Tuesday, August 19, 2014

The Gates of Dwimmermount are Open!

I'm several days late on this but birthday celebrations and being on vacation have taken up the time I'd have normally put into this sort of thing. But it's a rainy day here at the lake so I've got some blogging time.

The last time I talked about Dwimmermount I was hopeful it'd still get done, but things were still pretty grim.


Although it took over a year from that point (and around 2 and a half from when it was originally scheduled to come out) it looks like my optimism wasn't in vain! Dwimmermount is finally here! The version for the Labyrinth Lord system is done and available for purchase. You can get the PDF at the link above, and the print copies should be in stores soon. The PDF's of the Map booklet, and the Illustration book are also available. 

The version tuned for the Adventurer Conqueror King System (the one I'm getting in print as a Kickstarter backer) should be coming out next month, as should the mega-dungeon tracker, which looks like it'll be a great way for a GM to keep track of the party's progress through the dungeon and what all the various factions are up to. The mega-dungeon tracker also includes maps of each level, so it's possible, if you're only planning to use the maps for your own purposes as a GM you might want to wait and get that rather than the map booklet. Once I have them both I'll be able to say a bit better on that though. The mega-dungeon tracker may also be most useful as a print product. I'll write more about it once I have everything in hand.

Until several months ago even I had begun to lose hope for this project, as the slow but steady progress on it seemed to come to a halt several months back. There had been somewhat frequent updates and videos of production meetings between +Tavis Allison  and the others working on the book, but at some point those seemed to come to a halt. We didn't hear anything about the project for several months.

Then, several months ago we got lucky and +Alexander Macris got some time to work on the project after working on Domains At War. Suddenly we weren't just seeing meetings about how to proceed, we started seeing completed drafts of chapters, and lots of them. In a few short months the project was more or less done!

The Labyrinth Lord version above is probably closer to +James Maliszewski's original vision (though not exactly, a lot of work went into completing it after he left the project, though I hold out hope that he may some day return to the project and give us his "auteur" version), but I'm personally most excited about the ACKS version. The ACKS version is in layout now and if things go according to schedule, I expect it'll be out around the middle of September. This is the version I'm most excited about. I think having an example mega-dungeon, and surrounding area with towns and domains all charted out will be very valuable and useful for people trying to get a handle on how ACKS really works. And even better since we'll have both that and the LL version to compare we also get an example of how to convert something from one system into ACKS. Finally, I think the new monsters, spells, and other such things that this project will be adding to the ACKS repertoire will be really useful.

I've read the LL version of the dungeon in bits and pieces as the drafts were completed but I haven't ready the whole thing together as a completed project yet. I'll be doing that soon (though I may wait for my print copy of the ACKS version to do a real review). But from what I've seen, even though the dungeon is fairly vanilla, especially at the beginning (it get's weirder and more interesting as you go deeper), it looks like a lot of fun. There are definitely some interesting mysteries to be solved and some fun looking encounters in there. I'm a player who really enjoys exploration and I think this dungeon would be something I would be really excited to explore as a player.

Anyway, if you're interested in a huge, interesting, somewhat traditional, dungeon to use in your campaign or even just to read and pull ideas from I think you'll find Dwimmermount worth picking up. More to come as I delve further into it.

Good gaming!
-The Duke of Brandonshire

Wednesday, August 6, 2014

Goodbye to ACKS (for now)

Wow, it's been a while since I've posted. Gotta get back on doing that.

So last time I wrote I think we had just started, or were about to start our Adventurer Conqueror King campaign. Well now after several months of play we're moving on to a Star Wars game (using the current Fantasy Flight system), and after that we'll likely give King Arthur Pendragon another try. I'm pretty excited about the Star Wars game which should start next week. But first I want to do a bit of a shore retrospective on ACKS and what I liked and didn't like about it.

Let me start by saying I'm still a pretty big fan of ACKS. I think it's a good system with a lot of fun tools in it, many of which can easily be ported into other game systems. I like the balance of simplicity and complexity in the character classes and I LOVE the system for making your own character classes. I think the system worked pretty well, though maybe not GREAT for our group and for the campaign we were running.

