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Star Wars Rogue Two – Less is More

March 31, 2017 Comments off

Recently I put together a FFG Star Wars adventure for Mace West called Rogue 2. The synopsis was brief, and apparently intriguing enough to fill the table months before the con:

“You are part of an elite commando team for the Rebel Alliance. The Empire has demonstrated the fearsome and devastating power of the Death Star. It is up to you to stand up for freedom in the galaxy. Your comlink indicates a summons to the briefing room with High Command. This next mission is going to be something big. Hopefully you’ll live long enough to tell about it!”

I studied episodes of Rebels, as well as Episode IV and what I could remember from Rogue One (this was shortly after the theatrical release) and did some research about what could happen in the short time frame between Rogue One and A New Hope. In one of the behind the scenes clips for Rogue One the writers revealed they wanted to include  Wedge Antilles in the planetary shield battle on Scarif, but realized he would have never seen it since at the beginning of the battle of Yavin he says, “Look at the size of that thing…” So where is Wedge during Rogue One?

Enter Rogue Two: The Antilles Extraction. Those of you familiar with how I have run several Bounty Hunter missions will know I like to plan for a three-act structure, maybe with an optional fourth, if there is time. I play-tested this once before the con, then ran it at the con, and both times we ran out of time in our 4-hour block before getting to Act III. That being said, the sessions were great fun, but one day I plan on getting to the third act. Here is the basic outline:

Act I – Planning/Infiltration

Act II – Rescue/Escape

Act III – The Emperor’s Snare – Interdictor Showdown

With just a few other notes, a very basic map, and a small deck of probable baddies/NPCs from the adversary decks, we were off! I’ve found the more I run this system, the better it is to provide a small sandbox like a map of a ship or facility, then literally let the dice fall where they may. Relying not only on my creativity, but leaning on the players to help interpret FFG dice results has been some of the most fun I’ve had running or playing an RPG… ever.

While my actual adventure notes were pretty slim, I did a bit of research before the session to help flesh it out on the fly during the session. Researching prison facilities in Star Wars led me to discover an old Dark Horse comic called Han Solo at Stars’ End which was based on a novel by Brian Daley. I didn’t go so far as to read the novel, but I used some of the visuals to inspire the map of the exterior of the facility. The shape of the prison is a tall silo that reminded me of the cells from an episode of the Clone Wars that required floating repulsor sleds to reach them (S3E7). Beyond that, I wanted a reason Wedge and his squad were captured alive, and what better than an Interdictor cruiser to capture both ships and pilots.

 

ACT I

The first part of the session is planning the infiltration and requesting additional gear from Rebel High Command. The briefing is short on details, just the rudimentary reconnaissance scan gathered from an A-wing at long range. Mytus VII is a moon-like rock with no atmosphere and little natural gravity. I provided the squad with a choice of two available ships for infiltration: a U-Wing (with some home-brewed stats borrowed from forums) or a captured Imperial Lambda shuttle. Beyond that, they could make reasonable requests for other equipment that may be around the Yavin IV base. The playtest group requested a few speeder bikes (non-military versions, granted) and the con group requested ascension cables (which came in *very* handy). Now to plan the approach: land outside the facility and approach on foot or speeder? Land at the end of one of the tubes? Brazenly fly into one of the hangars? Any of these are options using this approach. The pre-gens I provided did not include any humans, which limited their options for posing as imperials in stolen uniforms, so both groups opted to land their U-wing (both chose the U-wing) well outside the facility and made a stealthy approach. The con team had the foresight to request an astromech droid to keep the engine running and stand by to fly in and pick them up. How they get in from here is entirely up to the table. The playtest group took out a pair of bored guards at the end of a landing tube, and stealthily made their way in to the main facility. The con group set some remote explosives on the outside of one of the tubes to the hangar, and took out a gunnery crew in one of the turbolasers.

