Sunday, January 29, 2012

Omni

I've been a fan of both science and science fiction as long as I can remember, but one of the things that really had a big influence on me just as I was coming into my own (and, perhaps not coincidentally, while I was deep into my discovery of Dungeons and Dragons) was Omni magazine.

I was fortunate that my high school library had a subscription to Omni from the beginning in 1978. Every month I would pour through its pages, and was invariably entertained and educated. It was a mix of hard science, science fiction, evocative artwork, and pseudoscience such as UFOs. But its glossy pages had enough gravitas to get authors like Robert Heinlein, Carl Sagan, Orson Scott Card, William Gibson, and George R.R. Martin, whose seminal short story Sandkings first appeared in its pages. The work of artists such as H.R. Geiger and Rallé graced its covers.

This was great stuff for someone in the 12-year-old crowd; there was a lot of learning in those pages, but a lot of fun as well. I was already a sci-fi fan, but Omni opened up new worlds of "serious" science fiction, as well as science speculation. I very much miss Omni's unique blend of science and fiction.

Saturday, January 28, 2012

This Should Make a lot of OSR Folks Happy

From today's Upcoming Products seminar at D&DXP:
Any plans to rerelease the other products for 1E and 2E and other editions, either in print or electronically?

We are looking at making a lot of that older material available to you, but we want to make sure we do it right for you guys and for Wizards. We'll have more news on that.

Friday, January 27, 2012

The Fifteen Minute Workday

One of the things that plagues some D&D games (my own included, on occasion) is what is known as "the fifteen minute workday problem". To wit, characters in a dungeon go through two or three rooms, find themselves down some hit points and/or spells, and then return to the surface, heal up and re-memorize spells to return on the next day. Or, alternatively, they barricade themselves in a room and camp out in the dungeon itself. It's a problem that especially presents itself in lower-level games, because the spell casters have few spells and must recharge more often.

There are some tricks a game master can employ in order to discourage this behavior. Locking the player characters in the dungeon (whether literally or by simply denying them egress through having them get lost, having monsters block the exit, etc.), disrupting spell-casters' rest with random encounters, etc. But it's very easy to overdo these sorts of things, however, and can begin to smack of "the DM is just going to punish us for leaving, so we might as well keep going until we're dead" in the minds of the players.

4E attempted to address this problem at least in theory with its classification of powers as being per-encounter, per-day, etc. To my mind, however, that was a bit too "gamey", and lacked any sort of real in-game justification. But the problem is certainly not unique to 4E; it's existed since the beginning of the game.

I wonder, though, if there is some way of addressing this issue in a way that doesn't offend my grognardly sensibilities? On the one hand, part of the whole aesthetic of an old-school game is resource management. It's not just about making the right tactical choices in a combat, but making the right operational choices when selecting spells and buying equipment. In once sense, the megadungeon is its own solution to the problem; if the game master doesn't slack off when it comes to rolling for random encounters, the mere fact that the player characters may well need to fight their way out will encourage them to stay in longer. But that just shifts the site of rest to a barricaded room inside the dungeon, rather than the local inn or convenient cave near the site of the dungeon.

There is one solution to the problem, which applies perhaps more to the megadungeon environment than a smaller encounter area, but I'm sure the principle could be applied.

The monsters get tougher (or, perhaps, more wary) if the player characters keep coming in and doing hit-and-run sortees.

Not in the sense that they somehow get bonuses to hit, or more hit dice, but in the sense that they become more organized. They're more on their guard. Patrols are more frequent. Rooms and corridors are restocked with guards, ready to send out messengers to alert the leader to the renewed presence of the intruders. Once the player characters clue into the fact that the monsters will be waiting for them (perhaps even with traps, ambuscades, tougher monsters from deeper within the dungeon who are brought up as reinforcements, etc.), they may decide that two-rooms-a-day is not the best way to go. Maintaining the momentum, and thereby the element of surprise, becomes a superior (and thus preferable) strategy.

Naturally, this doesn't mean that resistance can't stiffen during the player characters' foray. Just because they haven't returned to the surface doesn't mean that the orcs will automatically stay in their rooms, conveniently grouped in 3's and 4's, perfect for slaughter and easy x.p. But that should be a more "ad hoc" thing on the part of the defenders (except for those very lawful humanoid tribes that have contingency plans already in place, complete with pole-arm-wielding troops to command narrow corridors and such), and to be expected. The idea is that pressing on should be the preferable option to retreat, except when the resources of the party really are exhausted, and R&R becomes required.

