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Contents • • • • • • Track listing [ ] No. Title Length 1. 'Civil War' (featuring ) 4:23 2.
'The Ski Mask Way' 3:36 3. 'This Is Why We Ride' 5:26 4.
'All Love Is Lost' (featuring ) 3:36 5. ' / 2017' ( cover) 4:31 6.
'God, Please Believe Me' 1:23 7. 'Walk With Me' (featuring ) 3:07 8. 'Here I Go Again' 3:32 9. 'No Lives Matter' 4:23 10. 'Bloodlust' 3:34 11.
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Retrieved April 8, 2017. • (in German). Retrieved April 13, 2017. • (in Dutch). Retrieved April 7, 2017. • (in French). Retrieved April 21, 2017.
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Most of my gaming time now is spent playing miniature wargames like, but I started off playing back in 1979. And it's fair to say that the way we played D&D back then is more like the modern definition of wargaming than roleplaying (albeit with an 'army of one' per player - our characters) as we weren't interested in improvisational acting and getting into character. Not that I'm knocking the theatrical approach to roleplaying - over the years I've run World of Darkness campaigns (most notably and ) in which there was very little combat and the dice barely hit the table. For some time now, I've been very interested in getting back to my roots and running the classic 1st edition for my players. Unfortunately, I couldn't get anybody interested in the idea - the Tomb has such an infamous reputation!
(Actually, far from a desire to act as a 'killer DM' and wipe out the party, my motivation in wanting to run the Tomb has been a belief that my players are fully capable of making it through the tomb and I felt that it could prove to be a challenging and rewarding experience for them.) Finally, my two oldest children decided that they'd try playing the Tomb of Horrors with me. (I suspect that a major motivation was 'let's get this over with so Dad will shut up about how much he wants to run it,' though they were also intrigued by the idea of taking on such a tough adventure.) Currently, I prefer the for Old School D&D gaming, as it's a wonderfully clutter free and playable game. In this instance, I was worried that this would make the experience too difficult, as 1st edition characters are more powerful than their B/X counterparts at higher levels, and they have access to many more utility spells that could prove helpful in the Tomb. So we did a rules 'mashup' in which we used the B/X rules with the AD&D spell lists and character classes grafted on. In the end, this proved to be entirely unnecessary and if I get the chance to run the adventure again in the future, I intend to just use the official B/X rulebooks.
For anyone wanting to play the Tomb of Horrors, I'd suggest that the proper mindset for both the Gamemaster and the players is vital to making it an enjoyable experience. I would not spring this module on players without warning them about it first, nor would I have them take beloved personal characters through it.
In our case, I informed my players that although the Tomb has a well deserved reputation as being a 'thinking man's dungeon,' it's a 'bomb squad mentality' (proceed slowly and cautiously and thoroughly test everything) that is most helpful in the adventure. In addition, I told them that there are encounters in this dungeon that are very capricious and that they could expect to have characters die despite the fact that they as players hadn't done anything wrong. (There is a 68 page long thread on the Tomb at enworld.org that is extremely helpful for the Gamemaster, and I based my approach on the material I found there.) In our case, I made up character sheets for the twenty pregenerated characters in the module, and crossed out the lines for name and alignment as I wanted to encourage 'roll playing' over roleplaying for this particular adventure. I also prepped up 10mm figures for all the characters. I intended to use the pregenerated characters in a 'revolving door' manner, with new characters joining the party (by arriving outside the entrance to the dungeon) after each fatality. With only two players, I had each run three characters, and I decided to start them with off with characters of average level for the adventure. Although the module is listed as being for characters of 10th-14th level, the pregens ranged in level from 6th to 14th, with 8th to 10th being average (there are only a few 12th to 14th level characters in the roster.) In addition, I used the (lower) hit die types of the B/X rules, and I assigned each character average hit points rather than rolling for them.