ACT II

Now the team is in the facility, they need to find which cells have their rebel pilots and successfully extract them from the vertical tower of cells in the center of the complex. Optionally (if they are somehow captured) they could be facing off against gladiator droids in the arena on the very top level of the central tower (this is in reference to a scene in the comic) but this did not come up either time I ran it. Leaving the interior of the facility vague gives the game master great flexibility to improvise. Elevators or turbolifts can be anywhere you need them to be, as well as interior doors, tunnels to the turbolaser batteries, utilities like power and gravity generation may be in the basement. If your team seems stumped, provide them with options in a rudimentary directory (“Hmm, this says central generator on B1, arena on level 42, Warden’s Office on 41…” etc.) they can pull up from any terminal or datajack. Regardless of how they eventually get there, this will lead to an encounter with Imperial Dungeoneers in repulsor sleds. Judging from the visuals in the Clone Wars, I set up a central control tower, and at least three sleds with two dungeoneers on them a piece. Since this is an Imperial facility, I replaced the floating little cam bots in Clone Wars with interrogation droids, which make for pretty nice rival-level adversaries. This is generally where the stealth part of the mission breaks down. Alarms start going off, you can send in squads of storm troopers and their red-pauldroned sergeants as back up. Both times I ran it, this involved a few PCs in the central tower identifying the cells of the rebel pilots, and a few PCs going from cell to cell, freeing them. The con team set the gravity generators into a diagnostic mode that turned the gravity both off and on every two minutes, adding to the chaos. Once you retrieve Wedge and his squad (4-6 pilots) they reveal they were captured by the Emperor’s Snare, an Interdictor Cruiser that ripped their squad out of hyperspace. Their ships are still intact, and recoverable, if the team can capture the impound hangar. This can lead to a battle with TIEs on the base. I would encourage GMs to use group checks to narrate how the squad is doing rather than rolling a bunch of checks for NPCs, and let the PC squad take ship actions as normal. The rebels will likely outgun the Imperials until…

Act III

The Emperor’s Snare drops out of hyperspace on the horizon. Now both the commandos and the pilots are trapped unless the commandos can board that Interdictor and shutdown the gravity wells! I wrote this before watching the amazing Rebels Season 3 finale in which Interdictor cruisers play a big role, but if you are looking for inspiration for this chapter, check out the end of Rebels season 3! Having run out of time both times I ran this scenario we never actually made it this far, but I would suggest more group checks for the rebel pilots while having the PCs make some daring checks to board the bridge of the Interdictor and either shut it down or (more likely) sabotage the gravity wells before escaping. If the U-wing is still intact they may be able to take that, or if its destroyed in the ensuing battle, have them find some other shuttle or escape craft in a battle to the hangar bay. In a truly Rogue 2 like twist, the commandos may be captured or even killed in the attempt to disable the Snare and ensure the pilots get back to Yavin for the battle against the Death Star!

I hope you enjoy this adventure outline. I’m providing the map I used as well as six pre-gens for potential commandos below. Happy gaming, and may the Force be with you!

Rogue2map

GotalSaboteur

BothanQuartermaster

GranFigurehead

SullustanDriver

KyuzoHeavy

DurosInstructor

IthorianMedic

Asheville Comic Expo (A.C.E.) 2014 Preview

August 19, 2014 Comments off

ace-14-poster-webJust one month until the 3rd Annual Asheville Comic Expo! Once again, the Skyland Games crew is organizing the RPG gaming, and just like the rest of the show, tabletop RPGs will be bigger and more diverse than previous years! We’ve got a warhorn going so you can reserve your spot at the table. This year we’ll have Star Wars Edge of the Empire and Age of Rebellion, as well as several Dungeon Crawl Classics tables, a 5E starter set table for those eager to try the newest edition of D&D, and of course the ever popular Pathfinder tables.

In addition to the awesome artwork on display in artist alley, a lot of special guests are attending this year. It’s a great opportunity to meet writers and artists from Marvel, Dark Horse, IDW, DC, and some really great indie work!

Of course it wouldn’t be ACE without comics and a lot of awesome cosplay. Get some more use out of that awesome get up you made for DragonCon or GenCon and enter the costume contest! It has been a really impressive showing in previous years.

