a shield spell. Only the target of the arrow is entitled to a saving throw. The shooter must hit the target for the effect to start. If he or she misses, no one receives any magical effects. Any number of arrows can be empowered in this way, but striking a single target numerous times provides no additional bonuses.

The quiver will also imbue one arrow per hour with the ability to glow while in flight and "explode" like a flare when fired upwards. The flare will like the area like a Light spell for up to 3 rounds. The firer will also be surrounded with the effects of the Faerie Fire spell. This is a rescue option. In this case, the arrow is completely transformed into light at the apex of it's flight.

This usage cannot cause damage to an enemy. If this is attempted in doors, the "explosion" will light the room for 3 rounds. It does not get brighter for being inside. It cannot be used to blind characters or creatures, unless the Light spell would also cause this effect.

The arrows from the quiver do not have a bonus to hit, but the effects of Faerie Fire can modify an attack roll.

While this is described as a quiver, other objects could have this effect. For example, a Roman shield is meant to hold a handful of darts and could be a source of the Arclight effect, as could a brace of knives or a case for bolts.


Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 25b 26Shield of Force27
The Arclight Bag



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. Also on Drivethru is my custom character sheet for AD&D and Unearthed Arcana.

I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Welcome to The Cat's Old Apartment

Many years ago, I rented an apartment in West Seneca. It was far too expensive and way too small. While it wasn't awful, it was really marginal. It had a kitchen, living room, two bedrooms, a bathroom and a sitting area in an enclosed porch. The porch looked out on to the back of another house, so I didn't use it.

It was all unremarkable until I bought a cat. I hated the place but boy did that cat love the old apartment.

The first remarkable thing that happen was the cat could walk into rooms and vanish. She was Siamese so she was pretty vocal, even when not visible. Once she vanished, I could hear her but never find her until she chose to reappear. It was baffling. After a while, I got used to it.

One day while washing dishes, I opened a cupboard. The cupboard was annoying, it was a massive wooden structure 2-3 feet deep, yet opening the doors revealed that there was only about 12 inches of space to put things. I had assumed that the pipework was taking up the rest of the space. In any event, the cat entered the bottom cupboard. I bent over to grab her and guess what?

She wasn't there. I opened all of the cupboards and drawers as if there was a chance I was mistaken about her entering the only open door. I could hear her meowing, happily, but no cat in sight.

Then I heard it. Swish, clank. Meow! Swish, swish, clank! Meow.

I almost bolted from the apartment.

Instead, I grabbed a chair, a cup of coffee and sat down. I could hear the cat moving, sometimes from within the cupboard. But other times, the sound was coming from the bathroom or the bedroom, which was on the other side of the wall. Her movements were punctuated with that odd swish-clank! noise.

Three cups of coffee later, the cat reappeared from the cupboard I saw her enter. I noticed a small hole in the back of the cupboard, just big enough for a determined cat to enter. On closer inspection, I noticed many small holes, often no more than an inch or two in diameter in the back of each cupboard. Very odd.

The next day, I armed myself with a flashlight, paper, pencil and a ruler. A map like the one below was the result. This map is not to scale, it is more a schematic and from memory.


The first thing I noticed when mapping the old apartment was that if a door could open, it would often block another doorway. Annoying. Item 2, room dimensions didn't make sense relative to the exterior size of the house. And the cupboard was disturbingly disproportional to the room and interior storage space.

There was obviously a space behind it. Looking in the various holes revealed something disquieting. There were ropes, chains and pieces of cloth.

If I was the bolting kind, I would have been gone at this point.

With a little experimentation, I was able to determine the function of this odd cupboard. It was physically dominating in the room, obviously hiding a space behind it. Aside from the small holes, no bigger than a couple of inches, there were no larger openings. Nothing on the walls behind it nor the attic above or the apartment below. Violently opening or closing the cupboard doors caused air to enter the holes and made the fabric, ropes and chains swing noisily. It was meant to distract.

But distract from what?

In my bedroom, the cat had taken a liking to the closet. It turns out there was a secret passage way from the closet of one bedroom to the closet of the other bedroom. It was about 7 feet long. In bedroom two, there was an odd grill, which looked like a heater vent. Except, there was no central heat in this apartment. I had a gas heater awkwardly placed in the kitchen, nearly blocking bedroom 2's doorway. It turns out this grate could be pushed upwards to allow access to the bathroom.