I had the players roll randomly to see what replacement character they would receive (of each type: Mage, Healer, Warrior, Rogue) and in each case, they ended up with weaker characters than they had started with! Thus, the 10th level Dwarf fighter ended up being the 'powerhouse' of the party, due to her high hit points, low armor class, and great saving throws. Clearly, this made for a much more challenging experience for the players than they would have had if they had started off with the resources available to some one running, say, a 14th level magic-user. I'm very proud of them for managing to succeed despite this handicap. It took us four sessions to complete the tomb (with our final session being rushed due to my daughter needing to leave for her drive home) and in that time the players managed to make their way through the entire Tomb and to destroy Acererak with the loss of only three characters!! As a GM I always try to be fair and to challenge my players but I think I tend to err on the side of being too easy on them at times. For instance, I tend to sometimes allow them to reroll especially poor rolls.
For this particular adventure, however, I made a deliberate effort to 'toughen up' my style in order to make things more challenging for the players. (My daughter was especially annoyed at having to retain all the 1s she rolled when healing her Fighter - and she rolled nothing but 1s on seven out of eight healing rolls throughout the game!) I think our first session was the most enjoyable, as the players were really intimidated at that point ('oh man - all our characters are going to die, I just know it!' ) and that made for a lot of suspense. The experience started off different from the norm for them right from the beginning ('what do you mean we have no idea where the entrance to the dungeon is?' ) They came perilously close to losing half the party to the very first trap they encountered, but at the last second they changed their minds about how to approach the situation, and as a result only the fighter was injured, and she survived due to her high hit point total. This was a trend that continued to repeat itself throughout the adventure, and it made for a dramatic experience for me as Gamemaster as I watched them approach situations that could have caused a TPK (or at least killed half the party) only to step back and take a different approach at the last second. It was difficult to maintain an impassive expression while that was going on!
To my great surprise, they didn't loose a single character in the first session, nor did they use any spells or magic items. They got through everything by using standard dungeoneering gear (rope, iron spikes, etc.) cautiously and creatively. We resumed play the next evening with our second session, and by this point they were becoming accustomed to the Tomb. In this session the 8th level Elf Fighter/Magic-User died, and it wasn't until a later session that we realized that they had a cleric with the Raise Dead spell (all of our previous D&D games have involved low to mid level characters) so the loss should not have been permanent. Curtis rolled for a random replacement character and I held my breath wondering if they'd get the 14th level Magic-User, but the roll came up '1' and they got the 6th level Elf instead!
Also in this session the Dwarf Fighter ended up losing all her gear - an indignity and inconvenience that annoyed the players more than the death of the Elf! By the end of the session, both players were getting a little tired of slogging their way through the lethal traps and monster combats in the Tomb, and we took a two week break before resuming play. Refreshed after our break, things went better in our third session. They had more close calls in this day than in the other three sessions combined, but all their characters managed to survive, despite barely escaping death by a hair's breadth on more than one occasion. We were going to take another two week break before our final session, but they could tell they were almost at the end of the adventure, so we decided to press on with a final short session the next day. This had the unfortunate effect of making things rushed, but it was an enjoyable experience none-the-less.
The 6th level Elf died in another trap this session, and Curtis again rolled a '1' for his replacement, so they ended up with the 7th level Elf instead of the 14th level Magic-User! This was the only time in which I 'coached' the players, by informing them that it was quite possible to defeat Acererak, and by suggesting that their best bet was to 'think outside the box' in order to come up with unconventional tactics. (This was due to how pressed for time we were in this final session.
Otherwise, I would have quietly let them discover this on their own.) Before they entered the final battle, Ashley stated that if they had played the adventure with beloved characters which they had built up over time, they would have simply taken the loot they had accumulated and run at this point, which was certainly a wise decision. As it was, they deliberately had their characters try something risky and the Dwarf died a horrible death as a result, with no resurrection possible. However, Curtis came up with a clever way to combat the demi-lich and they destroyed the fiend as a result! I suspect that they still would've managed this without my coaching, but most likely at the cost of losing more characters first.