This year the convention will be upstairs in a larger space! Previous years it was held in what can generally be described as the basement of the Civic Center, but no longer! 2014 we are moving out of the basement! Check out the awesome comics, elaborate costumes, gorgeous art, and play some games! Come out and support this awesome endeavor to make ACE 2014 the best yet! See you there!

Free RPG Day

May 19, 2014 Comments off

freelogo2014Free RPG Day is just one month away! If you haven’t ever participated I would suggest finding a store near you and joining in on the fun this year! It also marks the 3rd anniversary of our local FLGS The Wyvern’s Tale opening their doors. If you’re joining me at the ‘Tale, be sure and sign up for a seat at the table on the warhorn. This year I’ll be running the offering from Goodman Games Dungeon Crawl Classics Elzemon and the Blood-Drinking Box! I was disappointed to see that Fantasy Flight didn’t contribute a Star Wars module for their new Age of Rebellion, but I’ll be running the beginner box anyway.

Despite FF not contributing, the offerings this year look pretty awesome. Pelgrane Press is offering an adventure for their 13th Age system called Make Your Own Luck. I’ve never tried it myself, but I’ve heard very good things, and the maps and factions in the core rule book are really cool. They have a lot of great games going for them, including Timewatch, a kickstarter for a time-travelling RPG.

There are a ton of great books from Catalyst Game Labs this year. If you missed them last year, Battletech and Shadowrun are sharing a book with quickstart rules for each game, and the Cosmic Patrol quickstart is back! New this year is the Valiant Quickstart which looks like a really cool superhero game for the Valiant comic universe. It looks like they’ll be releasing a lot of free stuff in the coming months in support of this game, so keep an eye out!

It’s a great day to support your local friendly gaming store, try some RPGs, and have an awesome time! If I don’t see you around my table, I hope you participate this year and tell your friends! Game on!

 

Kickstarter and Convention Round Up

November 18, 2013 Comments off

lne1While not strictly gaming related, one of our Skyland Games guys has created his very first Kickstarter: the comic book adventures of Lark & Eagle. The story is about two down on their luck heroes given a second chance to earn redemption after a disastrous mission by a new reality television show called “Hero Overhaul”. The comic is written by Steve Johnson and will be illustrated by Toro Diego and lettered by Tom Orzechowski.

Another friend of mine, Lee Bretschneider has his own Kickstarter currently funding: Role Play, a series of dice portrait tee shirts. Lee is an awesome illustrator and was the creator of one of my favorite tee shirts: Go Gnolls! Being a former Seminole and avid D&D player (plus an afficiando of all things gnollish), it speaks to me. I’ve worn the other one down to where it’s beginning to fade, so it may be time to hit Redbubble and pick out a new one.

dieshirtsLast weekend, I attended MACE in Charlotte, North Carolina. MACE has been held for the last couple years just a few hours away from home, but I’d never attended although the other Skylanders had. Steve and I both attended and I had a blast. All the Pathfinder I could care to play and/or run, plus boardgames, Mecha- Warhamm- Warma- Hordes… or whatever it’s called, and even some LARP, MACE has something for everyone. At least in the Pathfinder Society tables, I found it to be a total “couples con”. Every single game I ran or played had either one or two couples at the table. I’m not saying it’s unheard of, as we have a married couple in our local home game, and we have a few that attend our Pathfinder Society Lodge days at The Wyvern’s Tale, but couples playing (at least that many and that consistently) was a new experience for me. It’s always good when your significant others are involved in your hobbies, and a convention is a good place for a weekend getaway too.

In January, several of us are attending SCARAB in South Carolina. I went last year and had a great time, and this year they are moving the convention to a bigger and better space. I’m still wiped out by my weekend game-fest, but looking forward to this one coming up… and with luck I’ll be wearing my new d12 tee shirt and reading the first issue of Lark & Eagle while I’m there.

Kicking and Screaming

October 21, 2013 Comments off

So as to not bore you all with another set of Pathfinder Pregen Parties, I decided to go with an article about Kickstarter.  As a group, we at Skyland Games all have new ideas gushing out of our heads and no way to produce a decent product without having large sums of cash on hand.  And yes, it can get messy in the man-cave with all those ideas just lying on the floor of the man-cave.

