Every game basically starts the same way - you make a character.  For me, character creation has always been one of the hardest things to do, mostly because of the various GMs I had played for requiring an extremely large backstory.  Since I think of myself as fairly uncreative, I usually had fairly cookie cutter backgrounds, followed by some fairly exciting stories about my characters in the game.  This realization helped me to discover my philosophy on character creation.

Simply put, for MOST games, I believe characters are/should be be relatively uninteresting at the start.  Sure, if you’re not starting at level 1, then maybe a more intensive backstory is required (but not always!), but I think the real interesting things about a character is what happens to him/her IN THE GAME.  My view is you aren’t a hero until the game starts - then you start developing your true character.

This isn’t to say that you should sit down at the table with just your stats.  You need to develop a personality.  Where did you grow up?  What was your family situation?  You need to have some sense of what your character’s worldview is, so yes, you do still need a backstory.  I’m just saying it doesn’t need to be long.

Dark Heresy’s character generation chapter has a great outline of what you need to do after you’ve finished the stats for your character.  Spirit of the Century’s character generation phases offers several key questions to answer with regards to your character (keep in mind that SotC characters actually are heroic prior to the game begining, by design), but has the goal of keeping your overall story short.

I could continue to discuss this topic, but I think I’ve passed my point along.  Its not the right way to do things, its just the way I like the best.

Game Recommendations

As promised, here’s a group of indie games worth a look.

  1. Cold City - Monster Hunting in 1950s Berlin.
  2. Burning Wheel - There’s several settings already produced for the Burning Wheel system.  Character creation sounds quite interesting.
  3. Piledrivers and Powerbombs - Pro wrestling without the spandex!

[Author’s Note: I posted this originally on my personal blog, (joshbazin.com) but I felt that it was worthwhile to post it here as well.  As this isn’t a regular post, I’ve numbered it as such and will not be providing game recommendations!]

I’ve been buying alot of games recently, which is great, especially since I’ve actually started playing tabletop again. I’m really wondering why it took me so long to get back into it. My most recent purchase included Cold City, A|State, Don’t Rest Your Head, and Piledrivers and Powerbombs. I purchased everything from IPR, and I was quite impressed with the shipping time (from the time I clicked to the time I had the product wasn’t the best, but that was due to the order date). I also had the opportunity to run Spirit of the Century a few weekends ago, but I’d like to run another game before I put up a review (but so far, it’s double-plus-good).

Cold City

Cold City is published by Contested Ground Studios out of the United Kingdom. The softcover book itself is very compact, measuring 5 1/2 x 8 1/2, with a mere 128 pages. When I first held the book, I thought to myself “Is this it???”. Don’t let the size of the book fool you. There’s tons here. Opening the matte black cover (complete with blood droplets!) brings you directly into the meat of the game.

The premise of the game is that you’re a agent of the Reserve Police Agency (RPA) in 1950s Berlin. Each player is a different nationality and must consider a variety of issues in their actions. These varying viewpoints must come together to fight the monsters developed by the Nazis, living in the forgotten areas of Berlin.

The layout of the book is wonderful and the type is easy to read. Character generation sounds like alot of fun, and extremely simple. First, you pick a nationality. No two characters can have the same nationality. You’ll select your name and your draw (how you became involved with the Reserve Police Agency), then you’ll begin your stats. Each character has 3 attributes:

  • Action - To do physical things
  • Influence - To do things like intimidate, seduce, etc.
  • Reason - To use thought, willpower, etc.

After assigning values to these (between 1-5), you’ll begin to develop traits. Your character has at least 5 traits, 3 positive and 2 negative. These traits will come into play during conflict resolution. You’ll pick your hidden agendas and finally, you’ll assign trust to the other agents. I won’t get into alot of detail because I want to see it in action first (this is just first impressions you know)!

The conflict resolution mechanics are also quite simple (in my mind, at least). You create dice pools from your attributes, traits, hidden agendas and trust. Before rolling, each side must state their desired outcome from the roll, then the conflict resolution process begins. You roll a number of d10s equal to the size of your pool, which is then compared to the opponents roll. Successes are measured by how many dice beat the best result of your opponents pool. So for example,

Ricky has a dicepool of 4. He rolls and the dice come up: 4, 6, 8, 9. The GM rolls the opponent’s dicepool of 3, resulting in: 5, 7, 10. The GM succeeds with one success.

The really cool thing about this game is that whomever wins a particular conflict gets to narrate what happens. It sounds cool, so I’m excited to see how it plays in practice. The other thing I like is that the book tells GMs to only roll dice when dramatically important.

