Showing posts with label Smurfs. Show all posts
Showing posts with label Smurfs. Show all posts

Friday, December 20, 2024

31 Questions for Barking Alien - Question 14

Smurf it all!

Excuse my Smurf but I'm totally smurfed by the fact that I can't figure out who smurfed me this question. If you supplied it or any smurf knows who did, please don't hesitate to smurf me. 

What upcoming RPG are you most excited for?




Whatever could it be?

The game I am anticipating above all others is Maestro Media's The Smurfs RPG, a Kickstarter that made over 135,000 dollars with over 1000 backers, resulting in a game that was about 1000% funded. Now that's impressive but it doesn't automatically make for a good game.

Luckily, it is a good game. Actually, it's a great game! 

Rules-lite? Check.
Not too rules-lite? Check.
Mechanics that reflect the Smurfs comics and cartoons? Check.
Base building rules? Check.

Say what now?

This game has rules for creating and fleshing out your very own Mushroom Cottage Smurf House! They didn't have to do that but WOW, they did it anyway and that's just so cool. 

With the addition of Smurfberries, Thorns, and Smurf Power, the Smurfs RPG does exactly what I want IP games to do: Create a link between the fluff and the crunch that reinforces the feel of the setting while still providing a fully functional gaming experience.

Add to all this my affection for the original Franco-Belgian Comics by Peyo, French and Belgian Folklore, and of course the comedic aspects and you have a game pretty much made for me.

I would also like to point out that I've rarely seen a publisher with such excellent customer communication and interaction. They have literally listened to the fan on more than one occasion and are sharing the game's design and production process with us as they go. Truly appreciated, inspiring, and of course smurfy. 

I look forward to smurfing around again in the very near future...

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Barking Alien





Thursday, September 26, 2024

Too Many Ideas Syndrome

Too Many Ideas Syndrome. Apparently this is really a thing. It's sometimes called 'idea-ism'. Yeah, I've definitely got it bad right now. 

My lack of posting is not because I have nothing to talk about or show you all but rather the opposite; I have so many RPG concepts runninlg through my head I don't know where to begin. Adding to the problem is that many of them are only half finished and poorly organized. 

Let's start with a 'State of Gaming' update, shall we?

Currently as of this post...

I am playing Hogwarts: A Mystery

Now in its 6th or 7th year, the campaign follows students - currently 5th Years - in House Ravenclaw. It is full of teen angst and drama, setting based angst and drama, action, suspense, and other kinds of angst and drama. The GM is very into making children suffer. No, no...in a good way!

The game runs bi-weekly with my friend Alex as Gamemaster and four players including myself. My character, Francis 'Frank' Pellgrove, goes on the short list of all time favorite PCs I've ever had. The system is a homebrew extremely loosely based on Apocalypse World but really nothing like it at this point. 

I have been running SMURFS

Over the past month I've run a three session scenario and a one-shot scenario using the Quickstart Guide rules for the upcoming Smurfs officially licensed RPG by Maestro Media. I'm pretty much obsessed and I love the game. Getting people to play it may be the biggest challenge one faces with the game but based on my own experience most truly mature gamers will give it a try. After all, those are the people most comfortable with not taking the hobby too seriously. 

Upcoming posts will discuss the Player Characters from both games and later I'll talk about the adventures themselves. 

I am still running Star Trek: Prosperity

Our Original Series era Star Trek Adventures campaign is still going strong, with all the sessions so far this 'season' (Season 8 that is! Eight years of Star Trek: Prosperity! Woohoo!) being good and a few being great! We've had a couple of real bangers! Very much looking forward to the next three missions, the last ending in a 'Season Finale Cliffhanger'!  

This game is [usually] played bi-weekly. I am the Gamemaster and we have four players. It ranks as my longest running single campaign ever. 

Coming up...

I will be running Champions: UNITY again

My weekend group is returning to our Champions campaign after experimenting with a host of other concepts with mixed results. Our campaign is set in yet another version of my friend William Corpening's 'Age of Champions' setting, this time on Champions Earth-Alpha Delta-1A. The campaign is already three years old and the players are eager to get back to their characters and this universe. Actually, one player will be using a new character.

I have mixed feelings on this personally. I am not really feeling 'Superheroes' at the moment and I'm having trouble coming up with a new or interesting angle. Don't get me wrong, I have some ideas for villains and scenarions but I'm lacking...I don't know...that certain something, ya'know? 

I will largely be playing Star Trek: Copernicus

After the Smurfs my Midweek Group is going back to our Star Trek Adventures campaign, Star Trek: Copernicus. This game is...good...sometimes great...sometimes just OK. It's been a tad inconsistent and that's not surprising. We've been doing a 'Revolving GM' situation, with the four players each taking turns as the Narrator when they had a solid adventure idea. Going forward it seems that one of us will be the 'lead' Narrator, having quite a lot of ideas and enthusiasm for the game.

I like my character a lot and that goes a long way towards making the game fun. 

In the near future...

I would like to run Space:1999

A fan of the series and intrigued by the rules, I would love to run a short campaign of this, partially to see if it has legs. That is to say, I'd likely run a three session 'pilot' adventure and gage interest in doing more.

Halloween is coming and I have Spooky Games in mind

Obviously I would love to revisit Ghostbusters. My hope is I'll get to run at least a one-shot scenario with my A&D/'The Home Office' group sometime in October. With any luck I might also be able to set up a Ghostbusters: Tokyo Ghost Research adventure with my friends in Japan. 

On that note, I want to finish my recap of the 'I'm So Embarrassed! My Uncle is a Bullet Train!' game. I'll also post some general ideas for more Ghostbusters RPG paranormal activities (see what I did there?). 