The advantage to Kickstarter is that you do not need a lump sum of cash handy or try to find an investor that will loan you what you need without taking a large chunk of the profits.  I am more inclined to donate a little money for an idea that I think is neat and could go farther than just the Kickstarter campaign.  Crowdfunding works on so many levels, whether the project is big or small, with the possibility of your idea exploding and reaching many more people after the campaign.

I love the idea of crowdfunding.  Well, I love the idea so much that I am starting my own Kickstarter campaign in a couple of weeks.  But I am breaking off from our group for this project and going with a comic book.  Being that I severely lack in drawing skills, I have found an awesome artist and I can concentrate on telling an amazing story with complex interesting characters to entertain millions.  Well… maybe a couple hundred folks. 

What I have figured out from following other Kickstarters is to be prepared for anything and everything.  Make sure you provide examples and samples in your campaign to build excitement and have good, meaningful rewards to show appreciation to your backers.  But the one thing that backers need to understand is that you are not purchasing the product, you are donating funds and receiving a reward.  Also be prepared with a couple stretch goals so that you are not caught without the ability to add a little more to the project, whether it is another item or upgrading the quality of the product.  And be prepared to go through with it.  Don’t be afraid and just do it!

I think this is hitting a high note with me today because I just got the preliminary character sketches back, and… let’s just say – ‘Wow!’

ACE 2013 – Asheville Comic Expo Gaming

September 8, 2013 Comments off

flierround1It is nearly time! Join us at the 2nd Annual Asheville Comic Expo! Skyland Games is in charge of organizing the tabletop RPGs, and we’ve got some great tables this year! Check out the full schedule and guarantee your spot at the table by registering at our warhorn for the event.

Admission is $5 for all day, and kids 12 and under get in free!

The venue will be the same as last year in the expo space at the U.S. Cellular Center in downtown Asheville. The easiest parking is at the civic center parking deck, and the entrance to the Expo will be off Hiawassee St. on the North side of the center.

Sure you’ve read about Star Wars: Edge of the Empire here, well now is your chance to charge up your blaster and hit the hyperdrive! Maybe you’d like a more traditional dungeon delve, with a twist: check out Dungeon Crawl Classics. Like your Worlds nice and Savage? Try Slipstream, a sci-fi adventure world full of jetpacks and rayguns! Pathfinder more your speed? Why not try it from a Goblin perspective in We Be Goblins, or discover who has claimed an ancient siege castle in Master of the Fallen Fortress. New to Pathfinder? Sign up for In Service to Lore, an awesome introductory adventure to Pathfinder Society, the organized play version of the Pathfinder game. Want to get the next generation of gamers off on the right foot? Sign up your younglings for the Pathfinder Kids table, offered in both time slots, and featuring the excellent Pathfinder Beginner Box!

Last year the costumes and costume contest were fantastic! Dust off you capes, and practice your best hero pose because the cosplayers will be out in force. It also makes for some excellent people watching! All kinds of comic and toy vendors will be on hand, as well as artists, and a Friendly Local Game Store or two!

Show your support of our local comic convention, and maybe play an RPG or two! See you there!

Gygax Magazine Review

February 26, 2013 2 comments

GygaxCover

The King is Dead. Long live the King!

 

If you love roleplaying games (and if you’re reading this, you probably do) do yourself a favor and subscribe to Gygax Magazine. I really enjoyed any issue of Kobold Quarterly I could get my hands on. I even wrote about it here. To my eternal shame, I never actually subscribed and in the meantime, KQ has printed its last issue. While I didn’t personally have a Dragon magazine subscription, I have since perused old issues and developed a real appreciation for what that publication did not only to grow Dungeons and Dragons, but to increase and diversify both the audience and the genres for RPGs as a hobby.

Gygax magazine is pitch perfect in every category as far as I’m concerned. Not only was the staff wise enough to bring on Wolfgang Baur (the kobold-in-chief) and provide a corner for KQ material, they went back to the classic format of Dragon magazine both in layout and design. First and foremost, the classic oil painting cover featuring a fantastic but also humorous situation, using the same font as the old Dragon for the title, as well as similar text in the upper right of the price and few articles within. Inside, the contents page is formatted almost exactly like issues from the mid-80s, and the articles are formatted in triple columns and fairly plain titles. It just feels… right.