The biggest problem with the system isn't a problem with the system per se but with it's presentation. The main book is somewhat confusingly organized, and many passages are fairly ambiguously written. You have rules that are spread out all across the book. A few examples: if you want to figure out your movement rates in different situations you'll have to look in several different parts of the book to get each kind of movement, and it's not always clear where those bits of information will pop up. If you want to figure out when your character will get proficiencies, you won't look at the level progression charts. Instead, you'll have to read a very confusing passage about when different classes get them, and then ignore what it said, and look at a chart which lists the classes and when they get different types of proficiencies.

Now I'm sympathetic to how this happened. This is a system made by a group of semi-pro's with day jobs. The main book was, from my understanding their first project. I doubt I could have done nearly as good a job as they did if I were asked to make a game system book. And they are improving. The Players Companion isn't perfect, but it's much better organized and information is better consolidated in it. A lot of the info for classes is better consolidated in this book (though still strangely not the proficiencies). Then there's the fact that surprisingly often the answer to questions about the system (like information on encumbrance for some non-humans) is found in another book entirely, (Domains at War, the wargame supplement, in the case of the encumbrance question). Some day I hope they put out a revised edition which consolidates and reorganizes the books, and clears up some of the ambiguous writing of some of the rules. I'd buy it in a heartbeat.

The other issue I think we had was that our campaign was sort of built on a few premises that partially conflict with some of ACKS's assumptions. We had a stable of characters and occasionally switched them out depending on the adventure which meant our XP and treasure was spread out a bit more than I think the game assumed. This wasn't fatal at all, just caused a bit of weirdness here and there. We also started out almost immediately going to a big city, rather than starting out on the hinterlands and working our way up to bigger cities. This mean that even as 1st and 2nd level characters we didn't have much trouble hiring fairly large groups of hirelings. Again, this wasn't fatal to the game at all, and we had a good time, but it became pretty clear pretty quick that this wasn't really the assumption the game was based on.

One thing that did work reasonably well was trading off GMing duty. That was a lot of fun and mostly worked pretty darn well once we worked out our own houserule for how much XP the GM of a given adventure would get to give to one of their characters.

Again, I'm still very impressed with and a big fan of ACKS. I hope some day to run another ACKS campaign, using the lessons learned from this campaign and trying to run things a bit more "by the book." I might use the ACKS version of +James Maliszewski's Dwimmermount, (which looks like it will finally come out in the very near future!). It'll be great to see an example of an ACKS megadungeon put together by those who know the most about the system.

Heck, I think people were happy enough with the game that we might some day come back to the campaign we just ended. We did end on a cliffhanger!

Anyway, it's been fun playing ACKS. I think I learned a lot about the system, and could do an even better job with the system next time. I'll be back to it some day!

Now on to a galaxy far far away...

Tuesday, February 25, 2014

Catching up!

It's been a while hasn't it? Oh well.

So since I last posted quite a bit has changed in my gaming life! Our space game wound down thanks to summer vacations, baby's and lots of other life happening. We started playing Dungeon World for a while in a viking heavy setting, and have now moved on to playing Adventurer Conqueror King System (ACKS) in another part of the same world where our Dungeon World campaign took place. We've only had a couple of sessions of actual play of ACKS but I'm enjoying it quite a bit so far.

We're playing the game in an Arabian Nights inspired setting, using the map, though not the actual setting, from Al Qadim (we're taking a number of elements from it but not everything). One of the things I really enjoyed that we did for this setting was to play a modified game of Microscope to come up with the background and history for the setting. We've got a pretty interesting history set out for this corner of the world, and a lot of interesting cultures as a result. I highly recommend taking a look at Microscope if you're interested in collaborating as a group to make a game world.

It's also quite refreshing to play a game with rules and character generation this quick. The books aren't as well organized as I'd like, but now that I've learned where to find all the bits of info I need to make characters it's pretty fast, especially if you use the templates in the book.

I'm also enjoying the rules from the ACKS Players Companion for making custom classes and races. We've already decided that there aren't really any dwarves in this setting (well there might be, but they're uncommon and they'll have come from the south, the same viking inspired area we played in for our DW mini-campaign), and we've simply modified the dwarf template a little to replace them with Gnolls. We're also working on creating our own version of the Sha'ir class from Al-Qadim for ACKS. It's a neat system.


We're really just getting started on this campaign but its been fun so far. I'm hoping we'll actually make good on our plan to rotate GMing duties. I've already downloaded the Dessert of Desolation series from dndclassics.com to peruse and I'm thinking about other possible adventures for the stable of characters to tackle. Should be fun!

What are you playing?

