Wednesday, August 20, 2014

After-Action Report: Gencon 2014, Part 2

Four AM.

My body refused to acknowledge the buzzing in my ears, but I threw myself out of bed before fumbling with the display. Finally, it stopped. I was no longer asleep. I wasn’t exactly awake either. I packed my meds and stumbled to the garage where I packed the car with the many things I placed there ready for loading.

Food, miniatures, adventures, NeoExodus sign, character sheets, directions and a yawning French Canadian were all loaded into the car.

The day before, my local Venture Captain, Chad-N forgot some minis for one of the PFS special. He asked me to retrieve minis at his house. I was a little wary, as I had never been to his place. But Mapquest and a little help from my phone got me there without issue (I was at the right place, but thought I was not).

Chad’s minis thrown atop the rest in the civic, and I was on my way to GENCON!

I prepared a couple of CDs that would form my travelling playlist. This playlist would play as I travelled to and from Indy.
     -   Marillion Made Again (live), Disk 1
     -   Rush Exit, Stage Left
     -   U2 Best Of, 1977-87
     -   Yes Classics

I arrived in Indianapolis without issue, though I worried as I hit a heavy patch of traffic for the last 10 miles on the I-65. This delayed me even further, but not really in the end.

Parking my car was an experience but I found a place I could leave the civic: right by the door of the Courtyard (where I slept) with easy access to the JW Marriott (where I gamed).

I then headed to my game room, stopping by the long line of the Starbucks, for my morning brown-juice. At that time, I also handed Chad his minis and he was quite glad to have them. My good deed done, coffee clearing my brain, I was ready to start.

It was 8 o’clock.

I would later realize that my slot was scheduled for a 9am start. I was worried when I got an extra hour. Not sure if I could have translated into an hour of extra sleep, but still. Better to be on time and ready to rock and roll than late.

After Origins, I was quite worried about attendance. Even if the sales system showed a good number of tickets, I was still worried about people showing up. I had less than six tickets for sale Wednesday evening, which I was very encouraged. Still I felt that nervous energy I always feel before cons, which I draw upon to give my players a great time.

I took this opportunity to chat with Bruce and Victor from the Fellowship of the White Star, a 3.5 OGL "modern" organized play campaign. Their campaign is set around 1910, and has been running for many year now. We exchanged ideas and how their campaign operated. I was intrigued and interested for sure. I promised him that should something happened to my schedule that I would try and give it a go. Throughout the con the Fellowship guys were just across the hall from me and I would occasionally drop by and chat.

Finally my players showed up and we were off. Dousing Fire With Blood, the adventure I had for the morning slot is really a great intro to the Legacies campaign – more so than to NeoExodus itself. I was extremely worried about this one before it was play-tested. Seriously, it embodies most of what I want people to know and love about the campaign.

The players, most of whom were new to Pathfinder and NeoExodus, gave me a lot of great feedback. I was on the right track. Funny how players are creative in a way I never would suspect at times I’d never assume they would be creative! That’s the fun of a campaign like Legacies where players can come up with creative solutions.

Next game a full group to play As if it could get any better. This adventure is definitely more in-line with some of our current story lines. I was very surprised by the choices of the players in that one. I wonder what players who are not new to the campaign will do when confronted with the situation.

Evening brought the special, Best Served Cold, and more new players. Again thrust into the heart of NeoExodus politics, they navigated through a complex sea of events.

Midnight brought an end to my Thursday, and just like that, my first day of GMing at Gencon had come to a close.

The result was quite positive. All the tables had gone off. A few no-shows (about 1/table). Smiles and players leaving having felt challenged and with an understanding for the campaign.

I tried to talk with Clint and Lindsay, but I was beat. I snored myself to sleep.

That’s it for now!

JP

Tuesday, August 19, 2014

After-Action Report: Gencon 2014, Part 1

This year's tale of Gencon started WAY before I ever set foot in Indianapolis. Indeed, this story begins around the start of the year, when the Gencon submissions came about. At that time, it all seemed so far away. It seemed like there were still long moments to work and complete the three adventures I committed to writing.

It was a time of excitement and wonder when I could roam wild and free, wondering about all the cool things I could do, when I put down some outlines with things like “fight with un-mounted Janus Hordesmen”, “creature an NPC that does [this]”, or “add a new creature”.