One of the most fascinating articles was about the cosmology of RPGs by James Carpio. James has done a great job breaking down the different waves and movements in the RPG hobby into stars in a galaxy. This includes a really cool two-page graphic depicting most of the major RPGs and games that use the same type of mechanics or design ideas. It’s a really cool graphical representation of the games over time and may help you find some cool games you missed.

My favorite thing about the magazine is it’s inclusive feel, taking on all game systems and all types of players. There are articles that would appeal to old-guard gamers about improv DMing, and bridging generations. There are nitty-gritty articles that break down which is mathematically statistically better: +1 damage or +1 to hit? There are cutting edge articles talking about the future of gaming, and online table tops. Essentially there is something for everyone!

Towards the end of course, there are the comics! Classics like Order of the Stick, as well as What’s New with Phil and Dixie, and one that was new to me, Marvin the Mage. All and all, I can’t recommend it highly enough. Don’t let this magazine fail! Subscribe and support an excellent resource for roleplaying games!

Categories: Adventure, Books, Comics, DnD, Retro, Reviews, RPGs

The Strange Case of David A. Trampier

February 18, 2013 Comments off

Grognards and other fans of 1st Edition D&D will remember some of the greatest illustrations in role-playing being drawn by David A. Trampier (aka ‘TRAMP’ or ‘DAT’). The original cover of the 1st Edition Players Handbook, plus plenty of monsters in both the 1st Edition Monster Manual and from the Gamma World Series were his creations. He designed or played a role in design of several games, like Titan and Divine Right, and was the creator of the long running Dragon Magazine comic strip Wormy. I was always a fan of his work, but never connected the dots that this illustration and this comic and this game all were from him, until much later. Trampier was not only in on the ground floor, but was moving to publish his own collected volume of Wormy, when something strange happened in April of 1988…

He disappeared.

Kim Mohan (editor of Dragon Magazine) advised that checks sent to Tramp’s house for work completed were returned uncashed. Phil Foglio (who worked on another strip in the magazine at the time What’s New with Phil & Dixie, and now best known for the excellent web comic Girl Genius) said later, “When an artist’s checks are returned uncashed, he is presumed dead.”

So what happened? Hit by a bus? Suicide? Those paying attention were baffled by Trampier’s disappearance, though Tom Wham (designer of Awful Green Things from Outer Space and Snit’s Revenge) indicated that he believed he was alive. Tom’s sister, Nina Wham, was married to Trampier at the time, indicating he had reason to know Trampier was still drawing breath. Still, Wham indicated that he himself had not been in touch since 1982.

Barbara Manui & Chris Adams, known for their work with another Dragon Magazine comic “Yamara” started information gathering and discovered the possible reason for the disappearance, which they posted from a verified source (name withheld) on their site here.

To summarize, it states that Tramp appeared to be upset, and perhaps delusional or paranoid in regard to events occurring at Dragon Magazine at the time. It goes on to state that he was an uncompromising and perhaps antagonistic artist that made life difficult for himself at the magazine.

While interesting, it still leaves us the mystery of his disappearance. As I began to research the issue, there still were no leads.

Then, in 2005, a reporter named Arin Thompson with the Daily Egyptian wrote a story titled, ‘Coffee, cigarettes and speed bumps: A night with a Carbondale cabby.’ It showed a picture of a bearded man, arm draped over the door of his cab. It was Dave Trampier, back from the dead.

trampier

This was groundbreaking. This not only proved that Trampier was alive, but that he was living or at least working in Carbondale, Illinois.

Within a short period of time, Trampier’s home address was accessible through the Jackson County, Illinois public records.

It appears that with this reemergence, a number of individuals attempted to contact Trampier. An individual identifying himself under the handle of “Baj” on the message board of Paizo.com indicated that they had contacted Trampier to discuss the purchase of original artwork. This initial contact began friendly, with Trampier expressing an eagerness for others to view his work, but became more withdrawn and negative over time.