Good gaming!

-The Duke of Brandonshire

Friday, August 30, 2013

Looking at 4e again

I haven't kept up with my resolution to write here (at least) twice a month, but I'm back and recommitting.


When I first started GMing a few years ago I was running a game of 4th Edition D&D. I liked, and still like the system. It made it easy to start out as a new DM, but it certainly has it's issues too. By the time that campaign ended I was definitely seeing a lot of the weak spots in the system. Playing a whole bunch of other games just further emphasized some of these issues. The game is pretty big and bloated in a lot of ways. There's a lot to keep track of, and things can move pretty slowly.

But! I've been playing the game again somewhat often recently and I'm also seeing a lot of the good points again.

Due to vacations, weddings, and other things I haven't had a chance to play with my Sci-Fi game group for about a month. Luckily I've been able to drop into my friend's D&D game. It's a 4e game. I've been an occasional player in that game for a while now, at first just running other players characters when they weren't there, or running npc allies to the party, and then making my own character (a Psion btw). I've recently changed up characters again (to a Berserker Barbarian), and been able to make it to three or four sessions in a row and it's been a ton of fun.

I do enjoy the tactical nature of the game. There are lots and lots of ways to combine moves and actions that are fun and interesting to try to use to the greatest effect. There can be a lot of really fun teamwork in the system where one person can set up another person to be extra effective. My new character is particularly fun in this regard because he can change his role in an encounter from defender (locking down enemies and taking hits from them so others don't have to) to striker (doing lots of damage).

The other big factor is that my friend is running the game particularly well. He's really kept up with what the "state of the art" is in 4e and has put a lot of great advice into practice to make the game flow much more quickly than most 4e games I've seen.

For Combat he's taken a lot of advice from the way Lair Assault games are set up to make combat encounters exciting and challenging (but not necessarily unfair), and with a real sense of danger to them. He's been picking his monsters well and the hit hard, but don't necessarily take forever to defeat. It's really made things run more quickly. Combat is still by no means fast (particularly when players, and I'm referring to all of us here, let themselves get distracted between turns, which of course just makes everything take even longer), it is still 4e we're talking about, but things flow much more smoothly and generally it doesn't feel like the combats drag toward the end the way they so often can. Things move, and there's always something new and exciting going on.

Out of combat he's put a lot of good advice into practice to get us as players to think more "in the fiction" than just looking at our sheet and trying to figure out how to use our numbers to get things done. He's also introduced a lot of cool characters.

The group has some good houserules too. Action points as they exist in the regular system have been replaced by two action points that everyone gets at the start of the session and don't carry over to the next session (like bennies in Savage Worlds in fact), so you're encouraged to use them freely, and there's nothing to track to figure out if you should have one. They are also a bit more useful. They can be used like a regular Action point or they can be used for a re-roll. We've also let "milestone" powers and abilities work if you've spent and action point that session. These do make action points more powerful easier, but in practice that just means the DM  can make everything harder for us. It's a good balance, and it's fun for our group.

I'm still not sure how much I'd want to run another full campaign in 4e (I've got plenty of other systems I want to try out, plus my current favorite of Savage Worlds) but I have been toying with running a few short games some time soon. I recently got my Dark Sun books back from a friend who was borrowing them, and got a hold of the Ashes of Athas organized play adventures so I may try to run a few of those for some friends some time soon once I've read through them a bit more.

It's been nice to be reminded of all the parts of this game I still really like. Only playing occasionally it was easy to focus on the issues the system has and not the parts I like so much. I really do enjoy the system, warts and all, and I'm glad I'm getting to continue to play it.

Good gaming!

-The Duke of Brandonshire

Wednesday, June 12, 2013

Space Combat Systems

So one of the things I like best about our ongoing space game (admittedly it's also sometimes one of the things I like least, but mostly best) is that we're always experimenting with new systems and ways of doing things.

The highest level of this is of course what I've talked about in the past where we changed up the base system for the game several times before settling on Savage Worlds. But we've done it with subsystems and other things a lot too.

