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Pizza Party!
Wednesday, September 20th @ 7:00PM-9:00PM
We will have FREE pizza, worship, games and a message!
Giant Volleyball
Wednesday, September 27th @ 7:00PM-9:00PM
Join us for a game of volleyball that will be fun and ridiculous.
In 2 Weeks!
Escape Room!
Wednesday, October 4th @ 7:00pm-9:00pm
Put your skills to the test.
We will be solving riddles and completing tasks to escape rooms in the church.
Here’s what you need to know:
First, create a Discord user by downloading the application here.
Second, sign on to our Threshold Jr Discord server by clicking here.
You’ll be up to speed throughout the week!
The post Threshold Jr – September 18th appeared first on Church of The Rock.
Giant Volleyball!
Friday, September 22nd @ 7:11pm-10:00pm
Join us for a game of volleyball that will be ridiculous and fun!
Prizes to be won!
Escape Room!
Friday, September 27th @ 7:11pm-10:00pm
Put your skills to the test and complete tasks to escape rooms in the church.
Prizes to be won!
Family Feud!
Friday, October 6th @ 7:11pm-10:00pm
Each small group “fam” will go head to head to win yummy prizes.
Follow us on Instagram for event and weather updates all year long! @ churchoftherockhsm Join us throughout the week on Discord! Here’s what you need to know:The post High School Ministry – September 18th appeared first on Church of The Rock.
D&D’s original Basic Set arrived in stores in the fall of 1977, but in only reached third level. For higher levels, the set directed players to Advanced Dungeons & Dragons—except the advanced game would take two more years to complete. The AD&D Dungeon Master’s Guide, which included the advanced combat tables, came in 1979. For 2 years, D&D players blended combat rules and magic items from the game’s original brown books with monsters from the AD&D Monster Manual, and later with the new races and classes from the AD&D Player’s Handbook (1978).
In the June 1979 issue of The Dragon, Gary Gygax made claims that baffled D&D fans used to playing with a mix of original, basic, and advanced D&D rules. “ADVANCED DUNGEONS & DRAGONS is a different game. Readers please take note! It is neither an expansion nor a revision of the old game, it is a new game. It is necessary that all adventure gaming fans be absolutely aware that there is no similarity (perhaps even less) between D&D and AD&D than there is between D&D and its various imitators produced by competing publishers.”
Gary Gygax
AD&D never proved as different as Gygax claimed. His new version of D&D remained roughly compatible with the original. Supposedly, AD&D featured strict rules while original D&D featured room for customization, but everyone—even Gygax—changed and ignored AD&D rules to suit their tastes. Later, Gygax wrote, “I just DMed on the fly, so to speak, and didn’t use the rules books except for random encounters, monster stats, and treasure.”
Why did Gygax vehemently argue that AD&D held “no similarity” to D&D when the game’s fans found the claim laughable? Because D&D co-creator Dave Arneson felt that TSR owed him royalties for AD&D, while the company claimed Arneson only deserved royalties for the original game.
From Dave Arneson’s perspective, D&D came from his ideas. He had started with a sort of miniature game that had existed for generations and that appealed a tiny hobby, and then he had added the concepts that made a revolutionary game. Arneson invented a game where each player controlled a single character, and where a referee enabled players to attempt any action. He discovered the fun of looting dungeons. His fantasy game added characters defined by numeric attributes, and characters who could improve through experience.
From Gary Gygax’s perspective, he had labored for years on D&D. He had turned 20 pages of notes into the original rules. He had bet every cent he could scrape together on publishing an odd, risky game. In supplements and magazine articles, he enriched D&D. He defended it in letters and editorials. His friend Frank Mentzer wrote that for D&D, Gygax “paid the costs in stress on himself, his marriage, family, and friends.” Arneson had only planted an idea.