When I asked them for their impressions of the experience afterward, both agreed that it was an extremely tough adventure, and very different from their previous D&D experiences. But they both enjoyed the Tomb and felt that finishing it gave them a real feeling of accomplishment. As Ashley said afterward 'When you said there would be traps, I was expecting the modern RPG concept.
Something like: Okay you enter the room and the door locks behind you. There is a pile of sand and a pool of water in the room, along with several stone pillars and two metal discs. Now you have to figure out how to use this stuff to disarm the trap and unlock the door.
Well, the Tomb of Horrors is NOT like that!!' My friend Phill and I have started a league. We prefer to play face to face with, but he's moved to a city that's 150 miles from me now, so we're using the Universal Battle 2 virtual tabletop for most of our games. (I must say that after trying out a half dozen VT programs aimed at both roleplaying games and board games, I like Universal Battle the best. It's really simple to use, with a lot of handy features such as automatic measurement of the distances tokens are moved. Also, the developer of Universal Battle has recently added the ability for players to use models as terrain, which allows for the creation of tiles. That's how I was able to make a Kerrunch board for us to play.).
At any rate, we've played quite a few matches of Kerrunch by this point and although we really enjoy the game, we've found that it needs to be house ruled in order to be playable. The first thing to be addressed is the infamous box lid used in the game. Now, we actually like rolling in the lid! However, I realize that most players hate this particular mechanic. Also, I've yet to figure out a way to duplicate rolling in the lid when playing online and rolling virtual dice.
At first we tried substituting 18 sided dice rolls (as suggested in the forums for ) but we quickly tired of having to switch out our virtual dice. So we eventually just settled on rolling a number of 6 sided dice equal to the player's Tackle score, with hits scored on rolls of 4+. Then a d6 is rolled for each hit, and the highest result is applied. This works fine. Next there's the fact that the teams are unbalanced - having eight tough Dwarfs on the Bright Crusaders team and eight fragile Dark Elves on the Darkside Cowboys means that the Cowboys players tend to get injured and killed really easily.
First, we changed the rosters so that each team includes six of each player type instead of eight and four. We also adjusted the character stats. (This is discussed in more detail in the Expansion Teams section, below.) Having to roll for the movement of each player type each turn made the game a little too random even for us, and we like a lot of randomness in our games! At first, we tried rolling for each individual player. This was kind of fun, but it became tiresome eventually. We finally settled on simply giving each player type a set movement rating.
We felt that having a player without the Passing skill get stuck with the ball (such as when it scatters to their square) was too restrictive, so we allow any player to hand off the ball to a friendly player in an adjacent square. This automatically succeeds but counts as a pass. You can't hand off and pass in the same turn.) Also, after each kickoff there seemed to be a lot of dead time in which the two teams simply advance toward one another.
We changed the kickoff rules to allow each team to set up in midfield - within six squares of their own endzone. (Marking the deployment lines on your board really helps with this.) This still leaves plenty of time and space to maneuver while cutting the boring turns filled with nothing but movement. Finally, and most importantly, by far the greatest flaw with the Kerrunch rules as published is that once one team gets outnumbered due to losing more players to injuries and death, the game becomes progressively more unbalanced until the outnumbered team has no chance against their stronger foe. If this happens during the first drive (as it often does - especially with the Dark Elves being so weak) the game drags on for two more exchanges without being fun for either side.
We fixed this by allowing all injured players to automatically return to play after a touchdown is scored (it can be assumed that magical healing is available on the sideline) and replacing the Killed result with a Kerrunch result that Injures the target player and also allows the attacking player to make an additional Blitz move of up to two squares and then a second Tackle attempt if they are adjacent to any enemy players. (We suggest limiting this to no more than one Blitz per player per turn.).