Another one-shot [or maybe two-to-three-shot] I'd love to run is Peekaboo (aka Peekaboo Horror), The Neighborhood Ghost Story TRPG from Japan that I adore but rarely get to the table. I also have a recounting of my first time playing it coming up next month so be on the look out for that. 

Finally...

What should really be an entire post all on its own (and might be soon) is this nagging desire to run...hold on to socks...Fantasy

Specifically I am wanting to run Fantasy with an Anime twist. Like...imagine if what I did with Superhero gaming to create The Winghorn Guard and my world of Aerth was done with Anime/Manga tropes in mind. Although Aerth does have considerable Anime/Manga influences already. Hmm. 

I really want to do this but I keep running into two major snags: I just don't love Fantasy gaming for a variety of reasons and I can find a system I really like that does what I want. 

Arrgh! 

*Sigh* Oh well. I'm glad I got that off my chest. Let's finish up with the Smurfs RPG for now so I can move on to other discussions.

Thanks for letting me prattle on.

AD
Barking Alien 

I've been so busy with Real LifeTM that I've missed some very important acknowledgements.
 



On September 9th of this year the world lost an entertainment icon in the person of James Earl Jones. A multiple award winning pioneer of theatre and film, Jones was a fascinating man before and after his long career of acting and voice overs. While best known to fandom as the voice of Darth Vader and Conan's nemesis Thulsa Doom, I highly recommend looking into this fellow's life outside these roles if you haven't already. Epic. 

Rest in Peace Mister Jones. 

September 24th was the birthday of Muppets creator Jim Henson. I don't even know where to begin talking about my feelings regarding Jim, one of my all time heroes. I've discussed him many times in the past and if you're interested you can look back to previous posts on the man. Henson is another fellow I suggest reading up on for the incredible life he lead and the impact he had on generations of fans and creatives. A documentary about him entitled 'Jim Henson Idea Man' is currently available on Disney+ and while it was tough for me to watch I definitely suggest checking it out. 

September 25th, yesterday, was the birthday of the amazing Mark Hamill. Actor, voice actor, and vigilant, outspoken, opponent of stupidity, Mark is a gawd dang national treasure. Happy Birthday Mark!








Saturday, September 7, 2024

Wild Blue Yonder

Inspired by a comment on my previous post by the illustrious Lord Blacksteel, I am not only adjusting and further expanding my Smurfs RPG setting but also changing the original scenario I was planning to what amounts to a prequel to itself. The result would make an excellent catalyst to a full campaign but that's me getting ahead of myself. 

Smurf this out...

A feature of the Smurfs RPG is that each PC gets points towards building and customizing their very own Smurf House.




The in-game universe explanation for this is pretty brilliant; while normally hidden from Humanity by enchantments, Gargamel occasionally finds the Smurf Village through magic, trickery, or whathaveyou. He did this recently, sometime prior to your first session, and ended up destroying several Smurf Houses including yours. Now you get the chance to rebuild. 

But...

At the start of my adventure, Papa Smurf will inform the Village that they are out of the unique mushrooms that Smurfs use to make houses. Fret not my little Smurfs! According to an ancient tome on Smurf Herbology there are said to be mushroom house mushrooms to the East across the River to the Sea in The Hidden Valley.

All that is needed is for a group of brave Smurfs to travel to the Hidden Valley and see if it can spare the resources they require. Luckily, our Smurf PCs are perfectly suited for this expedition. 

Lookout Smurf has a ship to sail across The River to the Sea and can use his Spyglass to search for the valley.

SCIENCE! Smurf should be able to determine which species of fungi is the correct one they're looking for.

Sir Smurfsalot has sworn to protect his friends! There may also be a connection between the Hidden Valley and his personal quest (more on that soon enough).

Spacey Smurf (NPC) is an explorer by nature and just so happens to be one of the Smurfs most familiar with 'Outer Space'. Lookout Smurf is another.

Outer Space being any areas of the Cursed Lands outside the Smurf Village.




Now, the crux of my idea is that once the Smurf PCs find The Hidden Valley (assuming they can) they will discover a long lost secret of the Smurfs. What they do with this knowledge will give direction to the game's narrative going forward (if indeed it does go beyond this first scenario). 

Between leaving the Smurf Village and hopefully locating the Hidden Valley our intrepid Smurfs will face numerous challenges, not the least of which is The River to the Sea itself! There's also the Weather, Beasts, and perhaps even a certain desperate dark magician and his cat...

What do you think? 

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Barking Alien





Tuesday, September 3, 2024

Blue Sky Thinking

As I mentioned not long ago, Maestro Media is coming out with an official Smurfs Tabletop Roleplaying Game and I don't think I've been this excited about a game in a very long time.

I've been so inspired by the announcement and my reading of the rules in the Quickstart Guide that I've asked one of my gaming groups if I could run them through a scenario and for some insane reason they said yes. 

I immediately started putting together an adventure, some setting material, and generating some illustrations for the occasion. I will definitely be reusing and/or repurposing some concepts I came up with back in 2011 for my first Smurfs campaign [which I ran using a homebrew system]. I have expanded upon that earlier work a bit but not overly so as I only intend to run this one adventure (probably two or three sessions tops) for the time being. If I were to run a full on campaign I'd definitely go through both the old and new ideas more thoroughly. 

For now...

The Smurf Player Characters



I noticed that each of the pre-generated Smurfs in the Quickstart has a set of Attributes - Quick, Brawn, Mind, and Heart - that total 24 points. Based on this, I allowed the three players to arrange their 24 points of stats as they liked and used the the Smurfs in the Guide as templates to determine the other aspects of a PC (along with the rule mechanics provided). 