Jolly Blackburn of Knights of the Dinner Table fame indicated that he contacted Trampier to make an offer for publishing his original Wormy strips.

“David was very polite but made it very clear he wanted nothing to do such a project and more importantly nothing to do with gaming and asked that I not contact him again. I got the impression his phone number had been passed around in the industry and I hadn’t been the first to call.”

Wizards of the Coast stated in their 30 year retrospective, “Thirty Years of Adventure” that Trampier was alive and well, but no longer worked in the gaming industry.

And that is where it appears it will stay for the foreseeable future. Luke Gygax posted:

“Tramp was a great old school artist and I wish he still contributed his artwork to the genre. Unfortunately he has no interest in gaming or art at all. I do not know what his reasons are, but I know two folks that have tracked him down and offered him work- one is his brother-in-law. He flatly refused both of them and asked them not to contact him again on the subject.” For reasons entirely his own, Trampier does not plan on submitting his work for publication or self-publishing in the foreseeable future.”

Despite this, his devoted fans remain surprisingly active. The Dave Trampier Fan Club Facebook page counts among its members Luke Gygax, Ernest Gary Gygax Jr., Jolly Blackburn and David Kenzer of Kenzer & Co., and Troll Lord Games. It’s a lot of fandom for an artist who hasn’t published a new piece of art in 25 years.

Others pay tribute through homage and imitation, such as Dungeon Crawl Classics featuring of numerous references or parodies of Trampier’s previous work, recalling classic Trampier art to evoke images core to fantasy role playing.

Whatever Trampier’s reasons for leaving, it is clear that his work is loved and appreciated throughout the gaming world, and should he choose to return, he will be welcome with open arms.

EDIT: We are sad to report that Dave Trampier died March 24, 2014 in Carbondale, IL at Helia Healthcare.  He was 59 years old.  Tragically, it appears that immediately prior to his death, he made plans to exhibit some of his artwork at a Carbondale Con called Egypt Wars 2014.  He advised the organizers that he was suffering from cancer, but that he was overcoming it and would need transportation to the convention.  A sample of the art he planned to exhibit is shown below.

The fact that just too late he started to return to the people and fans that loved his work so much absolutely breaks my heart.  But with his passing, we see many in the gaming community that loved him, and with it the promise that Dave Trampier will not be forgotten.

Tramp Art

What if Batman was a Pathfinder

January 7, 2013 Comments off
batman

David Finch’s Batman #700

Often players use heroic archetypes or existing characters from pop culture as inspiration for their PCs. Recently I was looking over the Ninja class for Pathfinder, and it struck me as a pretty good fit for a Batman-like character. I don’t pretend this is an original or new concept, in fact it is the subject of a healthy debate on the Paizo forums. This is my take.

This will be a Pathfinder Society legal 20-point build. Originally I was working on combining a Druid (Bat Shaman)/Ninja combo, but in the end I really like the feel of Druid/Monk/Ninja. See if you agree:

THE DARK KNIGHT — CR 3

Human Druid (Bat Shaman)1/Monk 1/Ninja 2

Medium humanoid (Human)

Init +4  Senses darkvision 60ft.; Perception +5

Defense

AC 15, touch 15, flat-footed 11 (+4 Dex, +1 Wis)

HP 25 (4d8+2)

Fort +4 Ref +10 Will +5

Defensive Abilities Sudden Shift (4/day)

Offense

Speed 30ft

Melee Unarmed Strike +6 (1d6+2)

Flurry of Blows +5/+5 (d6+2)

Ranged Batarang (as Mwk Boomerang) +6 (1d6+2)

Special Attacks Flurry of Blows, Stunning Fist (1/day DC 13)

Druid Spells Prepared (CL 1st; concentration +2)

1st – Disguise Self, Jump, Damp Powder (DC 12)

0 (at-will) – Resistance, Detect Magic, Detect Poison

Domain Deception

Tactics

During Combat Batman uses Stealth to close within melee, then pummels foes with Flurry of Blows. If they try and run, they get the Batarang.