Thursday, January 26, 2012

A Flurry of 5E Updates

For them's as is interested, do check in on the EnWorld 5E information page (linked over on the right column of this blog as well). Now that the D&D Experience Con has gotten underway, they seem to be doing live updates as new information becomes available.

Update #1: A seminar transcript from the "Charting the Course: An Edition for all Editions" seminar has been posted based on liveblogging and tweets. 

Update #2: Geeksdreamgirl has a recap of not only the D&D Next seminar, but a (necessarily vague) account of having played a game in the new system.

Update #3: A transcript of the Class Design seminar. We're finally beginning to see some specifics. Doesn't sound nearly as old-school as some of the hype might have indicated. Warlocks? Wild talents? Rituals?

George Lucas Has Gotten All He's Going to Get From Me

I saw Star Wars 36 times in the theater in 1977. Empire Strikes Back 24 times. Return of the Jedi 12 times. Yes, I counted. Between us, my wife and I had 4 sets of the original trilogy on VHS, and we have 2 sets on DVD (the originals and the special re-edited editions). We've seen all of the prequels in the theaters, both the first time and then the second time when they were re-released. We even saw The Clone Wars when it was released. I cannot begin to estimate how much I have spent on merchandise; posters, t-shirts, action figures, etc. etc. etc.

No more. I'm drawing the line in the sand here and now. I'm not going to pay upwards of $20 to see Phantom Menace in 3D in theaters next month. Period.

Tuesday, January 24, 2012

Armies of Erseta: The Tamarian Army Takes the Field

Here at long last is the complete Tamarian army for my campaign, built as a starter army using the Field of Glory rules (using "Feudal French" as the basis for the army, and the whole thing can double for that when doing historical minis). It took a lot of work, and I don't consider myself a particularly good painter, but done is done, and any painted mini on the table is better than an unpainted one, so the saying goes. For all picks, as usual, click to embiggen.

 The whole army is arrayed. Javelins in front, crossbows on either flank (mounted on the left flank, foot on the right), the three commanders in the center, three groups of mounted knights behind them, two groups of spearmen, and a group of light archers behind the mounted crossbowmen.

 Close-up of the right flank...

 ...the center, featuring the commanders and standard bearers, all bearing the livery of Tamaria (the number of dots on the banners will allow them to be differentiated in a game, if needed)...

 ...and the left flank.

And here's what they're stored and can travel in. I bought a 5-drawer rolling cabinet from Staples, put some magnetic tape down in strips (you can see some of it off to the left in the photo above) because my FoG army has steel bases. They don't shift an iota when the thing moves, and the whole army (plus some of the demi-human auxiliaries I've also been painting) fits in a single drawer. I'll be moving my Ogre miniatures into the thing as well; just need to get the foam inserts put in for them, because they lack the metal bases and thus the magnetic strips won't work.

Minifigs WoG Picture Gallery Updated

I've finally updated my Minifigs World of Greyhawk Picture Gallery (link also off to the right in the "free resources" section). I've been saving up various pictures that have come up on eBay over the last several months, but finally got around to integrating them into the gallery. Here's one wonderful example, "Iuz Enthroned"...


Neat Ad for The Hobbit

I really like this one:


Monday, January 23, 2012

Coming Soon to a Disco Dungeon of Doom Near You: Hugh The Barbarian

Demon Dogs! In case you missed it, Goodman Games was giving out promotional posters featuring "Hugh the Barbarian", to publicize their upcoming Dungeon Crawl Classics RPG.

The art will, apparently, be featured on the back of the DCC book, and is quite nifty. I got my poster today, and just wanted to share. You can find a larger version of the artwork over in the Goodman Games forums, here:

http://www.goodman-games.com/forums/viewtopic.php?f=60&t=13726&start=0

They're definitely pushing the '70's thing as far as (further than?) it'll go. Complete with mustache, bell bottoms, and of course the striped pants. But it's all in good fun, and a lot of neat ideas in DCC, so do check it out.

Armies of Erseta: Last of the Tamarian Knights

Only the commanders to go and then the army is done, baby, done!

I stretched out with a few new colors for the knights (those two dapper chaps in the orange livery, plus some new blues and such). Once I get the commanders done, I'll have a complete starter army (either Kingdom of Tamaria for my own campaign, or Feudal French for historical minis, even if the paint job is a little ahistorical).