Dave Arneson (photo Kevin McColl)
Dave Arneson and Gary Gygax each argued that D&D’s success rested on his contribution. Both were correct, but that didn’t make sharing the wealth any easier. The court fight lasted until March 1981. The settlement granted Arneson a royalty of 2.5% of the cover price of core AD&D books. (In 1985, Arneson sued TSR again. His lawyers argued that the Monster Manual II—a collection of new monsters—qualified as a “revision” of the Monster Manual. Stop laughing. The court agreed.)
After Wizards of the Coast purchased TSR, they dropped the “Advanced” brand for the game’s third edition. In 30 Years of Adventure, Wizards CEO Peter Adkison wrote, Arneson “was supposed to get a royalty off of any product TSR published in the Dungeons & Dragons line. Previous owners ‘got around’ this royalty by publishing everything as Advanced Dungeons & Dragons. To me this seemed silly. I talked with Dave, and we agreed that he would release all claims to Dungeons & Dragons if I simply gave him a big check. I did.”
For the full story, see Basic and Advanced—The Time Dungeons & Dragons Split Into Two Games.
It should go without saying, but to make it clear, I don't necessarily think these things are better (though sometimes maybe I do!), they just happen to be my preference. Starting loosely with a list that gets quoted a lot in Old School and related circles that I believe was created by Scrap Princess allow, here's what I like:
1. Interact with the world. I want players to approach the world as if their characters are inhabiting it, not as a gloss over a rules set or just flavor. The world, however, isn't merely composed of (imaginary) physical objects and locations but of (imaginary) social relationships, and conventions of genre or setting.
2. There is nothing that is supposed to happen, but some outcomes are more likely given (1). The story is in the hands of the players, but the world is going to dictate some more likely outcomes of actions. To give absolute, unfettered agency is to violate the first principle, but there is always a high degree of variation within a broad outcome, and the player actions and preferences are going to determine how it all turns out.
3. The player is an actor but also a participant in a social activity. I don't mean actor in the arch sense of the stereotyped thespian behavior, but I mean that the player has the roll of portraying a character, but also in considering (in a somewhat metagame fashion) what makes sense for that character within the larger context of the "story" unfolding. (And by invoking "story" here, I don't mean in a preconceived way. I mean: given the inputs of character, setting, situation, and genre, what seems cool to the player to have happen?) This differs from the stance of strictly playing the character, wherein the player gives no consideration to the big picture, which can lead (in my view) to a player becoming too involved in the character and viewing the character's losses or setbacks as a loss or setback for themselves. Also, "it's what my character would do" can lead to disruptive behavior at the table.
4. It's the player's job to make your character interesting and to make the game interesting for yourself and others. This follows logically, I think, from (3) and (1) and leads directly to (7) below. The GM is also a player in this regard.
5. The character sheet is the mediator between theory and result. Plans and actions should be conceived in line with (1) and a lesser extend (3), but the mechanics of the game should support the actions players are likely to engage in. The character sheet as the rules-based abstraction of the character's capabilities ought to have some role in that, otherwise why not just play pretend and dispense with it?
6. Player skill/talent is important. The way I see rpgs as "winnable" is not primarily in character survival or successfully achieving goals (though those things are far from insignificant) but rather in making the experience more fun or cooler. I like skills and related systems some old schoolers dislike, but I think good, clever roleplay and tactics--defined as ideas that are not merely sensible or logical in the abstract but are also entertaining, spur/inspire players, and show clear consideration and interaction with the sustained, consistent, imaginary world we are involved with--are crucial.
7. Sometimes your character will die, but it's seldom interesting to die pointlessly. Death can be an important possible outcome in rpgs and I don't generally favor removing it as an option (though perhaps some games make a case for this), but I don't find pointless death as a result of computer game style "gotchas" or super-swingy rolls fulfilling. It's more gamey perhaps than I typically want. Often, another sort of setback other than "start over" is a better option to me.
