Gnolls, Trolls & Mysterious Holes

Melf’s Acid Arrow: Now 50% more Acidic!

July 19th, 2008

A New Idea

In an attempt to force myself two write on this blog more often, I’m starting a new feature to get me writing at least once a week. I’m going to write a short, one paragraph adventure/story outline. Not only will the get me writing, but it will also get me thinking a ideas for future games, but also hopefully to give me ideas for my current games. I’ll try to keep them system neutral, but some setting and systems are more likely to come to the forefront. Not to mention this is just a good mental exercise and also a way to improve fleshing out my ideas. I tend to have very good general ideas, but I have difficulty fleshing them out, adding detail to them and focus them. Hopefully this will make me better at that. These won’t be the most original ideas - that’s not the point. The point is to write, think and flesh out. That’s it. I don’t care if it’s cliche, I just want it to be well thought and well written clicheness.

This weeks setup is something I’ve been thinking about for a few weeks. I’m actually envisioning it as a Burning Wheel game, but it could easily fit in a D&D Second Edition, and probably Third Edition ruleset. I just pretty much think in terms of Burning Wheel as a default at this point. The characters are all residents of a small city which is being run by an assassin guild. Very few people in the city suspect anything. The PC’s are among the few that DO know. Maybe a family member or friend was a target in the past; perhaps their family has been extorted into poverty to keep from becoming a target, whatever - that part is up to the players. The assassin’s leader is a charismatic, but weak-willed gentleman - probably older, possibly a wizard or sorcerer if it fits the system. The characters lead the resistance movement that will be responsible for bringing down the guild and restoring power to the people.

July 16th, 2008

Magic Burner

I was going to spend my time today writing a short review of 4th Edition Dungeons & Dragons but I’m feeling a bit too sleepy today to tackle that. So instead I’m going to simply mention a new book from the Burning Wheel crew - the Magic Burner! From various threads on the forums I’ve gathered that it includes rules for Blood Magic (that sounds cool), Death Magic (Could it be? Will I be able to play a Necromancer in Burning Wheel?!), Religion, Enchanting, Art Magic and several others. I was lucky enough to snag me a Pre-order on this one and I’m really looking forward to using the new rules. I’ll be sure to write more once I’ve had the chance to look over the book in detail. The Magic Burner will be widely available in September.

June 7th, 2008

Dragonlance 4th Edition

>компютри4th Edition play testing has gone well - it even brought one of my former players back to the table, which is great. We’re currently running Ruins of Undermountain - a huge dungeon underneath Waterdeep. I’m running it as a pure dungeon-crawl right now - kill things and take their stuff - but I may slip in bits of story here and there. However, I remember our last foray into the “huge dungeon-crawl” side of D&D and it didn’t go over very well. It was Temple of Elemental Evil (I love that dungeon!) and I think everyone enjoyed it, but it just was so huge that it got dull after the 3rd or 4th level.

So in preparation of those feelings returning (considering Undermountain is at least 3 times as big as ToEE), I’ve been thinking of alternative campaigns to run, preferably with plenty of story. One thought I had was that we haven’t ever really done a big epic campaign brimming with character development and drama and excitement. We almost got that from our last campaign that we were all together for, but for some reason that campaign just petered out suddenly. My biggest problem with running a campaign is that I have trouble with detail - I can define a big picture, but zooming in on the big picture and inserting detail is a challenge for me. Also, I have trouble maintaining interest (for myself) in the campaign itself). So what if I ran a campaign on “training wheels” as it were? Use a campaign that’s already written, with all the details filled in. As DM it’s not my job to be original, just creative (so says the new 4th edition Dungeon Masters Guide - and I believe that statement) so I pulled, as my template, my favorite all-time fantasy novels - the Dragonlance Chronicles. I’m very excited to run this, and I can’t wait to run it by my players and see what they think. Basically, I would make the characters from the book for them, they could choose which ones they wanted to play and I’d run them through the story as if they were reading the book.

Now of course, they’re going to make different decisions than the characters in the novels, so I’m going to have to be prepared to wing it a bit and veer off “canon” a bit, but I’ll at least have a good idea what the bad guys would do in any case so I don’t think the story would be hurt in any way. One problem I’m having is that two of the characters die. How do I handle that? Do I force the players to let those characters die? Do I run those characters as NPC’s? One thing I can’t do is let the same player run both characters, that would suck. Also, since I only have 3 players but I have 6 characters, I may have to have them run two characters (not the ideal situation, but better than me running all the other characters). In that case, I’ll have to make sure that certain characters are separated. For example the same player shouldn’t play both Caramon and Raistlin, nor should the same player play Sturm and Raistlin (too much enmity there - it’d be weird). I’ll probably run Goldmoon and Riverwind as NPC’s.

