Pages

Saturday, August 3, 2024

RPGaDay2024

 On my podcast, Phantom Thoughts, I am participating in RPGaDay2024, a month long celebration of RPGs in the month of August.  Every August, on the blog Autocratik, prompts are published to help people share about their experiences with RPGs or alternatively to trigger creativity to share on blogs, podcasts, videos, and social media.

The following creators are also participating. I encourage anyone reading this to check them out. My thanks to another participant, Free Thrall of The Stochasium blog and Keep off the Borderlands podcast (find links on the blog), for compiling many of these links and inspiring me to do likewise. Far too often I ignore/forget the social part of this hobby and social media in general.

 If anyone would like to suggest other creators to add to this list, feel free leave a comment or to contact me on Discord (ThePinkPhantom), Twitter (@ThePinkPhantom), or email (thepinkphantom1@gmail.com)

Podcast: Mirke the Meek

Podcast: Hindsightless 

Podcast: The GMologist Presents 

Podcast: The Arcane Alienist

Blog: Nerd's RPG Varietycast  

Podcast: Dekahedron

Podcast: Diagetic Advancement

Blog: Casting Shadows Podcast: Casting Shadows

Youtube: Ivanmike1968 

Blog:  The Stochasium

 

Also checkout #RPGaDay2024 on the artist formerly known as Twitter and Facebook

  


Saturday, April 27, 2024

Chain of Thought: Fatigue in Chainmail

 Amidst a blog post documenting the first part of a play-by-post Chainmail battle, 

How to Play Chainmail: A Play-by-Post Experiment

 Purple Druid posited a question:

There is no rule for what happens when Fatigued beyond "-1 level of Troop type", do y'all have any ideas?

Me being me, I went straight to the rules in Chainmail, 3rd edition 


I responded on the blog entry, suggesting there is nowhere in the rules that suggests fatigue is a one time process, and that units could cycle through the steps over and over. This would mean ever increasing penalties until the unit in question rests. That was how I thought it.

Later on while I was in the shower (why do these things always happen in the shower where paper and electronic recording are not recommended?) I realized, the rules do not say anything about *rest*.

For some time I've seen those posting, blogging, and viding (?) about Chainmail struggle with combining the effects of steps 1, 2, 3, and 4 above. What if a unit moves 4 turns and then melees 1 round? What about moving once, charging, then meleeing twice? How exactly does 3 melee rounds = 5 moves?

But changing the mindset from resting (no activity at all) to not moving potentially clears up some things. Points 2 and 3 are no longer connective tissue to aid wargamers in mixing and matching all variations of melee and movement. They are special cases being specifically addressed in the rules. They stand alone, only used in those 'corner cases'.

Now the thought process for fatigue is: Did a unit move five turns in a row? Did it melee three rounds? Did it meet one of the specific cases? If the answer to all three is no, that unit is not fatigued. A unit moves on four straight moves and then is engaged in turn five in melee action. Unless it is forced to move due to morale failure (or fight two more rounds of melee for those that advocate multiple rounds of melee in a turn) that unit is not fatigued.

And I just realized while typing this, there's a word that is not present in point 4. The word "consecutive" is not there. Three melee rounds = fatigued, regardless of timing. I think that makes things even simpler. Now there is even less need to worry about the math of movement + melee when figuring fatigue other than the specifics of points 2 and 3.

This really leaves me with only one question, and then I think I could adjudicate fatigue under any circumstances. Does a unit that hasn't yet engaged in melee but is fatigued, does not move in a turn, engages in one round (or two if doing multiple rounds in a turn) melee, and wins (not forced to move due to morale failure) lose their fatigue? Logic says no (melee is stressful), but a straight reading of the rules says yes.

Okay, two more questions (dang stream of consciousness): Do fatigued archers that do not move in a turn, but fire ranged attacks lose fatigue at the end of that turn? Does shooting without moving incur fatigue as melee does? Going strictly by RAW, I would say yes for the first and no for the second.

For each of these three questions, a strictly RAW adjudication feels wrong. But what say you?