My first impression of the book is hugely positive. I love pretty much everything about it (some of the art could be better, but really, its a minor thing) and I’m really excited about running a session, just to give the tires a kicking. The book does leave alot of setting to personal imagination, which I like. You’re given enough to see the basic idea, but you’re not confined to anything hugely specific.

On a personal note, I’m quite disapointed that I didn’t decide to buy the Dossier or the Companion - but I’m confident I’ll end up buying them in the future. These books give some new areas to put in your games as well as adventure hooks.

If you like what you hear so far, check out Contested Ground Studios for previews of the product, or just buy the game from IPR.

Sorry folks, I’m a bit late on composing this one. I just hope that I don’t get myself fired for it!

I’ve got a few administrative items to pass along this month that I’ll pass along before we get to the meat and potatoes. Firstly, I’m going to add something to the end of my columns - a few game recommendations. These titles are likely going to be games I’ve never played and have barely read through, but something about them caught my eye. I hope some of these turn out to be gems in your collection. The second item is to blatantly self promote - if you’ve never RPed before, or if you just haven’t been able to find a group, be sure to check out the Edmonton Gamers’ Association. You can check them out on Meetup, which will tell you about all the events they have planned (There’s one this weekend, March 8th!).

With that taken care of…here’s a few pointers for new Game Masters.

Game Master Tips

The first two pieces of advice I’d give to new GMs are:

  • Plan out your session beforehand. Know where you plan on taking the adventure.
  • Don’t plan out your session beforehand.

Of course, I’m sure you realize these points contradict each other. Let me explain what I mean in a bit more detail. For most GMs, just making stuff up as they go just does not work, you’ll end up forgetting something and your players will call you on it. You need to have an idea of what the goal of the adventure is. Know some of the details of how the characters go from point A to point B. But…don’t put all your eggs in one basket. Players hate ‘box canyons’ with one direction of travel. They will find a way to break your intended path. So, don’t plan everything. Make multiple-plan ideas. Think of one or two alternate paths that can be chosen to get to the end goal. Sometimes, they’ll think of something you never thought of. You’ll have to make that up - but take personal notes of what you’re telling players. It will help you later on.

  • Ask for feedback.

If you’re playing a game with friends, you should be playing to have fun and hang out. Ask your players for feedback on the game. Find out what they like and what they dislike. Add more of what they like, take out what they dislike. Sure, you might want something different from a game than your players, so if you’re a Narrativist stuck in a game with a bunch of Gamists (GNS Theory is a topic for another article), you might have a problem. Or maybe you don’t. As long as everyone is having fun, the game is a success.

  • Lay out ground (house) rules with your players.

You’re the GM. You make the final say on the rules - make sure your players understand how you plan on interpreting them. Discuss with your players any modifications to the core rules you intend to be using. For example, Star Wars: Saga doesn’t contemplate the kneeling position - I developed a set of rules that I will use in those situations. Make sure your players understand them. Maybe you don’t want to look a rule up in the middle of play - ensure your players know this is how you will approach the game (and make sure you make the same ruling throughout the game!!). Maybe you want everyone to turn their cell phones off during the game. There’s multitudes of house rules, make sure you and your players understand them.

  • Learn from your mistakes

Face it - you’ll make a mistake at some point. When you do, its easiest to own up to it, apologize, and learn from it.

  • Make notes/keep a notebook

While you are playing the game, make notes on what happened. It will help your next adventure, especially if you plan on running a longer campaign. When you aren’t playing, keep a notebook with you because you never know when you’ll think of something or see something that will trigger an idea in your head for your game. Use the everyday for inspiration, you’d be surprised how much is there.

This short list is by no means exhaustive. It is meant as a starting point and to be fairly general. There’s many people who have different views on gaming and on game mastering. Find one that fits you and follow that advice - or blaze your own path.

Game Recommendations

I’ve got quite a few games that deserve a mention this month.

  1. Dark Heresy - this game is set in the Warhammer 40,000 universe. Characters are under the charge of an Inquisitor, searching out heretics and other threats to mankind in the 41st Millennium.
  2. Spirit of the Century - an awesome looking pulp pickup game using the revolutionary FATE 3.0 system.
  3. Don’t Rest Your Head - surreal setting based on works such as Dark City and Neverwhere.
  4. Star Wars: Saga - in case it wasn’t obvious from my review last month.

Next month, I’ll be giving an all indie lineup.