8. It's fun to try new things. New settings, new mechanics--all worth a go. I don't think there is a particular formula of the type of game I want to spend all my time with. To me, it would be akin to eating the same thing every day for lunch. It gets old. Sometimes that even means sampling something you already know you aren't going to like most of the time to see if you enjoy partaking of it rarely.
Five hexes southwest, six northwest of Alakran.
Unlike the cohesive populations found elsewhere, this is a recently split group of mixed-breed strays that now form a pack of 20 under a grizzed black pointy-eared hound and a pack of 10 under a more obust but less canine-charismatic competitor, a low slinking yellow mutt with a tufted tail.
They slink around the villages nearby and the Sun's Greeting Castle, picking up food where they can, and fading into the mazy rocklands to the west if seriously pursued. As they are pests, the neighboring populations might pay for their extermination, but each one will insist that the others also pay their share before they contribute. Getting paid for a campaign against the dogs might be as much a matter of diplomacy as of tracking and combat.
Once again our hosts in NFT1 were Justin Johnson and Dick Fiddy who got the ball rolling with a quiz before introducing to the stage Designer for ‘The Five Doctors’ Malcolm Thornton. As with most BBC designers of the time he highlighted the reliance on gaffer tape and how designers would visit other studios to see what sets or bits of sets could be reused to save on the budget. Of course the opportunity to watch the feature length special on the big screen in high definition would highlight any tape hiding the sins of designers. Fortunately, no issues were visible to this particular viewer.
The Five Doctors @ BFI Southbank – Justin Johnson, Dick Fiddy and designer Malcolm Thornton (c) Bedwyr GullidgeAlso invited on stage was Niel Bushnell who has provided the updated special effects for the new 40th Anniversary edition of ‘The Five Doctors’. Once again, the time scoop effects have been tweaked again with some more additions to the Raston Warrior Robot and Dalek sequences. It made us all eager to rewatch this updated version of the anniversary special.
The Five DoctorsWatching Doctor Who on a big screen with an audience, sharing that communal experience, is always a thrill. We cheered with the “reverse the polarity of the neutron flow” line, laughed and we all delivered the “No, not the mind probe” line together. ‘The Five Doctors‘ is probably the perfect anniversary special. So far at least. The chance to watch it on a big screen, with fellow fans was an absolute delight!
Those updated special effects also worked well and complemented the piece rather than distracted. The obelisk has been upgraded from the walnut whip and now leaves behind an indentation on the ground below which is a nice touch. Overall though Terrance Dicks did a wonderful job at balancing so many elements. If any incarnation of the Doctor takes centre stage it is rightly the current incumbent, Fifth Doctor Peter Davison. Whilst it is a shame that their collective time together is limited, this decision allows them all to shine and have their moment.
The Five Doctors @ BFI Southbank – Dick Fiddy, Mark Hardy and David Banks (c) Bedwyr Gullidge Special GuestsFollowing ‘The Five Doctors’ Cybermen actors David Banks and Mark Hardy joined Dick Fiddy on stage to recall their memories of making the special episode. They had fond memories of the organisational skills of director Peter Moffat and explained some of the issues with the Cybermen costumes. Strangely it was the social element of filming in North Wales which resonated with both actors most of all.
To tie in with the release of the Season 20 box set we were treated to some previews of the special features plus the unique promotional trailer ‘The Passenger’ starring Janet Fielding (Tegan) and Sarah Sutton (Nyssa). The audience were in hysterics watching Peter, Janet and Sarah trying to navigate through Northern Europe in ‘Look Who’s Driving’. Further clips were also provided from ‘When Janet met Martin’, ‘Let’s go Dutch’ and ‘Making the King’s Demons’. All of this new material looks wonderful and certainly whetted the appetite for the new box set.