 

Edit (about two hours after original publication):

RHampton on the Wargame Culture Discord responded there:

 After reading his comment, I've changed my mind about my questions on archers and fatigue. A RAW interpretation of how fatigue applies to ranged attacks makes more sense to me now than my initial misgivings.

Also, he has some interesting rules systems on Drivethrurpg so check those out.

Friday, August 26, 2022

Sportsball - NBA "no tanking" idea

A brief digression from wargaming battles and campaigns.

An idea for changing the NBA playoffs to reduce the incentive for tanking by NBA teams.

1)  All teams make the playoffs. The teams are seeded in each conference from the best record to worst record. If teams have the same record, head to head results will determine the higher seed. The top team in each conference gets a bye in the first round.

 2)  The first round will be best of three, with the first team in each pairing to win 2 games moving on to the second round. To reduce travel, the lower seeded team will be the home team for the first game.

3)  The regular season will be reduced from 82 games to 80. (The two guaranteed games of the first round will essentially replace these games, so no home game revenue will be lost.) Each team will play 40 home games and 40 away games. The schedule will be a home and home series against all the teams in the other conference (30 games), three games against each of the 10 teams in the other divisions of their conference (30 games), and 5 games against each of the four other teams in their division (20 games).

4)  The bottom seven seeds in each conference will get the first fourteen positions in the NBA draft.

 5)  The order of those fourteen teams in the draft will be determined by their performance in the playoffs. Each team will accumulate draft points in the playoff games. Draft order will go in descending order of draft points (team with most points will get the first pick, second most points the second pick, and so on.)

 6)  Playoff points will be accumulated as follows:

  • 3 points for each playoff game won
  • 1 point for each quarter won in a playoff game
  • 2 points for leading or being behind 3 points or less in the last minute of the game
  • 1 point for leading or being behind 10 points or less in the last 5 minutes of the game 

Tuesday, August 23, 2022

Campaign Carnival 2022 - Counterstrike

 After their disastrous invasion of the Barony of Heirland, the Mireland forces are caught in the open pass between the baronies.  They put up some quick barricades in hopes of fending off the oncoming Heirland forces from their camp of injured soldier.

I gave the injured soldiers some slight fighting ability to help simulate a last stand mentality if Heirland forces make it to the camp.


 The rules of the scenario indicate one army will retreat if the overall commander is captured. Each side has three units with leaders (indicated by round tokens underneath). So I rolled dice to determine overall command.

Mireland overall commander = Drake Riders leader, Heirland = Scout leader. 
 
Starting Forces
 
Mireland:
2340 Gatorkin Mercenaries (7 dice at 6 pips, 1@5)
1160 Drake Riders (3@6, 1@5)
700 Goblin Infantry [archers] (1@6, 2@4)
4 Carnage Beasts (4d8)
1320 Injured troops (2@6, 3@5)

Heirland:
4000 Infantry [includes 600 reenforcments per scenario] (10@6, 4@5)
1710 Knights (4@6, 2@5)
1140 Scouts (3@6, 1@5)
10 Battle Mages (10d8)
 
The initial layout has the Mireland wounded camp in the hills to the rear and the remaining forces setup within the barricades. Due to force sizes Heirland will have 11 activations and Mireland 6.
 
 

Round 1: Heirland wind the roll off 9-6 and goes first.

Their first three activations are used by the leaders activaing the units around them to move up. 

 




The remaining activations have 8 battlemages move to the edge of the southern hill and attack. A Gatorkin and a Goblin archer units at the corner of the defenses are destroyed.
 

On their turn the Mireland forces respond with fire from Goblins and a Carnage Beast  which moved to fill the gap. One Heirland Infantry takes a hit; most of the fire is concentrated on a Battlemage. The mage fails it's morale roll (indicated by rectangle token) and retreats.



Round 2: Mireland has a +2 bonus on the roll off due to lost units, but Heirland wins 6-5.

One scout uses a free activation from winning the roll off (an ability I keep forgetting) to attack the to inflict losses on the Goblin leader's unit. The next activation: the Scout leader activates the units around it to attack. Scouts and Battlemages lash out at the Goblin leader unit, destroying it, and wounding a Carnage Beast.


 

 The Knight and Infantry leaders move units up to the barricade.

