Monday, December 29, 2014

GF9 Eye Tyrant Part 3 - Basing the mini

Next step in building the the Eye Tyrant is to base the mine to allow to adjust the direction of the eye stalks.

Gale Force 9 included two different bases: a clear oval base and a sculptured base. Additionally there are some magnets included to build a removable base.

I decided to go with the clear base and use the magnets.
First thing I noticed is that the clear base is not completely flat and can swing a little bit back and forth. The second thing is that the magnets seem not strong enough to hold the mini really tight. Just by trying out it snapped several times from the flight stand. Most probably I will exchange the magnets for stronger magnets.

Here are some pictures of the based mini. Also two of the eye stalks are attached to the mini but not yet glued to it. I want the eye stalks to aim to possible characters surrounding the mini. Most of them should look to the front direction but some should look to other sides.







Tuesday, December 23, 2014

GF9 Eye Tyrant Part 2 - Assembling the body

Here are some pictures of the boday assembly.
As suspected there are several gaps left. I decided against more filing and will fill the gaps with green stuff.








I actually glued the two side and the spine first. Make them match as much as possible. Then I assembled the lower and upper jaw together with the two tendrils and always checking that it still fits the backside of the mini. In the last step I glued the front to the back.

I tried thin plastic glue but since the mini didn't hold the parts by itself I had to swith to super glue.

And here to pictures after the gap filling.



Wednesday, December 17, 2014

GF9 Eye Tyrant Part 1 - What's in the box?

I got hold on one of the Dungeons & Dragons Eye Tyrants / Beholders from the Gale Force 9 collector's series. I plan to use this mini as a villian in one of my forthcoming adventures, so it's time to get it build up. The painting will most probably take a while.

Here an unboxing of the mini.
The box is roughly 6' x 8.5' x 1.5' and consists out of reinforced cardboard.






 The model parts are wrapped in bubble foil bags:


Here the unwrapped resin pieces:

A zoomed in section with the body parts and their back side:

Some pieces like the eye stalks are still attached to their mold spurs, other are packed loose but you still can see the mold channels to the spurs. There seem to be no mold lines directly across the piece. They are all hidden at the edge of the pieces.


Even it is not listed on the package, my box came with a clear base, a clear pillar, two pieces which seems to be a connectors between model and base and a pair of flat magnets.



I didn't find any instruction, but for most parts it seems obvious how they are assembled.

The pieces will clearly need some cleaning. Currently they do not fit. It looks like that there will even be some gaps after assembly that might need some green stuff.


Monday, December 15, 2014

Colorful Potions Part 1: Not just a drink?

A while ago I stumbled over several random tables in the net (like Inkwell Ideas, Seven Sanctum and Chaotic Shiny) that allow for generating descriptions of potions. They offer randomly generated potion descriptions.

How can we use these description to add flavor to our game?

Lets collect possible cases which could alter our potions:
  • There is only ONE true recipe for a potion. All healing potions in your world would be of the same physical appearance.
  • There are several recipes for the same potion. This would mean that healing potions can be either red, blue, green or whatever. Might be that every alchemist has his own recipe to produce potions.
  • Potions could  have different strength based on their recipe. Could someone brew a strong and a weak version of a potion? For D&D 3.5 where potions may base on the spell effect the potions strength might be related to the experience of the creator. Is it possible to identify the strength of a potion?
  • Related to the above case: Potions could exhibit side effect based on their recipe.
  • Does the origin of the potions effect matter? Does a divine potion looks different from a alchemist one? Possible general cases here might be: divine, magic (wizards and witches?), alchemy, herb based?
Allowing for different recipes with different strength and possible side effects would easily mean that every potion in your world might be unique and you would have to note down for every potion what they are and how (strong) they work. This might only be practical if in your world only very very few potions exists. Otherwise you will end up in a huge amount of book keeping.

On the other side I like the idea that my players could start as novice alchemist and learn during gameplay which kind of potion they found.

Which options should be included to make up an interesting system but keep the amount of book keeping to a minimum?

Sunday, December 14, 2014

All gold that shines? Part 1 - How does your gold look like?

Think about this small dialog:

DM: With your last hit you see the live vanish out of the goblin and he sinks to your feet.
Player 1: Cool! I will go through his pockets. Do I find something?
DM: You find 5 gold and 16 silver pieces.

It is more than once that I was frustrated to just say something like that to my players. How about this scene?

DM: With your last hit you see the live vanish out of the goblin and he sinks to your feet.
Player 1: Cool! I will go through his pockets. Do I find something?
DM: You find 5 gold ducats and 16 silver florin.

That sounds much better for my understanding and I would hope that the dialog would continue like this:

Player 1: Wow! Do I know from which kingdom they are?
Player 2 to 1: How old are they? Why do these goblins have these type of coins with them?

Nice role playing opportunities!
But for the sake I fear that this dialog may also be more like this:

Player 1: How much are these in normal gold and silver?
Player 2: Do I have to account for them differently than the other gold?

The first case would open up a lot opportunities for interaction with your world. You can set up things like this:
  • Plot hooks. Where does these coins come from? A distant land or perhaps an ancient kingdom
  • Interaction: These type of coins may be forbidden to use in the current kingdom because they are minted by an rival kingdom.
  • Clues: The coins could lead to a villain from another land that payed the goblins. Think about the Persian gold paid to the Spartan priests in the movie 300.
  • Adding depth to your game through emphasizing differences in cultures by their different types of currency. I also thing about different coins for Dwarfs or a magical currency that is made and used by wizards.

But also the second case shows some truth:
  • If there are different coin systems: Are there different prices for the daily goods if they are paid in different currencies?
  • Adding different coin systems would add also an additional amount of accounting on the player side. If you have a group that love to track their weights, ammunition or material components then they would have no problem with that. But this is likely not the reality.
I'm not sure yet if the pros outweigh the cons.

A more simple solution might be to say that all gold coins are always gold coins. They than may have different names and shapes but all gold coins are always one gold.

Saturday, December 13, 2014

Once upon a time...



Once upon a time... as most stories starts?

Hi folks!
So this is my first post in my new blog. Amazing!? Don't know yet, never opened a blog before, so let's see how it goes.

It will be a blog about gaming, mostly focusing on roleplaying games, DMing, terrain usage and building and world building, but perhaps also sometimes I will step into live action roleplaying and boardgames. I will posting about topics that I find interesting. Also I will view this blog as a possibility to write down stuff I never wrote down before or use it to get ideas condensed into a text.
If you have any input, don't hesitate to post them as comment or write me.

Thanks,
Falerion