It was truly a time of innocence and happiness.

Then Origins flew right by me, like storm clouds upon a summer’s day. Suddenly, I could count the time between Gencon and myself not I months, but in weeks, and sooner days! These dark times were compounded by my day job’s schedule that left me emotionally drained when I got home.

Try as I might, all I could do was poke around my drafts, changing bits and bob, but never rarely going anywhere with them. I knew WHAT I wanted to do, the words just didn’t flow. My C-Sharp (that’s a programming language) – infected mind could only figure out data structures, parameter validation, and unit test methods.

Finally, about two weeks from Gencon, I decided I had to finish what I started. So I bucked up, stopped crying over the lost innocence that made the days before Origins seemed like paradise lost.

Yup, I kicked myself in the butt and started writing. Now I’ll admit that I still have far to go: patron notes, a rewrite of a better idea hit me as I was nearly done with one of the adventure, a special that kept growing and growing with all the elements I wanted to add to it, and time growing ever shorter.

With the deadline looming, I stupidly – like most gamers – opted to join a couple of online games to clear my mind before Gencon. Indeed, more gaming! Thus, I played on Saturday, Monday, Tuesday AND Wednesday night before Gencon. Good games, too!

My son, upon seeing my luggage ready to go, burst into tears. Not the crocodile ones, the full-on "Daddy is never coming back" type of tears, the waterworks going on full blast. The girls were more calm about it, telling him "Don't worry, he's only gone for a few days."

My last Arcanis game, I dropped out of at 12:30AM and went to bed. Less than four hours before I had to leave.

To be continued tomorrow!

JP

Monday, August 18, 2014

Cryx Monday: Banethralls

From the CinciCon Cryx Mega-lot... Banethralls! I tried a few new techniques on them.

JP

Monday, August 11, 2014

Cryx Monday: The Slayer

From the mega crix lot from Cincycon! This Slayer is a nice-looking model. I tried a number of effects on this guy to make his appear very rusty. The final look is rather drab, perfect to hide and the ambush tactics we hear Cryx army do. The result is pretty cool.



JP

Wednesday, August 6, 2014

Five ways blogging made me a better writer

There are many blogs that have posted list such as this and I'm pretty sure a lot of the points herein have appeared elsewhere.

Quite frankly, this blog has made me into a more interesting and varied gamer. I don't mean that I branched out and started playing more and new, different games, or games I dislike. Even though in the five years since this blog was started I have played a variety of new games, which I enjoyed, and enjoyed a lot less. It just made me form my opinions in a clearer way. As a writer, this perspective is awesome.

5 - Routine and consistency

There is no doubt that getting into a routine helps a prospective writer. A lot. I generally try to work on a number of things at once, moving everything forward piece by piece. This helps me avoid writer's block as I can switch from one project to the next. Sometimes an idea for one project does not pan out and inspiration fails. Always working a little helps you get there.

4 - Think before you write

Many people from previous centuries left copious correspondence and exchange, so we can get their thoughts on things. This blog, in many ways is a similar exchange I have with you. A blog post or a gaming product need some "meat", something to ponder, to make it special. This self-imposed constraint means I must have something to say and elaborate.

So, I provide posts that are relevant, interesting, and thought-provoking. As I write a post I challenge myself first, then my readers to ponder or think about something. This force-you-to-think approach has transpired into other aspects of my life as well. Seriously. I tend to be a lot more introspective at work.

No, the Sunday Funnies are not thought-provoking posts. They are Funnies.

3 - Evaluate both sides

Continuing the previous point. It's not just to think, but to try and see the other side of things as a way to prove or disprove my point. More than one post did not see the light of day simply because I could not find any alternate perspective. I was effectively working from the conclusion and proving my own points without any serious or valid counter-argument. In so many words, my natural tendency to play devil's advocate has only been acerbated. Now I formulate, in full sentences, how things are not to my liking.

Without counter-point, then you are just loving the smell of your own navel. It accomplished nothing.

2 - Read more

Every good writer and blogger will tell you that they read more and more. That is so true. I have been looking into a number of other blogs for things as varied as terrain-building to stat-block formatting to GMing advice to product reviews.

Blogging, like writing requires a lot of input for a limited output. Nothing new is ever created, old ideas are just re-hashed... So very true. And coming up with NEW ideas is very hard. However, using a blended approach - something LPJ is very good at - can lead to interesting things. "What if I mix a turtle with a dragon?" or "What if I mixed a shark and a tornado?"