Two Knights charge the corner Carnage Beast inflicting more damage. The two infantry that didn't move look for a rumored goat path through the mountains on the the west side of the pass and one finds it.


The retreating mage fails a morale roll and routs off the field. Two more mages activate and damage a second Carnage beast.  Both wounded beasts fail morale checks.


Mireland uses leader activations for attacks and to attempts to rally the beasts, one does. Two carnage beasts, a Gatorkin, and a Drake attack along the line. Two Infantry fail morale rolls.


Round 3: Mireland has a +1 to the roll off and wins 6-4. The Drake leader oversees attacks at the corner of the barricade.

Activation by the Gatorkin leader and remaining activations are used to attack all along the line. Two Infantry fail morale and retreat. the retreating Carnage Beast continues to withdraw.


The Heirland Scout leader activates units around it. Scouts and 2 mage move up. Four mages attacks drakes, killing 2. Three other mages activate and attack and kill a Carnage Beast.


The Knight leader activates units around it for attacks; two Infantry also attack. The Infantry leader rallies two Infantry. The remaining activations result in successful rallies as well.


Round 4: Mireland has a +2 and wins the roll off 11-5.  Most of the activations are used attempting to rally units.  Three of the four are successful. The leader unit activations fuel attacks that kill two Infantry units. The unrallied Gatorkin and beast continue to retreat.



For Heirland, the Infantry leader triggers units attacking and moving in. Three Scouts attack and damage the Gatorkin leader unit. (token on top of units indicate they will need to check morale.)

Cavalry charge in and attack the bucking flank of the Mireland forces. The scout leader move units in the center. Three mages attack retreating units, killing one. Three Gatorkin and the Drake leader unit fail morale, but the Mireland right holds strong.


Thunder sounds in a distance. Time for the first weather roll.


The storm holds off.

Round 5: Mireland is at +1 for the roll off. 9-9 tie. Then Heirland 10-4. The Infantry leader oversees the attacks on the left; the Scout leader orders range attacks on retreating units. then five mages move in and mop up, killing 3 retreating units.


The Knight leader directs attacks in the middle of the battlefield, killing a Goblin. Scouts concentrate fire on the Gatorkin leader unit and then an Infantry moves in. A Carnage Beast fails morale.


The Gatorkin leader orders units to stand fast and attack. The Drake leader attempts to rally troops and fails. Four of the units of injured try a slow retreat. Two Infantry fail morale.


The sky darkens further...


But the storm holds off.

Round 6: Mireland wins the roll off with a +4 16-5. The troops commanded by the Gatorkin leader inflict losses of an Infantry and a Scout. The wounded continue to try to escape.


An Infantry is rallied. The mages surround the Mireland wounded. An all out Infantry and Scout assault kill a Drake and inflict other damage. A Carnage beast and Gatorkin fail morale.


Lightning flashes across the sky...


But the mountains keep the storm at bay.

At this point the Mireland forces were either routing off the field or surrounded. Subsequent combat (rounds 7 and 8) killed a few remaining units and captured the injured.

Units remaining for each army. Top=Heirland (rectangle tokens indicating which units routed):


Casualties, Mireland on top:

Mireland:

Gatorkin - 350 killed, 350 wounded, 1100 scattered

Drake Riders - 400 killed, 250 injured, 450 scattered

Goblins - 250 killed, 100 wounded, 350 scattered

Carnage Beasts - 3 killed

Heirland:

Infantry - 200 killed, 450 wounded, 10000 scattered

Knights - 100 killed, 50 wounded, 50 scattered

Scouts - 50 scattered


Victory points:

Both sides - 1 point per enemy unit destroyed, 2 points per captured leader, 2 points for control of Mireland wounded camp

Heirland - 1 point for Mireland units routed off north side of battlefield

Mireland - 1 point for Heirland unit routed off south side of battlefield, 1 point for unit remaining on batlefield in good order

Total (counting casualties by stand [die]): Heirland 40, Mireland 4

Total (counting casualties by figure [pip]): Heirland 203, Mireland 14

 


Monday, August 22, 2022

Anchorites

 Below is a list of primarily RPG oriented podcasters and links to their podcast page on Anchor.fm.  These particular podcasts have created a community that frequently leaves voicemail messages on each other's shows.