The end result is three original Smurf characters with rather odd Motivations and Specialties that fit perfectly with what I have in mind. The strange combination of Medieval Fantasy and humorous anachronism should provide for a very entertaining adventure. In addition to the three PCs, I recreated my assisting NPC 'Spacey Smurf' from my the previous game to help them get accustomed to the game world. 

The Cursed Lands and Smurf Village Setting


The official Map of The Smurf Village by Peyo and his studio
from the book 'The World of The Smurfs', 2011.

English Translation from French and minor modifications by me.

For the game's setting, I am beginning with the classic, official depiction of the Smurf Village and it's surrounding area, originally called 'The Cursed Lands' from its earliest appearances in Peyo's comic series, 'Johan and Peewit'. Added to this are some canon inconsistences between that comic and the later Smurfs comics and cartoons that I've reconciled to my personal tastes and the requirements of the adventure.

From there I expanded and detailed the region based on the notes I wrote up for my original Smurfs campaign that include and flesh out the milieu, inspired by the folklore of Belgium and France combined with the comic book, cartoon, and other related materials. The end result is this map:




Scale is not really a concern so much as direction and placement of the different important locations. It was necessary to place larger waterways and how they might feasibly connect in order to work in one of the characters having a nautical theme. That and two of my favorite old Smurf stories involve our little blue heroes traveling by river.

Curiously, another favorite tale had a river (a stream really) running through the center of the village when nearly all other comics featuring the Smurfs show the nearest body of water to be river going around the wooded area where the Mushroom Village is located. I have included both ideas in my interpretation to allow greater versatility to the Smurf House building aspect of the game. I am also toying with the idea (as has been suggested in more recent Smurf media) that this may be 'a' Smurf Village and not 'the' Smurf Village. I'd like to imply that but keep confirmation of it vague for now. 


My design for an updated, post-Gargamel's Rampage Smurf Village. 


Do other Fee or Fairie beings dwell in the Enchanted Woods? Are there really Giants in the Northern Mountains? Has any Smurf reached the Sea at the end of the River that goes there?
I really like the idea of exploring beyond the Enchanted Woods and Forbidden Forest we generally see in the Smurf stories to discover what else might be out there. 

That's it for now. I should have a write-up of our first sessions later this week. 

Any comments or questions are greatly appreciated. 

AD
Barking Smurf? Smurfing Alien? This is a tough one...





Sunday, August 18, 2024

A Bolt From The Blue

As you can all plainly see, I am running pretty far behind on the RPGaDay 2024 Challenge. The main reason for this is I've been distracted by RPG ideas I am currently finding much more inspiring and engaging.

One of these is the upcoming Smurfs Tabletop RPG by Maestro Media. I've received the Quick-Start Guide which contains the basic rules and an adventure. 

My initial thoughts...

Smurfberry Crunch




My first impression of the rules were that they seemed a little too crunchy for a Smurfs game.

There are Difficulty Level dice pools used in an attempt to roll under Attributes, something called Effort that can be spent to improve your chances of success by lowering the Difficulty, a Smurf's Advantage, Smurf Equipment, Smurf Power, Smurfberries, Safety Rolls, and YIKES! That's a lot of components to Smurf! All this for a game about little blue people living in a Mushroom Village? Yet...it all works.

It kind of reminds me of the Cypher System if you changed all the things I despise about Cypher into things I really like. 

Obstacles and opponents have a Difficulty Level, which is how many D6s you roll. The objective is to get a total number under your Attribute. What's cool is that rolling  In Cypher, and I'm going to explain this badly as I can never remember this exactly not matter how many times I play that game, to hit a Level 3 opponent you need to roll a 9 or better. Yes, a 3 means 9, a 4 means 12, and so on because you multiply the level of things by 3 on account of needing things to be more complicated and less intuitive than they should be. In Smurfs, a Difficulty Level 3 challenge or enemy means you roll 3 six-sided dice. A level 4 Difficulty means you roll 4D6. The number means the number. Novel right?

With an average Attribute of 6 things can get really tough really quick if you're trying to roll under that after adding up a roll of even 3D6. It seems all the sample Smurfs Attributes total up to 24 each, so while you could have everything at 6 you could also have something like Quick: 6, Brawn: 4, Mind: 9, and Heart: 5. The clever Smurf with these stats is going to have an easier time succeeding at intelligence related challenges. 

In Cyphe your Attributes are really pools from which you not only subtract points to improve your chances of success but are also spend to activate certain abilities. Additionally, the Might pool is your Hit Points. So everything is dependent on these three, usually not too beefy pools of points. This makes one reluctant to spend them but you have to, especially early on, as your PC often sucks. Next thing you know you are either unable to use your cool powers and/or unconscious.

Here you spend Effort similarly but its separate from your Attribute and have nothing to do with using your Equipment or special Advantage. The Smurf stated above has Quick: 6 and therefore a Quick Effort of 6 points. Likewise they have 4 points of Brawn Effort, 9 points of Mind Effort, and 5 point of Heart Effort. These can be spent, up to 3 at a time, to lower the number of Difficulty dice in a challenge. An all but impossible task of 5 or 6D6 can be brought down to 2 or 3D6 by spending 3 Effort.

Damage, Fatigue, and the like are subtracted from the appropriate Effort related to the situation. If you go to Zero Effort in one area all your following challenges are at +1D6 Difficulty but you still have the related Attribute! Hefty is still Strong when he's injury, Brainy is still smart when he's tired, etc. Things are just harder. If you go to Zero in two Effort categories you are Smurfed! You are knocked out and can't do anything other than make a Safety Roll. More on that below. 

Smurf Advantages often add a +2 to your Attribute for the purpose of rolling under for an appropriately related challenge. Let's say Hefty has a Brawn of 12. He also gets a +2 to all tests of strength, so his roll under number to pull Handy out of a river or lift a log trapping Smurfette would be 14. Some Advantages reduce the Difficulty level instead. Clumsy has an Advantage that is really cool and does a completely different thing. The full rules will list which Advantages do what I assume.

