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Welcome to

Welcome to Cranial Herbs & Rice

CH&R is dedicated to science fiction, fantasy, and roleplaying game fans.  
Join us for discussions on politics, the web, gaming, film, TV, and the world in general.

We also develop our own RPGs.  Ask us about Cold Iron, a fantasy system based on the FUDGE engine, Dark Reign: Fear the Dawn, a horror game using our Tarot engine, Midgard, a fantasy system where the players are Norse gods, using our Runedraw engine.  We have developed much of the core for our own D&D 3.5 game world.  Though these days, we play GURPS more than any other engine.

Feel free to look around and join in on the discussions!

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GMs Resource
Posted: charles @ 12/Sep/2008 10:51am
charless avatarI stumbled across two interesting sites recently.

The first is RPGLife.  This site has articles, blogs, and a forum run by / for gamers.  Several published game authors frequent the site and have posted articles describing the game design process from the inside, along with tips on how to do so yourself.

The other is The Arcana Wiki.  This site is set up to serve as the "Wikipedia" for gamers.  Their idea is to provide factual information along with ways to tie that information to gaming.  They aren't focused on specific game systems, but are trying to serve as a generic resource for GMs who need a bit of help figuring out how to merge real-world stuff into their games.
Comments:  0 | Views:  511 | Add/View Comments
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Types of games we love and love to hate
Posted: charles @ 24/Jul/2008 4:22pm
charless avatar Over here, we mention one type of game that some of us love, others hate, but we all seem to have an opinion on: The so-called awakenings game.

For those who may not know, Awakenings games typically represent a game where your character has some set of abilities, typically supernatural or at least super, that your character is not yet aware of.  Most often, you as a player are not yet aware of the specific either.

We've also talked about so-called "Puzzle" or "Trap" games, in which the focus is overcoming some difficult mental challenge, typically represented by a physical barrier of some sort in the game world that has some key or means of bypassing.

There's also the Cthulhu style investigation game, which seems to have 3 main phases, each with it's own sub-phases: introduction, in which the players find out what the general objective is and why it matters; discovery phase, in which the players go about trying to figure out what their characters saw and what to do about it; end-game, in which the players form a strategy to overcome the monster and then try to enact said strategy.

"Monster" or "Enemy" hunting games are another, in which there's some big nasty "thing" opposes the players and must be conquered, escaped from, or killed.  These games can involve searches, trying to defend innocents, etc. from the enemy or arch villain.

There is also the "PVP" (player vs player) game, in which the players are overtly or covertly out to get each other.  These games can be the most political and complex, yet involve the least amount of GM effort once the game begins, since the PCs / players do most of the work.

Of course, many games are hybrids, mixing multiple elements and styles.  What other generic types of games can you think of? What do you think about each style?  What's your favorite and least favorite?


Edited by charles on 25/Jul/2008 at 2:40pm
Comments:  11 | Views:  399 | Add/View Comments
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Best of Games; Worst of Games...
Posted: charles @ 11/Jul/2008 4:25pm
charless avatar

It was the best of Games, it was the worst of Games...

We've referenced many of our games in past.  Here's place to share those stores in more detail.  Give us some of your best and worst, funniest and saddest, scariest and happiest gaming moments.  Every player and GM has a story to tell.  So tell yours!

Comments:  5 | Views:  442 | Add/View Comments
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Role-Playing vs Roll-Playing
Posted: charles @ 08/Jul/2008 1:31pm
charless avatar

Haley and I had a discussion the other night about playing styles.  We basically came up with a limited set of game styles:

  • Miniatures War Gaming; i.e. D&D without those annoying plots.  Games like this are typically dungeon crawls, where characters are designed for their combat effectiveness and little else.  Party balance means having a suitable mix of heavy hitters, spell casters, and sneaks to accomplish any physical goal.  Plot and characterization are minimal beyond hooking into the dungeon.
  • Character Storytelling; i.e. Characters before all else.  These games typically focus on characterization.  Before any action, the player asks WWMCD (What Would My Character Do?)  Sometimes those goals run counter to whatever plot the GM has provided.  That's ok, so long as everyone has something to do.  Character concepts are chosen based on the player's idea of what would be fun.  Combat effectiveness takes a serious back burner in character design.  Party balance only exists if / when the GM's plot requires it.  Sometimes entire sessions can take place around nothing more than the characters meeting each other.  Combat is best when it's avoided. Many of the old Cold Iron games fit this style, as do most of Eric's Dark Reign games.
  • Plot Storytelling; i.e. Story line before all else.  Games like this have a serious story line to follow.  The GM has mapped out a series of goals toward some end goal.  PCs are designed with at least some of those goals in mind.  Party cohesion is maintained by the existence of these goals.  Combat exists, but can often be avoided without compromising the goals.  Many of Brian's games follow this model.

Are there any other models you can think of?  What style is your favorite to play in?  To GM?

Personally, I enjoy hybrid games--those that have some aspects from all three.  I like a good fight scene, but I like having depth to characters.  I don't enjoy spending weeks writing back-story for a PC I'm only going to play once.  I do enjoy expanding on very brief backstory notes as I play a PC.

Another part of that discussion centered around playing styles.  This is basically where you apply the various gaming cliches to our games.  D&D games are the best for this.

  • If this scenario / encounter / event really happened would a PC react in this way?  Why or why not?
  • If this campaign were real, would these characters really choose to travel, fight, and work together?  Why or why not?

More to follow...

Comments:  134 | Views:  1907 | Add/View Comments
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D&D 4.0: Good and Bad
Posted: charles @ 24/Jun/2008 3:26pm
charless avatar

I haven't read the new D&D rule books. Nor do I plan to.  But a very good "First Look" can be heard at http://www.pulpgamer.com/player/?p=2541&e=134109. This is from some seasoned D&D gamers, as they play the fast-start game and take their first stab at playing the game.  they highlight some nice features and some not-so-good as well.

Some major changes:

  • No Monk or barbarian
  • No Gnome or Half-Orc
  • Saves work completely differently
  • Healing and hit point work completely differently, changing the Cleric's role dramatically as well as how the character responds to damage in fights
  • Rather than adventures and campaigns, it's focused on linked encounters
  • Fewer skills, less point accounting for skills ie Thievery for the thieves' skills
  • Powers (video game like element that gives more options during fights) - at will, per encounter, daily
    • Wizards can cast Magic Missile EVERY ROUND, since it's an at-will power instead of a "spell" and it now requires a to-hit roll.
    • All classes get Powers.

Combat is still king, so expect more roll-playing than role-playing.

Give the podcast a listen, though, as Pulp Gamers' review is a good take on it, I think.  It sounds like D&D 4 seems to borrow heavily from modern MMORPG computer games.

As always, far more detail in the 33-minute podcast at the link.



Edited by charles on 24/Jun/2008 at 3:36pm
Comments:  5 | Views:  688 | Add/View Comments
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