 The podcast hosting service Anchor announced it has decided to replace the Discover tab on their app in favor of analytics. The discover tab allows searching for podcast, favoriting them, and sending voicemails to them from the app. Their web site does not allow folks to favorite podcasts (or even access their favorites), but does allow voicemail messaging.

So now Anchor has become Spotify for Podcasters. And for me at least, the website messaging has an incredible delay on it, so I have no idea how it even works.

So this is essentially my favorites list. Or at least it's starting that way. I am open to adding podcasts that others in this group recommend even if I don't listen to them myself. My intention is to post this to the group so that the voicemails "call-ins" can continue without having to bookmark each page separately in a browser.

Sadly there are many here that have podfaded or officially ended/placed on hiatus. Might be good to check the most recent posting before sending a message. 

 Anything I can add to this list (podcasts, blogs and Youtube for those on the list, etc.) please comment below or send to thepinkphantom1@gmail.com.

These are in no particular order, except Julz is first because she's such a ray of sunshine. 

Jewels from NZ

        julzburgisser@gmail.com

Nerd's RPG Variety Cast

        Speakpipe

        Google Voicemail 540-445-1145

        nerdsrpgvarietycast@gmail.com

Hindsightless

        Google Voicemail 661-494-6656

Down in a Heap

Red Dice Diaries (Youtube channel)

        Website - there is a Speakpipe widget on the left side

Loco Ludus 

Confessions of a Wee Tim'rous Bushi 

scotinkyoto@yahoo.com

Spikepit

The Whispering GM (Youtube channel)

Plundergrounds  

        rayotus@gmail.com

Arcane Alienist

        arcane.alienist@gmail.com

Cerebrevore

Roleplay Rescue

        Speakpipe

Random Screed 

        Speakpipe

Red Caps Podcast (Youtube channel)

        Google voicemail 385-273-3227

        feedback@redcaps.net

Keep Off the Borderlands

        Speakpipe 

        spencer.freethrall@gmail.com

Worlds of MW Lewis

Bandit's Keep (Youtube channel)

Goblins' Henchman

No Save for You

Purple Worm 

Dragons Are Real 

The GMologist Presents 

Live From Pellam's Wasteland 

Shadow of the GM

        Speakpipe

Casting Shadows 

Minions and Musings 

       Speakpipe 

        eviljeff@sc.rr.com 

 Dekahedron

        voicemail 562 RPG-CAST (562-774-2278)

 The Dungeon Master's Handbook Podcast

Mirke the Meek

      Speakpipe

      email: mirkethemeek@gmail.com  

Thought Eater (ended)

 The Dungeon Plunger Podcast

       Speakpipe

       email: thedungeonplunger@gmail.com  

Diagetic Advancement 

Phantom Thoughts (shameless plug for me)

    phantomthoughtspodcast@gmail.com

    Speakpipe

    Google voice

 

And some others that aren't as much a part of the call-in community:

Wobblies and Wizards (ended)

Frankenstein's RPG

 Camping with Owlbears (podfaded)

 

Some non-Anchor pods:

Blogs on Tape 

What Would the Smart Party Do?

Twilight Histories (tales in alternate worlds) 

Tale of the Manticore (old school solo actual play) 

Basilisk Hills Breakdown (old school domain level play)

    Blog posts


 

Saturday, July 30, 2022

Head Canon: Heirland Strikes!

I've been noodling with some in game fiction for the scenarios to the Campaign Carnival 2022 I've been gaming out as part of the group fantasy campaign started by @WargameCulture.

I adapted the faction from the Dice Legions Roll vs Evil games.

This first installment is the storyfication of the campaign setup before the first scenario.

 

 Opportunity Knocks?

There was silence in the Reception Chamber,

Baron Arron was angry. Very angry. And everyone in the room knew it

The envoy from the Barony of the Vulthead (more Often referred to as Mireland for its many swamps, but not in this room), who had delivered his baron's reply with a smirk, had broken into a sweat. The trickle down his cheek mirrored the flow of blood from the Baron's chin. Blood from a gash created by the broken edge of the Baron's scepter when he snapped it.