Equipment also lends a hand, adding a +2 when applied to a related task. For example, Jokey has an Exploding Present that adds +2 if the player can figure out how that would help in a given situation. Hmm. How's this...?

According to Jokey's Character Sheet, if he can use an Exploding Present to accomplish a goal that requires an Action Roll he lowers the Difficulty by 1D6 (that's his Advantage). The Exploding Present itself is a +2 piece of Equipment. Gargamel goes to grab Jokey. Gargamel is a Difficulty Level 3 opponent, so Jokey's player will roll 3D6 and try to get under Jokey's Quick of 8. Hold on! Gargamel is using a large net to catch Jokey, not his hand, so the Storyteller adds +2D6 to the Difficulty. Oh my Smurf! 5D6!

Thinking fast, Jokey tosses a Present Box up and over his shoulder, hoping it will explode as the net comes down. This will make a hole in the net that Jokey can easily escape through. He lowers the Difficulty to 4D6, spends a Quick Effort point to make it 3D6 and gets a +2 for the Exploding Present added to his Quick of 8. Now it's a 3D6 roll and he needs to get under a 10. He makes it with a 2, 3, and 4! Total of 9. Boom! Gargamel swings up his net to find a burnt and smoking whole and Jokey running away laughing. 




I like this because I really don't like the Cypher equivalent where it feels a little counterintuitive. You're always lowering the Difficulty there. Here you can lower the Difficulty and/or add to your Attribute. Getting a Plus to something just feels better than lowering the Difficulty for some reason. 

There's more with Smurfberries and Smurf Power but that's enough for now. 

Oh wait, one last thing, Safety Rolls! I like this because it feels very Saturday Morning Cartoon or 'Funny Pages' Comics and ties into one really interesting aspect of the game I didn't expect. There's a Base Building element! Seriously!

When a Smurf is rendered unconscious and unable to continue on due to reaching Zero in two of their Effort scores, and no other Smurf can render aid, the injured Smurf's player makes a 2D6 Safety Roll. If the player gets under the target number, their Smurf awakens in their own bed safe and sound back in the Smurf Village. The Storyteller and player come up with a narrative to explain how the PC got home. Saved by friendly Squirrels? Rescued by a team of nameless background Smurfs? You decide! 

Best part is that the target number is determined by your Smurf's Mushroom House! That's right Smurfettes and Gentlesmurfs, you get to build your own personal Smurf Cottage that can give you bonuses such as extra Equipment, a Work Bench to create new Equipment, a way to regain spent Smurf Power, and ways of lowering task Difficulty - For example: If you need to bake some Smurfberry Tarts, go to the house of Smurf in the party who added a Kitchen! Love this!




OK, that's it. I have more to discuss and so many Smurfy game ideas.

Smurf you later!

AD
Barking Smurf

Sorry for the Cypher bashing everybody. By that I mean you shouldn't have to sit through my dislike of Cypher so I apologize to you. I do not apologize to Cypher however. It knows what it did and it should be ashamed! 





Tuesday, July 30, 2024

Blue World

You're not going to Smurfing believe this but...




Back in 2011 I came up with a Smurfs RPG based on a heavily modified version of Faery's Tale Deluxe that I put together for the purpose of, well, making a Smurfs RPG. We were only able to run a couple sessions before various issues made continuing too difficult (something I definitely lament). I did a lot of research and development for our Smurfs campaign, blending the original comic strips created by Peyo with the folklore and culture of France, Belgium, and other surrounding regions. 

Now it seems Maestro Media is making an official The Smurfs Roleplaying Game (featuring a Backerlit and Kickstarter crowdfunding campaign). I am unfamiliar with Maestro Media, though I believe they previously produced a Smurfs related board game. Very little information has been provided regarding the game, though there is this from the Backerlit post: 

'Are you ready for a smurftastic adventure!? Sign up for updates on our upcoming Kickstarter campaign for The Smurfs: Roleplaying Game and we'll send you the Quick-Start Guide digital PDF for FREE! It's 18 pages of Smurfy goodness and will provide you the core rules of the RPG and an introductory adventure called 'Papa Smurf Goes Missing'!

Be sure to also Follow our preview page on Kickstarter and join our private Smurfs RPG Design Group on Facebook! Links to these will be sent to you shortly via email.

The Maestro Team'

Obviously I am very interested. I'm pretty sure this will be a very different game from the one I made. This seems more aimed at kids and closer to classic comic strips and animated series. I definitely like the dice depicted in the image above. 

More information as it becomes available.

Smurf you next time!

AD
Barking Alien

*Post title a reference to 'Blue World' by who else? The Moody Blues.





Thursday, October 4, 2012

In A Darker Age

I asked the three remaining players in our group what I should run as our next campaign and the votes are in and tallied. The winner is...


The gang has chosen Ars Magica over Traveller and while I am a bit surprised, I am totally cool with the decision. Ars Magica is one of my all time favorite games to GM and it's been ages since I've run it so all is good.

Now I am more than certain that, as Zak S. might put it, I run this game badwrong (or is it wrongbad? I can never get that straight). I focus considerably less on history and historical accuracy in favor of a 'timeless, folklore quality', as a friend of mine once put it.

I quite enjoy keeping the trappings of the region and culture I am using in mind as veracious to the time and place my campaign is set in as I can, but it is only to reinforce the atmosphere of the game. Political, social and economic elements of the medieval period (usually the late 12th or early 13th centuries for me) serve largely as background.

That said, I would like to set the campaign in a region that has interesting goings on and is thick with folklore.




I have run most of my previous Ars Magica campaigns in either England or France. For England I have primary focused on Wales and the South Western coast. For France, I prefer the regions of Brittany, Normandy and Flanders.