So has anyone else tried this out? Any luck?

May 24th, 2008

First 4th Edition Playtest

My group tried out 4th edition (the “lite” version) last session - just some simple combat, nothing too taxing. My initial impressions? I’m skeptically impressed. I’m a near-constant lurker over at the ENWorld forums and I’ve heard many of the “grognards” complaining (actually, a lot of people complain about it) but that surprises me, since there is quite a bit about the new edition that harkens back to previous editions. Monsters, for one thing, are much more interesting. In 3rd Edition, I always felt that I was simply pitting my numbers vs. the PC numbers. Now I feel like I’m pitting my monsters abilities and strategy vs. the PC’s. One of the first things that impressed me were the new Orcs. When I downloaded the Orc preview WOTC put out, my jaw dropped at the variety of abilities and also the variety of types of orcs there were. I like this new Monster Manual style.

Does it feel overpowered? Yes, to me it does. But I also feel that it’s starting to do what D&D was meant to be for - badass, drop-down, knockout dungeon crawls. With the various new powers available to players now, characters can spend so much more time in the dungeon than healing or waiting for the casters to get spells back - I love it.

My biggest problem with 4th edition is the class choices. It feels to me like you’ve got the spellcasters and a bunch of “fighters” with different powers. You’ve got fighters, paladins, warlords and rogues. Couldn’t room have been made for the Druid or Bard? Not a big complaint, really, just a disappointment.

My groups first session of “real” play is tomorrow, looking forward to it. I’m taking them through Ruins of Undermountain. I figured that would give me a chance to pretty much throw the entire Monster Manual at them without having to come up with a rationale for why all these variegated creatures are coexisting in the same habitat.

April 14th, 2008

How the GM Interacts with Rules to Influence Player Reactions

This weekend we had the second session of our Ravenloft/Gestalt mini-campaign and something occurred which really blind-sided me - the way in which I use the rules, influences how my players set about solving problems. I’m running a module called The Created in which a small town is taken over by a puppet maker and his marionette minions. In the module, the PC’s are quite likely to be taken over and turned into marionettes themselves, which in fact happened in our game. At some point after this, the PC’s have an encounter with a stray dog, which is two size categories larger than them at this point. This is a pretty tough encounter, since because of their small size, even if the PC’s had weapons (they were unarmed after being turned) the only weapons they could carry would do minimal damage at best. So the best way to handle this situation? Drop to the ground and go limp - basically, be a doll. The dog sniffs for a few moments and then wanders off. It’s a simple solution that requires no rolling, just a little bit of thought. However, my players attempted to run away, which failed, and then tried to fight the dog off, which wasn’t going too well.

Is this a failure on my players part? No. My players are intelligent people and can think on their feet - the problem is the rules (d20 in this case - my eternal whipping boy) which support a certain style of play, namely, if you run into a problem, look on your character sheet until you find a skill that you can roll to get you out of the situation. This is where skill-based systems run into problems. They encourage players to think only in terms of what’s on their character sheets and distract them from solving the problem at hand.

d20 is not fully to blame in this situation because the rules are simply a tool. Like any tool, if used poorly, for the wrong task, the results can be, and usually are, slipshod. So I am also to blame for the way my players react to situations. By including skill roll after skill roll, eventually anybody is going to “trained” to work only with what is given to them. This is the importance of including riddles, tricks, traps, etc. with no obvious solution (i.e. no associated skill roll) so that the players are forced, at least every now and then, to think past an encounter, rather than roll past it.

March 5th, 2008

Encounter Critical

I just found Encounter Criticaloff of Jeff’s Gameblog. It’s from two guys who apparently (if you read through the booklet) couldn’t decided whether to make a space RPG or fantasy RPG so they just smushed all their ideas together and called it a day. Imagine a game where you can have a group that consisted of a Robodroid, a Dwarf, a Klingon, an Amazon and a Wookie. The Wookie is shooting a shotgun, the Klingon is blasting people with a phaser and the dwarf is cracking skulls with his battleaxe. Also imagine the possibilities of combining any of those races in any bizarre combo you can think of….A RoboWookie, a Klingon/Elf, an Amazon/Dwarf. It gets pretty crazy. Now throw in classes like the standard Warrior, Warlock and Criminal, but also Psi Witch, Doxie, or Pioneer. Now add in authors who not only make no attempt to make any of it make sense, but encourage a ridiculous (and hysterical) brand of controlled chaotic hilarity. I was thinking of making some quick characters and running the group through a quick game this Saturday, and everyone seems to be on board. I’m not going to re-trod over material that’s already been covered (better) elsewhere, so I’ll just send you on over to Jeff’s Blog. I will say, this game has made me want to play AD&D again.

