No Dundracon Seminars this year

Alas, there was some sort of snafu + I should have followed up sooner. I will not be presenting at Dundacon this year. The plan was for an updated version of the Stable Diffusion seminar I did last year, AND a panel on fan publishing. It will have to happen next year at this point. I will update the presentation deck that I did last year, as a fair amount has changed AND I have a better idea of what I am doing at this point.

Stability Matrix

Stability Matrix is a Multi-Platform Package Manager/Installer for Stable Diffusion. I wish I had known about it before I did the presentation of Stable Diffusion because it is so much easier to use. It’s pretty close to a one button installer for Windows/Mac/Linux.

I will need to redo the installation slides (pages 26 through 29) in the Beginner’s Guide to Stable Diffusion, AI Art for Gamers presentation, because this is just so much better. I’ll post here when that’s finished.

Dundracon Seminar on Stable Diffusion

So, after spending the last two weeks working on my Keynote slide deck, finally did my presentation on Sunday, 2/16. I had roughly 12 attendees and I think it went well. The big thing was that I got the length of the talk correct, and that there were questions.

The link to the landing page for the presentation is here:
https://www.diceexmachina.com/beginners-stable-diffusion/

You will find a PDF of my presentation there as well as some resource links.

Brief Update

So yes, most of this site is dusty as hell. I apologize, as I let things drop. I do still want to come back to Character A Week, but that will wait until after the reason I’m updating.

I will be presenting a talk on Stable Diffusion and AI Art and it’s utility for gamers at Dundracon in Santa Clara, CA on Sunday, February 16, 2025. Once the I have presented, I will be posting my slide deck and links to various resources on a dedicated page here.

If you see this and can attend, please do so if you’re interested. If you aren’t able to attend, check out the dedicated page for my presentation materials.

This week’s Character…

I’d done a Twitter survey, and the three people that responded voted for Mutants & Masterminds for this installment of Character A Week. This would be the first point based character gen I’ve done here and it’s taken me a bit longer than anticipated. I hope to have the walkthrough posted tomorrow, but here’s the stat block for the moment,

Unnamed Hero – PL 10

STR 3, STA 3, AGL 5, DEX 5, FGT 12, INT 1, AWE 6, PRE 1
Powers: Analyze Style 1 (1st degree: Vulnerable, 2nd degree: Defenseless, Resisted by: Will, DC 11; Increased Range 2: perception, Insidious, Subtle: subtle; Limited: vs. your attacks, Limited Degree), Chi Mastery 1, Nerve Strike 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 16), Restorative Chi 6, Stone Fist 5 (DC 23; Penetrating 8; Inaccurate: -2), Weightless Step 3 (Leap 60 feet at 16 miles/hour), Movement 1 (Alternate; Trackless: vision 1). Advantages: Accurate Attack, All-out Attack, Benefit, Wealth (well-off), Daze (Intimidation), Defensive Attack, Diehard, Evasion, Fast Grab, Fearless, Fighting Style: Jujutsu, Grabbing Finesse, Great Endurance, Holding Back, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Languages 1 (English, Japanese), Move-by Action, Prone Fighting. Skills: Acrobatics 4 (+9), Athletics 6 (+9), Close Combat: Unarmed 3 (+15), Expertise: Philosophy 6 (+7), Insight 6 (+12), Intimidation 6 (+7), Perception 6 (+12), Treatment 4 (+5). Offense: Init +5, Analyze Style: Affliction 1 (DC Will 11), Grab +12 (DC Spec 15), Nerve Strike: Affliction 6 +12 (DC Fort 16), Stone Fist: Strength-based Damage 5 +10 (DC 23), Throw +5 (DC 18), Unarmed +15 (DC 18). Defense: Dodge 11, Parry 12, Fort 9, Tou 3, Will 11. Totals: Abilities 72 + Powers 21 + Advantages 19 + Skills 21 (41 ranks) + Defenses 17 = 150

Complications: Honor, Motivation: Doing Good

Character A Week: High Fantasy

High Fantasy Rulebook

I’m still working on older games, but this one is fairly obscure. High Fantasy, from Reston Publishing (Prentice-Hall), was published in 1978. I likely would have never heard of, let alone, owned it if it were not for the fact that it was published through the book trade and found its way into regular bookstores.

I have two books, High Fantasy and Adventures in High Fantasy. Several standalone adventures, and later, some fiction were also published but I have not seen any of those in person. One of those standalone adventures, Fortress Ellendar, is also included in Adventures in High Fantasy. Alas, as far as I can determine, there is not a legal source for this game in PDF format, and the books are long out of print. That said, you can generally score a copy on eBay or through an Amazon affiliate.