The research I did for my Smurfs game, strangely enough, would excellent source material for use in a campaign that revisits Flanders and the areas that make up what is now modern day Belgium.

Roman-Germany, Black Forest and all, would also be an excellent location.

Any ideas or recommendations? Any one run or play Ars Magica who'd like to offer up some input?

Looking forward to the mythic past,

AD
Barking Alien








Friday, July 27, 2012

The Foreseeable Future

With no need to work on a campaign after our Champions game completes its run (just three more sessions really), I can finally work on some projects I really want to work on just for me.

OK, in truth, that too is a need and I think I've been holding off on it for one reason or another. Well no more! Time to get down to the working on the game I like the most...can you guess? Go on guess! Right! You guessed it...


When I started this blog I had intended on writing a lot more about science fiction gaming in general and Star Trek gaming specifically, yet somewhere along the line I migrated to more entries about Superheroes, Comedy and Ideas-Too-Crazy-To-Work-But-Do, like my Muppets and Smurfs RPGs.

Star Trek and Star Trek gaming, are, like Superhero Comic Books, something I've loved since before I ever saw an RPG book or funny shaped dice. While many kids played cops and robbers, my friends and I, plastic Phasers and Tricorders in hand, knock off Starfleet Uniform T-Shirts on our backs, pretended to explore strange new worlds and seek out new life forms.

The question now, which I previously never bothered to ask myself, is how shall I go about going where no one has gone before? With no official Star Trek RPG on the markets or even in the works it seems, what system and approach shall I take to develop a Star Trek campaign for when next I am given the opportunity to run one?

How you played Star Trek but not used an 'official' system? What do you use? Do you play in the canon Star Trek universe or a variant? Do you explore completely different Trek-like universe (as in Starships and Spacemen)?

I may just dedicate all of August to various posts on Star Trek gaming. Anyone interested?

Let me know. Hailing frequencies are open...

AD
Barking Alien








Sunday, October 9, 2011

I Need A Recess After RECESS

Good grief am I ever tired.

As has been my experience at past RECESS gaming events, today's rocked my socks out of the box! It was also phenomenally exhausting.

It was, in a word, THE AWESOME! (Technically two words but at 2:30 am who's really going to notice?)

The GOOD


The Muppet Show/Muppets RPG session went over really, really well once again. In some ways even better or at least more smoothly then the first time. I will go into a detailed recap and some session notes I think you might find interesting (I know I do) tomorrow or Monday.

Played in a game of
BrickQuest that was oh so fun. It was like old school D&D, simplified and with LEGO. Fantastic.

The BAD

Not really bad per se but my Smurfs RPG game was cancelled. No one signed up. While I was disappointed, I was also exhausted from running the Muppet Show game earlier in the day. I am surprised I didn't get even one or two people interested but there were less attendees in the afternoon/evening segment.

The truth is I did have one or two people interested but one didn't end up coming to RECESS for whatever reason while the other opted to play another RPG he'd been waiting to get into for a while now.

I think running something in the morning and playing in the afternoon is the way to go for me from now on but you never know...

The WACKY

Many requests to run the Muppets RPG at the next RECESS, with a large number of people wanting to play the Sesame Street variation instead of The Muppet Show.

Need sleep.

AD
Barking Alien






Monday, October 3, 2011

Monday Funday Late Night Double Feature

This Saturday, Saturday, Saturday!
NerdNYC proudly presents its oh-so-awesome RECESS Gaming Event!


The final schedule is up and yours truly will be running two, count'em '2', RPG sessions.





In the early part of the event I will be running 'The Muppet Show' with my homebrewed Muppets RPG. It went over really well last time and I hope to top it with some October inspired craziness.

Who will the
Special Guest Star be? You'll just have to wait and see...In the latter part of the event I will be running....wait for it...The Smurfs!

That's right my little Smurfs! I will be smurfing the smurfiest RPG that has been smurfed at RECESS. Assuming I get all my smurfs in order.

I am so excited to be doing this. I hope anyone viewing this who lives in the New York area, loves games and have a free Saturday will come by. In addition to my wacky antics there will be a number of other RPGs and Board Games being played. Please check the linked websites above for more information.

I heard there will even be people running some kind of game about underground jails and flying lizards or some such. It could be a hoot.

Expect a session report on each sometime next week!

AD
Barking Alien







Thursday, September 22, 2011

The Big Smurf - Part 3

With little time to think, let alone blog, a few things did pop into my head in the rare space of quiet between the end of my day and needing to go to bed...

I don't like the way I recap.

It's too long winded and much more like telling a story than really recapping an adventure. Granted, my adventures are more cooperative, interactive storytelling type sessions than they are traditional games but still. I don't think I really convey the games as I should and as I want to.

Also, so much happens in even a relatively short session of a humorous game that I end up getting bored retelling the adventure when I'd rather talk about something new. My brain doesn't like or do well with staying on the same subject for too long.

So...Reader's Digest version:

The Smurf party of Expert, Detective, Insano, Spacey and Snarky head off into the wilderness to locate the mysteriously sleeping animals found by Papa Smurf and Spacey the night before. The group is carrying with them a potion that may wake them
*.


Before finding the animals, they come upon a hunter/trapper in the forest and decide (completely without me) that Smurfs are 'Guardians of the Forests' and its creatures and they don't appreciate a hunter hunting so close to their village. As the Smurfs plan a way to use Detective's Magnifying Glass and a crosshair made of twigs to improve Spacey's aim with his Ray Gun (hoping to damage the hunter's bow), Snarky walks right up to the fellow and goes into a long speech about whether or not the hunter has the correct permits, if he is licensed to use a bow and arrow in part of the country, etc.