There’s a lot of sayings that go along with the word respect; “You have to earn respect.” “You have to give respect to get respect.” “Respect your elders.” They also all seem to be said as absolutes but frankly, I think they’re all more just starting points or guidelines. Enter into relationships with a mutual respect and over the course of time decide if that respect is warranted or not. Case in point, I recently had a conversation with an elder who was trying to earn my respect but in the process out right lied to me. Killed two out of three of those sayings right there.

Comics are a medium that has long gone without much respect, in my opinion, though I’m baffled to understand why. The only logic I can apply to it is just being uninformed. I have found, generally, that those who “dislike” comics have never read them. Sure there are some that have read a comic or two, probably not very good ones, and were turned off never to look back but a greater majority haven’t even tried.

There are two conflicting opinions about what comics are these days; “Comics are just kiddie stuff” and “Comics are only for adults.” Kinda tough to be both, eh, but those are the two most common sayings I hear from the general non-comic populace. Interesting how something can be only for kids is only for adults at the same time but that’s where over a hundred years of a lack of respect will get you.

When I go and speak at schools, for any first time visit I try and open with my “comics are a medium” speech, to help clarify to those in the room what comics actually are. And it’s not just the kids I’m giving perspective to. Once I finish my mini-speech, facial expressions change to the, “Oh, really? Wow” faces that everyone should have when talking about comics. Frankly, I believe there’s no other medium where the creative output is as high, the creators work as hard or are as accessible to their fans as comics. And yet, so few know than a couple of the big names or even that Spider-Man and Superman are owned by two different companies.

Granted, things are changing in our favour. Personally, I have been invited to speak at more schools and, astoundingly enough, also asked for return visits. Another big deal is the number of conferences I’ve been invited to speak at. This summer I’ll be at three different events spreading the news about my favourite medium and all instances I often hear a phrase that, while said innocently enough, always makes me chuckle;
“Can you tell the kids / talk about the world of comics for 15 to 20 minutes and then answer some questions?”

As many of you know, I can talk about anything for 20 minutes. How I enjoyed Spider-Man: One More Day, how great John Byrne is, how tasty my rice was last night in my dinner. So you can imagine how challenged I must be to talk about the entire medium of comics in just 20 minutes and then field some questions. I, somewhat foolishly, made the comment to a customer the other day that went like this, “Would you ask the Rolling Stones to come and speak about music for 15 to 20 minutes and then field some questions?” to which the customer said to me, “Did you just compare yourself to the Rolling Stones?” Ego aside, the point was more to that no one can speak about any medium for such a short period of time nor would, in most other cases, anyone be asked to.

Many would argue that it’s because comics are such a young medium that people aren’t familiar enough with it to truly respect it but when you look at it against film and television, comics are the oldest of the three. In fact one could even argue that the “art” of comics could date back to the Egyptians making it ridiculously old but really, we’re just looking at the modern day comic book.

It’s been a long road for comics to try and gain respect and an even tougher one to decipher. Why did comics not receive that same acclaim as early film? The appeal to children was there and that may have created the misconception that they were only for kids but film had cartoons and it’s now a mega-industry. Television, really just an extension of film, provides viewing material of all sorts aimed towards children and adults in many genres, just like comics, but they still can’t compare. What is it that held comics back? Here’s my outlandish theory.
Comics are the most complex medium to create, consume and enjoy and, thus, it holds less appeal to the general masses.

More next time.

The Shepherd


A recent word storm has sprung on the net over the date of this year’s New York ComicCon, which apparently falls on the Jewish festival of Passover. This Rant is going to touch on that, the writer of the initial criticism and about society as a whole, I suppose, so if you are the type who does not enjoy, appreciate or respect the opinions of others in regards to religion, please stop reading now.

I only wish I could feel as passionately about anything as a traditional Jewish observer does about their faith but I don’t. I lack the personal resolve to commit myself so intrinsically into anything that I will always be relegated to the sidelines of absolute beliefs. And while I seldom comprehend one’s absolute devotion to, well, anything, I can respect it. To a degree.

Neil Kleid is a New York based cartoonist who has, at the end of January, taken some offence to the fact that the 2008 New York ComicCon is being held on the weekend of Passover. He posted an open letter on his LiveJournal stating as such.

Without knowing all of the particulars of why a show that had, for the previous 2 years been held in February, moved to April, Neil decided to take the organizational committee to task for allowing the show to occur at the same time as Passover. He actually states that he is “annoyed that the folks at Reed (Exhibitions) didn’t even take the holiday into account.” without actually knowing if it was taken into account or not. He further states that “it’s frankly insulting” that the organizers didn’t even take the time to “open a calendar and see whether the dates of the convention conflict with major holidays”. Neil knows a lot for someone who, in his opening, admits that “I don’t know the details” about why the date changed.