In the bathroom, across from this grate was an inset shelf, no more than 3 inches deep. Pushing it allowed access to the large space labeled with a question mark. This area was about 10 by 10 and painted jet black. Or so it seemed. I entered the area without a light and as my eyes adapted, I noticed the shapes standing along the wall. And they were looking at me.

This time I did bolt.

When I worked up the courage to reenter the apartment, the cat was happily playing in this space so I had to go back in there. With a baseball bat and a very bright flashlight.

Someone had painted the walls with odd blue, pink, purple and mauve lines. They were not even and sometimes broken lines. At about head level, there were white ovals. Only the floor and ceiling were actually black. These shapes looked like people standing against the wall. How creepy.

In this space, I noticed two ladders. One went up and one went down. One lead to the basement and another lead upwards to a crawl space. It was horribly filthy and the wooden catwalk was only about 18 inches wide. I decided not to try my luck.

Later that evening, while sitting in the living room, I took a good look at the old fireplace. It had been sealed up years ago and was now a rather small but nice bookshelf. That matched the shelf in the bathroom. I pushed it and it slid back to reveal another space.

This area was a crawlspace with a ladder to one side, again with the odd paint job, which also covered a window. When a window's glass is painted over, the creep factor climbs by 101. I climbed up the ladder and noticed the same 18" crawlway leading back to the bathroom. This was no an attic of any kind, it was a catwalk above the ceilings. I could see that the area above the cupboard was sealed up with thick wood planks. Some odd bumps might have been the chains and ropes.

I have no idea what all of this was for. Maybe someday I will tell what my landlady said about the apartment and my friend's theories. But not at night. I don't want to think about it.

Thursday, June 27, 2019

Drawing from the Past

This week, artwork has been on my mind. In July, I am going to challenge myself to learn to draw hands and feet. Those are tough subjects, especially if you have little skill. If only I drew more, I would be a better artist.

For inspiration in this self-challenge, I found a book Drawing for Printers by Ernest Knaufft. It was published in 1899 and is available at Gutenberg. It is a treatise printers, not a how to book. Since I also like writing, it may be beneficial for a couple of purposes.


At the very least for publishers of Old School Gaming products, this sort of book captures the style of early game publishers. If you would like a more modern look at publish games, check out A Brief Study of TSR Book Design by Kevin Crawford. I did a review of it about a year ago. I wish I had found it before I started developing my BD&D/AD&D supplement, Zero to Hero


Tuesday, June 25, 2019

Harpoon II Review for Macintosh OS 9

Title: Harpoon II
OS: Mac OS 9, 64k and Power PowerPC plus Windows.
Year: 1994
Producer: Three-Sixty Pacific
Setting: Combat Simulation
Number of players: 1
Rating: ★★★★★

One of my favorite games from the 1990's is Harpoon II, by Three-Sixty Pacific. 



If you've ever played Civilization and said, "Hmmm... I wish there were more micromanagement in this game..." then Harpoon is the series for you. The initial offerings for the series were simple 2d images of a simulated radar screen, more recent updates use 3d graphics. Personally, I like to the simple 2d. More natural for a simulation, in my mind. 

The game presents a series of scenarios, each of which allows you select your level of realism, control and side. The scenarios hop around the global from Greenland to Antarctica. Each force has specific victory conditions and you receive a ranking in for each condition.

When the game opens, you have a strategic map and a tactical map. You can create as many as you like. You can create formations and CAP patrols, activate ECM/Radar/Com, determine speed and altitude/depth, and a myriad of other functions for each unit. The group command allows you to keep assets together and a waypoint editor allows you to send them off to battle. Or you can leave it the AI. 

Never leave stuff to AI, it isn't that bright. One of the limitations of the game is that the AI only deals with certain parameters, the objectives and can be faked out far too easily. Be careful as you can easily issue orders that will result in losses for stupid reasons, such as planes running out of gas or subs tooling up to a battleship on the surface. The AI happily does that to your opponent.

