Showing posts with label roleplaying game. Show all posts
Showing posts with label roleplaying game. Show all posts

Saturday, June 24, 2017

New Vampire RPG survey


I'm developing my own vampire RPG called Blood Dark Thirst. I'll be self-publishing it through Kort'thalis Publishing.

I've got some of the basics down and recently re-watched my primary influences - The Lost Boys, Near Dark, and Fright Night.

While I consider myself part of the game's audience, I don't want to be the only one.  So, this seems like a good time to engage the rest of you, getting valuable feedback while the concept is still malleable.  If you'll oblige me, I've got questions and would love to read your responses...

  1. Single purpose or general purpose?  By that I mean, would you prefer a game that focuses on one mode or playstyle or something open-ended that was more of a sandbox of design goals?
  2. Beta version first for people to try / playtest or would you prefer I release the game once it's more or less "done?"
  3. I've shared my big 3 vampire movies above, what are your top 3?
  4. Vampire origins?  Would you prefer an origin story that describes how/why vampires exist?  The downside to that is it demystifies the setting.  Or no origin setting?  Vampire: the Requiem tried to do multiple vampire origins, but I'm not sure how satisfying that was.
  5. What's something you'd like to see a new vampire RPG emphasize (one more than the others)- A) hunting, feeding, and dealing with mortals; B) squaring off against competing vampires, werewolves, sorcerers, demons, etc.  C) politics, backroom deals, manipulation, influence, etc.?
  6. Theme?  A) sex, drugs, and rock'n'roll - party it up; vampires as rebellious teenagers; B) angst, brooding, self-conscious, oh the curse of being undead! C) darkness, horror, eldritch Hellraiser shit.  Basically, edgelord without the child molestation and infanticide of 5th edition V:tM.
  7. Is there any familiar RPG mechanic, system, or sub-system that you'd like to see here, perhaps with a fresh coat of paint or tweaked for a vampire game?
  8. Presentation - color vs. b/w, softcover vs. hardcover, PDF vs. print?  Along with that... aesthetics?  What kind of overall look do you want?
  9. What are some characters, conflicts, settings, and stories that excite and inspire you when you think vampire RPG?
  10. Anything I've left out?  If I forgot to ask something, feel free to comment.

Thanks for taking the time to answer this questionnaire!  Expect an official announcement post next week.  Playtesting information will be included.

VS


Tuesday, June 28, 2016

Crimson Dragon Slayer Day approaches!


Yep, every July 11th, (you can remember it by the convenience store 7/11) is Crimson Dragon Slayer Day!  It's coming up, so definitely prepare by doing one or more of the following...


  • Talking about the Crimson Dragon Slayer RPG... on sale right freakin' now (CreateSpace version here)!
  • Posting your Crimson Dragon Slayer related home-brewed gaming stuff somewhere on the internet.
  • Send me your Crimson Dragon Slayer related stuff - I'd like to put out a short PDF containing community created content - this PDF will be free and your name will be included as a contributor.
  • Running a Crimson Dragon Slayer game!
  • Playing in a Crimson Dragon Slayer game!
  • Creating some Crimson Dragon Slayer artwork that can be used in conjunction with the free PDF.
  • Write a Crimson Dragon Slayer review for the RPG or an adventure.
  • Submit a Crimson Dragon Slayer article or essay for inclusion in Draconic Magazine.

Though it's been a little while since I've written any Crimson Dragon Slayer adventures, available here and here, I have not forgotten about my quasi-OSR, sword, sorcery, and silliness RPG of biblical (because of all the sex and violence) proportions.  Bits and pieces shall be forthcoming!

Help me celebrate Crimson Dragon Slayer Day(!) on Monday, July 11th.  Game until awesome licks the blood from an evil sword!

Thanks,

Venger As'Nas Satanis
High Priest of Kort'thalis Publishing


Tuesday, December 15, 2015

New Investigative Horror Scenario


I finished the text for Alpha Blue last week.  Glynn is almost finished doing the layout.  [Get your interview questions submitted now, before it's released!]

I had last Saturday free for roleplaying but didn't know what to run.  These days I only get to GM about twice a month.  So, it makes sense that I would come up with a little something and use my upcoming session as a sort of preliminary playtest.