The others realize what he is doing and while they can't believe he walked off to engage the Human directly, they are kind of impressed. They suggest he be renamed Bureaucrat Smurf or Litigious Smurf. Meanwhile, Snarky walks around the hunter as he talks, causing the hunter to turn to follow him. Snarky therefore ends up setting up the shot, which Spacey takes with his newly built Targeting Smurf (Scope). Zap-Poof-Cracked and the hunter gets a crispy bow.

Snarky tells the Hunter to be gone as he (Snarky) did that with his magic and he can do it again. At some point in his conversation with the hunter, Snarky lets out that he is a Smurf. The hunter tries to grab him in a sack, suddenly spurred on instead of frightened by Snarky's 'magic powers'. Snarky threatens to do it again and than snaps his fingers for effect. Spacey takes a second shot at the sack which immediately receives a burning hole. The hunter panics for real this time and runs off.

Expert confers with a wood nymph after hearing Spacey recount that at one point in their journey the day before Papa Smurf, 'Stopped to talk to a tree'. Being an expert on Smurf, Expert is well aware of the close relationship between Smurfs and other fee (faeries) of the woods. The wood nymph warns the Smurfs of a strange patch of shadowy fog she witnessed near her tree(s) and an additional group of sleeping animals the party was not aware of.

Eventually the Smurfs find the magically hidden animals as well as the new batch. A very light dusting of some golden powder is discovered by Insano, especially in the eyes of the larger sleeping beasts. Insano tries to use Papa's potion to awaken one of the smaller critters. It works but the poor little creature almost asphyxiates, trying to breathe in several days of air as quickly as possible.

Insano is able to calm the creature down a bit which helps but he believes a better solution is taking some of the golden dust and mixing it into the waking potion. He tests his theory on another animal and it seems to work. Rather than risking it failing to help one of the larger beasties (a deer), Insano and the gang decide on returning to the village and conveying their findings to Papa Smurf.

That's all for now. We'll find out what happens in a month.

AD
Barking Alien


*The waking potion was described as having the odor of tea made from smelling salts, ginger, and the scent of burnt cola**. It was jokingly described as strong enough to 'wake the dead'. Insano took a drop or two into his own personal vial and said, "Hmmm. Wake the dead, eh? I'll have to try that some time..."

**I have smelled burnt cola. Nasty.







Wednesday, September 21, 2011

The Big Smurf - Part 2

Continuing my recap of the first session of my new Smurfs campaign...

[Cut to the Smurf's Mushroom Village]

I ask the Players what their PCs are up to and where they are in the village.

Detective Smurf is at Brainy's, repaying a Boon by helping Brainy move heavy piles of books from one bookcase to another. Brainy gave Detective a magnifying glass so Detective owed him. Lots of funny banter, role playing and I got to do my mediocre but not terrible Brainy impression.

Insano is trying to invent something that will make a flash of light and thunder sound every time the front door of his house is opened. Apparently he borrowed Handy's saw to do it. When Handy arrives to get his saw back he discovered Isano is not using the saw to saw anything but shaking it vigorously in various ways to produce the thunder sound (classic radio sound effect trick).

Handy almost has a smurf attack and passes out and the use of his saw for un-saw-like purposes. Lots of funny banter, role playing and Insano reveals his campaign long goal...to build a giant robot! By giant he means...to him. Thirty apples tall! Muhuwahaha! So...almost to Gargamel's knee. We're thinking about the size of the old Shogun Warrior toys.

Snarky is walking through mocking those Smurfs who don't have distinct identities yet. He visits with the few Smurfs who can stand him like Jokey and Grouchy (Weird right?).

Expert is home making notes on various Smurf traditions, foods, holidays and other bits of Smurf cultural knowledge. He then places the notes into his hat and his hat on his head. These notes will be saved for later use.

Eventually, Spacey Smurf (NPC) approaches each PC Smurf (except Snarky) and tells them that Papa Smurf wants to see them. He doesn't recall why. Honestly, he wasn't paying attention.

Eventually the PCs gather at Papa Smurf's crib and proceed to act like kids in a candy store. Insano is looking at the potions and books on alchemy, Expert is noting anything of value on Smurf lore and Detective, being 'Curious' is looking at EVERYTHING! With some effort Papa calms them down long enough to let them know why they were summoned...

While gathering herbs and other ingredients late the night before, Papa and Spacey (there as a guard and guide since he has a magic Ray Gun and can navigate by the stars) came across a number of animals asleep in the woods. This was no ordinary sleep and the Smurfs could not awaken them. Papa returned to the village to brew up a potion he thinks may save the animals who will surely starve and wither away. He needs the PC Smurfs to travel to the spot where the animals are because...

Detective may find clues as to the cause that Papa didn't see.
Insano will know if it was Science and not Magic and he is kind of a Doctor.
Expert is a jack of all trades type with ability to help his fellow Smurfs.

Spacey will guide them to the spot which is currently hidden by a spell from Papa so no Humans or other animals come upon the sleeping creatures by mistake.

Meanwhile, Papa Smurf's house is surrounded by all the village's other Smurfs trying to peak in and see what's up (just like in the cartoon). One such Smurf is Snarky who decides he is definitely needed on this mission as these Smurfs are all wack jobs who'll probably get themselves smurfed before they can do a lick of good.

We'll be right back after these messages...

AD
Barking Alien








Monday, September 19, 2011

The Big Smurf* - Part 1

"Once upon a time, in the middle of a far off place known as 'The Cursed Lands', a village made up of mushroom houses held a population of tiny, blue people known as...The Smurfs.

One day, while...OOF! OW! Clumsy?! Please be careful! You interrupted me in the middle of my introduction to the first adventure."


