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Author: Ty Johnston

Nerdarchy > Articles posted by Ty Johnston (Page 5)

Blast from the Past — Transformers: The Movie

With the live action Transformers movies of the last decade it can be easy for some fans to forget the franchise was originally a cartoon series back in the 1980s, a series based upon a line of toys produced by Hasbro. Also, some fans might be too young to know about the old cartoons, and they might have missed the spectacle that was Transformers: The Movie from 1986.

When is it okay to Voice Disagreement with the Game Master?

gameArrows are flying. Swords are swinging. Blasters are blasting. And suddenly your character goes down in a fight because of what you perceive to be a stupid ruling from the game master.

Game MasterYour blood boils and your temperature begins to rise. What you want to do is curse and yell at the game master, informing him or her just how much of an idiot they really are. Or maybe you want to break into the middle of the game and argue about how the game master’s ruling was bad or unfair.

Free fiction from Ty Johnston

As some of you might know, after 20 years as a newspaper journalist, nowadays I make my living as a fiction writer, mostly in fantasy and horror though I occasionally dip into other genres. Over the last decade or so some of my short stories have become available to read on one website or another, and a number of my shorter e-books are currently free to read. For those who might be interested, I thought I would provide a brief guide along with links to the stories or e-books.

Concerning the e-books, where available I will provide a link to the Amazon page for those of you with a Kindle or who use a Kindle app, but I will also provide a link to a site called Smashwords where you can download the free e-book in whatever format you desire.

Let’s get going.

Free e-books from Ty Johnston

Mage Hunter: Episode 1: Blooded Snow

Mage HunterA hunt for raiding barbarians turns upon the hunters. But far worse is to come for the sleepy villages of northern Ursia and the soldiers who protect the villagers. The Dartague barbarians have had enough of the Ursians encroaching upon their mountainous borders, and the raids are but a feint to draw out soldiers while a much larger attack is in the works. His squad mates slain, Sergeant Guthrie Hackett finds himself alone in the winter wilderness on the border between his homeland and the nation of barbarians. He discovers the Dartague have a new leader, a wyrd woman who is behind the border assault. Worse yet for the sergeant, he has fallen under the attention of an ice witch, an inhuman creature with secret goals of her own. Seeking to survive, Hackett tries to make it back to his own countrymen, only to find there is relatively little safety for him anywhere in the northern regions.

This e-book is serial fiction, the first in a five-part series that tells the tale of Guthrie Hackett and how he comes to learn a few things about himself while trying to survive an approaching war with outlanders.

Gaming like a box of chocolates: D&Dizing Forrest Gump

Gump running

Run, Forrest, run! The Mobile Feat in action.

Yes, this week I’m doing something silly. The idea occurred to me during a recent road trip. Behind the wheel of a car for hours on end, I had to have something to think about, and a Fifth Edition D&D version of Forrest Gump came to mind. Once I started thinking about it, Gump has a lot more talents than I initially thought.

And to be clear, all references are to the movie version of Forrest Gump, as I’ve not read the books the character is based upon.

I’ll provide some explanations below, but first, his stats:

Forrest Gump — D&D style

The Basics: Getting started in Western martial arts

sword

If you came here after reading the headline to this article, your mind is probably filled with images of longswords. While longswords are indeed a major component of the modern trend of Western martial arts, they are by no means the only weapon utilized within the art itself. Also, longswords come from one fairly narrow era of time, mainly from the 14th through 16th centuries, and Western martial arts covers a much broader period, going back at least several thousand years. You will find the study and practice of such weapons as the rapier, the Roman gladius, the bowie knife, and many, many other weapons, many bladed but not all.

Why Western martial arts?

Review: Challenger, a free role-playing game

cover

The cover of the Challenger RPG.

In the early days of tabletop role-playing games, mainly meaning the early days of Dungeons & Dragons, there was a certain amateur charm and excitement to the products. The artwork was decent, but not quite up to professional levels. The writing was personal, not full of corporate speak, with the occasional error. Even the rules were somewhat questionable, fairly simple but not always making sense.

The Challenger free role-playing game reminds of those days.

Obviously an amateur work, though a work of love, the Challenger game is written as if one of your gaming buddies was sitting across a table from you while excitedly telling you about his or her latest creation. The rules are simple, especially by modern standards, but they still seem to get the job done. The focus is upon rolling fewer dice so the role-playing aspects of the game can shine through, all while working hard to present a

Blast from the Past: Spaceward Ho!

ho screenshot

This screen shot of a game of Spaceward Ho! looks rather busy, but don’t let that fool you. This is a relatively simple game.