There were so many different genres, products, systems, and worlds to choose from, but I ended up deciding on The Outer Presence.  Partly due to a conversation I had with +Brandon Watkins months ago about reptile people within the hollow earth and my desire for a humorous ripoff of Delta Green.

The system for The Outer Presence takes place in our modern world around the 1970's, investigating weird and horrifying stuff.  However, I envision the game to be more like The Tomorrow People or Jon Pertwee era Doctor Who than Call of Cthulhu - even though Lovecraft will always be a huge influence on my writing.

Character creation was short and sweet, providing a balanced group of a-holes, wack-jobs, and addicts.

The scenario I concocted contains reptoids disguised as humans (did some research on David Icke and his conspiracy theories), time travel to the far future, shoggoth-like nastiness, and an agency that monitors all the crazy stuff influencing our world, its people and culture.

All I had was a couple dozen bullet points.  So, it was short, and there was quite a bit of improvisation on my part.  Some things didn't fit as neatly into the scenario box as I had anticipated.  But the players were excellent, driving the play forward and occasionally making cool suggestions - like the translucent strands hanging from the ceiling - having them worm their way into the pilot's orifices was a stroke of genius.  I believe my friend, +Tim Virnig came up with that one.

Anyways, it was a good time.  TheRPGpundit recently reviewed How to Game Master like a Fucking Boss.  In my opinion, he was dead wrong about the d100 table of colors.  That happened to be the only random table I rolled on all session.  The non-human PC (I sort of pictured him looking like 70's David Bowie) was shot during the adventure and his blood turned out to be mauve.  Mauve, damn it!  That's an important detail.

All ended well.  The PCs were even asked to join a secret organization who watches the watchers, none other than Theta Chartreuse!

When I'm finished with the scenario, it should have enough meat on its bones to support about 6 hours of play.  If it's somewhere between 10 - 20 pages, it'll probably just be a PDF.  If it spirals out of control into something larger, there will be a print version available this Spring.

Thanks for reading!

VS

p.s.  Almost forgot... here's my favorite quote of the session, "As you manhandle her through the portal, her heaving reptoid bosom is exposed."


Tuesday, October 27, 2015

D&Diesel: The Future of RPGs


And by RPGs, I mean paper and pencil roleplaying games.

For a product, hobby, art form, sport, game, or whatever you want to call it that can't be immediately purchased and played - even conceptualized - without help, such videos might just be the savior or even first-wave evolution of RPGs.

Keep this in mind, if it's not something people would ever watch on TV, it's probably not something that people will play.  Showing what RPGs are and how they're played is the initial step to getting more gamers.  In my opinion, the older cousin model of RPG introduction just isn't going to cut it in the 21st century.




  • Awesome place to play?  Check.  
  • At least one celebrity (or at least professional in the creative/performance/entertainment field)?  Check.  
  • Gamers willing to go the extra mile?  Check.

You're welcome to praise or criticize the video, players, Vin Diesel, GM, 5th edition D&D... anything having to do with this video.  Though, critiquing this particular video is not as important (to me) as critiquing the medium itself, a vehicle for getting RPGs noticed.

Assuming that RPG proliferation into the cultural mainstream is the goal, that can't happen without getting it in front of people's faces.  So, I ask you - what better way than this?


VS

p.s.  Titansgrave: The Ashes of Valkana is a similar high-end demonstration but with more explanation on how RPGs work.


Sunday, July 19, 2015

Beyond the OSR


Yesterday, Tenkar's Tavern asked what non-D&D derived OSR game were people hankering to play.

Just out of curiosity, I'm wondering what non-OSR game you'd love to one-shot if it could be anything at all.  Maybe it's something you got to play once or twice decades ago or something cool you've seen advertised online.  What would it be and why?

VS


Saturday, July 11, 2015

It's Crimson Dragon Slayer day!


Is it Crimson Dragon Slayer day today?  Hells yeah, it is!

To celebrate, I've made the gonzo, 80's, semi-intentionally humorous, science-fantasy, quasi-OSR roleplaying game half-price.  Yep, 50% off all day, suckas!  Grab it here if you don't already own it.

Helping me celebrate today are +Eric Fabiaschi with his totally awesome d30 table of random encounters.

+Jeremiah McDonnell pulled out all the stops with a pay-what-you-want Crimson Dragon Slayer adventure.

I used a suggestion by +Norbert G. Matausch to come up with a new character class based on the spherewalker idea with a touch of Chronicles of Amber.