A few systems have changed a lot as our game has gone by and I'm sure many more will change too, but today I want to talk about the space combat system. We tried out a system last night that I think is the best we've had yet and I'm guessing may be the one we finally stick with (I'm sure we'll tweak it a bit but I think we've finally found the basis system we'll stick with). It's my understanding that it's taken from the game Stars Without Number, with just a few modifications to make it work in Savage Worlds. (Edit: Turns out it's more specifically from one of the supplements to Stars Without Number, Skyward Steel). Previous systems we've used have attempted to use miniatures (many of them home made and very cool!) which had some advantages but I think ultimately limited us as a group. It made things a little too literal for us and moved the focus to the ships themselves rather than the characters. As a result most of the systems we tried in the past tended to lead to a few people making most of the important decisions and others either only able to help in minor ways or not really having anything to do at all.

Previous systems also had a lot of different things to keep track of which at least some of us had trouble doing.

This new system does away with all of those problems. It's much more abstract, there are no mini's or even any real worry about where anything is in relation to one another. It puts the focus on the characters and what they're doing. Everyone has interesting and important things to do and interesting trade offs to any action they might or might not take.

It feels like an episode of Star Trek where for the most part during a battle the camera will shift from one area of the ship (say the bridge) to another (say engineering) and focus on what the characters you care about are doing more than where the ships are in relation to one another. Or even much of what's happening outside the ship directly. Stuff happens outside the ship, the characters are constantly reacting to those things and doing things to effect the things outside the ship, but the focus is on the characters more than the ships.

There are also only a very few things to keep track of, and most of them are things everyone is keeping track of together.

We tried it for the first time last night and I was really impressed with it. After the first round I think everyone basically had it down and we were all making strategic decisions about the various sections of the ship we were in charge of.

I've always heard a lot of great things about Stars Without Number but haven't yet gotten around to getting and reading it. I'll have to remedy that soon. This system for space combat is simple and evocative, but has enough depth to be exciting and engaging.

I'm very excited about this new system and I think we've finally found our system for space battles.

Good gaming!

-The Duke of Brandonshire

Monday, June 10, 2013

New gaming schwag!

This actually happened a little while ago but I never got the entry posted. I got a new dice bag! It's from Dragon Chow! I'm really excited about eventually filling it up with the Rocket Dice I'll be getting eventually, and using them all for the sci-fi campaign I've been playing in for a while now!
I've got some pictures of the bag and all the fun that Lyndsay Peters (the owner of Dragon Chow) puts into getting one of her awesome dice bags.

The fun starts with the envelope!




The bag itself:




Inside the bag was more fun! A new d20 and some fun cards!




I really like the bag. If you need or want a new bag I would encourage you to take a look at Dragon Chow's products!

Monday, May 6, 2013

A little more on Savage Worlds (Part 2)

So here is the long awaited (or not) second part of my Savage Worlds appreciation posts. This one started out as a section of part 1 that I wanted to wait to write until we could play a little more with a group of characters of mixed experience levels. We've now gotten several sessions in that way and I feel ready to write about it.

The short answer: Having characters of (wildly) varying experience levels works just as well as I'd originally hoped it would! I'm not terribly surprised by this of course. In our last Savage Worlds game (set in Ancient Greece) we had several low level NPC followers who don't even get the advantage of a wild die (PC's and major NPC's usually get to roll a d6 in addition to whatever other die they're rolling and take the higher of the two results) who were nearly as effective in combat as the PC's. If they can be just as helpful as high level PC's it's no surprise that low and high level PC's can coexist together in battle and other situations just fine.

We've had a few close calls (the GM is pulling no punches just because the group is now composed mostly of lower level characters), but we've all pulled through battles and it hasn't felt like anyone was totally out of their league at any point (and most of those close calls have involved players doing things that'd probably be crazy no matter what character they were using). The game is working just as well now as it did when the group was made up of much more experienced characters.

This is not to say that there's no reason to gain experience. Higher level characters have a lot of cool options and can get pretty good at different tasks, and are just generally a more powerful. But they aren't SO MUCH more powerful as to make it unfun for anyone else playing with them.

What this also means is that experience points can be given out to the players who are at any given session and there's no real need to worry about those that missed sessions falling behind. Falling behind on experience and levels just isn't that big a deal in this system. There's still an incentive to gain XP and to gain new abilities and such, the draw of getting better at things is still there, but you aren't going to break the game or leave anyone totally out of their depth by not awarding experience to everyone equally. If someone new joins the group there's no need to have them roll up a higher level character just to "keep up" with everyone else. This is especially good for folks who are new to the game system as they can start with simpler characters and learn the basics before jumping into a character with a lot of extra options.

As always this system continues to impress me the more I play it.