You get the idea. Reading and finding ways NOT to do something is also valid. "I would like to have a Game of Thrones, but without any humans replacing them with Dwarves." or "What if the Greyhawk City of my world was populated by evil humanoids?" To be able to do that, you need to read and know about similar things to take them down another path.

1 - Improved my writing skill

Like every muscle, writing all the time, in different formats has helped me become a better writer. My style evolves and changes, and the more I work at it, the easier it becomes.

This blog allows me to write in a different style, one that is more editorial than the style I use when writing adventures or game products.

JP

Monday, August 4, 2014

[Response] How Arcanis made things better

In a previous post (read my rant-astic prose), I ranted about my dislike for the carpet-sweeping crap-tacular rewards offered for an 8-hour game: 100xp and some minor stuff (a one-time boon to save your butt and lots of money, which serves little purpose in that campaign).

Well, I was not the only one who complained.

Many of us complained, spinning a massive thread on the PCI forums. The situation spiraled, but managed to remain civil and with an overall aim towards constructive results.

To their credit, the PCI campaign staff responded quickly, first on the forums to say they would "do something about it" and then through concrete actions. The other day, I received a new reward cert: the XP was upped to 500, and the rest of the rewards staying as is.

In as few words as possible: Well done and thank you, PCI. That was a nice move!

In addition to giving reward more in-line with what we the players expected, they provided a rationale for why they want to lower the XP given by adventures. Their explanation, one I do not agree with completely but can understand, actually drew in players.

Masterful stroke indeed! You got us to agree to sign up for less rewards in the future.

JP

Sunday, August 3, 2014

Sunday Funnies: Zombie Jesus

They should've hit him in the head, not stab him in the flank.

JP

Saturday, August 2, 2014

Sharknado! Now with Pathfinder statistics

You all knew it was coming... You waited for! With this week's release of the already cult-classic Sharknado 2 by the Syfy Channel.

I have been chuckling all week at the sheer ridiculousness of the idea. But from chuckling to laughing, sprung a strange idea... Why not have the sharknado as a mob? The mob did everything the sharknado did. All I needed was to add a fly speed to it. And voila!

Here is your sharknado...

Sharknado                                          CR 6

N Gargantuan animal (aquatic, mob)
Init +5; Senses blindsense 30 ft., keen scent; Perception +8

Defense

AC 11, touch 7, flat-footed 10 (+1 Dex, +4 natural, –4 size)
hp 110 (4d8+4); Damage cap 11
Fort +7, Ref +5, Will +2
Defensive abilities mob traits

Offense

Speed Speed swim 60 ft.; fly 40ft.
Melee swarm (2d6)
Space 20 ft.; Reach 0 ft.

Statistics

Str 17, Dex 12, Con 13, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +13; CMD 24
Feats Great Fortitude, Improved Initiative
Skills Perception +8, Swim +11

Special Abilities

Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.

Wednesday, July 30, 2014

Art commission

A few weeks ago, I was talking to a friend of mine (Dji) whom I hadn't really spoken with in a number of years. Though both of us had gone to College together, he was back in school, getting himself trained to become an artist. Knowing that, I asked him if he'd be willing to do some work for me.

He declined, but said he would put me in touch with someone who could work for me.

Thus I met Roxann-S. We got to talk about what I needed and what she would like to draw and one thing led to another... I asked her to draw a wizard loosely based on a picture of Charlize Theron with a bob-cut and curly hair.

She came back to me with the following:

I foresee a lot of work for Roxann in the future as I really like her style! What do you think?

The final version of "Charlize" (that's not the name of the character, and that's not her ) will make an appearance at Gencon in 94-LI-01 Best Served Cold! That's right, the Gencon special adventure! She is an NPC who appeared in two prior Legacies adventures! Now she is back for "Pain"!

JP

Tuesday, July 29, 2014

Open letters to con organizers: Tabletop Gaming is important

I have been thinking about this one for the longest time. Two major local cons: FandomFest (Louisville, KY) and ScareFest (Lexington, KY) have effectively removed all gaming from their program. In one case, gaming = board gaming, in the other gaming = mini-demos in vendor booths.