And don't forget about last week's mini-module, Descent into the Candy Crypts.  So sweet, it'll rot your teeth!

What are you going to do for Crimson Dragon Slayer day?  Run a game?  Ask your boss GM to run a game for you?   Or maybe just watch a really bad fantasy, scifi, or post-apocalyptic movie from the 80's.  That's cool, too.  Come up with something if you feel inspired and let me know about it.

Share this meme, virus, craze, blatant promotional stunt, or whatever it is!

VS


Wednesday, June 3, 2015

How to roll your dice: a dice rolling tutorial



Now that we've got that out of the way, here's a selection of direct quotes from Crimson Dragon Slayer fans...


"Yeah, it was OK."

"Meh."

"Better than all the editions of D&D combined, except 4th edition... 4th edition was the best!"

"Syrupy."  

"Not as terrible as I thought it would be."

"Could you repeat the question?"

"Rolling inside a box is for pussies."

"You got your stupid scifi all over my fantasy.  I hate you.  Arrrrggghhh!"

___


Yeehaw!  There you have it, folks.  Just doesn't get any better than that!  Buy it on Amazon via CreateSpace (send me confirmation of your purchase for a free PDF) or DriveThruRPG.

It's single-handedly the newest and fastest selling RPG on the market (less than 12 parsecs).  Don't be a fucking moron, pick up the neo-vintage RPG that's sweeping the nation... Crimson Dragon Slayer!!!

VS

p.s.  Yes, I am available for interviews - but not for podcasts or skype/video.  Not that desperate.


Monday, April 1, 2013

GM Bootcamp!


I don't have much to say about the concept of a Game Master Bootcamp, other than it should be a thing.  There's a bootcamp for everything else, why not one for becoming a better GM?  Of course, there are already a few blog and forum posts about "GM Bootcamp" out there in cyberland.  That's fine.  Great, even! In fact, I'd prefer it if there were hundreds of accredited bootcamps for Game Masters all over the world.

Even good DMs, Judges, Referees, Maze Controllers, Narrators, Storytellers, and Keepers of Arcane Lore could be doing better.  I am no exception.  My mastery of the game is not what it should be.  Fortunately, there's no better way of crystallizing one's knowledge into a practical application of the primary concepts than teaching.  That statement's probably debatable, but I think most people would agree that teaching a set of skills tends to improve that same skillset.

There are many wonderful books on GMing, and I hope to use those as a frame of reference for my bootcamp.  I'm going to examine various tips, pick them apart, and just see if they're worth copying down in our figurative spellbooks.

I'll keep adding to this particular blog post as time goes by, so feel free to keep coming back.  Ask questions or post your feedback (especially critiques of my wisdom).  That will greatly improve the usefulness of it.  Maybe one day I'll be able to host a face-to-face GM Bootcamp in the Bahamas for several hundred dollars a head.  Right now, I'll settle for helping out a couple gamers just because I love this hobby.

Ok, without further ado, here are a few random things I'm setting down for your perusal...

1.  The best in-person GM technique I picked up recently is this: fold a bit of paper in front of each player seated around the table.  On the outward side of the folded paper (think of a plastic fast food drive-up window number) write the character's name.  If there's a new guy or everyone's just met, then put the player's name on the card as well.  And anything else which might be pertinent, such as alignment, prominent physical feature (why not a little drawing?), deity worshiped, insignia, etc.  Especially if you're not using miniatures, I think the extra details, besides character name, are worth writing down.

I can't tell you the number of times I've wanted to use a particular character's name in the heat of battle or whatever only to have it escape my memory for a few seconds.  Then, of course, the moment's gone.  I end up saying, "Dude, you're guy gets hit."  Or "Jason's character falls off the ledge."  Well, not anymore.  This helps fellow players, too.  Hopefully, the quantity and quality of actual roleplaying will go up.


2.  There's a nice google+ community I belong to.  It's called "Game Master Tips".  An individual on there asked me how he could possibly incorporate an element from my blog into his Eberron campaign.  If the characters haven't fully explored a setting aspect yet, then now's your chance to incorporate something new, alien, weird, and non-standard.  OSR!  No setting book is a bible, just as there isn't a biblical core book of rules.  Do as thou wilt, DM, shall be the whole of the law!  Subverting expectations is great for elevating the players' sense of mystery - without it, your setting might become a bit predictable and dull.  So, do the unexpected!