The Five Doctors @ BFI Southbank – Justin Johnson, Janet Fielding, Sarah Sutton and Peter Davison (c) Bedwyr GullidgeFinally Justin Johnson was joined on stage by Fifth Doctor Peter Davison and companions Janet Fielding and Sarah Sutton. They of course discussed ‘The Five Doctors‘ which Sarah Sutton had never seen! Other topics for conversation included the Celebration at Longleat in 1983, working life after Doctor Who and ‘Iailer. The audience then joined in a rousing rendition of ‘Happy Birthday’ for Janet Fielding, following a recent milestone. Many happy returns Janet!
Post-screening eventsFollowing the main festivities in NFT1 a signing took place with long queues to meet the collection of actors. As has become traditional The Quiz of Rassilon was hosted whilst friends old and new mixed over drinks. Rounds were provided by Pip Madeley, Christel Dee, Beth Axford, Black Tardis, Bedwyr Gullidge and Tegan (no, not that one!). Socialising continued into the evening and as you’ll no doubt have seen from social media everyone had a great time, demonstrating why these events are so popular.
The Quiz of Rassilon @ BFI Southbank (c) Bedwyr GullidgeOnce again this event was a wonderful day and BlogtorWho would like to extend our thanks to the BFI for their hospitality. A screening of ‘The Underwater Menace‘ animation follows next month.
Doctor Who: The Collection – Season 20 is available to buy now from Amazon, HMV and other retailers.The post REPORT: Doctor Who ‘The Five Doctors’ – BFI Screening event appeared first on Blogtor Who.
BBC Studios continues to offer Doctor Who fans the opportunity to build their own home archive on Blu-ray with a limited edition NINE DISC box set of the 20th Season from 1983, starring Peter Davison as the Fifth Doctor. This set is the most jam-packed release yet, with hours and hours of new and exclusive material.
Doctor Who: The Collection – Season 20 Doctor Who – The Collection: Season 20Celebrating the 20th Anniversary of the programme, these stories feature the return of old friends, enemies and even past Doctors! Over seven exciting stories, the Fifth Doctor, Nyssa (Sarah Sutton), Tegan (Janet Fielding) and Turlough (Mark Strickson) face off against the Black Guardian, Omega, the Mara, the Master, Cybermen and the Time Lords themselves!
All episodes have been newly remastered from the best available sources including original film elements for The Five Doctors – these classic adventures have never looked or sounded so good on home media.
Doctor Who: The Collection – Season 20The Collection: Season 20 Blu-ray box set also includes extensive Special Features including:
THE FIVE DOCTORS – 40TH ANNIVERSARY EDITIONA brand new version of the 90-minute anniversary special, with updated special effects, Dolby Atmos & surround sound, plus an exclusive new commentary with Peter Davison, Janet Fielding and Mark Strickson.
UPDATED 2023 SPECIAL EFFECTSExclusive to Blu-ray, on Snakedance and Enlightenment.
BEHIND THE SOFASeven new episodes with Peter Davison, Colin Baker (The Doctor), Sylvester McCoy (The Doctor), Sarah Sutton, Janet Fielding, Mark Strickson, Katy Maning (Jo) and Sophie Aldred (Ace).
BLU-RAY TRAILERA brand new episode of classic Doctor Who.
IN CONVERSATIONInterviewer Matthew Sweet chats to Janet Fielding and Sarah Sutton.
LET’S GO DUTCH!The TARDIS crew travel to Amsterdam to revisit locations and reminisce about Season 20 and their time on the programme.
LOOK WHO’S DRIVINGJoin Peter Davison, Janet Fielding and Sarah Sutton on an hilarious European Road Trip.
WHEN JANET MET MARTINJanet Fielding chats to Martin Clunes, 40 years on from his appearance in Snakedance.
MAKING THE KING’S DEMONSThe regular cast return to the castle location and reminisce.
MAKING THE SEASON 20 TRAILERA look behind the scenes
LONGLEAT CELEBRATION FOOTAGEA previously-unreleased look at the iconic 1983 convention, plus panels featuring Peter Davison, Tom Baker, Patrick Troughton, Jon Pertwee and many more.