February 5th, 2008

Martira Bay - Tanislov Draczynski

Elections have just been held in Martira Bay for the new Mayor, the previous Mayor having died from what appeared to be a weak heart. The candidates were close through the entire race, but winning by just over half the votes was one Tanislov Draczynski, a young and inexperienced politician. His vitality and fresh, progressive ideas won him many of the votes - especially among non-humans.

He is not without his detractors, however. He is from the Labor Party (you know, like Tony Blair) and so is very popular with the dockworkers and ship captains - working men and women. But he is seeking to increase taxes for the rich significantly and so has won him many enemies with the elite of Martira Bay (of which there are many).

For looks, think Simon from Firefly. Possibly a Dhampir (Denizens of Dread).

February 3rd, 2008

[House Rilyntlar] Nursed Wounds

We started this session where we left off - in the care of some Duergar traders. I really wanted this to be an interesting encounter, but nothing in it really spoke to the players Beliefs, so I we mostly got through it and moved on. The players healed and towards the end of their healing, started learning some new skills - they each learned the Crossbow, Valatar learned Martial Arts and Nefryn learned Two-Weapon Fighting Training. They learned from the leader, a Duergar named Gilnax, that Menzoberranzan’s sister city, Ched Nassad, had been utterly destroyed. Though by who and how it is unknown. At this point, it was time for a Lifestyle Maintenance check. They both failed this roll and are consequently Taxed 1 die, bringing them both back down to 0 on that.

At this point we moved on - the two headed back to Menzoberranzen and revenge! On the way, however, they met up with a Greater Imp named Thraxis who - they would soon find out - was summoned by one Yasaryll Torana, the sister of Malagerd Torana. Thraxis asked the two to somehow release him from his servitude so that he might spread chaos throughout the Underdark, in exchange, he would offer some knowledge he has concerning the Clerics of Lolth and the destruction of Ched Nassad. The players took the bait and decided to visit Yasaryll in her cave outside of Menzoberranzen. It was soon discovered that she had been all but declared an outcast by her family for choosing the way of magic rather than divine pursuits. The fact that these two were the ones who killed her brother (naked, and easily) was something that amused her greatly. She decided that if they could convince her of their skill at fighting, that she would release the demon (after all, the demon would be free to attack her at that point). Yasaryll narrowly won this Duel of Wits (with only 2 left on her Body of Argument.) She compromised by trying to use her Persuasion to obtain the knowledge from Thraxis - which she succeeded. They discovered that the Priestesses of Lolth are no longer able to commune with their deity, their prayers are going unanswered.

This is pretty much where we left off. And we are switching gears next session - M.C. is going to run his first d20 campaign, a published adventure called Bad Light. We’ll still keep running this Burning Wheel campaign, since we’re all having fun with it, but the format is changing, we’re switching to Play By Post on Myth-Weavers and the campaign can be followed there. I’ll post a link to the game once I have it up and running.

February 2nd, 2008

My New Favorite Book

I’ve been digging through my PDF of Unearthed Arcana lately looking for various ways to beef up my upcoming, heavily modified, d20 campaign. UA has now become my new favorite book. There is a variant in it that does away with hit points and uses a wound mechanic very similar to Burning Wheel. This has the great effect of rendering characters ineffective in combat long before they have a chance to get themselves killed. I’ll also be using the Defense Bonus variant so that the characters aren’t forced to walk around with armor in an early 19th century setting.

I was actually hoping to find a magic system in there that would suit me - or at least garner ideas for my own, but nothing really struck me as quick and easy as mine. I’m also slipping Action Points into my system, but rather than adding to an existing d20 roll, I’ll just have them allow you to re-roll. Otherwise I just don’t see the utility of them. You’d have to almost make it for them to be effective and I’d rather they be more effective than that. Especially since I won’t be giving them out as often as is suggested in the book - players need to play their character traits to earn them.