Perhaps I was particularly lucky in Denver where gaming cons were... well... dedicated to gaming. No panels, no massive vendor room (although there were some), no distractions. Heck! There even was Con Jr. where the kids could get groomed to do gamer-like activities! You went there for one thing: TO GAME.

Dear local con organizers,

It pains me greatly to say that I will neither attend nor provide any support FandomFest or ScareFest anymore. Although I *WANT* to support you, it is with a heavy heart, that must say that I see no reason to attend or participate. "Multi-purpose" events like your that focus on fanboys and girls to fill their doors, should not turn away the table-top RPG gaming crowd.

Vendors, guests, panels, talks, and workshops get fans excited or teased about something new and upcoming. While I like *characters* in TV shows, I don't really care about the actors and their latest (usually crummier) projects. I am happy to meet them, but I do not really know what I to say to them that's not idle chatter.

Us tabletop gamers have nothing. Local writing talent - myself included - get nothing. I can talk about my gaming world for a full day about why it is awesome, but sitting players is the icing on the cake, it's the free sample that gets people back next time around. It's how I sell my product. While doing a 20-minute demo may showcase some elements of the setting, it does not provide the environment that turns a RPG into an experience.

I recognize that RPGs take a lot of time and people who attend them do not put in the same money as the CCG, miniatures, LARP or board game crowd may bring immediately to a con. However, we are part of a thriving community. Pushing us out is a good way to accomplish exactly this: get us to stop supporting your event(s).

I strongly urge you all to reconsider your abandonment of tabletop RPGs for your events. Once you do, I will gladly provide you my full support as a player, as a GM, and as a blogger spreading information and "Tales from the Con". Until then, I will stay at home with my kids and simply not talk about you here on this blog or anywhere.

Hopeful yours again,

JP

JP

Monday, July 28, 2014

Legacy of Lies: Closing the page

Wow! It has been a crazy year for sure! The first year of FOE and the first big year of Legacy of Lies! As it winds down, I plan to share a few thoughts about it.

First off, running a campaign like this takes a LOT of time. However, it is time I cherish and value as I get to spend it with great people, both on-line and face-to-face. I really believe the campaign will get bigger and better as time moves on.

One of the things I am extremely happy was that we had a number of new writers! John Dow wrote the excellent and choice-filled "Black Glass Valley Raid" and Dave "Sin" Polson worked on one of the sub-areas of "Legacy of Lies"! I should have both of them up on RPGNow very soon (and will post a quick thing).

This year, we attended even more cons than before and going into this next year, I hope this will continue!

Patrons...

One of the things I have been thinking about for the longest time and have yet to find a good way to explain is the way our patron system works. Patrons are there to provide you, the player with some additional information on what is going on in the big picture. Unlike early PFS where you be told to "go do this" and there was effectively one way to do it, here patrons are not so all-knowing "You are going in this tomb no one ever knew about, but get me some item buried there." They advance the nation's own goals, but also their leader's personal interests.

Do I have to take one? No. You don't.

What happens if I take one but ignore what they ask me? During premiere events: we evaluate what you have done. Some good or bad things may happen because of your choices. Yes, we look at that too.

Do you have any plans to add or remove patrons? Not at this time, no.

Are my rewards based on doing what my patron asked? Only during special events OR if your patron appears directly in the adventure.


I guess the biggest thing for me is that I want to ask YOU, the players "What do you want out of the patrons?" We want to provide you with something that fits OUR needs and YOUR wants! Do you have a patron that you do NOT like, would like to see more, or one you would like us to add? And the biggest sub-question of all: WHY?

JP

Sunday, July 27, 2014

Sunday Funnies: NO! You canNOT do that! and if you do, I dont wanna know

Something giving players creative use of spells.

Yes. I heard that one once.

Yes.

JP

Thursday, July 24, 2014

Time for Pain: Logo

It is that time of the year again... and I was lucky enough to have my good friend Lucas offer to do us another logo for this season! My dearest players gave me the theme "Legacy of Pain" oh do I love you so, so much. Seems you like me to do bad things you.

So Lucas sent me two logos. The first one is blue and red, just like last year's logo and the second is red and purple.

Accompanying this blogpost, I will be running a poll as to which one we should use... Again, on our Facebook group.