Sunday, January 22, 2012

Fighting Schools of Chevis

I don't really have any problem with having special powers, actions, moves, etc. in a game. What I object to is when they become just things that a player can buy off a list without any sort of investment, and with no real in-game justification beyond "I want my character to be able to do cool move X".

The skill system in Adventures Dark and Deep (based on that developed by Gary Gygax for Castles and Crusades, published under the OGL) allows for the development of such cool moves by a game master, and I thought the following example from my own Erseta campaign might be a good illustration of the concept. Basically, one spends experience points in order to get a level in the skill, and further study gets one additional levels in the skill.

The x.p. cost is given below, and is multiplied by the skill level being sought. If the character's highest attribute is the one given first in the "base x.p. cost" line, he can use that cost. If not, he uses the "all others" cost. Ties count, so if your fighter has a 16 STR and 16 DEX, he can buy the "My Blade is a Reed" skill for 4,000 x.p. If that same character had a 17 STR and 16 DEX, he would need to spend 6,000 x.p. per skill level.

Using the skill requires a successful roll on a d20 against the relevant attribute, with bonuses if you have more than one skill level (-2 per level). Easy peasy. In my campaign, certain skills are only available if one's character takes the time to actually seek out those who can teach them, and spends the money, time, and experience points to gain the skill. Not so easy, sometimes, because there's no guarantee that a teacher will take any jackanapes that walks through his door with a bag of gold!

The city-state of Chevis prides itself on its fighting schools. Lords, princes, and kings send their scions to such schools to be trained in the deadly fighting arts that they teach, and regular knights and warriors dream of one day amassing sufficient wealth to study there. Other cities have such schools of course, but those of Chevis are regarded as the best of the best (albeit usually not by the masters and students of other schools in other cities!), and each is noted for a particular style of fighting. Note that these skills can be learned by characters of any class, not only fighters and cavaliers. Here are three prominent fighting skills taught by some of the preeminent schools of the city. Needless to say, the competition between the fighting schools of Chevis is intense indeed; the right to be called "the best of the best" is jealously guarded.

My Blade is a Reed

Base x.p. cost: 4,000 (dexterity), 6,000 (all others)
Make skill checks against: dexterity
Specialities: n/a

This skill emphasizes the art of parrying with a sword blade, in order to draw a strong enemy in and gain advantage thereby. It can only be used if the character is wielding a sword of some sort other than a two-handed sword. At the beginning of each round, a character with this skill can declare that they are employing this style. If the DEX check is successful, anyone fighting the character with a weapon (of any type) will receive a penalty equal to twice his STR bonus "to hit". Thus, someone with a STR of 17 would actually get a -1 penalty "to hit" rather than the +1 he would normally receive. Additional skill levels will add an additional penalty of -1 per skill level to the enemy's roll. There is no penalty if the character attempting to use the skill fails his DEX check; he can still attempt to use the skill on subsequent rounds.

This style of fighting is taught by the Torontoro School of Chevis. The current Maestro of the school is Schivano Trithi (F13). He holds himself as an impeccable judge of character, and refuses entry to his school to anyone he perceives as being unworthy. Several princes of the blood from around Dornia have earned his disdain, and been refused admission. On the other hand, he has been known to take in students free of charge whom he believes "show promise". Learning each level of this skill will require 6 weeks of training per skill level, and cost 2,000 g.p. per week, unless Maestro Trithi deems otherwise.The colors of the school are red and white.

The Bulette

Base x.p. cost: 3,000 (strength), 5,000 (all others)
Make skill checks against: strength
Specialties: n/a

This skill emphasizes the channeling of physical strength in order to overcome the defenses of others. It can be used by a character wielding any sort of weapon. It can be used by a character wielding any sort of weapon. At the beginning of each round, a character with this skill can declare that they are employing this style. If the STR check is successful, any "to hit" bonus the character would ordinarily gain from his STR score is increased by 1. Further levels of this skill will increase the bonus by an additional +1. This skill will not work unless the character in question already has a "to hit" bonus due to strength.

This style of fighting is taught by the Morfino School of Chevis. The current Maestro of the school is Tormano Nosca (F15). Entry to the school requires that potential students impress Maestro Nosca in a contest of grappling. His strength score of 18/13 makes this a relatively high bar to pass. This skill requires 5 weeks to learn, costing 1,750 g.p. per week per skill level. The colors of the school are purple and black.