Having to retroactively alter the game world is not cool, though.  "Hey guys, remember when I said that Half-Elves didn't exist in this world?  Well, yeah, I guess they do now because this adventure has a few Half-Elves in it.  Oops."  I don't recommend that.

Luckily, there are plenty of ways around it.  For instance:  a) what the PCs previously encountered was just the tip of the iceberg.  b) what the PCs were told was a false rumor or superstition (wishful thinking?)  c) a gateway to a new world recently opened up nearby - and that dimension is very different than this one.  d) magic!  Yes, the strangeness of sorcery can pretty much make anything possible.  e) the PCs fall into a parallel world or alternate reality where most things are the same, but a few things wildly diverge.  f) All that stuff which came before?  Just an illusion... or maybe that's what the Dark Gods wanted the PCs to believe?


3.  When the players have subverted the GM's expectations, what is he to do?  I asked for some examples of stuff that could flummox a GM.  I received some great suggestions:  What if a PC wants to act against the party?  How about when the GM wants to tailor-make an upcoming encounter for a particular PC?  Or there's an obscure rule for something a PC or NPC wants to try - you know it's somewhere in the book, but have to take a few minutes to read and consider options - what then?

All that stuff takes a bit of time; too much time to just sit there and make everyone wait without calling some kind of recess.  Isn't there a method of instantaneously deciding how things should proceed?  There's a choice GMs have to make.  Either take a 5 - 10 minute break, or roll some motherfucking dice!  Most of the time, I choose the latter.

In the end, whatever the rule book says doesn't really matter.  Stories need drama, excitement, the unexpected.  What could achieve that better than letting a couple ten-siders decide the outcome?  Ultimately, the GM decides the outcome based upon the situation, PC actions, intentions, game world, and all the little details swimming in his head.  First, he pics a likely scenario - how things would normally play out (all things being even) - and, second, he picks an unlikely scenario which, most of the time, would just be a lot of fun to watch (assuming, of course, that the GM is a heartless bastard who gets off on the voyeuristic pleasures of watching warriors and wizards suffer).

Will the cursed scimitar destroy the wand when it makes contact (as the PCs planned), or is there going to be a catastrophic explosion that rips a hole in time and space?  That second option gets a 33% of succeeding because that's what it always gets.  If there's a chance something spectacular (doesn't matter if it's spectacularly good, bad, funny, etc.) happens, then I roll percentiles and see if it comes between 01% and 33%.  Maybe one of the players suggests a possible outcome or it just makes sense or something popped into my devilish GM's brain.  Roll the dice. The game goes on.  No breaks.

Having said all that, I don't think players would have a problem with taking five (or even ten).  While the GM schemes, the rest of the table can get snacks, go to the bathroom, figure out what they're going to do when the game resumes, or ponder their character's next level advancement.

But before calling a stop in the action, consider if this break (and the understanding it might yield) would really heighten some aspect of the game, or unnecessarily delay it.  After a couple seconds consideration, experience will tell a GM if rolling is preferable to stopping.

One last piece of advice, if I was going to call for a break, then I wouldn't make it any longer than ten minutes, and I definitely wouldn't call for more than 1 per session.  The 33% rule.  It works, my friends.  Sometimes, it almost works too well.  ;)


4.  Don't be a pushover, GM!

If you don't want to tolerate disruptions, like cell phones or email checking, then speak up.

Some players will bellyache or grumble in the moment when something unexpected happens.  That's part of our sadistic fun!  Take a few moments after the game and ask yourself if you're really being too hard on everyone or a specific individual.

When players constantly bug the GM about playing some super-powerful race or class or whatever, then find out the reason.  If it's a non-powergamer reason, then allow it with appropriate restrictions.  If it's just about being superior to everyone else, then shut it down with a diabolic laugh and a flourish of your black cape (if you don't have one of those... that might be the problem).

Be tough, but fair.  Hear everyone out, and then try to be generous without overdoing it.


5.  Minimize assumptions!  Before the game starts - or in the middle if you've already began the campaign - send out a survey.  This is the briefest one I could think of...

Based on your previous gaming experience, tell me what are your A) must haves, B) likes, and C) DO NOT WANTs in a roleplaying game.