As mentioned above, we altered the player stats to address the imbalance between the two teams. We also added six additional teams so that we could enjoy league play. (Quick introductory note here: When I was younger I had eight painted teams and I enjoyed running a league with my friends. I've nothing against Blood Bowl, but right now I'm more interested in the simple Kerrunch rules for games with my kids and their friends.) Since I'm enjoying playing with my kids so much, I decided to try another of the infamous GW 'box lid' games and I made a magnetic set. Once again, all I had to work with was the rulebook, so I made teams using inexpensive proxy models.
With the exception of my 1/72 Arcane Legions figures, all my miniatures are 10mm scale, so going back to 30mm figures was quite a change - they seem enormous to me now! I really liked the look of the HeroClix Bulldozer figure for a Kerrunch proxy, and ended up using them for Dwarfs. Conversion notes: I don't have any 28mm scale round bases any more, so I ended up using lids from water bottles, filled with caulking and hot glue. (That was kind of a pain - next time I think I'll just tape the center holes in 3/8' washer and use those instead!) I wanted to give my Human players helmets, but I don't have any 30mm bits any more so I had to improvise. I cut the hips off some Mechwarrior Dark Age figures and used them. I admit that the results are pretty awful, and I plan on switching them out for better helmets at the first opportunity. It was a lot of fun painting the Orc models to match the tacky Dark Elf players!
Making the board: Years ago I picked up an old board at a garage sale and when I first started magnetizing my 10mm figures, I spray painted it green and that served as my first 10mm skirmish board. Eventually, I moved on to larger boards made from metal panning (for ductwork) and the electric football board was left neglected in a corner. Turns out that it was exactly 4mm wider and 8mm longer than the crunch board, so I blew the dust off it, touched up the green paint, and drew the markings on the pitch with colored pencils and a yardstick.
I glued on some scanned images from the original board and then sealed the final product with some clear satin spray paint. My son and I love the rules and mechanics of Kerrunch, but as others have noted the two teams are certainly not balanced as the Dwarfs are almost as tough as the Orcs and the Bright Crusader player gets eight of them! In our first game, all of my Dark Elves quickly ended up injured or dead and then the Dwarfs teamed up on the Orcs, kicking them when they were down. After the second Bright Crusader Touchdown, only one Orc and one Dark Elf managed to limp back onto the field, facing nine Crusaders. We're currently trying out various house rules to fix the balance, including slowing the Dwarfs by imposing a -1 penalty to their move, and giving the Dark Elves a 5+ Dodging save to avoid injury. Jordi Savall Blogspot Login.
That may tip things too far in the other direction, but we're looking forward to further playtesting to find out! After that, we're planning on introducing some more teams to the game - probably starting with the Skeletons and Mummies of the Champions of Death and the Goblins and Skaven of the Evil Gits! So I recently reduced my games collection down to my two dozen favorites. Space Fleet made the cut, Battlefleet Gothic didn't. One of my friends commented on this, wanting to know why on earth I chose Space Fleet over the newer and more polished Gothic. Well, it isn't because I dislike Battlefleet Gothic.
I'm actually rather fond of the rules (and of the Epic 40,000 game it's based on.) If I was asked to take part in a game I'd happily agree. And it isn't due to the look of the miniatures, as the Gothic models are wonderful looking, cohesive fleets. By contrast, the Space Fleet model range is pretty cobbled together, using several models from an even older range of Citadel spaceship miniatures. (And I'm not even using the official models anyway - my fleets are comprised of proxy models made from cheap plastic toy spaceships.) It isn't the cost, as there are wonderful top down images of the Battlefleet Gothic ships out there (for virtual tabletop gaming) so it's possible to make quite nice looking fleets of cardboard counters for free. I just think that Space Fleet is more fun. When I sat down to consider it for a bit, I realized that while I enjoy Battlefleet Gothic, it seems like a very, well, functional set of rules to me. Nothing about playing the game makes me say 'wow!!'