The Death of a Thousand Cuts

Base x.p. cost: 4,000 (dexterity), 5,500 (all others)
Make skill checks against: dexterity or strength
Specialties: n/a

This skill teaches the art of wearing down an opponent by eschewing opportunities to deal killing blows in favor of inflicting a flurry of smaller, minor wounds that end up laying one's opponent low. It can be used by a character wielding any sort of edged or pointed weapon. At the beginning of each round, a character with this skill can declare that they are employing this style. If the skill check is successful, the character gets twice as many attacks as he normally would in the round, but each is made with a damage penalty of -3. It cannot be used in conjunction with weapon specialization.

This style of fighting is taught by the Chorvosa School of Chevis. The current Maestro of the school is Giovano Hech (F13). In the last few years, the school has fallen on hard times financially, and Maestro Hech has opened up the doors of the school to any who have the tuition (he is unaware that it is Maestro Nosca of the Morfino School who has subtly manipulated Hech's investments over the last year or so). This skill requires 8 weeks to learn per skill level, costing 1,500 g.p. per week. The colors of the school are red and black.

NOTE: In the World of Greyhawk Fantasy Setting circa 576 CY (or later), these schools could be said to exist in any major metropolitan locale such as Rel Mord, Rel Astra, or Zelradton.

Saturday, January 21, 2012

Erseta Campaign #12

Several (real-world) weeks of being cooped up in Ritterheim, making glacial progress towards retrieving the magic lantern that would reactivate the portal to the ruins of the dwarven city of Glitterdark, got the players more than a little antsy. So, rather than move methodically towards finding the lantern, they decided to cash in what loot hadn't been yet traded in, paid for an identify spell to be (finally) cast upon the magic dagger they retrieved in the tower of the savant, and set forth for an overland journey.

They invested in a fair map of the barony of Rittergeist, so they had a pretty good idea of which way to travel. Most of the journey was overland on fairly good roads through settled farmland, so aside from fellow travelers, merchants, farmers, and the like, there was little of interest as they made their way to Treven, the jumping off point into the forest that leads, eventually, to Glitterdark.

They picked up the same forest trail that they had earlier, but this time were fairly prepared for the section of evil forest through which it led. At the first fork in the trail, they had turned right the last time, ending up out of the forest entirely and confronted by hostile Vanarian border guards. This time they took the left fork, which they calculated would lead them on a more direct route towards their goal.

They were first confronted by a swarm of giant wasps, and although no one was slain before the wasps were driven off, one of their number was brought to 0 hit points, paralyzed by venom, and barely escaped being injected with eggs. One thing I'm noticing is that putting in tougher opponents works very well when the rules for morale checks are used. Rather than fighting to the death, once the wasps were given a bloody nose and half of them were blinded by one of the illusionist's spells, they decided they had had enough and fled. The party was still bloodied from the encounter, though, and healing from the clerics was dealt out.

Unfortunately, as they continued along the trail, the party began to be shadowed by large black squirrels in the trees with evil red eyes. This understandably unnerved them, and they decided to press on into the night before camping, hoping to lose the squirrels. Around midnight, though, they came upon a creek with a troll on the other side. Kurbag, as he introduced himself, was collecting a toll so that he could afford to have a proper bridge built over the creek, under which he could live. Still weakened from their encounter with the wasps and not eager to fight a troll in the middle of the night, the party decided that 50 g.p. was a small price to pay to cross the stream without incident. The squirrels seemed to have lost interest in them and they camped a ways away from Kurbag's crossing.

The next day they avoided a large carcass of some animal on the path that was swarming with giant ants (they happened to choose the direction to avoid the ants that did not lead towards the ant's nest, thus neatly avoiding a potentially painful encounter). They later came across a stone arch near the path, well constructed but quite ancient, that bore a faint inscription in dwarvish: "King Drogo of Glitterdark slew the ogre champion Nurakug the Horrible on this spot, and drank ale from his skull." Lamenting that he had no ale to drink in honor of the long-ago king, the dwarven cleric paused to pull down some of the vines obscuring the arch, and the party continued on.

The rest of the trip was uneventful. They finally emerged from the region of forest with the evil aspect, and ended the session at the foot of Mt. Arak, ready to once again descend into the ruined dwarven city.