The main rulebook is a digest sized 200 page softcover that includes character gen, magic, combat, a bestiary, a solo adventure, and a fair number of charts. The art is average to good for its era.

All in all, the book is utilitarian, which I honestly prefer. I love sharp design, but game manuals have more in common with text books than anything else. Organization and discoverability should be a primary design goal. Therein ends my personal preference rant… 🙂

I confess that I never got anyone else to play this one with me, but I’m well acquainted with the solo adventure that was included in the main rulebook. The default setting seemed to be a mix of standard swords & sorcery tropes mixed with pre-Columbian and Hindi influences. It’s not Tekumel, but it’s not Lord of the Rings either.

In the process of trying to find some more info about this one, I stumbled upon the author’s website. The author goes into some detail on why the game all but disappeared. I’m not personally convinced that it would have been more successful, but he did have a strong grasp on how to structure a solo adventure… and that’s a niche I wish had not all but died. In any case, there is published fiction set in his world. Check it out if you’re interested.

So anyhow, character creation…

Character creation is an eleven step process, but since not all classes have magical abilities, for instance, you may end up skipping some of these steps. I decide to make an Alchemist (they get primitive gunpowder firearms), so I will be skipping steps 3 & 4.

  1. Basic Offense & Defense are set stats that will increase over time as you level. I record 100 and 30.
  2. Your Innate Ability is a simple percentile roll + 1. As you level, that plus will increase. I roll a 41, so my Innate Ability is 42.
  3. Skip
  4. Skip
  5. Roll d100 for Strength & Coordination. These stats may modify your offense and defense. I get a 69 for Strength, and a 21 for Coordination. No positive or negative modifiers will be applied after consulting the table.
  6. Roll d100 for Quickness and then compare roll to table to determine Innate Quickness. I rolled a 66, so my Innate Quickness is 16, which is actually decent.
  7. Roll d100 for wealth. I will be starting with 66 silver tams (sp).
  8. Buy armor. Being an alchemist and not really all that strong, I buy a leather jerkin.
  9. Buy weapon(s). As an alchemist, I will start with an arquebus, but some sort of melee weapon is still a good idea. I buy a dagger. This is not really meant to be a melee focused character.
  10. Step 10 is optional, but here you calculate your encumbrance tiers. I’ll spare the specifics, but you multiply your strength roll by a modifier listed on the character sheet for each tier.
  11. Total your numbers, and choose a subclass (never mentioned previously, shows up in the next chapter)
  12. I thought you said it was eleven steps? More optional rules follow for talents, which include personal background skills (Acrobatics, Business Sense, etc.) and the five basic senses (Hearing, etc.).

After all of that, we finally get a description of the classes and then a list of subclasses as well. I choose to be a Jeweler for my subclass.

Basic Offence: 100
Basic Defense: 30
Innate Ability: 42 (d100+1)

Strength: 69
Coordination: 21
Quickness: 16 (66 on d100)

Starting Wealth: 66 silver tams

Gear
Leather Armor (+5 def) Cost 10, weight 100
Dagger cost 5, weight 25
Arqubeus (free), weight 300
Alchemist Kit (free), weight 200

Talents
Acrobatics 24
Business sense 60
Climbing 64
Diplomacy 72
Languages 82
Musical 66
Nautical 70/41
Riding 35
Running 45
Swimming 40

Final Stats:
Strength 69
Intelligence 63
Charisma 50
Hearing 66
Sight 50
Feeling 50
Taste 98
Smell 78
Appearance 66
Coordination 21

Jeweler sub class

Gamma World follow up

Thumper, Mutant Jackalope

My long time buddy, and All of the Above alumni, Dan (Smif) Smith did this character illustration of Thumper for me.

Dan is available for commissioned art and you can find his Deviant Art page here: Smifink.

Character A Week: Top Secret

Top Secret was, to the best of my knowledge, the first dedicated espionage RPG. Others, notably the licensed James Bond 007 RPG, soon followed. Alas, neither the original Top Secret, nor the followup Top Secret S.I. are available for purchase in PDF at this time. However, there is a new version with radically different rules, recently published called Top Secret/New World Order.

My memories are that it was a fairly crunchy game for its time, and that it was a better commando action game than it was an espionage game… that last part may be more due to our style of play than the game itself.

Character generation starts with your primary personal traits: Physical Strength, Charm, Willpower, Courage, Knowledge, and Coordination. Stats are generated with 1d100, but there is a modifier chart to skew the results higher for player characters.

