Showing posts with label conventions. Show all posts
Showing posts with label conventions. Show all posts

Tuesday, September 8, 2015

Old School Gaming

 

I experienced a bit of the "Old School Revival" this weekend at Pacificon Game Expo​ last weekend. The first was "Swords & Wizardry", which was pretty much a retro-clone of original D&D. The second was "Dungeon Crawl Classics", which took certain aspects of original D&D and embraced the hardcore dungeon-crawling aspects of it.

In both cases, they lovingly embraced the old-school role-playing game art. Both are filled with black-and-white fantasy line drawings of hapless adventurers taking on horrible monsters. I appreciated that, if only for its camp/nostalgia value.

From there, the experiences diverged. As I said, Swords & Wizardry was retro-clone of original D&D, to the point where all of the original ability scores, classes, abilities, etc. were duplicated here. And as much respect as I have for the grand-pappy of RPGs, I've got to say: role-playing games have evolved for a reason. Casting one spell as a low-level magic-user before being effectively being rendered useless, having only one effective available action in combat ("I hit it with my weapon!"), XP book-keeping from monsters and treasure after every encounter - all of these factors do not point towards a fun gaming experience. The saving grace of it was at least the world has some slightly interesting twists to (example: hobgoblins are invaders from a parallel world and are anchored through portals) it that made it more than your typical European fantasy setting. Most of the time I was thinking: "This would be ten times more enjoyable using Savage Worlds..."

Dungeon Crawl Classics (DCC) was a bit more interesting, mainly because it embraced some of the more aggravating aspects of old school RPGS and turned them on their ear. Case in point: survivability of low-level characters. In typical old-school D&D, surviving past first level was a bit of a trial by fire, and often that was accomplished through a combination of luck and sometimes cowardice. DCC actually makes you create FOUR ZERO-level characters who have only a few hit points, little equipment, and no appreciable adventuring skills. Combined with the other players' characters, you have an adventuring mob who attempts to wear down the opposition through sheer numbers. While this does encourage "death by numbers" tactics against enemies, there are times where you realize body count isn't enough and need to come up with clever plans in order to distract dangerous monsters and reach your goals. There is also a bit of cheering for the underdog, and those characters who emerged through that crucible of death had great war stories to tell!  DCC introduces some more modern rules innovations that get rid of annoying old-school conventions: spells require skill rolls instead of one-time fire-and-forget, and skill rolls are based on your attributes and what's reasonable for your character's background. In the end, I'd still rather play a Savage Worlds game with gritty setting rules for something like this, but I wouldn't say no to my zero-level tax collector returning as a mighty first-level warrior either!

Monday, February 7, 2011

Far East Steampunk Inspirations

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James Ng’s Imperial Sheriff

When people visualize steampunk they usually associate it with Victorian England. However, since the main gist of the genre is Victorian-era futurism, there’s a much wider spectrum of world cultures that can be looked to for inspiration.

As SteamCon II’s theme was, “Wild, Wild, West”, this year’s Nova Albion Steampunk Exhibition is going with the theme, “Wild, Wild, East”. And by this they mean the “Far East” (as called in Victorian times) and not “New York” (some people I talked to actually thought this was the case).

Since Nova Albion is coming up at the end of March, this gives me about a month and half to put together something for the event. Considering my last project took about two weeks of busy nights and weekends I think if I want to do anything ambitious I better start now.

At SteamCon I picked up a professional-quality pair of grey hakama at SteamCon II, so that’s a good starting point.

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Wrinkled hakama, but you get the idea

I also have a white under-kimono and possibly a dusty green over-kimino (if I can find it). Going with this basic clothing premise, the obvious choice would be: steampunk samurai! However, a full set of steampunk samurai armor would be rather… ambitious in such a short period. A more practical goal might be an armored arm gauntlet with oriental dragon ornamentation? I steampunk-inspired mempo (although a helmet would look a bit odd without the rest of the armor)?

Monday, November 22, 2010

Steamy Endeavors, Part V

I hoped to post this before heading to SteamCon, but time did not permit. Here is the final results of my thirty-six-shooter.

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Sadly I did not get a great hi-resolution close-up of the shooter, but I’m sure some will show up on the web sometime!

Thursday, November 18, 2010

Steamy Endeavors, Part IV

Work proceeds apace! Got a large chunk of the detail work done tonight, just need to do some paint highlighting and glue attachment.

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I wanted the arm-plate to have some sort of visual texture, so after doing some hunting around online I settled on a nice reddish-brown leather texture. After printing a color of sheets on the laser printer, I cut it to fit the plates.

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I didn’t necessarily want to go with traditional gun colors, so I tried experimenting a bit. The picture doesn’t bring out the colors well, but I tried a copper rub-and-buff on the gun, which turned out really well.

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I wanted the mounting bracket for the gun to look fairly sturdy, so painted that with a metallic silver.

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As you can see, the silver provides a nice contrast with the copper guns.

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Again, the picture doesn’t do it justice, but I added brass paint detailing on the barrel and other detail bits.

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As another detail bit I added metallic edging to the corners of the top of the arm plates, which goes really well with the faux-leather covering.

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As an added decorative touch I added a brass nut at the end of the barrel.

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Finished up the detailing on the rest of the plates, and added the nuts to the barrels of the other guns. Just need to do the brass paint detailing on four more guns, then fix the guns to the gun mounts and test it out with the new light gold ribbon I got for it.

If there’s any suggestions for additions/revisions I have one more night to work on it. Comments are welcome!

Wednesday, November 17, 2010

Steamy Endeavors, Part III

After a lot of spray-painting, sealing, and glue-fixing, I think I have the base prop complete and can start building adding details…

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You think six-shooters were bad-ass – taste the fury of my thirty-six shooter! Even in basic black it looks pretty cool, so with decent detailing with metallic paints and trim this should look awesome!

Tuesday, November 16, 2010

Steamy Endeavors, Part II

Minor update to give you a clue as to where this costume prop is going…

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Yes, those are revolver barrels minus the handles, mounted on the arm plates. Tune in tomorrow as further detail work is done!

Sunday, November 14, 2010

Steamy Endeavors

I’ll be heading up to SteamCon II next weekend, and part of the zeitgeist of these events is to show off cool costume and prop creations. I’m not really a costume guy per-se, but appreciate the effort that goes into these show pieces.

That being said, I decided to contribute to this creative endeavor. The theme of this year’s convention is “Wild, Wild West”, and I’m building something in theme.

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I won’t give away exactly what I’m building until I’m done, but feel free to make your own guesses. I’ll keep posting progress updates - hopefully it’ll turn out decently enough to share!