| June 19, 2013 | Posted by Walt Ciechanowski |
If all goes well, this Saturday night will be the final session of our 1950s WitchCraft campaign. For my group, the fact that the campaign was ending is bittersweet. While everyone is excited to see the big questions raised throughout the campaign to finally be answered and everything wrapped up, everyone at the table, including me, knows that there was a lot of life left in the campaign and don’t really want to end so soon. So why are we? A little over a month…
| June 5, 2013 | Posted by Walt Ciechanowski |
While these days I tend to play games where PCs are built from beginning to end, I sometimes wax nostalgic for the old days when I never knew what I was going to play. Grognards like me (okay, I’m more of a neo-grognard) can recall our earliest days of (Advanced) Dungeons & Dragons, when we used to roll 3d6 for each of the six ability scores in order. Today most gamers I know tend to look back on that model as harsh and ruthless; certainly…
| May 20, 2013 | Posted by Walt Ciechanowski |
Random luck affects us all the time. Just last week, the sewer line backed up in my house. As it happened, a local plumbing company dropped off a coupon the next day, fixing our headache at a very reasonable cost. Conversely, several years ago, my brother called me to announce that my first niece was due to be born any minute. I ran out to my car – only to find one tire completely flattened. Neither of these situations had anything to do with my…
| May 6, 2013 | Posted by Walt Ciechanowski |
Back in the earliest incarnations of Dungeons & Dragons there was a player defined as the “Caller.” In addition to playing her own character, the Caller had the job of collecting all of the other players’ decisions in a round and communicating them to the GM. While this made sense in large games with 20+ players, it seems a little ridiculous when there’s only five people around the table. For my groups “Caller” was merely the D&D term for the party leader in-character. Still, I sometimes…
| April 23, 2013 | Posted by Walt Ciechanowski |
It’s funny how, as a roleplayer, it’s easy to become a creature of habit. If I rolled back time a decade, I’d find that I’m still following the same gaming schedule, I still have the same gamer friends and I buy my gaming stuff and reading material from the same FLGS. These things survived my growing family (in 2003, my wife and I were married a year; now we have 3 children), career changes, and new mailing addresses. If anything, my regular gaming habit actually…
| April 9, 2013 | Posted by Walt Ciechanowski |
Ever notice how, in RPGs that grant PCs advantages and disadvantages, PCs tend to use their advantages all the time while rarely being hindered by disadvantages? Most games I’ve run that use some version of disadvantages (or drawbacks, flaws, negative feats – you get the idea) implicitly give creative players ways to ignore them. Some players may select disadvantages that aren’t really disadvantages at all (e.g. the impulsive, overconfident bully) while others select disadvantages that rarely affect their characters (the one-eyed barbarian that has a…
| March 28, 2013 | Posted by Walt Ciechanowski |
Remember when all weapons did 1d6 damage? If you do, then you go back to the earliest editions of Dungeons & Dragons, where damage was exactly that. It didn’t matter whether you held a dagger or a two-handed sword; if you hit your opponent you did 1d6 damage. In the rules I cut my teeth on (Moldvay Basic), variable weapon damage was simply an option. Back then the variable damage rules made sense to me- of course a pole arm does more damage than a…