For me, the 'wow factor' with Space Fleet is the hidden movement rules. By placing the board on a square grid, the number of possible moves available is reduced enough that they can all be displayed on a 'Helm Computer' and thus ship movement is simultaneous. Every one that I've shown the game to really likes this feature. So the first project I tackled once I started painting miniatures again was to upgrade my collection. I only had a partial copy of the game. Actually, all I have that's original is the rulebook and the White Dwarf magazine issues that had rules printed in them. I had to scratch build everything else.
I made a set using foamcard counters (as seen and ) but of course that wasn't as satisfying as playing with actual miniatures. Well, I recently stumbled across listings on Amazon for some really inexpensive plastic spaceship models and it occurred to me that I could make them into Space Fleet proxy models.
(Now, it has to be said that I'm the most devoted gamer in my group, so when I set a model down on the table and say something like 'this is a Gothic battleship' my friends and family generally just take my word for it and say 'okay' rather than 'hey that doesn't look like a real Gothic!!' Needless to say, that makes using proxies a lot more enjoyable.) I purchased a dozen 2' long models for $7 and converted them for use as Imperial (and Traitor - i.e. Chaos) battleships. (I'm using Imperial stats for my Traitor ships - I simply painted them in different colors.). My conversion work was really simple - just cutting bits off the models and adding some other model bits that I had on hand so that the miniatures somewhat resembled the official models.
I wasn't interested in achieving a close match with the originals - just something quick and easy that looked distinctive enough that we could recognize them on the tabletop. In addition, Thunderhawk Gunship miniatures from the game became my Cobra destroyers.
And I cut up some minatures - feet from the Panther became Staltwart escorts, and legs from the Hatchetman were converted to act as Constellation targeting ships. Wow I knew it had been a while but I can't believe it's been almost a year since the last time I posted anything on this blog! For some time now I've been unable to get together with friends to play tabletop games as often as I used to. So this past year, I finally decided to give playing by virtual tabletop a try. (I'd thought about it a few times before this, but I always resisted the idea, feeling that I might as well play a MMORPG like World of Warcraft or something if I wanted to game on a computer. I had the stubborn notion that I was only going to play tabletop games in person, or not at all.) I touched base with some old friends to see if any of them would be receptive to the idea.
I was surprised to discover that a few were interested, and I took a look at various virtual tabletop and voice chat programs. Our biggest obstacle was that one of the players only had a Windows XP notebook which couldn't even run a modern browser, so fancy programs like Roll20 were out. I finally ended up running a campaign, using GlitterComm, an older but stable and nice looking virtual tabletop program that all our computers could handle. GlitterComm ended up being a really good choice for our group, as it's a 'no frills' program so it was easy for even the less computer savvy players to use. I also discovered that Devin Knight's top down tokens are great, and make a nice substitute for actual miniatures.
I purchased several of his token packs for our campaign. I found the virtual tabletop experience to be every bit as enjoyable as playing face-to-face, and my players must have enjoyed the game too - the campaign lasted for six months. (Then the player who generally functioned as the group leader had his schedule change and he couldn't play on weekends anymore.) My son Curtis and I also started playing miniature wargames on the Universal Battle program.
I've really enjoyed using Universal Battle, and, as a modern, electronic, gamer, Curtis actually enjoys playing via virtual tabletop more than gaming on a real table. I do still get to play the occasional game with Curtis or my daughters.
And I host an annual Gaming Weekend at my house with several of my old gaming friends traveling a fair distance for that. But we usually play old favorites like 1st Edition Warhammer 40,000. I was beginning to feel that it was a waste having so many games sitting on my shelf gathering dust when others could be enjoying them. So I finally went through my gaming collection. I sold a lot and gave a lot away (to friends and to Goodwill) and in the end I got rid of all my games except for two dozen of my favorites. My original goal was to get down to a dozen games - but I just I couldn't do it! (Disclaimer: It certainly isn't the same as having hard copies, but I do still have a ton of rulebooks in.pdf form on my computer.).