That being said, we've had some good interlude sessions (in the same world but using different characters) using different systems that I'll talk about soon.

Good gaming!

-The Duke of Brandonshire

Monday, April 22, 2013

Trying out Google+ Commenting

I know I'm slightly late to the party on this, it looks like most of the discussion of, and experimenting with Google+ Comments happened last week, but I just wanted to let readers know that for the moment I have G+ Comments on and I'm trying them out to see how I like them as compared to the regular comments.

The biggest disadvantage I see is that if you don't have a G+ account you can't comment. I haven't really gotten a lot of comments on the blog, and I think everyone who has commented actually does have a G+ account but there it is. On the other hand, I think this also means that people can leave comments that can only be seen by a limited group of people, so a few people who don't like commenting publicly may find they feel a bit more comfortable commenting on stuff.

There's certainly also an argument to be made for not having comments at all (a friend of mine has made that argument quite well on a few occasions), but I'm not sure I want to go that far. This does help aggregate discussions in multiple places and could allow for some more interesting control of comments so I'm going to try it out for a while and see what I think.

I really like the idea of comments form Google+ Posts about this post showing up on the blog, and being able to respond to them in either place. I'm not totally sold on some of the weirder idiosyncrasies of the system (people being able to leave comments I can't see and other weird stuff like that), but I imagine some of these will get worked out soon, and others may simply require a rethinking of what comments are or can be.

If you have any concerns about this (maybe you're a regular reader but don't have or want a Google+ Account, or maybe you just don't want to use that for commenting etc.) feel free to let me know via e-mail (should be in the "Contact Me" section of the blog site).

Friday, March 29, 2013

Dwimmermount Thoughts and Developments

I haven't talked about it much here, but I'm a backer of the James Maliszewski's Dwimmermount Kickstarter. It's probably the Kickstarter project that I've watched with the most interest and as a result it's felt like the project I've backed with the most ups and downs.

The project has seen some delays, then seemed like it was on track, and then got severely delayed again. James has gone through some serious tragedies in his personal life and I don't begrudge him the delays at all, but it has really slowed things down with this project. The most recent delay and extended silence from James left some wondering if it would ever be completed.

The Kickstarter for the dungeon came along right around the time I became most interested in old-school style gaming, so it showed up at exactly the right time for me to get really excited about it. Despite the delays that excitement hasn't ever really waned (I also always try to keep Kickstarter projects in perspective. I view them as investments. Investments don't always work out). I very much like the draft I've seen and I can't wait to see it refined more and fully laid out and in print!

Today there was a fairly big announcement on how the project would move forward, you can read the announcement here.

While of course the best outcome for the project would be for James to be able to finish it himself I'm very happy with this as a "second best" outcome. I actually originally ordered my hardcopy of the dungeon in Adventurer Conquerer King System (ACKS) anyway so the project switching to that exclusively isn't really a problem for me (and there are some indications that there may end up being a Labyrinth Lord (LL) version anyway, the comments on that update indicate there may have been a misunderstanding on that). There are two things I really like about this outcome though and I think everyone else who's interested in the project should consider too.

1) By transferring rights (and funds) to Autarch, we can be reasonably sure a final product WILL be produced. This won't be Castle Greyhawk (it wouldn't have been anyway since we have a reasonably complete draft). Secondly this still means there might be a "final" or "directors cut" version of the dungeon some day from James. We get the best of both worlds. A solid product all but guaranteed, and the possibility of the "auteur" version further on down the road.

2) The other thing that I'm arguably even more excited about is that the dungeon and a lot of the surrounding texts and ideas are going to be opened up via the OGL. This small part of the project may actually be the best news. At least in this one way this outcome might actually be better than the original plan. We can see a lot more fully supported and legally safe "remixes" of Dwimmermount (like the "Devilmount" remix). I really think there's a lot in there that the community can play with and do interesting things with and now it'll all be totally legally safe! Sweet!

I've been very impressed with the products from Autarch that I already have, and I have no doubt at all that they'll do a great job completing things. I also hope we some day get an "auteur" version from James (and even more that James fully recovers from everything that he's been going through, even if he never puts out another product again), but in the meantime I'm very excited about the project getting back on track and really looking forward to what the final product ends up looking like.

I'll write part 2 to my savage worlds post soon, but I wanted to get some of my thoughts on Dwimmermount out first. Have a great weekend everyone!