Lance Fensterman, head of the NYCon replied to Neil’s comments and made it clear that that weekend was all that was available to them at the venue where the con was being held. Even after seeing Lance’s reply, Neil still was not happy. So my question becomes, how far do we go please everyone?

I can remember a time when everything and I mean everything was closed on Sundays and Christmas (except essential services). It’s hardly the case these days, especially when you see movies like AVP Requiem opening on Dec 25th. Has Christmas become less of a holiday because of it? Well Neil thinks that “the decision to take the dates given (for the NYCon) despite them falling on Passover makes our holiday appear to be of lesser import.”

While I can’t disagree with his feelings, I do have to ask, where does it end? At what point do we draw the line when considering holding an event that falls on a holiday? What are the criteria? Do only certain religions get considered? With an increase in the number of “recognized” religious dates, how could anyone schedule anything without raising the ire of some group of people?

And I can’t believe for one minute that nothing happens on Passover. Like Christmas, the movement to provide not just services but also entertainment to those who do not recognize certain religious holidays is growing fast. As a member of the sector that no longer HAS to be open nearly every day of the year but is EXPECTED to be open every day of the year, the arrogance of any individual to say that an event shouldn’t occur because they can’t be a part of it offends me, especially when laced with the ignorance expressed in Neil’s open letter.

It’s sad that there are people in the world who are still looking to be persecuted instead of dealing with actual problems. The NYCon did what they have to do as a business and I’m sure it was not an easy decision to make. The fact that Neil, without knowing anything about why it happened, instantly skewed the happenings towards a bashing of his religion is a bit disturbing to me. Instead, why didn’t he just email them and ask, “Hey, did you know you booked your con on Passover weekend?” Had he done that I’m sure the comic internet community would have had to deal less with the passion of Neil’s faith.

I’m sorry you’ll have to miss the con, Neil. I applaud your faith but your attack on people without knowledge of why they do what they do is truly more damaging than a comic con on any holiday.

-The Shepherd

My roleplaying experience has pretty much revolved exclusively around Star Wars.  My first game was the West End Games 2nd Edition Star Wars RPG, which I played for many years.  When I joined the SWRPGA, the d6 rules were still going strong.  When WotC published the d20 Version of the Star Wars rules, the club pushed back quite severely, myself included.  In hindsight, it was rebellion for the sake of rebellion rather than a real aversion to the new take on the rules.  Eventually, the senior members of the club realized that we had to embrace the new rules so that the new players didn’t feel outcast.  As for myself, I didn’t pick up the d20 rulebook for many years, as I tried to focus more on storytelling than gameplay mechanics.  Eventually, I found a copy of the first edition rulebook at a used bookstore, so I decided to purchase it.  By that time, the Revised Core Rules had been out for a while, but the changes weren’t so significant for the mechanics I wanted to utilize, so I didn’t care that much.  Shortly thereafter, I burned myself out trying to run the SWRPGA - and I wanted to spread my wings, so to speak.  I started a new site, d6d20, originally dedicated to ‘anything but Star Wars’ and passed the torch at the SWRPGA.  Fast forward a year or so - and the Star Wars Saga Edition was announced.  I didn’t give it much thought, but as the release neared, I became excited.  Coupled with a new-rekindling of my love of Star Wars, I bought the book.  I was very impressed with the rules - and I lifted the ‘ban’ on Star Wars at d6d20, which has resulted in a number of Saga games popping up.

While I had a bit of mechanical play-through with my group of players in the Dawn of Defiance  campaign provided by Wizards.  I also had the opportunity to run a scenario of Saga at the EGA’s RPGCon.  This gave me a few more insights into the system to write a better review of the game (it also gave me another experience - Running a Con Game).

The one main goal of the Star Wars Saga Edition is to capture the cinematic nature of the source material.  Ultimately, I think they’ve succeeded.

Character creation is quicker than your standard d20 game.  The first stages are the same - attribute generation, species selection, class selection.  There are no surprises in the attributes they are still Str, Dex, Con, Int, Wis, and Cha.  The core book contains a good smattering of the species from the Star Wars universe (Humans, Bothans, Cereans,  Twi’leks, Gungans and Zabraks, to name a few), each have their own advantages and disadvantages, and I think that the species are fairly balanced against each other.  Once you have your attributes and species selected, you move onto class selection.  In Saga, there are five base classes: Jedi, Noble, Scoundrel, Scout, and Soldier.  As with other d20 systems, your class gives you particular abilities and access to certain feats.  Your class also determines your class bonuses to a new somewhat concept - your defenses.