Friday, January 20, 2012

"The Wicker Tree" Finally Hits U.S. Theaters Jan. 27

"The Wicker Tree", the not-a-sequel, not-a-remake of 1973's exquisite "The Wicker Man" is finally beginning its theatrical run in American theaters one week from today, on January 27. For those who haven't heard, it was directed by the same man who did the original 1973 version, Robin Hardy, and explores many of the same themes, but with a decidedly "black comedy" angle which some fans of the original find off-putting, and others love.

No idea if this is a widespread distribution or something that only folks in Manhattan and Hollywood are going to be able to take advantage of, but I'm glad to see the film finally getting out there. Apparently, commercials have already been spotted on BBC America, which to me indicates a wide distribution is in the offing, but nothing definitive yet. If it's anywhere near me, I'll definitely be seeing it.

H/T to Val, one of the players in my campaign.

Thursday, January 19, 2012

On the Reissue of the 1E Core Books by WotC

Join the Bark Side

Even better than the barking dogs doing "Jingle Bells"...

Wednesday, January 18, 2012

Worlds I've Known

Thinking back, the overwhelming majority of campaigns I've either played in or DMed have been home-brew campaigns.

I love Greyhawk, of course, and have a vast GH collection and (at the risk of being immodest) knowledge, but even then, I've done homebrew way more often than Greyhawk. My current campaign, the world of Erseta, is a homebrew campaign.

On the other hand, I was quite a fan of the Forgotten Realms up until a year or two after the gray box was released; after that, it just got overwhelming (but never actually played in or ran it). We played several campaigns (and I DMed one) in high school that took place in the Wilderlands (back when Judges Guild was still putting out new stuff). We had a terrific Dark Sun campaign while I was in the Air Force (I played a half-giant). And I took a stab at Ravenloft, but mostly looted it for ideas (and monsters-- "if you try to conjure an earth elemental in a graveyard, you'll get a grave elemental") that I ported over to whatever campaign I was doing at the time. Other than that, I've never done Forgotten Realms, Mystara, or Birthright, or Dragonlance, or Kalamar, or any of the others.

I'm curious about something related to this. How many others have relied more on homebrew than published campaigns? (And if so, what rules did you use with it?) I ask because I get the sense that the homebrew campaign is a dying art, and more modern players rely heavily on pre-published settings and adventures.

Monday, January 16, 2012

You're Right, Monte, It Does Sound Crazy

Monte Cook's first post-5E-announcement column is up, and it gives a broad view of what the folks at WotC are doing with the new version. It basically confirms the speculative chatter of the last week, that 5E will be modular. Fine, I get that. Options for simple, moderate, and complex combat, skills, etc. No problem.

What I can't seem to wrap my head around is this:
Second—and this sounds so crazy that you probably won't believe it right now—we're designing the game so that not every player has to choose from the same set of options. Again, imagine a game where one player has a simple character sheet that has just a few things noted on it, and the player next to him has all sorts of skills, feats, and special abilities. And yet they can still play the game together and everything remains relatively balanced. Your 1E-loving friend can play in your 3E-style game and not have to deal with all the options he or she doesn't want or need. Or vice versa. It's all up to you to decide. 
What he seems to be saying is that the players can choose which of the modular parts of the rules they want to play with, and that it won't matter which ones are chosen, since they'll all be inter-operative at some level. I'm dubious.

If I'm at a table, and I've got my stripped-down character sheet with 6 stats, hit points, and how much damage my longsword does, I don't want to have to sit through a lot of "I'm using my crushing blow attack and delivering a sarcastic denouement using my witty banter skill while casting dire meteor swarm because my character is following the mage-blade paragon path." I just want to roll a d20 to hit, and I want you to do the same, because you're slowing down my combat with your crappy add-ons.

He says that all this is going to be balanced (oh, that word!), but I can't help but think that someone who spends hours fine-tuning a character with dozens of options and add-ons and fiddly bits is going to be expecting some in-game bennies for doing so. If so, then we'll see an instant arms race that renders the rules lite players completely out of the competition. If not, then aren't the rules-heavy players going to resent doing all that work for naught?

Plus, it makes me wonder how all of this is going to affect the DM. Is he going to be responsible for knowing and using each and every little fiddly bit that some player at the table decides he wants to use? Or is the same modularity principle going to apply to the game at the level of the DM? If so, am I as a DM going to be able to run a stripped-down rules lite game while some of the players at the table are playing a rules-heavy characters? Again, I'm dubious.