Statistics

Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 14

Base Atk +1; CMB +3; CMD +18

Feats Improved Unarmed Strike, Combat Reflexes, Exotic Weapon Proficiency (Boomerang), Weapon Finesse, Weapon Focus (unarmed strike), Stunning Fist, Traits: Deft Dodger, Charming

Skills Acrobatics +8, Appraise +4, Bluff +6, Climb +6, Diplomacy +6, Disable Device +8, Disguise +6, Escape Artist +8, Fly +8, Handle Animal +6, Heal +5, Intimidate +6, Knowledge: Geography, History, Local, Nobility, Religion +4, Knowledge Nature +6, Linguistics +4, Perception +5, Ride +8, Sense Motive +5, Sleight of Hand +8, Spellcraft +4, Stealth +8, Survival +7, Swim +6

Languages Common, Druidic, Sylvan

SQ Ki Pool (3 points, magic), Poison Use, Sneak Atk 1d6, Sudden Shift (4/day), Wild Empathy +3

Categories: Comics, Paizo, Pathfinder, RPGs, Society

Asheville Comic Expo just two weeks away! New RPG Kids table!

September 29, 2012 Comments off

Video by OpticScene

Excitement is building for the upcoming Asheville Comic Expo at the civic center. It’s a short two weeks away! Also there may be a zombie problem that may require some assistance from our local super heroes. Other than superheroes and zombies, there are sure to be a ton of comics, collectable toys, and games of all stripes!

Interested in rolling some dice and getting in on some roleplaying games? Sign up at the warhorn to reserve your spot at the table. This just in: Asheville Comic Expo will feature an RPG kids table! Unlike the little table in the kitchen at Thanksgiving, this kids table features Paizo’s Pathfinder Beginner Box, game mastered by local Venture Captain Paul Trani! We’ve reviewed the box here at this site, and it is one of the best introductions to roleplaying games available, led by one of the best GMs in the region! It’s a win-win and a great way to inspire the next generation of role-players.

The Asheville Pathfinder Lodge will be out in force for the event, but there will also be a few other RPGs to try if you are looking for something other than Pathfinder. I myself will be GMing a DCCRPG adventure, Sailors on the Starless Sea. If you’ve read anything on this blog, you probably know I’m a big fan of Dungeon Crawl Classics. This is your opportunity to give the game a try. Looking for something a little less traditional? Maybe a little wacky? How about Teenage Mutant Ninja Turtles!?! This is an old system from Palladium games, and was one of the Skyland Games guys first RPG book. It is crazy fun! The RPGs are all being run from 12pm-4pm. Each table will take about that long to run, so the hardest decision will be choosing which one to play!

The Wyvern’s Tale will be there with tons of board games, running demos throughout the day. For those who can’t get enough RPGs, some more Pathfinder tables will be hosted back at the Wyvern’s Tale from 6pm-10pm.

The guys from the Deck Box are going to be running some Collectible Card Game events:

Booster Draft:  Triple Return to Ravnica Booster Drafts. $13.00 Entry, Single Elimination 8-person pods.  Payout will be Return to Ravnica Booster Packs with prizes given out as 4 packs to First, 3 to Second, and 2 each to Third and Fourth (4-3-2-2).  This is great because out of 8 players, 4 will get prizes, making the experience a considerable amount more enjoyable for players, (particularly new ones) as the focus is not so much to get First place.  It always feels good to win something, and this prize structure maximizes that.

Standard Constructed:  $5.00 Entry, Single Elimination 8-person pods.  Payout will also be Return to Ravnica Booster Packs with a bit more going to First, but in the same spirit (regarding prizes) as the Booster Drafts above (6-3-2-2).

All the Magic Events will be DCI Sanctioned.

They will also run one Scheduled Yu-Gi-Oh! tournament.  This event will be Advanced Format at 4pm, and will be $5.00 to enter.

In addition to that the Deck Box will run Kaijudo demos to give people a chance to try out Wizards of the Coast’s revamp of the Duel Masters card game.

If that wasn’t enough, there is going to be an awesome after party at the Emerald Lounge with Minibosses, Metroid Metal, and Danimal Cannon! It is going to be an incredible show, and an awesome expo! See you there!