Good gaming!
-The Duke of Brandonshire

Tuesday, March 19, 2013

A little more on Savage Worlds (part 1)

I don't mean for this blog to be an advertisement for Savage Worlds, but I just really really like the system and it's the one I'm playing the most right now. So I'm going to do a couple more posts on the system itself and what I like so much about it. I had hoped to do this all as one post but our last session of character creation ended up taking the whole session (new players unfamiliar with the system/setting and some new rules we're adding/changing that everyone needed to go over before making choices) so we haven't had a chance to play with our new characters just yet. But I'm getting ahead of myself.

Two weeks ago in our weekly game one of the player characters died. This is the first time that's happened in this game (though we've come close several times!), but it's good to be reminded that it's a real possibility, and sometimes from unexpected sources! His character was killed by the last remaining enemy robot, and it wasn't even one of the more powerful ones. Injuries had stacked up in the battle already and the robot rolled really well. Poof! There goes one of the characters.

So we all knew he was going to roll up a new character. However, as we discussed things over e-mail several other players also decided to roll up new characters, and we added another player to the group. I've decided to stick with my character for a little while longer because I like him and I think he'll be especially good for the newer characters (he's got a lot of leadership abilities that'll help keep them alive) but otherwise, at least among the regular players, it'll be a new crew of characters.

I think this'll be good for both the game and the players. When we started using SW we started out with characters about midway through the normal character progression to represent everything the characters had already been through (even if that was in two other systems!). This worked out ok, but I think it'll be good, especially for those who weren't/aren't already familiar with the system to start out with novice characters. There's less to keep track of and there are fewer choices to make all at once. It'll be easier to grow them organically going forward from a place of greater familiarity with their capabilities.

Anyway, watching folks make new characters (and helping them with it a bit), and thinking about what sort of character I might want to make whenever I decide to, or need to, replace Captain  (soon to be Commodore!) Blackwell has reminded me of several specific things I really like about Savage Worlds.

I don't have a ton of experience with genre and setting agnostic systems, but most of the more "universal" systems I've read and played around with haven't really excited me. But Savage Worlds has. I've really been impressed with its' ability to work in a number of different settings I've played in, from Ancient Greece, to fairly standard Fantasy gaming, to our current Hard Sci-Fi / Cyberpunk game. It really does work pretty well in all of these situations, with only a little bit of tinkering (mostly just deciding which edges and/or skills don't apply, and maybe adding a few). The system is really tolerant to hacking and customizing without breaking, but at the same time doesn't require it. Nearly everything you'd need for most genre's of adventure is already in the core book. You can add new subsystems and more detailed stuff for the things you're interested in (like say computer hacking), but you don't have to. You can go as deep or shallow as you want and it'll still all work.

The other thing I love about the game is how open things are for characters. You can be hyper specialized if you want, or you can be a jack of all trades type character, and neither is likely to feel "broken," either in terms of being over-powered or under-powered. You have several different choices you can make at every "level" from raising your attributes (this one you can only do once per tier, but that's not a big deal), buying new skills, getting better at the skills you already have, or buying edges (a lot like feats if you're familiar with d20 based games). All of these are valid choices! There really isn't a bad choice for you to make! You can make a character who focuses almost exclusively on getting new skills, or one who just focuses on a few and mostly buys edges, and they'll both feel useful and fun. Heck, you could probably pretty easily get away with never, or almost never, raising any of your attributes and still have a very effective character. The system is well balanced internally and you'll rarely feel like you made a bad choice when you're working on a character. The more I look at how all of this stuff works the more impressed I am with the system.

I'm also a big fan of the hindrance system. You can take hindrances in order to gain more points to spend at character creation. The thing I like about this system is that as a rule these are actually interesting character hooks. They don't just feel like a punishment you have to take in order to get the things you want, but things that might actually be fun to play around with. They might make things a big more complicated, but they'll also be some of the things that make the game fun and interesting. They're basically ready built adventure seeds, and hooks for the GM to pull on whenever she wants to.

I had hoped we'd get a chance to play a bit last week so I give some examples of how much I like the low power-curve in SW and how that lets characters of different level play well together. But I'll wait to write about that until later this week when we get a chance to actually play the characters. My previous experience with the system tells me that having different leveled characters isn't going to be a big problem, but I'll talk about that more soon!

Good gaming!

-The Duke of Brandonshire