So yes, Monte, it does sound like you just escaped from this video. But I'm still willing to give it a thorough look-see when the playtest version is released. Maybe you've come up with a miracle of game design elegance that will be a model for generations of game designers to come. Nobody will be happier than I if that's the case.

Sunday, January 15, 2012

Magic Coffins

I was watching Religion and Ethics Newsweekly tonight, where they had a story on funerals in Ghana. One of the most amazing things about the funerary customs there is the idea of "fantasy coffins". These are actual coffins, intended for real use, that are, well, fantastic. They're shaped as animals, sneakers, fish, airplanes, vegetables, or just about anything you can imagine, in order to exemplify the life of the, er, occupant.

I thought this was a terrific idea (and if I wasn't going to be cryonically preserved, I would be putting in an order for a USS Enterprise-shaped coffin right now), and could possibly serve as inspiration for a game. Imagine skulking through a dank and dismal dungeon only to find a crypt with one of these babies (or, perhaps, one shaped like a dragon, or a basilisk, or whatever-- that might urge even the bravest adventurers to caution).

There could be a market for steel-lined coffins (with +1 enchantment, perhaps?) for graveyards plagued by ghouls and burrowing giant rats. One could imagine magic coffins intended to either prevent the occupant from becoming one of the undead. Perhaps one is fitted with vials of holy water triggered to douse the occupant in the event of any untoward movement. Or, on the flip side, a villainous necromancer could be in the business of supplying coffins that would actually be guaranteed to do so! There's an unexpected bonus for a bereaved family who takes the body of their loved one to the funeral parlor:
"I'm so happy you chose our half-couch, hinged-panel, Slumberon™ casket. And for no extra charge, it will bring your loved one back to a horrific state of un-life as a wight on the next new moon, guaranteed! Oh, wait, did I say that last part out loud?"

Friday, January 13, 2012

300 x.p. for 3 minutes

The new revision of the Savage Worlds RPG has something neat that captured my imagination and inspired me to an idea that could be used in just about any game that runs on x.p. This will piss off those who think that awarding experience points for anything other than hauling back gold coins and slaying monsters is akin to signing one's soul over to Mr. Pip, but so be it ("x.p. for plot points", they will cry, and I will simply shrug). My idea is thus (and it's not something that I would introduce to Adventures Dark and Deep, but it's definitely something I might do in my own campaign).

In "interludes", that is, times when the characters are on an extended journey, or an extended period of rest, one or more might be given the opportunity to do a little off-the-cuff exposition on some aspect of their character. The theme would depend on the situation, and ideally, I'd have a quick table (d6, d8, or maybe d12, depending on the circumstance and how inventive I feel) that would give a broad theme.

The player is expected to provide an in-character exposition relating to the theme. If they can keep up the banter for a full three minutes, they earn 300 x.p. (At higher levels, say 10 and above, I could see myself making that 3,000.)

One sample table could be, for a period of down-time while another player character was recuperating from a nearly fatal wound and nothing much else was going on:
  1. A romantic encounter
  2. A run-in with the law
  3. The PC discovers a new personal goal
  4. A friendship with an NPC that flourished briefly and ended suddenly
  5. A religious revelation
  6. An old skeleton in the closet emerges
  7. The PC is the victim of a scam artist
  8. A brief encounter with royalty, nobility, or some other high-echelon of society
The idea is that the player, in the course of describing the encounter, would have the opportunity to add a little something to the campaign. The GM would, naturally, have complete veto power, and be able to gently guide the player as he does his narration (filling in details and names and such), but the idea is that the campaign grows organically, and giving the players the opportunity to do so in a way that's particularly specific to their character.

I bought a nifty little hourglass-timer on eBay that goes for 3 minutes. Can't wait to try it out. Fair warning to my players-- 3 minutes is an awfully long time to talk.

EDIT: Some folks seem to have gotten something of an incorrect notion about this. It would be an opportunity to earn the x.p. through a little impromptu character development. As in, "Who wants to earn 300 x.p.?" and the first person to raise their hand gets the chance. Nobody would be chosen, randomly or otherwise.

NYT "Twenty Sided Store" Article

The New York Times has a great article about gaming, featuring The Twenty Sided Store in Brooklyn. Looks like a neat place; I'll have to check it out the next time we visit my wife's family.

http://www.nytimes.com/2012/01/08/nyregion/at-the-twenty-sided-store-gamers-unleash-their-alter-egos.html?src=tp&smid=fb-share (You'll probably need a free registration to read the article.)

(H/T to Tavis Allison)