January 30th, 2008

Martira Bay - Setup

I’d like to start our setup for this campaign by laying out a few guidelines, answering a few questions and establishing a few facts. First off, characters:

Characters

Characters will be Gestalt characters, starting off at around 4th-5th level; the setting is a big, Victorian city, so Druids and Rangers really wouldn’t fit well, as classes go. Barbarians are a bit of a stretch, too, but I think we can make room for them. Weapons should generally be light and/or easily concealed (knives, clubs, rapiers, etc.) and I think I may use the Defense Bonus variant from Unearthed Arcana rather than have any armor at all - it just feels more right. I’d like to see an emphasis on using your skills and noggin’s to combat your enemies rather than weapons all the time (not to say that there won’t be combat, but just that it should be a last resort). Character creation will be with a modified Point Buy system - I’m going to give you a range of numbers (right now I’m thinking 16, 15, 14, 13, 12, 11) which you can assign as you please, adjusting them up or down as you see fit (increasing one stat requires a similar decrease in another). Anyone wishing to play a half-orc should talk to me, Ravenloft has a different but analogous race that fits that bill. Instead of skills, you will choose a number of Non-Weapon Proficiencies equal to your level + your Intelligence Modifier - these can be just about anything (including current skills) Diplomacy, Etiquette, Haggling, Climbing, Woodcarving - these represent important skills to your character and can be rolled against with a standard Ability Check. You will also choose 3 Traits/Flaws for your character, using these in play to create difficult situations for your character will earn you Fate Points which can be used to re-roll any d20 roll. Example Traits/Flaws: Greedy, Clumsy, Charismatic, Tidy, Vain, Ambitious, Stubborn, etc. Finally, you will also choose a Imp which will be following you around, bonded to serve you in penance for its crimes. You can name it and, if you want, determine what crime it committed. I think what we’ll do with these is, we choose them, but someone else plays it. So, for example, I will play M.C.’s Imp, M.E. will play my Imp and M.C. will play M.E.’s Imp. They’ll be ornery and pretty much cause chaos whenever they feel they can get away with it. Oh, and one last thing: everyone should write a secret for their character - something they know, something they’ve done, whatever, just don’t reveal it to anyone else. Secrets will be revealed whenever you wish, during play. I’d like to hold off on character creation for this campaign until we’re al able to sit down together and make characters at the same time.

Setting

Think “From Hell” I’m steering away from the steampunk influence, since A. I’m not really familiar with it and B. It just wasn’t fitting the mood. Martira Bay itself is a large port city on the North Western coast of Ravenloft - heavy trade city, boundless opportunity for corruption; grimy, gritty, potential for evil lurking around every corner. You belong to a secret society known as the White Rose Society. On the surface it is a charitable organization, holding auctions and fund-raising banquets that attract most of the cities well-to-do citizens hoping to gain status and reputation among the cities elite. Most of the funds, however, are funneled into the societies hidden side: the protection of Martira Bay’s citizens from the forces of evil. The society was founded by a mysterious former adventurer named Lord Faltron. It is said he is still living and moves about the society headquarters at his will, though no one knows who he is. The need for a society such as this was necessitated by the close proximity of Necropolis, the City of Undead. The society has had its hands full of late dealing with the problem of a sudden influx of demons & devils.

{note: normally, Ravenloft is closed off from the outer planes where demons and devils exist - sometimes they can get through to this plane, but not often. As such, the past few months have been spent learning about these new creatures and discovering what they’re about, and how they’re getting here.}

Gameplay

Since we’re playing both sides of the conflict, I’d like to establish some kind of ground rules so that things don’t spiral into chaos. I almost feel like it’s necessary to to keep each character separated and have the other two non-players co-GM for the entirety of that players scene. I’ve been considering working in something similar to what Burning Empires uses called Scene Economy. I don’t own BE so I that causes problems, but from what I’ve heard, you are given a certain amount of certain types of scenes that you can introduce in a given game session. So for example each player has a Fight scene that they can enact whenever they want. But now that I think about this, I wonder if there might be too much toe-stepping if we do it this way. Three DM’s all working with the same clay? I’m not so sure about this. The alternative is to just run the game as if there were two active groups, I make encounters for the good guys, I make encounters for the bad guys and eventually the twain shall meet. I don’t know, I’ll wait on this one and see what sounds best.

As far as monsters and the feel of this campaign: I really want lots of intelligent monsters, monsters that won’t wade into combat, who’ll try to out-think you or bargain with you in hopes of scoring a deal rather than risk putting themselves in danger. I definitely see my devils and demons this way - they’re here to stay and they don’t want to be sent back to the outer planes. Also, you guys asked for it, and this is in line with the intelligent monsters, I want lots of mystery to this campaign, mystery and intrigue all around you.