JP

Tuesday, July 22, 2014

NPC Card: Interview with Andreas Walters

I first heard of Andreas Walters, was when he invited me to a conversation on Google Plus. I had no idea who he was, so I snooped his profile on GooglePlus to learn more about him. Turns out he is a game designer working on a set of cards.

We talked briefly, starting with me telling him I had no interest in his card game. Yeah I'm as blunt through chat as I am on this blog! But he stopped me by informing me that it was not a card game, but a deck of cards. Chatting some more, he explained more of the project and I my interest rose. Rose enough that I wanted to learn more about it.

And when I learn more, I do an interview! So here goes.

JP - Who are you?

AW To put it simply, I'm a lot of people, I’m an analyst, a medieval fighter (SCA), a traceur, a jewelry designer, a philosopher and a game designer.

JP - How did you become a gamer?

AW Well, this happened when I was in early middle school (maybe earlier) when a group of my friends showed up in a mini-van and told me we were gonna play this cool new game (which they seemed to have some experience playing already). It was D&D 3.0, I got my first character (some level 1 fighter) I really had no idea what was going on, but when we got to combat, I was told I got hit, defiant I argued, "But i have the dodge feat, I dodged!!" (little did I actually know that only gave a +1 dodge to my AC). I’ve learned since then.

JP - What is your RPG pedigree?

AW When I was in high-school my friend was a fanatic about Star Wars (he still is), and he wanted me to create a 3rd edition D&D hack to fit Star Wars, I guess thats when I really started going into the manipulation of rules and systems.

From there I came up with a number of rules for other rules adjustments to streamline the Star Wars Saga Edition (when we found it, as the Use Force skill was waay overpowered).

After that, when D&DNext just started development, I started blogging about design ideas to make D&DNext a better, more balanced system, i pretty much was writing a blog in response to every one of @JoshWOTCs tweets.

When Monte Cook's Numenera came out, thats when I really started getting into game design and writing my own works/systems. Other systems I've played: Pathfinder, Star Wars Saga Edition, Scion, 13th Age, D&D 3.x/4e/next playtest

JP - What is your favorite RPG system of all times?

AW Hmm.. of all time....It would really have to depend on my mood, but right now I am a big fan of Monte Cook Games (MCGs) Cypher System.

JP - What game system do you currently play?

AW Currently, I am playing Numenera (which uses MCGs Cypher System), where I am GMing a play-by-post, and recently my old college friends got back so I'll soon be playing a Star Wars Edge of the Empire campaign which I'm really excited about starting.

JP - Why become a game designer?

AW Well, I kind of fell into it. When Numenera first released I was a very active member of the community. I got close to several great minded gamers whom i worked with to create a number of 1-3 page PDFs of supplemental information for players. Then once the Numenera 3rd Party Limited License was released, I really wanted to take my own shot at creating a short supplement. At first I thought I was going to just do a short 15 page supplement on poisons (since its a rather unexplained in the Corebook), and well the months passed and it grew to a 104 page supplement, which is offered in PDF and print on DriveThroughRPG. I've always loved manipulating systems (as its partially my job to manipulate data and streamline regulatory systems).

JP - I'm not a card man. I loose them all the time, get them out of order, etc. That's really on me. I just hate cards (funny I (try to) play Warmachine...) But, what made you decide "I want to produce a deck of cards"?

AW I’ve been itching to do a card project ever since I’ve published my first book. Cards are quick, easy to use and tactile, leaving their use and interpretation easy. Also, the use of cards enable us to focus in on each facet, allowing us to write a meaningful description in addition to showing off the evocative and inspirational art.

JP - How did you come up with the idea for this deck?

AW So, me and my lead author Andrew were working on an NPC supplement and we were working on a roll table that would be in the back of the book. After doing lots of research on various other NPC generators, we finally pieced together a comprehensive list, but it didn't feel right. Recently I've been trying to find a card project to do, Andrew suggested perhaps the NPC tables, and so I gave it a stab with a mockup and we liked it soo much that we're here with this Kickstarter.

JP - Flat-out: Why Kickstarter?