"Oh, gee, sorry Narrator Smurf. Papa wanted me to come over and tell you we're not starting in the Smurf Village. We're starting in The Kingdom."

"Really?"

"Yeah, um, here...these are the new pages."

(Flips through the pages and quickly tries to organize them).

"I see. Thank you Clumsy. I'll start again..."


(Clumsy stumbles off, knocking over another pile of papers, and a spare microphone).

"Once upon a time, in a far off place known as 'The Cursed Lands', there was a Kingdom of poor resources but happy people. Though conditions were tough and the castle had seen better days, it's inhabitants were kind and just and worked hard to improve their lot.

Just outside the castle were several villages, each poorer and less happy than the next. In one of these villages, a terrible fate had befallen a young peasant boy..."


With that, our story began.

As it turns out, a Knight (Sir Bellerive), his Paige (Johan), the Paige's best friend the court jester (Pirlouit or PeeWee, whom we settled on calling Peewit) and a small entourage of men from The Kingdom, enter a small dwelling in a village on the outskirts of The Lands. There, they find a family whose young son has been asleep for three days and can not be woken up. The parents have tried everything (loud noise, water on the face, smelling salt type approach, etc.) but to no avail.

Word has it this is the seventh such child to be find this way. Four in this town and three in the adjacent one. Villagers are worried, fearing plague, faeries or worse. And there's nothing worse than worse I assure you.

A knock at the dwelling's door turns all eyes toward it. As the lady of the house/shack opens it, in walks a slightly stooped, thin, balding fellow in a tattered black robe over red-brown tights and soft leather shoes. He introduces himself as a herbalist, potion maker and wise man by trade. His name is Gargamel.





One or two members of the crowd have heard of him. They toss out words like Charlatan!, Hoax! and Dark Sorcerer but Gargamel plays the part of concerned citizen of the Kingdom meerly trying to help. He looks at the child, pull out a small vile and after proving it is not a poison or the cause of the malady (by putting some on his own tongue), he passes the vapors of the concoction under the child's nose. The vapor is silvery grey (jokes are tossed back and forth about it being Vicks Vapor Rub - "Didn't you know his first name was Victor? Vick Gargamel.").

Gargamel, nods, steps back and shakes his head in sadness.

"Oh this is just as I feared", the old alchemist says. "This is the work of a dark fairy. A Chaucer. It steals the breath of those who sleep, especially children. Luckily, there is a cure but it is difficult to obtain."

The villagers beg Gargamel for the answer to what will save their children. Even the King's men hang on his every word now. He smiles.

"Why, Essence of Smurf of course..."

AD
Barking Alien


*Each of the adventures in this campaign are going to be named after the title of a movie. In this case there is a double meaning in that the title refers to 'The Big Sleep' which in turn means death. It also refers to Insano's goal of building a 'giant' mecha smurf.








Smurfs, Actually

I am sorry to interrupt my regularly scheduled Earth-N entry but I had to make this special report... I ran my first actual session for my Smurfs RPG this past Saturday.

This was the first installment of a new campaign. Yes! It went over so well, we are actually going to do a campaign based on the Smurfs! Muhuhwahahaha!

Our first session took place at the Compleat Strategist in New York City, on Saturday, Sept 17th. It involved four PCs and myself as Smurf Master and ran from (roughly) 2:00 pm to 6:00 pm. (not including character creation time for the first two players to arrive).

The current PCs are...

Donnell - Expert Smurf, whose Trait is Smurfiness.

Donnell is my most 'serious' player normally. I would have almost bet money he wasn't going to show for anything as gonzo and silly as a Smurfs RPG. When he walked in the Strat I was stunned and pleasantly so. I was even more impressed by his character. Expert Smurf is an Expert on Smurfs, smurfy things, and all things smurfy. He is completely and utterly clueless about anything that isn't Smurf related. His player used the word 'smurf' in in his dialog about twice to three times as much as anyone else.

Mathew - Insano Smurf, whose Trait is Mad Science.*


Not actually one of the 99 Smurfs in the village, Insano was created by Gargamel completely by accident. Somewhere in the woods behind Gargamel's cottage there is a pit where he throws his garbage, potion residue, and failed spell materials. One day, after a botched experiment with 'blue clay', he threw out his latest failure only to have the clay mix with the alchemical mess in the pit and by chance the concoction was get struck by lightning. BOOM! Insano Smurf, Smurf Mad Scientist.

Pete - Detective Smurf,,whose Trait is Curious.

Decked out in full Sherlock Holmes gear, Detective Smurf is the most curious Smurf in the village. He is not however the smartest. Not dumb at all, he still doesn't necessarily have the cleverness of Brainy or the knowledge of Papa, Expert, or even Insano and sometimes gathers clues but can't quite put them together into a total picture. He's working on it however. His Detective Outfit gives him a Deduction Knack even if he doesn't normally have one without it.

Lee - Snarky Smurf,,whose Trait is Sarcasm.

Snarky is interesting. While he is definitely Sarcastic and Snarky, much of what he does is not stop talking for long periods. He usually hits allies and opponents alike with a constant barrage of double talk, off handed snipes, and baffling and confounding both people and Smurfs alike. He is very much a deal making, con man type personality in addition to being Snarky. It's extremely useful but sometimes his personal plans and ideas don't line up with what the rest of the group is doing. And sometimes they do but you don't realize it right away.

Joining the PCs and guiding them through the forest (poorly for the most part) was my NPC Spacey Smurf who was so much fun. When his helmet open he spoke a bit like a surfer dude or hippie who was, well, Spacey. With the helmet closed he took on an confident 'astronaut voice' complete with electronic static sound (I imitated it and partially covered my mouth). Spacey also walked really slow like he was on the moon, until Insano explained that on Earth and other planets like Earth you would have 'Earth Standard' gravity and therefore Spacey should move normally.