Imagine you are in charge of an alien race that must expand across the galaxy. You send out spaceships to find new planets, then you have to rework those planets so they can support your species. Along the way you strive to increase population levels and to raise funds to keep expansion rolling. Then the worst happens and you run smack into another alien race doing the same as you. It’s war! And intergalactic war at that. All with ships that look like flying sharks, planets that wear cowboy hats, and special events that happen on holidays.

I’m talking about Spaceward Ho!, a computer video game that was first released in 1990 by Delta Tao Software. Originally created for Macintosh computers, this strategy game has earned its fair share of praise and a number of awards, and it was inducted into the MacWorld Game Hall of Fame. The game proved so popular it was reviewed not once, but twice in Dragon magazine, in issues 196 and 202. Even Wil Wheaton back in 2013 tweeted about his excitement when Spaceward Ho! became available for Android through GooglePlay.

Spaceward Ho! alive and kicking

In Role Play, Description isn’t Always a Good Thing

Dungeons & Dragons

These are dice. They decide things in RPG combat, but they don’t describe the combat. Maybe we could learn from this.

The most dreaded words I can hear from a game master are, “Describe your attack.”

I’m not talking about describing complex character actions. That I understand. If the game master needs explanation on how one of my characters is trying to perform a certain act, especially an unusual one, that makes perfect sense.

No, I’m talking about the rather mundane, usually involving combat.

My character steps into a fight, swings his or her weapon. I roll dice. The weapon hits. I go to roll damage and …

multi-class

Rethinking Finesse in 5th Edition D&D

rapierA brief history of Finesse

The idea of using Dexterity to influence melee attacks in Dungeons & Dragons officially came about in Third Edition D&D with the Weapon Finesse Feat. Before that, all melee attacks were based upon Strength unless one’s DM came up with a house rule. For the first time, this allowed lighter combatants to stand toe to toe against heavier opponents, at least if wielding a rapier, dagger or a handful of other weapons.

Along comes Fifth Edition, and instead of making Finesse a Feat, it becomes a property of particular weapons (All in all, I personally consider this an improvement, though I have a quibble or two I’ll mention later). However, there is a subtle difference between how Finesse works in Fifth Edition than in earlier editions.

 

 

In Fifth Edition D&D, Finesse weapons use not only Dexterity, but can also use Strength. This might seem a minor difference, but it can be an important one.

The Fifth Edition Difference

The notion of Finesse as a Dexterity modifier for attacks seems to continue to hold, at least in my experience. Most wielders of Finesse weapons tend to be of the lighter sort, your Fighters with rapiers, Rogues with shortswords and daggers, etc. This makes a certain amount of sense because the majority of Finesse weapons are of the lighter sort and more fitting to agile combatants.

In gaming as in literature, the villains make the heroes

snidley

Can you name this villain? Here’s a hint: He’s a certain Canadian mounty’s worst nightmare.

What is a hero without a villain? Not much, I’d say. Oh, a character can still be the main actor of a tale, the protagonist of a story, but without that villain, the hero can’t really be heroic.

Some might argue there are tales of heroes without a villain, such as survival stories in which the hero bests the elements to save the day, or maybe a romantic tale in which there is only a misunderstanding between love interests though eventually one or both of them proves their heroism by overcoming that misunderstanding. To that I say the villain is still there, but is not so readily seen. In the survival story, the elements themselves can be the villain. In the love story, if there is not an out-and-out villain, the misunderstanding that brings about conflict can be the villain. Sometimes the villain is the hero’s own inner struggle.

Blast from the Past: Revolt on Antares, a TSR minigame

Antares main

Cover of the Revolt on Antares rules book, a minigame by TSR, original publishers of D&D.

TSR will always be remembered as the company that created Dungeons & Dragons and kicked off role playing games, but it’s sometimes forgotten as the publisher of other types of games besides D&D, such as Revolt on Antares.

For a period in the early 1980s, microgames (also known as minigames) were all the rage, no doubt started by the success of Steve Jackson Games’ Car Wars and Ogre. What were microgames? Smaller, relatively simple games that usually came packaged with all necessaries, such as dice and maps. Usually these games were not role playing games, but war games or some other tabletop board game.

Jumping on the bandwagon, TSR released a number of its own microgames, such as Vampyre, They’ve Invaded Pleasantville!, Saga and more. Revolt on Antares is one of these games.

Revolt on Antares, the game

Released in 1981, Revolt on Antares is a simple war game for two to four players that takes place on Imirrhos (also known as Antares 9), the ninth planet of the Antares solar system. Three scenarios are available for play, the main one allowing a player to act as leader of a rebel force against another player who is the leader of the Terran empire. The other two scenarios involve fighting back against an alien invasion, or a war between multiple royal houses of Imirrhos.