AW Well, being perfectly honest, Kickstarter is a nice way to:

1) get money without being tied to an investor that might influence the product

2) get an idea of whether people even want the product at all

3) tap into a community of like-minded people that like to see creative things happen

Also, $15k is a lot of money and is no way me or Andrew can rustle up that kind of funds for the project. If we tried spending that money ourselves it would put us in a lot of financial risk, risk that would be a distraction from actually making and delivering a great product. So if it can be funded by people that actually want it, we get the best of both worlds - a product actually gets made for people that actually want it, and we get the freedom to focus on making it the best it can be without having to worry about whether we'll be able to eat next month or lose our homes.

JP - This is a pretty ambitious project for your first effort. Why should people back you?

AW The project is ambitious, the budget is not as much.

Honestly, the total cost doesn't phase me at all. In my prior job, in the city department of transportation, I was an analyst in addition to being a project manager, of which I managed and facilitated several projects with budgets well-over $15k.

Why you should back this project? I think we’ve created a great product, that will become even more after this project is funded. It has great art and great writing which all lead to a good inspiration tool for both players and GMs. If you don't like cards, just go with the PDF rewards and get the Reference Booklet (and even upgrade to the print).

JP - Who else is working with you on this deck?

AW Yes, I'm not the only one going at this project alone, my lead author Andrew Montgomery-Hurrell is assisting me with the writing portions and technical bits of the project (including app specs and website programming). The other member of our team is Eren Arik, who was a classic painter that transitioned to digital paint. I love the work that he does, as he uses his classic painting skills to create imaginative and evocative pieces.

JP - What state is the project in write now: the writing, the art?

AW Currently the project is in its writing stages. We have most of the facets written out, most of our upcoming work will be writing the short descriptions that accompany each facet.

JP - Do you have any other projects you are involved with or have in the works?

AW Yes, actually I am currently in the process of releasing three titles for the Numenera Setting. Unfortunately, I can only publicly speak of one of them, which is Naval Supplement, covering the weird and diverse ways you can use vessels in your campaign, including trade goods, navigation, navigation hazards, naval-combat and customizing vessels.

JP - Any links for those who want to know more?

AW Kickstarter Non-Player Cards KS
Website Non-Player Cards Website
Twitter @AndreasWalters
Google Plus Andreas' Personal G+
Ninth Realm Publishing website

JP - Are you looking for some artists? If artist wants to participate in the project, how can they become involved?

AW At the moment, we haven't considered adding more artists to the project as we originally wanted to maintain a consistent style throughout the entire deck. That said, we are always looking for artists for to help us with our other publishing efforts.

JP - Are you looking for additional editors/ writers/ designers/ etc?

AW For this project as a measurement of quality control we want to keep the team small, however, as I said earlier if you really want to be apart of the project or help out with this, or my other publishing projects shoot me a message.

JP - Final words?

AW First off thank you for the interview.

Also, I wouldn't be here now if it weren't for Monte Cook for creating the Numenera setting and the Cypher System which got me into creating in the first place. So if you haven't played Numenera, I highly suggest you check it out, its a great community and a great game.

If you can support our project, I would be more than appreciative. This is an awesome product that we’re creating, but we need your help to make it happen.

Thank you.

Monday, July 21, 2014

The Procrastination Chronicles - of sorts

For the past two weeks, my house was invaded by family: namely, my mother-in-law and my nephew. Also, my work schedule has made it quite insane. Long hours, family, activities, summer time, GMing. All those things conspire to kill my time. And with 3 adventures to write for Gencon... well something has got to give. That something, unfortunately is my work on this blog.

Like most bloggers, I agonize over a "I should be writing something for the blog". And so I take a few moments to do so now.

When we moved to our Facebook Group, I posted a poll for people. This poll, offered the players a chance to decide the theme of next year's campaign. I am proud to announce that "Legacy of Pain" was chosen by my players. I must say that I am very thankful for their choice. Now I need to provide for their desires.

One of the Gencon adventures is something very special to me and quite complicated to pull off that I am trying to write. I am quite keen on doing this one right, but if it works, should be a very nice addition to the campaign, and something I am keep to do again.

The other one is one of those adventures that I felt when "nowhere" for a long time when suddenly it clicked. That one was different because it advanced the plot in new ways while reinforcing the "usual" feel. I really like how sometimes these adventures do not work out and you have to keep banging at it, but suddenly, they come together, become even more interesting than the "what do I want the players to learn?" you set out with.

Finally the special is on the back burner right now. I need to finish the "regular" mods first.

So there you have it folks, the latest installment of the "Procrastination Chronicles"!

JP