Tonight I will do a session recap...and hopefully get to blogging more regularly again. Plus, I still have that spot open for my Earth-N campaign. The game runs Friday Nights though so it's kind of tough it seems. Working out the details. More notes are forthcoming. Huzzah!

AD
Barking Alien

*The image of Insano Smurf is apparently a modified image of actor Neil Patrick Harris' twitter avatar since he is Dr. Horrible and in the Smurfs movie. Tee hee.





Wednesday, September 7, 2011

Labor (Day) of Love

I know I promised to begin my series of articles covering my personal take on D&D but I got sidetracked. Yes, yes I still haven't finished my Smurfs RPG either. Sigh.

I am waaay behind schedule. For largely enjoyable reasons I have been extremely busy of late. Real time intrudes upon fun time once more, although these days it brings in own kind of fun as well. In addition, I've been getting the chance to game so often that writing about gaming and sending to the blogosphere has taken a backseat.

Too many good ideas can be just as much of a pain as too few I'm sure, though I rarely have too few so I'll just have to take your word for it. *WinK*. More often then not it's like there's an avalanche of cool concepts in my mind, I'm a terrible skier and there's not a Saint Bernard to be found.




If this Labor Day weekend was any indication of what being buried under awesome game ideas is like, hold your shovels, as it rocks on toast! I got to run two very different games and play another and all were amazing.

On Sunday I ran a game for the Learning Center I mentioned in some of my previous posts. Our original 'campaign' ended and I decided to run a sort of generic Sci-Fi/Star Trek thing based on a super-duper-simplified Starships & Spacemen. I tried to be inspired by
E.T. Smith's awesome RECESS game, while at the same time modifying it for use with a younger player unfamiliar with old school game or Star Trek. Not only did it go over really, really well (this time) but the kids (mostly 5-7th graders) were great at it. They had more team work, more effective decision making approaches and more knowledge of the setting then I expected. I was very impressed. We explored two planets, battled an alien monster on one, fought an enemy starship in orbit and then prevented a volcano from wiping out all the animal life on another world. So fun!

Sunday night was the Legend of the Five Rings game run by
Erin Palette on Skype. Very cool. I have really good camaraderie with one of the other players and our adventures and misadventures remind me a lot of the Booster Gold and Blue Beetle team of the ol' early 90's Justice League comic (and the later 'I Can't Believe It's Not The Justice League' mini-series).

Finally, the Labor Day session of my Champions game was...it was...I don't have the words. Me. I don't have words. It was that good. I tried explaining part of what happened to Erin Palette and I think I mostly just confused her.

It was an 8-hour session, three players and myself and we covered a lot of ground. This was our 9th or 10th session/issue and it dealt with subplots (both major and minor) from
earlier sessions including (but not strictly limited to):

The whole team finally unites (sorta), as Jeff/Syphon Zero decides to ally with the other heroes in hopes of capturing the villainous Dr. Helix who he's been after since issue 4 I think.

Marcus/The Power comes up with a pretty clever plan to call out either Dr. Helix, his lackeys or an another major villain who may be working with Helix. While preparations for the sting operation are underway...

The PCs all find themselves in an alternate timeline due to deal Syphon Zero made with a time travelling weapons collector back in issue 5. Actions by the time traveller (one of my ol' NPCs 'The Weaponaire', not really a hero or villain) create an alternate history in which a more controlling and militant approach to handling superheroes creates a Wildstorm-y Authority/Stormwatch feeling version of the campaign world. Only Night Knight knows the original timelines history (a high Presence score but otherwise it's a mystery why he remembers and not others), although Syphon Zero and a few NPCs remember fading bits and pieces.

With the help of an NPC scientist specializing in temporal and dimensional travel, Night Knight is able to uncover what caused the timeline to change but in the process reveals the truth behind one of the settings major mystery/conspiracy situations. The revelation is big but higger is the question, 'what happened after the event that, once altered, created a divergent timeline'?

Meanwhile... (ah, Meanwhile. Don't you just love a good Meanwhile...) the heroes are attacked by Dr. Helix who has under his control Integral (aka Integra), Primal and a psionic powerhouse called Ego. In the correct/original timeline Integra and Primal have been freed of Helix's influence and are allies of Syphon Zero. Here and now, Integra's first move is to try and kill Syphon.

The Power and a few NPCs (Pulse and Overload specifically) try to engage Primal while Omni (Super Psionic NPC and leader of the primary Superhero team) faces off against Ego. Brutal and wild battle. Lots of TK, teleporting and psychic wrestling.

Finally, Omni gets super-pissed when the actions of the villains endanger lives to the point where the heroes need to take capital action against them (Power, Syphon and Silver Sun* kill Primal and Ego using Integra's Intrinsic Field Energy attack using a plan brillantly choreographed by The Power). Just before Ego dies, Omni does the forced mind meld type move with his telepathy that he would never, EVER do in the main timeline. By doing so he discovers Dr. Helix's whereabouts. He telepathically broadcasts it to the team (including the PC heroes).

That's when Night Knight finds the Weaponaire and convinces him to fix the timeline. It takes some fancy wordplay but Night Knight is successful and within moments of Weaponaire's departure into the timestream things return to the previous pre-mishap status quo (at least it seems that way).

Night Knight remembers everything and tell Omni to read his mind to verify. Omni is in shock because of the revelation of the conspiracy I mentioned above as well as his own actions in the alternate timeline.

That is just the tip of the iceberg as far as consequences from this one guys and gals! Crazy stuff went down and even crazier stuff is coming. I can hardly wait.

OK, off to work. Next up, back on target for D&D and Smurfs...

Laters,

AD
Barking Alien


*In some scenes my pal Dave switched to another PC alt he is using from time to time called Silver Sun.