STUDIO FOOTAGEHours of material going behind-the-scenes on production of Arc Of Infinity, Snakedance and The Five Doctors.
LOCATION FILM RUSHESFrom The Five Doctors.
RARE CONVENTION FOOTAGEIncluding Australian interviews with Peter Davison and Janet Fielding shot during production of this season.
ONCE UPON A TIME LORDA rare US documentary from the 1980s.
NEW 5.1 SURROUND SOUND MIXESOn Snakedance and The Five Doctors. Plus Dolby Atmos mixes on The Five Doctors.
ARCHIVE TREATSHours of rare and previously unreleased material from the BBC Archives.
HD PHOTO GALLERIESIncluding many previously unseen images.
INFO TEXTBehind-the-scenes information and trivia on every episode.
PDF ARCHIVEIncluding scripts, exclusive unseen BBC production files, the Radio Times 20th Anniversary Special and other rarities.
PLUS LOTS MOREThis nine-disc box set also includes hours of special features previously released on DVD including Documentaries, Featurettes, Audio Commentaries, The Five Doctors Special Edition and more.
Doctor Who: The Collection – Season 20 is available to buy now from Amazon, HMV and other retailers.The post DOCTOR WHO: The Collection: Season 20 – Available now appeared first on Blogtor Who.
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Some of the Doctor Who 2024 Official Calendars are now available, along with preview images. The Classic version features images of the Time Lord’s first fourteen faces plus the Fugitive and War incarnations.
Doctor Who 2024 Official Classic Calendar (c) DaniloAs always with these items, timelines of printing and publication mean it’s a little behind the times. Despite Ncuti Gatwa taking over the TARDIS this December, for instance, there’s no slot for the Fifteenth Doctor. Even David Tennant’s return is represented by the earliest of photos released on his new incarnation. All the same, it’s a fun way to keep track of the months while representing your fandom in your office space, kitchen or TARDIS.
Doctor Who Official 2024 Desk Calendar (c) Danilo The Doctor Who Desk Calendar is also out now
Meanwhile, the 2024 Doctor Who Desk Calendar is also available. There are approximately 313 separate pages, one for every weekday and weekend throughout the year. Each depicts a different character from the Whoniverse along with the name of the first story in which they appeared.
A sample page from the Doctor Who 2024 Desk Calendar (c) Danilo
Finally, people looking to get the modern 2024 Calendar will have to wait a little bit longer. This edition typically reflects the content broadcast in the year of publication – tricky when the episodes aren’t airing until November. No preview images are available yet and the calendar itself won’t arrive until November. But it’s to early to say whether that means it will be packed full of images from The Star Beast, Wild Blue Yonder, and The Giggle. It might instead focus on last year’s The Power of the Doctor, for instance. But time, as always in Doctor Who, will tell.
You can order the 2024 Calendars now from all the usual stockists now. Alternatively, they’ll no doubt be showing up in the next couple of months in shopping centres up and down the country as little kiosks selling calendars emerge from their annual hibernation.
The post Doctor Who 2024 Calendars – On Sale Now appeared first on Blogtor Who.
Into the Caves of the
Pestilent AbominationInto the Caves of the Pestilent Abomination (2023)
by Marcelo P. Augusto
Published by Giallo Games
Levels 1–2
The idyllic rural community beset by a monstrous menace is one of the main plots in fantasy games, and the premise of a myriad low-level adventures, so much so that it probably beats “undead-haunted crypt of a local notability” and “Keep on the Borderlands” to the top spot. The majority of them are low-complexity affairs, with a straightforward setup and a mini-dungeon at the end. Into the Caves of the Pestilent Abomination is a typical representative of the genre, and suffers from its typical issues, including a misunderstanding of what makes an adventure.