Getting that information is like having a +7 bonus to be awesome.  Even individuals who reply back with, "I just want a good adventure" have given you something to go on - they're low-maintenance with an easy going attitude.  Preparation like that is greater than spending hours honing your next session's combat tactics.

While you're at it, ask yourself the same thing, GM.  What should your ideal sessions must have, probably include, and get thee behind me, Satan!
___


Now, there's 5 things - with more to come.  What else would you like to ask, submit, or think I should consider?


VS

Wednesday, March 27, 2013

The Skittering Maw


Some call it a Centipede Shark, others have given it the name Sharktipede; however, those who have faced this monster and lived to tell the tale know it as Skittering Maw!

The Half-Orc cleric and death priest of Yogsoggoth, Yorlsen Gramz, was ridiculed one loathsome night just outside the local ruins.  This was nearly a decade ago, when the spawn of Yogsoggoth roamed the land, fruitful because of Yorlsen's dedication to that pallid masked Devil-God of unspeakable chaos - Yogsoggoth!  Yorlsen Gramz was spat upon and laughed at by the leader of a competing sect as unremarkable as they are unremembered.

Precious few believed Yorlsen had the understanding of outer sorcery to combine two opposed species into a single unnatural abomination.  But it was the leader of that sect who called him out.  As the Half-Orc had many times in the past, the death priest of Yogsoggoth accepted the challenge set out before him.

He walked under the horned moon, searching for a suitable creature.  Seconds later, he noticed a giant centipede weaving in and out of the forbidden ruins.  Wrestling it to the ground, Yorlsen proceeded to summon a larger beast from a dimension familiar to him - an oceanic world.  A shark appeared, thrashing and flopping before all in attendance.

With the willpower of a thousand birthing demonesses, Yorlsen Gramz forcibly merged the two species into one.  A hideous shriek resounded through the lightless air as if observing Gods of order could not abide such an unwholesome union.  Nevertheless, the Half-Orc's hybrid held its spliced molecular structure.  In less than a minute, the ridiculing leader of that forgotten sect was beheaded by an acolyte of Yogsoggoth and his body fed to the Sharktipede.

Since its creation nine years hence, various wizards and clerics devoted to Yogsoggoth have managed to replicate the Skittering Maw, placing their creations in various dungeons, towers, and sorcery ravaged wastelands.  The beauty of the hybrid beast is this: it retains the ferocious nature of the shark while enjoying the centipede's sustainability upon dry land.  However, there are a few Skittering Maws which live and fight exclusively in water.
___


Skittering Maw

HD:  9
HP:  57
AC:  14
Attack Bonus:  +6
# of Attacks:  1d8 centipede legs and one bite
Damage:  1d4 + special; 2d12

Special Attack:  each centipede leg has hundreds of tiny, stiff fibers which may temporarily paralyze those hit by one.  Roll save giving the victim a +2 bonus to resist the paralysis poison.  On a natural "20" regarding the shark bite, victim is severed into two pieces, yet able to act (albeit without much movement) for 1d8 rounds following the severing.

Special Defense:  three out of four Sharktipedes have 30% spell resistance, one out of four magnifies any magic cast within a 30' radius of itself - multiply the spell's duration, range, damage, etc. by 1.5

Treasure:  a Skittering Maw is only likely to keep gold, gemstones, and magical items from those creatures and adventurers it devours.
___


http://dungeonskull.blogspot.com/2011/08/unholy-matrimony.html

This creation is not my own, but came from the twisted minds of Blizak, his brother Chris, the artist Ryan Browning, and the Adventurer Conqueror King roleplaying game.  Thanks for letting me freestyle riff all over this thing, guys!


VS





Friday, March 22, 2013

Call of Cthulhu scenario inspired by DIO's Holy Diver


This was for a contest:  make a video describing an RPG scenario relating to or inspired by a particular song.  I chose DIO's Holy Diver.  After making the vid, I decided to write the scenario out on my gaming blog.  Ok, here goes...


Holy Diver

This is an underwater scenario involving the sunken corpse-city R'lyeh.

R'lyeh is where Dread Cthulhu waits, not dead but dreaming.  Just as Cthulhu and the Great Old Ones will not awaken nor break through into our reality until the stars are right, so obscured is passage to R'lyeh.  The emerald corpse-city has been displaced from our time-space continuum.  No human can reach it... except for one spot.