In Saga, instead of Saving Throws, you have static ‘defenses’ that improve as you level (by one point every other level).  The three defenses are familiar terms: Reflex, Fortitude, and Willpower.  Doing away with saving throws lowers the amount of rolling done by the players and speeds combat up significantly.  As an example - when attacking, the attacker rolls his attack.  If his attack roll (including bonuses) is equal to or higher than the defender’s defense (in this case, Reflex), the attack succeeds, then damage is rolled.  An interesting side effect of the way your defenses improve is that armor becomes less helpful, as you have the option to either wear armor and take its benefits or take one half your character’s level.  As what I would consider to be common armor at best gives you a +4 to your Reflex Defense (and no bonus to your others), you would quickly want to shed your armor.  I feel this mechanic (intended or unintended) really helps drive the ‘feel’ of the Star Wars Universe.  When you watch the movies, the heroes don’t wear armor, so it makes sense that the game mimics that.

 Another addition to the classes are talent trees, an idea obviously taken from d20 Modern.  It is a welcome addition and gives players an opportunity to specialize their characters in their class.  Having certain talents also ends up being a requirements for some of the Prestige classes in later levels.  Also, characters are granted feats.  Feats are the same as they were before - no comments to be made there.

The truly interesting concept in Saga is the reformed skills.  Not only has the number of skills been reduced (albiet, only slightly), but the way they are used has changed too.  Even if untrained, your skills improve over time, by one half your character level (rounded down) - which means, no clumsy skill rank system.  Each class is given a number of class skills which they can train in (each class is given a particular number of skills they can train in initally, plus their INT modifier).  Training in a skill grants you a +5 bonus to all checks relating to that skill.  Some uses of a skill require training, but the basic uses do not.  In addition, you can train in new skills through the Skill Training Feat, or improve your Training in a Skill with the Skill Focus Feat (which grants another +5 bonus).  As one of my online group member’s put it: “you’re unskilled, skilled or have a masters degree”.  I haven’t played with the system at higher levels, so we’ll see how having everyone with a +5 (or more) to their skills just because they have 10 levels goes when I get there.  Overall, I like the mechanic.

Force powers seem to work well.  As a Jedi, you are able to train and get a set of powers, which you can use - once per training in that power in a situation.  If you rest for a minute, you regain all spent powers.  Its a simple mechanic (it involves the Use the Force skill) and in my experience is alot easier to administer than the d6 counterpart.

The only other additions to combat is the condition track and damage threshold.  The damage threshold is a number that is generally your FORT defense (plus any modifiers) that represents how many points of damage you can take before moving down the condition track.  So, if you take damage equal to your damage threshold and you still have hitpoints, you move down the track by one square.  The condition track has 5 steps (-1, -2, -5, -10, helpless) and represents how wounded you are.  As you move down, the greater the penalties you incur when performing tasks.  It works nicely and like everything else, its pretty simple.

A problem we encountered at the Con game was that according to the rules, you cannot grapple an opponent without having certain feats, and in general, the unarmed combat rules were lacking.  We worked around that in our game as a quick fix, but if I was running something longer term, I’m going to need to develop some new house rules.

Online, there has been a number of debates about the rule mechanics of kneeling.  The rules seem to contemplate only two stances: Prone and Not-Prone.  I felt this did not fit the game well, so I made a ruling that basically halves the bonuses (and penalties) for being Prone.  I think this fixes that ‘hole’ to my satisfaction.

 Another comment I had regarding the book was its lack of vehicles.  From my understanding, the Starships of the Galaxy sourcebok is almost entirely stats for starships, but the land vehicle area still is lacking somewhat.  A fellow Con-goer, commented on the lack of ‘fluff’ or setting in the book.  Personally, I felt that most people picking up the game were already quite familiar with the Star Wars Universe, so it wasn’t required.  The information the book does provide covers all 6 movies and provides a bit of information regarding some major Expanded Universe happenings.  I see his point, but for my style of GMing, what is there is good enough.

I think that Saga is an excellent addition to my library and anyone with an interest in any former edition of the Star Wars RPG would find this system easy to learn.  The rules are set up for fast-paced action (assuming you set up your encounters correctly), with a low amount of dice rolling, and a real sense of character advancement.