Where the rural idyll is concerned, the module lays it on thick: “The small community of Woodsmen Village lived in tranquility, without anything or anyone bothering its peaceful residents. Days come and go while the gardens sprout succulent and showy greens. Shepherds quietly follow their flocks of sheep to the nearby hills, and poultry farmers happily inspect the beautiful eggs their fat hens daily laid. (sic)” Woodsmen Village, mainly noted for the Fussy Lark tavern and the magical throwing axe of a dwarf hero who has once helped the place, is troubled by a problem. A traveling priest who has settled near the village has gradually grown wild and transformed into a stinking, decrepit abomination, scaring the local folk and eventually moving on to killing the livestock. All this is told through an overly long backstory, which is then followed by a disproportionately simplistic adventure. The paragraph you have just read would have sufficed for an introduction conveying the same ideas the module spends four pages elaborating.
Ceci n'est pas une d'une
exploration hexadécimale.The adventure
proper has a wilderness segment in this idyllic little land, which serves no
purpose whatsoever. There is a hex map with nine keyed areas, but these are not
functional encounters of interest to the adventurers. Rather, the locations
mentioned in the backstory are put on the map, from the dwarf hero’s serene lakeside
tomb (a nice touch: flowers and tobacco are deposited near the grave as a local
tradition), to the location where a local kid once saw the Pestilent Abomination,
the place where the torn off sheep’s head was found, and the other place where
the mule carcass was discovered. These places are not encounters per se,
since nothing really happens at them, nor do they offer useful information to
finding the Abomination’s lair. As the module helpfully tells us, “It’s
possible that the adventurers try to investigate the area, but they won’t find
any clues about the recent incidents at the village.” The only function of
the wilderness is to bump into random encounters, except they are mostly not
functional encounters either, being local wildlife like deer, a snake, an
eagle, shepherds and sheep, a mountain goat, 1d4 wolves, and travelling
dwarves. This is mainly just set dressing before the adventure – but there is
no adventure in these outdoors.
The actual adventure begins on page 12, where the module starts to describe the nearby swamp. Some of the encounters here are actual monsters and hazards (like a depth change), although this is basically just mucking around until you arbitrarily find a trail to the Caves of the Pestilent Abomination. The best part of the adventure is found here; an encounter with “the Swamp Predator”, “a bizarre cross between a crab and a spider”, which attacks from beneath the murky water of the lake before the cave entrance. This is simple but well done; an interesting monster with an effective setup.
The caves feature seven keyed areas (13 if we generously count sub-areas), and follows a linear path with three side-branches. There are the beginnings of interesting locales here. A half-flooded cave glittering with rough citrines and populated by giant salamanders (the adventure’s only treasures of note, worth a total of about 180 gp) is pretty cool. A completely flooded cave with a submerged quicksand pool is a good challenge of problem-solving and equipment use. The descriptions are sometimes effective, let down by parts of the key describing things which are evident from the map. In the final room, the adventure ends up as a bait-and-switch: you do not actually get to encounter the original Pestilent Abomination, as he has died a while ago and been replaced by a troll which has taken his place. This development is probably realistic, but disappointing. The shepherds and farmers of Woodsmen Village would probably see the troll as a fearsome monster of whispered legend. For the actual people playing this adventure, it is just a troll. It also nullifies the priest plotline the module had spent so much ink setting up. There is no treasure except a cursed necklace which transforms you into the Pestilent Abomination, and has an overlong backstory of its own.
Into the Caves of the Pestilent Abomination is just an example of a general trend that has beset old-school adventure design, and it is perhaps not fair to single it out for criticism. It is one of many, and its sins are of the age which had birthed it. There are ways out, but they must be shown so people can walk them. Good adventure design is not that hard, and old-school gaming has much to offer in this respect. But regrettably, this is still really bad. The lesson is thus: sometimes, horrors are hidden around idyllic communities, and we must put them to the sword for the sake of peace and quiet.
This module credits its playtesters properly.
Rating: * / *****