Off the coast of the Philippines is a body of water known by some occultists as the Midnight Sea.  For some reason, an extra-dimensional gate or wormhole exists at the bottom of it, leading directly to R'lyeh.

Owner and pilot of a deep sea diving vessel called The Tiger (because of its black stripes), Captain Meeno has been down in the Midnight Sea several times looking for diamonds.  On his last voyage, Captain Meeno accidentally found his way to R'lyeh.  He took a few photos before returning home.  Announcing to the world a lost city at the bottom of the Pacific Ocean, Meeno began selecting individuals to accompany him in a bit of exploration and treasure-seeking.  Unfortunately, virtually everyone in the scientific world believes this to be a hoax.  There's nothing to be found in the spot where Captain Meeno claims he saw the city.  And yet, there are still a handful of believers... perhaps by the will of Dread Cthulhu?!?

So far, the expedition is made up of...

Bishop Alphonso DiSalva who believes his rightful promotion to Archbishop was blocked because of his association with Ujieffski.  DiSalva is more than a little bitter about being passed over for promotion, so he sees this as his chance to cement his name in history, as well as, prove to the Church that his friendship with Ujieffski is not a liability.  He hopes to find some kind of holy city beneath the waves.

Ujieffski is a mystic with shaved head and overgrown bushy mustache who was also a member of the Catholic Church before the College of Cardinals deemed his visions to be an instrument of the Devil, whereupon he was excommunicated.  Ujieffski and Alphonso DiSalva became lifelong friends when DiSalva was stationed in the Ukraine decades ago.  Ujieffski has been having a singular yet reoccurring vision since Meeno's announcement - an antediluvian city of secrets, dreams, and untold power!

Wilkinson Smythe III... the third member of Captain Meeno's expedition should probably be hand-picked by the Keeper of Arcane Lore himself as that's the most likely entrance for the investigators.

Once aboard, the expedition will undoubtedly have one or two encounters, such as a competing deep sea vessel full of cultists, an unnatural squid / sea monster attack, or some entity swimming up against The Tiger as it moves through the gateway / wormhole.

As for the emerald corpse-city of R'lyeh, well, that should also be up to the Keeper of Arcane Lore.  One thing is for certain - there should be plenty of conflict between members of this expedition.  Bishop DiSalva will want to claim the lost city for his Catholic Church while Ujieffski will receive very strong impressions that the slumbering God within is the only truth of this fragile universe.  Meanwhile, Captain Meeno will be more interested in looting the place.

If this scenario is a one-shot, then why not allow the investigators or Ujieffski to disturb Cthulhu's sleep?  Or maybe this scenario is part of an ongoing campaign - in that case, the ultra-telluric architecture (complete with horrific bas-reliefs) of R'lyeh will undoubtedly reveal clues as to what the Mythos is really about.  It will take a lot of time, energy, and ritual knowledge to awaken Cthulhu.  And don't forget about those cultists who followed The Tiger through the gate.  Not only do they crave whatever valuables are lying around, such as those cyplopean Art Deco seals made of platinum... but for their Lord to rise!

For those interested, here's the Holy Diver video and the song's lyrics below...





Holy Diver
You've been down too long in the midnight sea
Oh what's becoming of me?

Ride the tiger
You can see his stripes but you know he's clean
Oh don't you see what I mean?

Gotta get away
Holy Diver

Got!
Shiny diamonds
Like the eyes of a cat in the black and blue
Something is coming for you

Look out!
Race for the morning
You can hide in the sun 'till you see the light
Oh we will pray it's all right

Gotta get away-get away
Get away,
Gotta get away,
Get away

Between the velvet lies
There's a truth that's hard as steel
The vision never dies
Life's a never ending wheel

Holy Diver
You're the star of the masquerade
No need to look so afraid

Jump, jump!  Jump on the tiger
You can feel his heart but you know he's mean
Some light can never be seen

Holy Diver
You've been down too long in the midnight sea
Oh what's becoming of me

Ride the tiger
You can see his stripes but you know he's clean
Oh don't you see what I mean

Gotta get away
Get away
Gotta get away
Get away yeah

Holy Diver
sole survivor
your armor’s clean

Holy Diver


___

VS

p.s.  Just found out that my entry won third place in the contest.  Sweet!