One of the tricks to this is the time compression settings. You can slow things to a crawl or even pause, then leap to real time or faster to get to the meat of the action. By slowing moments before an important event happens, you can save, proceed to the event and if you don't get the desired result, quit and reopen the game for another chance.
All and all, Harpoon II is very much a tabletop counter game perfectly adapted for the computer. If you like Avalon Hill games, you'll love Harpoon II. It works under Mac and Windows and best of all it's always willing to play with you. 

As this product and equipment ages, I have noticed some bugs. I have a Performa 475 which runs the game very slowly, as it did back in 1994 with no issues. The Performa has OS 7.5.3 and 32 MB of memory, which is about the most it can have. When running the software on a G4, 450 mhz sawtooth, with 512 mb of memory under 9.2, the program hangs on launch. I've tried every solution that comes to mind to fix this but nothing works. One work-a-round is opening a saved game, which allows you to exit that scenario and pick another. There is something about the video file that launches on start up. 

This brings to mind another funny thing about Harpoon II. On a Mac, the Harpoon II folder has a folder called resources, which contains videos used at various points in the game. If you can match the size and name of the old video, you can replace it with something else. Anything else. 

I seem to recall using movie clips at one point...

Monday, June 24, 2019

Poll Results

I was shocked at the poll results. I was really expecting an old game like Star Frontiers to come in first, but also thought that a game like Catalyst's Introductory Box Set would do better due to the minis included. 

Winner with 10 Votes
8 votes

A tie at 3rd, with 5 votes
A tie at 3rd, with 5 votes
3 votes
2 votes
Good to my word, we have a review of Paranoia. 

Of course, I can't let these other games just sit. I'll be doing a review a week on the remaining sets. Stay tuned and again, thanks for your opinions.

Paranoia, Second Edition Review

Welcome to Alpha District, Citizen!

Let's start with the basics. Paranoia has been around for decades. This edition was produced by West End Games in 1987. It is a revamp of the first edition rules, which strips out much of the game mechanics in favor of pop-the-clutch-and-go fun. What was "removed" often ended up as an optional rule, which in the spirit of the game, could be ignored, introduced or changed willy-nilly during play. Players who claim to know the rules are deemed traitors and kills. So, computer, have at it. Whatever makes your players happy. And Happiness is Mandatory!

What does the game include?

  • 136 page "rule" book
  • 16 page booklet describing the life of a troubleshooter
  • 1 20 sided die for something or other
  • One box with colorful pictures 
  • Not listed on the box are supplemental items such as character sheets, charts, (dis)loyal tests, vehicle control schematics, NPC charts and reports.  
The rule book includes a mini adventure demo in the front and a longish scenario or module in the back. The artwork is wonderful, while not perfect or extraordinary, it captures the theme of the games mind-bending laughs with a touch of sarcastic paranoia. This edition was compatible with all first edition modules, which is nice. 

Game play is quick. Each player is entitled to 6 clones, one at a time to represent the player's character. Unless the computer decides otherwise. As one character dies, another clone appears to take his or her place. Sometimes, they remember what happened to the last clone and sometimes they do not. Unless the computer is optimistic about the lethality. In which case, a second, third or 20th clone can be played at the same time as the other 1, 2, or 19. This will increase the likelihood that the player will turn on themselves, leaving other players bemused, horrified or shocked. 

In one session, I had a player holding 20 character sheets like a hand of cards and when he dropped sheet, that clone died. The book is chocked full of insane tips for pushing the charac... er... playe... er... maybe character's? paranoia buttons. My personal favorite is reading room descriptions with a stryofoam cup over your mouth to simulate a broken speaker.  

For a game that revolves around comedic death, the character creation process is robust. As are the choice of weapons and suggestions as to when to use them on your friends.. There seems to be a section on combat, but it is sort of optional. Except the coveted rear position, Troubleshooter. The motive and ability to bushwack other players is fun. Fun leads to happiness and Happiness is Mandatory! 

The included 19 page module, "Into The Outdoors with Gun and Camera" is laugh out loud funny. It works in tandem with the rules, basically forcing the players and computer through most of the rules. 

One issue I see with this set is the concept that the computer is ruthlessly hunting for "Traitors", a concept that was awesome and understandable in The Cold War, but perhaps won't play well with younger people today. 

You can check out Paranoia at DriveThruRPG