I roll 20, 35, 79, 41, 33, and 45. This gives the adjusted stats of:
Physical Strength 45, Charm 50, Willpower 84, Courage 56, Knowledge 48,  & Coordination 60.

You then calculate your secondary personal traits, which are calculated from your primary traits, and all fractions round up. There are a number of these…
Offense is an average of Coordination + Courage, so 58.
Deceptions is an average of Courage + Charm, so 53.
Evasion is an average of Charm + Coordination, so 55.
Deactivation (of traps, etc.) is Knowledge + Coordination, so 54.
Life Level is Physical Strength + Willpower / 10, so 12.9 which rounds to 13.
Movement Value is Physical Strength + Willpower + Coordination, so 189. This is compared to a chart, and my Movement Value is Average.

Then there are your tertiary personal traits, which are calculated from both primary and/or secondary traits. These are:
Hand to Hand Combat Value is Evasion + Physical Strength, so 100.
Wrestling Combat Value is Offense + Physical Strength, so 103.
Surprise Value is Deception + Evasion, so 108.

Like a lot of games for its time, it very much assumed that many if not most details, such as height, age, handedness and whether you needed corrective eyewear, should be randomly determined. I’ve decided that my character is male, so after rolling I determine that I am 5′ 11″ tall, I am 31 years old, and I have normal vision. No corrective eyewear is required.

Yeah, I can’t figure this out…

Interestingly, in the main rulebook it was assumed that the player could choose their sex, and that there were no stat differences between men and women… but the Top Secret Companion seems to have changed this. They added a random chart for sex, and an unreadable modification for stats that is unclear as to whether it’s meant to apply to men, women, or both. There are also random rolls for blood type and a number of other things. I consider the Companion to be optional, and won’t be using much from it.

The number of languages you can speak is based on your knowledge level, and your proficiency in each is randomly determined. Your primary language is 3d10+70, and any additional languages are straight percentile rolls, but must be lower than your native language. I decide that my character’s native language is English, and I choose Nepali as my second language. My English proficiency is 92, and my Nepali is a 91. I figure my nationality is British.

Now we move on to Areas of Knowledge. These are mostly useful for establishing or maintaining a cover. You have one or more superior areas of knowledge based on your Knowledge score, divided by 10 and rounded up… so I have 5. I get Metallurgy, Medicine, Law, and two ‘Player’s Choice’, so I pick Political Science, and World History/Current Affairs. Honestly, the random rolls don’t make a lot of sense, but okay…

My score in each are determined by percentile roll and adjusted by a table. My final scores in each are: Metallurgy 68, Medicine 105, Law 104, Political Science 129, World History 87. From the Companion, I choose Political Science for my education, and have a Bachelor of Political, Economic, and Social Sciences. I choose a cover occupation as a Diplomatic aide, which leverages my knowledge and education well and gives plenty of opportunities for travel.

Also pulling from the Companion, I decide I was in the military, specifically the Royal Navy. With my degree I enter the service as a Midshipman, and with one six year tour, I exit the service as a Lieutenant.

You then choose your Bureau classification, which is basically a character class (I choose Investigation) and then you spend money on personal effects. My starting funds are $4400. Gear for your mission is handled separately, and I’m not going to bother with gear. I will note that based on his background, he would be qualified with the Glock 17, and the SA80/L85 service rifle.

Name: Joseph O. Fraser
Codename: Gambit

Background: Mr. Fraser joined her Majesty’s Royal Navy as a Midshipman after graduation from university with honors. Assigned as liaison officer to the Queen’s Gurkha Signals due to strong language skills. Honorable discharge.

Sex: Male      Age: 31    Nationality: Scottish (United Kingdom)
Height: 5′ 11    Weight: 170 lbs
Skin: White     Hair: Brown    Eyes: Brown

Military Service: Royal Navy, Lieutenant, ret. NROTC
Education: B.P.E.S.S., Cambridge University
Languages: English (92), Nepali (91)
Areas of Knowledge: Metallurgy (68), Medicine (105), Law (104), Political Science (129), World History/Current Affairs (87)

Bureau: Investigation
Experience: 0

PS: 45, Charm: 50, Will: 84, Courage: 56, Know: 48, Coord: 60
Offense: 58, Deception: 53, Evasion: 55, Deactivation: 54
Life Level: 13
Movement: Average

HtH CV: 100, Wrestling CV: 103, Surprise: 108

His cover is not Mel Torme…