The envoy's news had not been well received.

"Tell your baron," Arron uttered from above a graying beard slowly dyed crimson, "l will not forget this."

The envoy bowed and retreated as quickly as possible while still retaining some dignity.

The Baron stepped down from the throne. With a glance he collected his assembled ministers and proceeded down the corridor to his council chamber. As a page dabbed as his chin to staunch the flow of blood, he muttered almost to himself, "That Baron Barren will rue this day. Those piddly lands of his, and he dares say 'You don't like our price? We don't need your gold. You can go elsewhere.'???" By the end, the Baron was loud enough for those trailing him to hear...and possibly some on the other side of the castle.

He swept into the council chambers where the captain of his Heirland Corps, spymaster, and court wizard were waiting.

('Didn't go well?" queried Marshal Mayfor (The Mane) Mansfield, with a shake of the well-coiffed head that inspired his nickname.

'11t did not," responded Izgar from the far end of the table.

"You 'saw?" the Baron inquired of the impressively corpulent wizard.

Ulndeed, Your Eminence. *We* " he pointedly looked at Sir Mansfield, who shrugged, "all are up to date."

"Good," the Baron plopped down at the head of the table, as his ministers to their chairs. "Then all that remains is to decide the next step."

"WE ATTACK!" the Marshal, slammed his gauntlets on the table, but gently. To spare his gauntlets, not the table.

"Sandovar?" The Baron's question was directed towards his self-styled 'Director of Rumor'. 

"I have consulted my sources," The small, slim figure replied, "They have a small populace. The multitude of swampland limits farming and discourages immigration. There's a reason so many of their miners end up in the mountains of our kingdom."  

"If it weren't for the presence of manatite in those swamps they wouldn't have the influence or presence to be an independent barony," editorialized Sieber's chief minister.

The Baron pondered for a few moments. "Any dissenters?" He had recruited his ministers to hold strong to independent views. It could be frustrating when there were many viewpoints and much spirited debate. But as he looked around, there were only nodding heads. "Anyone? Anyone in the room?" He opened it up beyond the ministers.

There was a small sound, like a stifled cough from the far end of the room. In the silence that had fallen, all eyes turned to Izgar's protégé. "Go ahead." Izgar urged.

The young woman (Arron had thought something untoward might have been going on before discovering she was Izgar's niece) spoke softly but strongly, "The signs I have seen when scrying that realm are...unnerving."

"As much so as when the Crimson Plague was knocking at our door?" inquired Arron.

"No, Your Eminence, but it...is a physically large realm. And I am still learning," she answered.

 

"1 respect your talents, Jarnidan," he was pleased with himself for recalling her name, despite so little time spent around her. His next words were addressed to all. "But we shall proceed. Sir Mayfor, the Heirland Corps is at your disposal. But be quick. I agreed to send so many on promise of quick victory. These lands will be at risk until your return."

 

"You shall have your prize in a twiceten or less, my liege!" A shine of perfect teeth punctuated the pronouncement.

That smile was not so perfect when dragged before Baron Rigar de Formath von Barren. After being unceremoniously dropped on the ground, he slowly pushed himself to his knees.

"Soon that is where Sieber himself will be," gloated the Baron. The two goblins on either side of Mayfor hissed disinterestedly.

Mayfor fervently hoped his lieutenants could shepherd the army home. His surprise at the force arrayed before him in the swamps turned to utter dismay when those gods' carchted gator men rose up from the swamp to break his cavalry charge. Arrows and boulders (boulders!) pelted his men from all sides. But though the army wavered it never broke. So it was a retreat in good order as he and a chosen few tried to hold the enemy at bay. Still, those flying lizards were pursuing in quick order...

He was not as beaten as he seemed. With a quick move he disarmed the inattentive goblin to his right then skewered his companion on the left. He finished the unarmed one as the Baron's guards descended. He turned and ducked and slammed one into the other. Their heads came off before they could recover. The Baron's eyes were big as Mayfor climbed the stairs. But Mayfor had not heard the big gatorkin that came in behind him...